• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:59
CEST 20:59
KST 03:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy19ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy3GSL CK: More events planned pending crowdfunding6Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage5Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win
Tourneys
$5,000 WardiTV TLMC tournament - Presented by Monster Energy GSL CK: More events planned pending crowdfunding Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion [BSL22] RO32 Group Stage BW General Discussion so ive been playing broodwar for a week straight. Gypsy to Korea
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group F [BSL22] RO32 Group B - Sunday 21:00 CEST
Strategy
Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The China Politics Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How Streamers Inspire Gamers…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2827 users

Reaper of Souls General Discussion - Page 67

Forum Index > Diablo 3
Post a Reply
Prev 1 65 66 67 68 69 95 Next
chaos021
Profile Joined March 2012
United States258 Posts
Last Edited: 2013-09-01 06:41:57
September 01 2013 06:28 GMT
#1321
On August 29 2013 06:55 dmfg wrote:
Show nested quote +
On August 29 2013 00:50 crms wrote:
i like a lot of these suggestions but itemization and character development are by far the most important issues. paragon system 2.0 is a nice baby step but the items and character interaction needs an overhaul.

while the writing is harsh and I wish better written and a bit more comprehensive, this 'info-graph' highlights the major issue with D2 vs D3 loot itemization. While doing my re-play of Diablo 2 this week, I've run Nightmare Meph about 10-15 times and found ~12 uniques (legendaries). Including some nice niche uniques that are great for certain builds on other classes. Stuff like that just doesn't happen in D3. It won't happen because you'll never spend 15-20m doing quick boss runs to obtain ~12 legendaries, and the legendaries you would find in ACT3NM wouldn't be worth IDing. When characters have no depth of customization, the items are boring and undesirable.


I think there are 2 separate issues that this infographic is trying to pass off as one.

The stat allocation issue is completely separate to the diversity of gear issue. If you couldn't allocate stats in D2, the exact same gear would still be desirable to the exact same builds (the only difference being the number of str/dex charms required to equip it). Character stat allocation did absolutely nothing for gear diversity; having unusual and gamechanging affixes is what did it.

As for what makes gear "interesting", every single item from D2 that I would call "interesting" has one thing in common: they grant unique spells that are normally locked to one class. Whether that be Enigma, Andy's visage, Insight, Passion, Chaos, Atma's scarab, Demon Limb, Wolfhowl, etc. Yes, there are other powerful items like BotD, but there is nothing interesting about BotD other than it being really really powerful.

These items were interesting because they let you make (effectively) cross-class hybrids. They did nothing for itemisation - maybe you aimed for a different IAS breakpoint but that was really it. Some of them changed nothing at all about how you build or played your char (2x CTA in alt weapons anyone?). I don't think these are an answer to "the loot problem" - you get a few interesting items, but you won't really add any depth to gearing.

And I think that is my problem with analyses like the one in that image. D2 had a lot of pieces of gear which were interesting in isolation (all of them added after LoD, and almost all of those added in 1.10 or beyond when LoD had already been out for years). But they didn't make building a gear set interesting, because by and large it wasn't. What it came down to was meeting some caps (resist all and IAS, and IAS was almost entirely based on weapon IAS so the rest of your gear hardly mattered) and calling it a day.

Yes you could stack different things, like going for pure weapon speed (enchantress, firebear, tesladin), stacking CB, stacking DS, whatever. But none of those things really changed anything about how you played the char, or how combat felt. They were just generic DPS increasing affixes that happened to use different mechanics. They were (to use the phrase in the infographic) toast.

I think Blizz needs to be very careful, because if they give in and just give D2 patch 1.10-style loot in D3, we might have fun initially until the clear cookie cutter builds come out, and then we will be in the exact same situation as we are now, where after you decide you are going Monk + claw that lets you use whirlwind, the gearing is just as uninteresting as it is today (and as it was in D2).


You are so backwards that I'm not sure any further explanation would even help, but let's just bang my head against a wall anyway...

You do get that in D2, that allocated stats points and gear had a pretty big determination on the effectiveness of your character based on how you set it up (what main skills you wanted to use). Therefore, a melee sorc would want high dex for that shield and just enough mana to keep their enchant skill rolling. You absolutely CANNOT do this type of shenanigans in D3. If you're a barbarian, your damage in D3 is absolutely tied to strength and the dps in your weapon slot. That's it. Who am I kidding? It's really just tied to whatever is in your weapon slot.

On top of this, you're forgetting the other widely used and fairly awesome stuff like straight up % damage reduction, life steal and mana steal before they nerfed it (was based on percentages before nerf iirc). There was also shit, like deadly wounds, open wounds, +% elemental damage, chance on striking/hit to do randomness, etc. Yea, there were also really cool runewords that let you do some cool crap, but you didn't have to use them. Some people actually tried fun stuff for, you know... fun. Hell, some of the runes were just useful as runes. The best part about all of that is that, you weren't locked into looking for the same fucking stats on every piece of loot that dropped. Right, now if it doesn't have your main stat (strength/dexterity/intellect), vitality and maybe 1 or 2 minor improvements in D3 (crit chance, crit damage %), then you don't give a flying fuck. Whereas in D2, you could do max block sorceress with a shield or try going all out into energy shield into whatever else. Synergies in skills made it even more interesting.

There were some builds out there that were popular in D2. No one can deny that, but they were not the only ways to be successful (killing hell mode). How you can sit there and say that having an assassin claw that let's you whirlwind is just as "uninteresting" as it is today? That, sir/madam, is mindblowing and greatly saddening. To get to my point, it has been noted several times over how few skill-rune combos are used in entire population subsets (barbarians/witch doctors/etc) in numerous places (chat with the devs topics while they lasted, blue remarks on blizzard forums, several polls on diablo.incgamers.com). The level of customization a player can hope to achieve in this game is saddening. Plain and simple. I really hope the expansion fixes these problem to a great degree, but I'm not holding my breath either. [And no, I'm not buying the expansion unless there's a worldwide orgasm on release day based on how awesome it is]
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
Last Edited: 2013-09-01 09:28:36
September 01 2013 09:28 GMT
#1322
A lot of what you said was mainly because of how powerful items were in D2. You could literally have any spec out there and still kill anything.

Not that it would be bad but skill specializations hardly had any meaning outside PvP.
You must gather your party before venturing forth.
mbsupermario
Profile Joined July 2010
United States101 Posts
September 01 2013 11:17 GMT
#1323
I'll stick to Path of Exile.
dmfg
Profile Joined May 2008
United Kingdom591 Posts
Last Edited: 2013-09-01 11:59:22
September 01 2013 11:54 GMT
#1324
On September 01 2013 15:28 chaos021 wrote:
Show nested quote +
On August 29 2013 06:55 dmfg wrote:
On August 29 2013 00:50 crms wrote:
i like a lot of these suggestions but itemization and character development are by far the most important issues. paragon system 2.0 is a nice baby step but the items and character interaction needs an overhaul.

while the writing is harsh and I wish better written and a bit more comprehensive, this 'info-graph' highlights the major issue with D2 vs D3 loot itemization. While doing my re-play of Diablo 2 this week, I've run Nightmare Meph about 10-15 times and found ~12 uniques (legendaries). Including some nice niche uniques that are great for certain builds on other classes. Stuff like that just doesn't happen in D3. It won't happen because you'll never spend 15-20m doing quick boss runs to obtain ~12 legendaries, and the legendaries you would find in ACT3NM wouldn't be worth IDing. When characters have no depth of customization, the items are boring and undesirable.


I think there are 2 separate issues that this infographic is trying to pass off as one.

The stat allocation issue is completely separate to the diversity of gear issue. If you couldn't allocate stats in D2, the exact same gear would still be desirable to the exact same builds (the only difference being the number of str/dex charms required to equip it). Character stat allocation did absolutely nothing for gear diversity; having unusual and gamechanging affixes is what did it.

As for what makes gear "interesting", every single item from D2 that I would call "interesting" has one thing in common: they grant unique spells that are normally locked to one class. Whether that be Enigma, Andy's visage, Insight, Passion, Chaos, Atma's scarab, Demon Limb, Wolfhowl, etc. Yes, there are other powerful items like BotD, but there is nothing interesting about BotD other than it being really really powerful.

These items were interesting because they let you make (effectively) cross-class hybrids. They did nothing for itemisation - maybe you aimed for a different IAS breakpoint but that was really it. Some of them changed nothing at all about how you build or played your char (2x CTA in alt weapons anyone?). I don't think these are an answer to "the loot problem" - you get a few interesting items, but you won't really add any depth to gearing.

And I think that is my problem with analyses like the one in that image. D2 had a lot of pieces of gear which were interesting in isolation (all of them added after LoD, and almost all of those added in 1.10 or beyond when LoD had already been out for years). But they didn't make building a gear set interesting, because by and large it wasn't. What it came down to was meeting some caps (resist all and IAS, and IAS was almost entirely based on weapon IAS so the rest of your gear hardly mattered) and calling it a day.

Yes you could stack different things, like going for pure weapon speed (enchantress, firebear, tesladin), stacking CB, stacking DS, whatever. But none of those things really changed anything about how you played the char, or how combat felt. They were just generic DPS increasing affixes that happened to use different mechanics. They were (to use the phrase in the infographic) toast.

I think Blizz needs to be very careful, because if they give in and just give D2 patch 1.10-style loot in D3, we might have fun initially until the clear cookie cutter builds come out, and then we will be in the exact same situation as we are now, where after you decide you are going Monk + claw that lets you use whirlwind, the gearing is just as uninteresting as it is today (and as it was in D2).


You are so backwards that I'm not sure any further explanation would even help, but let's just bang my head against a wall anyway...

You do get that in D2, that allocated stats points and gear had a pretty big determination on the effectiveness of your character based on how you set it up (what main skills you wanted to use). Therefore, a melee sorc would want high dex for that shield and just enough mana to keep their enchant skill rolling. You absolutely CANNOT do this type of shenanigans in D3. If you're a barbarian, your damage in D3 is absolutely tied to strength and the dps in your weapon slot. That's it. Who am I kidding? It's really just tied to whatever is in your weapon slot.


If you were a sorc, you either had 156 str and 222 dex for 75% block with SS, or you put every single point into vit and didn't care about block. Didn't matter if you were melee or not. Turns out you can do these shenanigans in D3 - if you don't care about block, you can use an orb instead of a shield and get more DPS. The difference is you do it with gear instead of clicking on a menu.



On top of this, you're forgetting the other widely used and fairly awesome stuff like straight up % damage reduction, life steal and mana steal before they nerfed it (was based on percentages before nerf iirc).


These are still in D3 except for mana steal, which has been replaced by spirit/hatred/mana regen, AP on crit, fury on crit.


There was also shit, like deadly wounds, open wounds, +% elemental damage, chance on striking/hit to do randomness, etc.


There was no +% elemental damage (you might be thinking of -enemy elemental resists?). OW was only ever useful for the PMH aspect. All the others could just as easily have been replaced with a single "increases damage by X%" mod since they provided a generic DPS increase in a way that did not interact with skills or other affixes on gear.

There were lots of different affixes that increased your DPS, but you didn't really care which one you got. The only interesting one was CB, and it was so scarce it just came down to "get as much as possible".

When LoD came out (1.07 I think?) random procs were worthless (although very pretty). Remember Guardian Naga, how awesome that poison nova was? No? Just like D3 legendary procs on launch, then. The only useful proc I can think of on LoD launch was Lava Gout, and even that was only because of Enchant's huge +% AP and not because of the fire damage. I'm sure even D3 has one or two procs that you'd consider useful though.


Yea, there were also really cool runewords that let you do some cool crap, but you didn't have to use them. Some people actually tried fun stuff for, you know... fun. Hell, some of the runes were just useful as runes. The best part about all of that is that, you weren't locked into looking for the same fucking stats on every piece of loot that dropped. Right, now if it doesn't have your main stat (strength/dexterity/intellect), vitality and maybe 1 or 2 minor improvements in D3 (crit chance, crit damage %), then you don't give a flying fuck. Whereas in D2, you could do max block sorceress with a shield or try going all out into energy shield into whatever else. Synergies in skills made it even more interesting.


Not sure what point you are making here. You've gone from complaining about gearing in D3, to talking about skill choices in D2, which aren't really things you can compare.

Energy shield is another example of something in D2 that looked like it had depth, but didn't really. You ended up with a % conversion of life to mana that means that there is one, single optimal ratio of life:mana and that was it. Maybe the serious duellers have some magic point allocation in TK that makes good things happen, but I don't know of any.

There were some builds out there that were popular in D2. No one can deny that, but they were not the only ways to be successful (killing hell mode). How you can sit there and say that having an assassin claw that let's you whirlwind is just as "uninteresting" as it is today? That, sir/madam, is mindblowing and greatly saddening.


I think you misunderstood me. Using WW as an assassin is great and fun. I said in the bit you quoted that these unique skill runeword items are interesting. However, it doesn't make gearing interesting. A WW assassin wants exactly the same gear as a dragon tail assassin, wants exactly the same gear as every other melee out there.

And that's why I think this is a big deal - not because I want to rip on D2, but because I don't want reaper of souls to blindly copy these popular elements of D2, since if they do that I think they'll end up with a pretty shallow game (again).
dmfg
Profile Joined May 2008
United Kingdom591 Posts
Last Edited: 2013-09-01 11:58:36
September 01 2013 11:58 GMT
#1325
Double post, please remove
cLutZ
Profile Joined November 2010
United States19574 Posts
September 01 2013 18:44 GMT
#1326
On September 01 2013 20:54 dmfg wrote:
Show nested quote +
On September 01 2013 15:28 chaos021 wrote:
On August 29 2013 06:55 dmfg wrote:
On August 29 2013 00:50 crms wrote:
i like a lot of these suggestions but itemization and character development are by far the most important issues. paragon system 2.0 is a nice baby step but the items and character interaction needs an overhaul.

while the writing is harsh and I wish better written and a bit more comprehensive, this 'info-graph' highlights the major issue with D2 vs D3 loot itemization. While doing my re-play of Diablo 2 this week, I've run Nightmare Meph about 10-15 times and found ~12 uniques (legendaries). Including some nice niche uniques that are great for certain builds on other classes. Stuff like that just doesn't happen in D3. It won't happen because you'll never spend 15-20m doing quick boss runs to obtain ~12 legendaries, and the legendaries you would find in ACT3NM wouldn't be worth IDing. When characters have no depth of customization, the items are boring and undesirable.


I think there are 2 separate issues that this infographic is trying to pass off as one.

The stat allocation issue is completely separate to the diversity of gear issue. If you couldn't allocate stats in D2, the exact same gear would still be desirable to the exact same builds (the only difference being the number of str/dex charms required to equip it). Character stat allocation did absolutely nothing for gear diversity; having unusual and gamechanging affixes is what did it.

As for what makes gear "interesting", every single item from D2 that I would call "interesting" has one thing in common: they grant unique spells that are normally locked to one class. Whether that be Enigma, Andy's visage, Insight, Passion, Chaos, Atma's scarab, Demon Limb, Wolfhowl, etc. Yes, there are other powerful items like BotD, but there is nothing interesting about BotD other than it being really really powerful.

These items were interesting because they let you make (effectively) cross-class hybrids. They did nothing for itemisation - maybe you aimed for a different IAS breakpoint but that was really it. Some of them changed nothing at all about how you build or played your char (2x CTA in alt weapons anyone?). I don't think these are an answer to "the loot problem" - you get a few interesting items, but you won't really add any depth to gearing.

And I think that is my problem with analyses like the one in that image. D2 had a lot of pieces of gear which were interesting in isolation (all of them added after LoD, and almost all of those added in 1.10 or beyond when LoD had already been out for years). But they didn't make building a gear set interesting, because by and large it wasn't. What it came down to was meeting some caps (resist all and IAS, and IAS was almost entirely based on weapon IAS so the rest of your gear hardly mattered) and calling it a day.

Yes you could stack different things, like going for pure weapon speed (enchantress, firebear, tesladin), stacking CB, stacking DS, whatever. But none of those things really changed anything about how you played the char, or how combat felt. They were just generic DPS increasing affixes that happened to use different mechanics. They were (to use the phrase in the infographic) toast.

I think Blizz needs to be very careful, because if they give in and just give D2 patch 1.10-style loot in D3, we might have fun initially until the clear cookie cutter builds come out, and then we will be in the exact same situation as we are now, where after you decide you are going Monk + claw that lets you use whirlwind, the gearing is just as uninteresting as it is today (and as it was in D2).


You are so backwards that I'm not sure any further explanation would even help, but let's just bang my head against a wall anyway...

You do get that in D2, that allocated stats points and gear had a pretty big determination on the effectiveness of your character based on how you set it up (what main skills you wanted to use). Therefore, a melee sorc would want high dex for that shield and just enough mana to keep their enchant skill rolling. You absolutely CANNOT do this type of shenanigans in D3. If you're a barbarian, your damage in D3 is absolutely tied to strength and the dps in your weapon slot. That's it. Who am I kidding? It's really just tied to whatever is in your weapon slot.


If you were a sorc, you either had 156 str and 222 dex for 75% block with SS, or you put every single point into vit and didn't care about block. Didn't matter if you were melee or not. Turns out you can do these shenanigans in D3 - if you don't care about block, you can use an orb instead of a shield and get more DPS. The difference is you do it with gear instead of clicking on a menu.

Show nested quote +


On top of this, you're forgetting the other widely used and fairly awesome stuff like straight up % damage reduction, life steal and mana steal before they nerfed it (was based on percentages before nerf iirc).


These are still in D3 except for mana steal, which has been replaced by spirit/hatred/mana regen, AP on crit, fury on crit.

Show nested quote +

There was also shit, like deadly wounds, open wounds, +% elemental damage, chance on striking/hit to do randomness, etc.


There was no +% elemental damage (you might be thinking of -enemy elemental resists?). OW was only ever useful for the PMH aspect. All the others could just as easily have been replaced with a single "increases damage by X%" mod since they provided a generic DPS increase in a way that did not interact with skills or other affixes on gear.

There were lots of different affixes that increased your DPS, but you didn't really care which one you got. The only interesting one was CB, and it was so scarce it just came down to "get as much as possible".

When LoD came out (1.07 I think?) random procs were worthless (although very pretty). Remember Guardian Naga, how awesome that poison nova was? No? Just like D3 legendary procs on launch, then. The only useful proc I can think of on LoD launch was Lava Gout, and even that was only because of Enchant's huge +% AP and not because of the fire damage. I'm sure even D3 has one or two procs that you'd consider useful though.

Show nested quote +

Yea, there were also really cool runewords that let you do some cool crap, but you didn't have to use them. Some people actually tried fun stuff for, you know... fun. Hell, some of the runes were just useful as runes. The best part about all of that is that, you weren't locked into looking for the same fucking stats on every piece of loot that dropped. Right, now if it doesn't have your main stat (strength/dexterity/intellect), vitality and maybe 1 or 2 minor improvements in D3 (crit chance, crit damage %), then you don't give a flying fuck. Whereas in D2, you could do max block sorceress with a shield or try going all out into energy shield into whatever else. Synergies in skills made it even more interesting.


Not sure what point you are making here. You've gone from complaining about gearing in D3, to talking about skill choices in D2, which aren't really things you can compare.

Energy shield is another example of something in D2 that looked like it had depth, but didn't really. You ended up with a % conversion of life to mana that means that there is one, single optimal ratio of life:mana and that was it. Maybe the serious duellers have some magic point allocation in TK that makes good things happen, but I don't know of any.

Show nested quote +
There were some builds out there that were popular in D2. No one can deny that, but they were not the only ways to be successful (killing hell mode). How you can sit there and say that having an assassin claw that let's you whirlwind is just as "uninteresting" as it is today? That, sir/madam, is mindblowing and greatly saddening.


I think you misunderstood me. Using WW as an assassin is great and fun. I said in the bit you quoted that these unique skill runeword items are interesting. However, it doesn't make gearing interesting. A WW assassin wants exactly the same gear as a dragon tail assassin, wants exactly the same gear as every other melee out there.

And that's why I think this is a big deal - not because I want to rip on D2, but because I don't want reaper of souls to blindly copy these popular elements of D2, since if they do that I think they'll end up with a pretty shallow game (again).


Meh. Itboils down to the unique vs. rare paradigm.
Or getting endgame items in nm vs. not even in hell. The current system is frustrating to have to look for new items for nearly every slot at all times. Sometimes its fine, like if it was weapons only, but fir every slot is tiring.
Freeeeeeedom
Mindcrime
Profile Joined July 2004
United States6899 Posts
September 01 2013 19:42 GMT
#1327
On September 01 2013 20:54 dmfg wrote:
There was no +% elemental damage (you might be thinking of -enemy elemental resists?).


Sure there was; eschuta's, death's fathom, griffon's eye etc.

OW was only ever useful for the PMH aspect.


Except OW and venom are how WW assassins actually did damage in pvp.
That wasn't any act of God. That was an act of pure human fuckery.
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
September 01 2013 21:45 GMT
#1328
On September 01 2013 20:17 mbsupermario wrote:
I'll stick to Path of Exile.


So would I, if the characters would be ANY exciting...
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Rowa
Profile Joined July 2010
Belgium962 Posts
September 01 2013 22:12 GMT
#1329
Love the description of that " Pride of Cassius " Belt.

It will be one of the best barb belts, this Josh guy seems like he knows his buisness...
♞ To obtain a bird's eyes is to turn a blizzard to a breeze ♞
dmfg
Profile Joined May 2008
United Kingdom591 Posts
September 01 2013 22:42 GMT
#1330
On September 02 2013 03:44 cLutZ wrote:
Show nested quote +
On September 01 2013 20:54 dmfg wrote:
On September 01 2013 15:28 chaos021 wrote:
On August 29 2013 06:55 dmfg wrote:
On August 29 2013 00:50 crms wrote:
i like a lot of these suggestions but itemization and character development are by far the most important issues. paragon system 2.0 is a nice baby step but the items and character interaction needs an overhaul.

while the writing is harsh and I wish better written and a bit more comprehensive, this 'info-graph' highlights the major issue with D2 vs D3 loot itemization. While doing my re-play of Diablo 2 this week, I've run Nightmare Meph about 10-15 times and found ~12 uniques (legendaries). Including some nice niche uniques that are great for certain builds on other classes. Stuff like that just doesn't happen in D3. It won't happen because you'll never spend 15-20m doing quick boss runs to obtain ~12 legendaries, and the legendaries you would find in ACT3NM wouldn't be worth IDing. When characters have no depth of customization, the items are boring and undesirable.


I think there are 2 separate issues that this infographic is trying to pass off as one.

The stat allocation issue is completely separate to the diversity of gear issue. If you couldn't allocate stats in D2, the exact same gear would still be desirable to the exact same builds (the only difference being the number of str/dex charms required to equip it). Character stat allocation did absolutely nothing for gear diversity; having unusual and gamechanging affixes is what did it.

As for what makes gear "interesting", every single item from D2 that I would call "interesting" has one thing in common: they grant unique spells that are normally locked to one class. Whether that be Enigma, Andy's visage, Insight, Passion, Chaos, Atma's scarab, Demon Limb, Wolfhowl, etc. Yes, there are other powerful items like BotD, but there is nothing interesting about BotD other than it being really really powerful.

These items were interesting because they let you make (effectively) cross-class hybrids. They did nothing for itemisation - maybe you aimed for a different IAS breakpoint but that was really it. Some of them changed nothing at all about how you build or played your char (2x CTA in alt weapons anyone?). I don't think these are an answer to "the loot problem" - you get a few interesting items, but you won't really add any depth to gearing.

And I think that is my problem with analyses like the one in that image. D2 had a lot of pieces of gear which were interesting in isolation (all of them added after LoD, and almost all of those added in 1.10 or beyond when LoD had already been out for years). But they didn't make building a gear set interesting, because by and large it wasn't. What it came down to was meeting some caps (resist all and IAS, and IAS was almost entirely based on weapon IAS so the rest of your gear hardly mattered) and calling it a day.

Yes you could stack different things, like going for pure weapon speed (enchantress, firebear, tesladin), stacking CB, stacking DS, whatever. But none of those things really changed anything about how you played the char, or how combat felt. They were just generic DPS increasing affixes that happened to use different mechanics. They were (to use the phrase in the infographic) toast.

I think Blizz needs to be very careful, because if they give in and just give D2 patch 1.10-style loot in D3, we might have fun initially until the clear cookie cutter builds come out, and then we will be in the exact same situation as we are now, where after you decide you are going Monk + claw that lets you use whirlwind, the gearing is just as uninteresting as it is today (and as it was in D2).


You are so backwards that I'm not sure any further explanation would even help, but let's just bang my head against a wall anyway...

You do get that in D2, that allocated stats points and gear had a pretty big determination on the effectiveness of your character based on how you set it up (what main skills you wanted to use). Therefore, a melee sorc would want high dex for that shield and just enough mana to keep their enchant skill rolling. You absolutely CANNOT do this type of shenanigans in D3. If you're a barbarian, your damage in D3 is absolutely tied to strength and the dps in your weapon slot. That's it. Who am I kidding? It's really just tied to whatever is in your weapon slot.


If you were a sorc, you either had 156 str and 222 dex for 75% block with SS, or you put every single point into vit and didn't care about block. Didn't matter if you were melee or not. Turns out you can do these shenanigans in D3 - if you don't care about block, you can use an orb instead of a shield and get more DPS. The difference is you do it with gear instead of clicking on a menu.



On top of this, you're forgetting the other widely used and fairly awesome stuff like straight up % damage reduction, life steal and mana steal before they nerfed it (was based on percentages before nerf iirc).


These are still in D3 except for mana steal, which has been replaced by spirit/hatred/mana regen, AP on crit, fury on crit.


There was also shit, like deadly wounds, open wounds, +% elemental damage, chance on striking/hit to do randomness, etc.


There was no +% elemental damage (you might be thinking of -enemy elemental resists?). OW was only ever useful for the PMH aspect. All the others could just as easily have been replaced with a single "increases damage by X%" mod since they provided a generic DPS increase in a way that did not interact with skills or other affixes on gear.

There were lots of different affixes that increased your DPS, but you didn't really care which one you got. The only interesting one was CB, and it was so scarce it just came down to "get as much as possible".

When LoD came out (1.07 I think?) random procs were worthless (although very pretty). Remember Guardian Naga, how awesome that poison nova was? No? Just like D3 legendary procs on launch, then. The only useful proc I can think of on LoD launch was Lava Gout, and even that was only because of Enchant's huge +% AP and not because of the fire damage. I'm sure even D3 has one or two procs that you'd consider useful though.


Yea, there were also really cool runewords that let you do some cool crap, but you didn't have to use them. Some people actually tried fun stuff for, you know... fun. Hell, some of the runes were just useful as runes. The best part about all of that is that, you weren't locked into looking for the same fucking stats on every piece of loot that dropped. Right, now if it doesn't have your main stat (strength/dexterity/intellect), vitality and maybe 1 or 2 minor improvements in D3 (crit chance, crit damage %), then you don't give a flying fuck. Whereas in D2, you could do max block sorceress with a shield or try going all out into energy shield into whatever else. Synergies in skills made it even more interesting.


Not sure what point you are making here. You've gone from complaining about gearing in D3, to talking about skill choices in D2, which aren't really things you can compare.

Energy shield is another example of something in D2 that looked like it had depth, but didn't really. You ended up with a % conversion of life to mana that means that there is one, single optimal ratio of life:mana and that was it. Maybe the serious duellers have some magic point allocation in TK that makes good things happen, but I don't know of any.

There were some builds out there that were popular in D2. No one can deny that, but they were not the only ways to be successful (killing hell mode). How you can sit there and say that having an assassin claw that let's you whirlwind is just as "uninteresting" as it is today? That, sir/madam, is mindblowing and greatly saddening.


I think you misunderstood me. Using WW as an assassin is great and fun. I said in the bit you quoted that these unique skill runeword items are interesting. However, it doesn't make gearing interesting. A WW assassin wants exactly the same gear as a dragon tail assassin, wants exactly the same gear as every other melee out there.

And that's why I think this is a big deal - not because I want to rip on D2, but because I don't want reaper of souls to blindly copy these popular elements of D2, since if they do that I think they'll end up with a pretty shallow game (again).


Meh. Itboils down to the unique vs. rare paradigm.
Or getting endgame items in nm vs. not even in hell. The current system is frustrating to have to look for new items for nearly every slot at all times. Sometimes its fine, like if it was weapons only, but fir every slot is tiring.


Does it? To me it boils down to having meaningful options (in gearing).

It's something they have struggled with endless not just in D2, D3 but also in WoW with talents. People are so good at theorycrafting now that every "choice" boils down to some theorycrafter saying "this is the optimal choice, and if you don't do it you are factually wrong", followed by everyone on the internet screaming at Blizz that they don't have any options because they are "forced" to do what the theorycraft says.
cLutZ
Profile Joined November 2010
United States19574 Posts
September 01 2013 23:08 GMT
#1331
On September 02 2013 07:42 dmfg wrote:
Show nested quote +
On September 02 2013 03:44 cLutZ wrote:
On September 01 2013 20:54 dmfg wrote:
On September 01 2013 15:28 chaos021 wrote:
On August 29 2013 06:55 dmfg wrote:
On August 29 2013 00:50 crms wrote:
i like a lot of these suggestions but itemization and character development are by far the most important issues. paragon system 2.0 is a nice baby step but the items and character interaction needs an overhaul.

while the writing is harsh and I wish better written and a bit more comprehensive, this 'info-graph' highlights the major issue with D2 vs D3 loot itemization. While doing my re-play of Diablo 2 this week, I've run Nightmare Meph about 10-15 times and found ~12 uniques (legendaries). Including some nice niche uniques that are great for certain builds on other classes. Stuff like that just doesn't happen in D3. It won't happen because you'll never spend 15-20m doing quick boss runs to obtain ~12 legendaries, and the legendaries you would find in ACT3NM wouldn't be worth IDing. When characters have no depth of customization, the items are boring and undesirable.


I think there are 2 separate issues that this infographic is trying to pass off as one.

The stat allocation issue is completely separate to the diversity of gear issue. If you couldn't allocate stats in D2, the exact same gear would still be desirable to the exact same builds (the only difference being the number of str/dex charms required to equip it). Character stat allocation did absolutely nothing for gear diversity; having unusual and gamechanging affixes is what did it.

As for what makes gear "interesting", every single item from D2 that I would call "interesting" has one thing in common: they grant unique spells that are normally locked to one class. Whether that be Enigma, Andy's visage, Insight, Passion, Chaos, Atma's scarab, Demon Limb, Wolfhowl, etc. Yes, there are other powerful items like BotD, but there is nothing interesting about BotD other than it being really really powerful.

These items were interesting because they let you make (effectively) cross-class hybrids. They did nothing for itemisation - maybe you aimed for a different IAS breakpoint but that was really it. Some of them changed nothing at all about how you build or played your char (2x CTA in alt weapons anyone?). I don't think these are an answer to "the loot problem" - you get a few interesting items, but you won't really add any depth to gearing.

And I think that is my problem with analyses like the one in that image. D2 had a lot of pieces of gear which were interesting in isolation (all of them added after LoD, and almost all of those added in 1.10 or beyond when LoD had already been out for years). But they didn't make building a gear set interesting, because by and large it wasn't. What it came down to was meeting some caps (resist all and IAS, and IAS was almost entirely based on weapon IAS so the rest of your gear hardly mattered) and calling it a day.

Yes you could stack different things, like going for pure weapon speed (enchantress, firebear, tesladin), stacking CB, stacking DS, whatever. But none of those things really changed anything about how you played the char, or how combat felt. They were just generic DPS increasing affixes that happened to use different mechanics. They were (to use the phrase in the infographic) toast.

I think Blizz needs to be very careful, because if they give in and just give D2 patch 1.10-style loot in D3, we might have fun initially until the clear cookie cutter builds come out, and then we will be in the exact same situation as we are now, where after you decide you are going Monk + claw that lets you use whirlwind, the gearing is just as uninteresting as it is today (and as it was in D2).


You are so backwards that I'm not sure any further explanation would even help, but let's just bang my head against a wall anyway...

You do get that in D2, that allocated stats points and gear had a pretty big determination on the effectiveness of your character based on how you set it up (what main skills you wanted to use). Therefore, a melee sorc would want high dex for that shield and just enough mana to keep their enchant skill rolling. You absolutely CANNOT do this type of shenanigans in D3. If you're a barbarian, your damage in D3 is absolutely tied to strength and the dps in your weapon slot. That's it. Who am I kidding? It's really just tied to whatever is in your weapon slot.


If you were a sorc, you either had 156 str and 222 dex for 75% block with SS, or you put every single point into vit and didn't care about block. Didn't matter if you were melee or not. Turns out you can do these shenanigans in D3 - if you don't care about block, you can use an orb instead of a shield and get more DPS. The difference is you do it with gear instead of clicking on a menu.



On top of this, you're forgetting the other widely used and fairly awesome stuff like straight up % damage reduction, life steal and mana steal before they nerfed it (was based on percentages before nerf iirc).


These are still in D3 except for mana steal, which has been replaced by spirit/hatred/mana regen, AP on crit, fury on crit.


There was also shit, like deadly wounds, open wounds, +% elemental damage, chance on striking/hit to do randomness, etc.


There was no +% elemental damage (you might be thinking of -enemy elemental resists?). OW was only ever useful for the PMH aspect. All the others could just as easily have been replaced with a single "increases damage by X%" mod since they provided a generic DPS increase in a way that did not interact with skills or other affixes on gear.

There were lots of different affixes that increased your DPS, but you didn't really care which one you got. The only interesting one was CB, and it was so scarce it just came down to "get as much as possible".

When LoD came out (1.07 I think?) random procs were worthless (although very pretty). Remember Guardian Naga, how awesome that poison nova was? No? Just like D3 legendary procs on launch, then. The only useful proc I can think of on LoD launch was Lava Gout, and even that was only because of Enchant's huge +% AP and not because of the fire damage. I'm sure even D3 has one or two procs that you'd consider useful though.


Yea, there were also really cool runewords that let you do some cool crap, but you didn't have to use them. Some people actually tried fun stuff for, you know... fun. Hell, some of the runes were just useful as runes. The best part about all of that is that, you weren't locked into looking for the same fucking stats on every piece of loot that dropped. Right, now if it doesn't have your main stat (strength/dexterity/intellect), vitality and maybe 1 or 2 minor improvements in D3 (crit chance, crit damage %), then you don't give a flying fuck. Whereas in D2, you could do max block sorceress with a shield or try going all out into energy shield into whatever else. Synergies in skills made it even more interesting.


Not sure what point you are making here. You've gone from complaining about gearing in D3, to talking about skill choices in D2, which aren't really things you can compare.

Energy shield is another example of something in D2 that looked like it had depth, but didn't really. You ended up with a % conversion of life to mana that means that there is one, single optimal ratio of life:mana and that was it. Maybe the serious duellers have some magic point allocation in TK that makes good things happen, but I don't know of any.

There were some builds out there that were popular in D2. No one can deny that, but they were not the only ways to be successful (killing hell mode). How you can sit there and say that having an assassin claw that let's you whirlwind is just as "uninteresting" as it is today? That, sir/madam, is mindblowing and greatly saddening.


I think you misunderstood me. Using WW as an assassin is great and fun. I said in the bit you quoted that these unique skill runeword items are interesting. However, it doesn't make gearing interesting. A WW assassin wants exactly the same gear as a dragon tail assassin, wants exactly the same gear as every other melee out there.

And that's why I think this is a big deal - not because I want to rip on D2, but because I don't want reaper of souls to blindly copy these popular elements of D2, since if they do that I think they'll end up with a pretty shallow game (again).


Meh. Itboils down to the unique vs. rare paradigm.
Or getting endgame items in nm vs. not even in hell. The current system is frustrating to have to look for new items for nearly every slot at all times. Sometimes its fine, like if it was weapons only, but fir every slot is tiring.


Does it? To me it boils down to having meaningful options (in gearing).

It's something they have struggled with endless not just in D2, D3 but also in WoW with talents. People are so good at theorycrafting now that every "choice" boils down to some theorycrafter saying "this is the optimal choice, and if you don't do it you are factually wrong", followed by everyone on the internet screaming at Blizz that they don't have any options because they are "forced" to do what the theorycraft says.


The thing that separates WOW and D2 from D3, is that the optimal choice is fairly obvious, and you actually know where to look. D3 its like "I want Dex/Stamina/XX on my item" but there is no, for instance, String of Ears or Shaco where you are like "hooray, slot XX is filled." Or in WOW, you say "aha, the best shoulders for me drop from boss X!" Instead it is, "I must identify every yellow that drops and look over every stat to see if it is good for any of the 5 classes so as to equip it myself or sell it on the AH so then I can browse the AH for a similar item for the character that I intend to gear."
Freeeeeeedom
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
September 01 2013 23:11 GMT
#1332
On September 02 2013 08:08 cLutZ wrote:
Show nested quote +
On September 02 2013 07:42 dmfg wrote:
On September 02 2013 03:44 cLutZ wrote:
On September 01 2013 20:54 dmfg wrote:
On September 01 2013 15:28 chaos021 wrote:
On August 29 2013 06:55 dmfg wrote:
On August 29 2013 00:50 crms wrote:
i like a lot of these suggestions but itemization and character development are by far the most important issues. paragon system 2.0 is a nice baby step but the items and character interaction needs an overhaul.

while the writing is harsh and I wish better written and a bit more comprehensive, this 'info-graph' highlights the major issue with D2 vs D3 loot itemization. While doing my re-play of Diablo 2 this week, I've run Nightmare Meph about 10-15 times and found ~12 uniques (legendaries). Including some nice niche uniques that are great for certain builds on other classes. Stuff like that just doesn't happen in D3. It won't happen because you'll never spend 15-20m doing quick boss runs to obtain ~12 legendaries, and the legendaries you would find in ACT3NM wouldn't be worth IDing. When characters have no depth of customization, the items are boring and undesirable.


I think there are 2 separate issues that this infographic is trying to pass off as one.

The stat allocation issue is completely separate to the diversity of gear issue. If you couldn't allocate stats in D2, the exact same gear would still be desirable to the exact same builds (the only difference being the number of str/dex charms required to equip it). Character stat allocation did absolutely nothing for gear diversity; having unusual and gamechanging affixes is what did it.

As for what makes gear "interesting", every single item from D2 that I would call "interesting" has one thing in common: they grant unique spells that are normally locked to one class. Whether that be Enigma, Andy's visage, Insight, Passion, Chaos, Atma's scarab, Demon Limb, Wolfhowl, etc. Yes, there are other powerful items like BotD, but there is nothing interesting about BotD other than it being really really powerful.

These items were interesting because they let you make (effectively) cross-class hybrids. They did nothing for itemisation - maybe you aimed for a different IAS breakpoint but that was really it. Some of them changed nothing at all about how you build or played your char (2x CTA in alt weapons anyone?). I don't think these are an answer to "the loot problem" - you get a few interesting items, but you won't really add any depth to gearing.

And I think that is my problem with analyses like the one in that image. D2 had a lot of pieces of gear which were interesting in isolation (all of them added after LoD, and almost all of those added in 1.10 or beyond when LoD had already been out for years). But they didn't make building a gear set interesting, because by and large it wasn't. What it came down to was meeting some caps (resist all and IAS, and IAS was almost entirely based on weapon IAS so the rest of your gear hardly mattered) and calling it a day.

Yes you could stack different things, like going for pure weapon speed (enchantress, firebear, tesladin), stacking CB, stacking DS, whatever. But none of those things really changed anything about how you played the char, or how combat felt. They were just generic DPS increasing affixes that happened to use different mechanics. They were (to use the phrase in the infographic) toast.

I think Blizz needs to be very careful, because if they give in and just give D2 patch 1.10-style loot in D3, we might have fun initially until the clear cookie cutter builds come out, and then we will be in the exact same situation as we are now, where after you decide you are going Monk + claw that lets you use whirlwind, the gearing is just as uninteresting as it is today (and as it was in D2).


You are so backwards that I'm not sure any further explanation would even help, but let's just bang my head against a wall anyway...

You do get that in D2, that allocated stats points and gear had a pretty big determination on the effectiveness of your character based on how you set it up (what main skills you wanted to use). Therefore, a melee sorc would want high dex for that shield and just enough mana to keep their enchant skill rolling. You absolutely CANNOT do this type of shenanigans in D3. If you're a barbarian, your damage in D3 is absolutely tied to strength and the dps in your weapon slot. That's it. Who am I kidding? It's really just tied to whatever is in your weapon slot.


If you were a sorc, you either had 156 str and 222 dex for 75% block with SS, or you put every single point into vit and didn't care about block. Didn't matter if you were melee or not. Turns out you can do these shenanigans in D3 - if you don't care about block, you can use an orb instead of a shield and get more DPS. The difference is you do it with gear instead of clicking on a menu.



On top of this, you're forgetting the other widely used and fairly awesome stuff like straight up % damage reduction, life steal and mana steal before they nerfed it (was based on percentages before nerf iirc).


These are still in D3 except for mana steal, which has been replaced by spirit/hatred/mana regen, AP on crit, fury on crit.


There was also shit, like deadly wounds, open wounds, +% elemental damage, chance on striking/hit to do randomness, etc.


There was no +% elemental damage (you might be thinking of -enemy elemental resists?). OW was only ever useful for the PMH aspect. All the others could just as easily have been replaced with a single "increases damage by X%" mod since they provided a generic DPS increase in a way that did not interact with skills or other affixes on gear.

There were lots of different affixes that increased your DPS, but you didn't really care which one you got. The only interesting one was CB, and it was so scarce it just came down to "get as much as possible".

When LoD came out (1.07 I think?) random procs were worthless (although very pretty). Remember Guardian Naga, how awesome that poison nova was? No? Just like D3 legendary procs on launch, then. The only useful proc I can think of on LoD launch was Lava Gout, and even that was only because of Enchant's huge +% AP and not because of the fire damage. I'm sure even D3 has one or two procs that you'd consider useful though.


Yea, there were also really cool runewords that let you do some cool crap, but you didn't have to use them. Some people actually tried fun stuff for, you know... fun. Hell, some of the runes were just useful as runes. The best part about all of that is that, you weren't locked into looking for the same fucking stats on every piece of loot that dropped. Right, now if it doesn't have your main stat (strength/dexterity/intellect), vitality and maybe 1 or 2 minor improvements in D3 (crit chance, crit damage %), then you don't give a flying fuck. Whereas in D2, you could do max block sorceress with a shield or try going all out into energy shield into whatever else. Synergies in skills made it even more interesting.


Not sure what point you are making here. You've gone from complaining about gearing in D3, to talking about skill choices in D2, which aren't really things you can compare.

Energy shield is another example of something in D2 that looked like it had depth, but didn't really. You ended up with a % conversion of life to mana that means that there is one, single optimal ratio of life:mana and that was it. Maybe the serious duellers have some magic point allocation in TK that makes good things happen, but I don't know of any.

There were some builds out there that were popular in D2. No one can deny that, but they were not the only ways to be successful (killing hell mode). How you can sit there and say that having an assassin claw that let's you whirlwind is just as "uninteresting" as it is today? That, sir/madam, is mindblowing and greatly saddening.


I think you misunderstood me. Using WW as an assassin is great and fun. I said in the bit you quoted that these unique skill runeword items are interesting. However, it doesn't make gearing interesting. A WW assassin wants exactly the same gear as a dragon tail assassin, wants exactly the same gear as every other melee out there.

And that's why I think this is a big deal - not because I want to rip on D2, but because I don't want reaper of souls to blindly copy these popular elements of D2, since if they do that I think they'll end up with a pretty shallow game (again).


Meh. Itboils down to the unique vs. rare paradigm.
Or getting endgame items in nm vs. not even in hell. The current system is frustrating to have to look for new items for nearly every slot at all times. Sometimes its fine, like if it was weapons only, but fir every slot is tiring.


Does it? To me it boils down to having meaningful options (in gearing).

It's something they have struggled with endless not just in D2, D3 but also in WoW with talents. People are so good at theorycrafting now that every "choice" boils down to some theorycrafter saying "this is the optimal choice, and if you don't do it you are factually wrong", followed by everyone on the internet screaming at Blizz that they don't have any options because they are "forced" to do what the theorycraft says.


The thing that separates WOW and D2 from D3, is that the optimal choice is fairly obvious, and you actually know where to look. D3 its like "I want Dex/Stamina/XX on my item" but there is no, for instance, String of Ears or Shaco where you are like "hooray, slot XX is filled." Or in WOW, you say "aha, the best shoulders for me drop from boss X!" Instead it is, "I must identify every yellow that drops and look over every stat to see if it is good for any of the 5 classes so as to equip it myself or sell it on the AH so then I can browse the AH for a similar item for the character that I intend to gear."

to each their own, but i prefer the d3 system. knowing there is always something better and knowing that it could be one of any drops that i see on the ground is more interesting to me.
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
September 02 2013 00:36 GMT
#1333
d3's upgrades don't feel like upgrades most of the time though. if you get a marginally better piece of gear, say +5k dps and -250 hp, it just means more time at the AH selling your old piece of gear. as there are more and more items in teh game and less and less buyers, who themselves have high gear levels already, the excitement from drops can turn into tedious inventory tracking.

other games have dealt with item gluts with an upgrade gear option, where for a certain chance of failure you can give some bonuses to existing gear. the bonus needs not be large, it just feels more exciting to have succeeded say a 20% upgrade even though it gives the same 5k dps gain.

We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
dartoo
Profile Joined May 2010
India2889 Posts
September 02 2013 02:31 GMT
#1334
On September 02 2013 06:45 KalWarkov wrote:
Show nested quote +
On September 01 2013 20:17 mbsupermario wrote:
I'll stick to Path of Exile.


So would I, if the characters would be ANY exciting...



Yeah everyone was raving about it..I gave it a go back in the beta, and found the game world and characters to be quite bland, could never really get into it.
ThaZenith
Profile Blog Joined October 2010
Canada3116 Posts
September 02 2013 05:29 GMT
#1335
The expansion looks quite awesome actually. I'll liking all the changing they're bringing in, though the paragon system probably won't affect me because I won't be playing at capped level for all that long. Interesting legendaries at all levels? Yes please.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
September 02 2013 21:41 GMT
#1336
pretty much guaranteed there will be ladders in reaper of souls.

http://us.battle.net/d3/en/forum/topic/9245745553?page=11#211
DODswe4
Profile Joined July 2011
Sweden2157 Posts
September 02 2013 21:59 GMT
#1337
I can see a ladder getting added and some people really like them, for me they dont really matter that much, I just hope they dont add alot of items that are ladder only (like the ladder only runewords), if getting people to play ladder in and of it self is to hard without other rewards behind it, maybe ladder is not important enough to get added
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
Last Edited: 2013-09-03 00:16:13
September 03 2013 00:13 GMT
#1338
Just add ladder, people on ladder start from 0, people on non-ladder can continue with their vanilla characters. If you do not play ladder you do not obviously care about resetting the economy so like, no reason not to do it. Everybody wins.

On September 03 2013 06:59 DODswe4 wrote:
I can see a ladder getting added and some people really like them, for me they dont really matter that much, I just hope they dont add alot of items that are ladder only (like the ladder only runewords), if getting people to play ladder in and of it self is to hard without other rewards behind it, maybe ladder is not important enough to get added


For most people it is probably not the competition when they refer to ladder in D3. Competition was found on third party sites that listed their own ladders. It is the reset that people nagging for ladder want for the most part. I like ladder only runewords because it is harder to play ladder then non ladder. Gear is scarcer. Hence i think it is ok to add more gear for ladder itself, but there really is no reason for ladder only items in practice.
skatbone
Profile Joined August 2010
United States1005 Posts
September 03 2013 02:04 GMT
#1339
On September 03 2013 06:41 dAPhREAk wrote:
pretty much guaranteed there will be ladders in reaper of souls.

http://us.battle.net/d3/en/forum/topic/9245745553?page=11#211


From my reading of this thread, this seems much more like speculation than a guarantee. Also, the thread is from early June, more than two months before the Reaper announcement. I could have sworn I heard or read a much less enthusiastic view on the possibility of ladder from one of their Gamescom guys.

They are speculating at diablo.incgamers as well, but they, like you, are much more bullish about the possibility based on that same thread from June.
http://diablo.incgamers.com/blog/comments/reaper-of-souls-rumors-ladders-are-coming-ironborn-is-not
Mercurial#1193
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
September 03 2013 02:07 GMT
#1340
On September 03 2013 11:04 skatbone wrote:
Show nested quote +
On September 03 2013 06:41 dAPhREAk wrote:
pretty much guaranteed there will be ladders in reaper of souls.

http://us.battle.net/d3/en/forum/topic/9245745553?page=11#211


From my reading of this thread, this seems much more like speculation than a guarantee. Also, the thread is from early June, more than two months before the Reaper announcement. I could have sworn I heard or read a much less enthusiastic view on the possibility of ladder from one of their Gamescom guys.

They are speculating at diablo.incgamers as well, but they, like you, are much more bullish about the possibility based on that same thread from June.
http://diablo.incgamers.com/blog/comments/reaper-of-souls-rumors-ladders-are-coming-ironborn-is-not

i got it from incgamers, and you are correct, its ultimately conjecture until blizzcon. but they do make a compelling argument.
Prev 1 65 66 67 68 69 95 Next
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
15:55
FSL s10 code A/B Championships
Freeedom34
Liquipedia
uThermal 2v2 Circuit
15:00
Season 2 - Bonus Cup 7
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 280
BRAT_OK 106
Ketroc 46
PattyMac 21
StarCraft: Brood War
Britney 19885
Mini 565
Shuttle 377
firebathero 228
ggaemo 195
Dewaltoss 131
Soulkey 59
Rock 41
ZZZero.O 39
Sexy 38
[ Show more ]
910 28
Movie 10
NaDa 10
Dota 2
monkeys_forever336
Heroes of the Storm
Khaldor227
Liquid`Hasu205
MindelVK23
Other Games
Grubby2902
FrodaN2456
Beastyqt739
B2W.Neo653
crisheroes226
RotterdaM104
Trikslyr71
QueenE64
Organizations
Other Games
gamesdonequick653
StarCraft 2
CranKy Ducklings37
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• printf 70
• Adnapsc2 14
• OhrlRock 5
• CranKy Ducklings SOOP4
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• Kozan
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• 80smullet 36
• Michael_bg 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV1063
League of Legends
• TFBlade2194
Other Games
• imaqtpie1147
• Shiphtur219
Upcoming Events
BSL
1m
n0maD vs perroflaco
TerrOr vs ZZZero
MadiNho vs WolFix
DragOn vs LancerX
Sparkling Tuna Cup
15h 1m
WardiTV Team League
16h 1m
OSC
18h 1m
BSL
1d
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
IPSL
1d
Artosis vs TBD
Napoleon vs TBD
Replay Cast
1d 14h
Wardi Open
1d 15h
Afreeca Starleague
1d 15h
Soma vs YSC
Sharp vs sSak
Monday Night Weeklies
1d 21h
[ Show More ]
Afreeca Starleague
2 days
Snow vs PianO
hero vs Rain
GSL
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
The PondCast
4 days
Escore
5 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
IPSL
6 days
WolFix vs nOmaD
dxtr13 vs Razz
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.