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Diablo III General Discussion - Page 269

Forum Index > General Games
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Spitfire
Profile Joined September 2009
South Africa442 Posts
September 01 2011 11:36 GMT
#5361
I remember when I got informed by Blizzard by email that I had been chosen as a Diablo II Beta tester. My head nearly exploded.

Lobsang
Profile Joined April 2010
Germany34 Posts
September 01 2011 12:54 GMT
#5362
On September 01 2011 04:41 DrainX wrote:
It was much more fun in D2C when it was almost always possible to find a better item than the one you had. When the best possible item is a unique item then once you get it there is no longer any way to improve. Unique items should be like high level rares but the very best items should always be rares.

I don't understand this, maybe I'm missing something in the bigger picture.
Where is the difference in a rare item being the best item you can have compared to a unique item?
I mean, if it is the best possible item, there is no way to improve no matter if it is a rare or a unique item?
Wohmfg
Profile Blog Joined January 2009
United Kingdom1292 Posts
September 01 2011 13:05 GMT
#5363
On September 01 2011 21:54 Lobsang wrote:
Show nested quote +
On September 01 2011 04:41 DrainX wrote:
It was much more fun in D2C when it was almost always possible to find a better item than the one you had. When the best possible item is a unique item then once you get it there is no longer any way to improve. Unique items should be like high level rares but the very best items should always be rares.

I don't understand this, maybe I'm missing something in the bigger picture.
Where is the difference in a rare item being the best item you can have compared to a unique item?
I mean, if it is the best possible item, there is no way to improve no matter if it is a rare or a unique item?


It's impossibly hard to find a perfect rare item that fits your needs and rare items have more variety. If rare items can be better than unique items then you won't get so many characters running around with almost identical gear on.
BW4Life!
Simberto
Profile Blog Joined July 2010
Germany11839 Posts
September 01 2011 13:22 GMT
#5364
On September 01 2011 22:05 Wohmfg wrote:
Show nested quote +
On September 01 2011 21:54 Lobsang wrote:
On September 01 2011 04:41 DrainX wrote:
It was much more fun in D2C when it was almost always possible to find a better item than the one you had. When the best possible item is a unique item then once you get it there is no longer any way to improve. Unique items should be like high level rares but the very best items should always be rares.

I don't understand this, maybe I'm missing something in the bigger picture.
Where is the difference in a rare item being the best item you can have compared to a unique item?
I mean, if it is the best possible item, there is no way to improve no matter if it is a rare or a unique item?


It's impossibly hard to find a perfect rare item that fits your needs and rare items have more variety. If rare items can be better than unique items then you won't get so many characters running around with almost identical gear on.


Exactly. A unique item usually has a pretty exact defined stats with little variance in it, while a rare has an incredibly large amount of possible stats with a large variety of values for them. Assuming sensible droprates where uniques are found from time to time, and rare more often, but not at each corner, this means that uniques should be a good choice, but not the best, while most rares are useless, some are good but worse then uniques, and rares with a very good combination of stats should be better then uniques, but also incredibly more rare.
ZasZ.
Profile Joined May 2010
United States2911 Posts
September 01 2011 14:39 GMT
#5365
On September 01 2011 22:22 Simberto wrote:
Show nested quote +
On September 01 2011 22:05 Wohmfg wrote:
On September 01 2011 21:54 Lobsang wrote:
On September 01 2011 04:41 DrainX wrote:
It was much more fun in D2C when it was almost always possible to find a better item than the one you had. When the best possible item is a unique item then once you get it there is no longer any way to improve. Unique items should be like high level rares but the very best items should always be rares.

I don't understand this, maybe I'm missing something in the bigger picture.
Where is the difference in a rare item being the best item you can have compared to a unique item?
I mean, if it is the best possible item, there is no way to improve no matter if it is a rare or a unique item?


It's impossibly hard to find a perfect rare item that fits your needs and rare items have more variety. If rare items can be better than unique items then you won't get so many characters running around with almost identical gear on.


Exactly. A unique item usually has a pretty exact defined stats with little variance in it, while a rare has an incredibly large amount of possible stats with a large variety of values for them. Assuming sensible droprates where uniques are found from time to time, and rare more often, but not at each corner, this means that uniques should be a good choice, but not the best, while most rares are useless, some are good but worse then uniques, and rares with a very good combination of stats should be better then uniques, but also incredibly more rare.


Yep, and this loot distribution would make crafting (assuming you can craft rares) much more useful and interesting.
andrewlt
Profile Joined August 2009
United States7702 Posts
September 01 2011 15:15 GMT
#5366
On September 01 2011 08:57 crms wrote:
Show nested quote +
On September 01 2011 04:16 andrewlt wrote:
On September 01 2011 02:58 a176 wrote:
On August 31 2011 06:19 Velr wrote:
On August 31 2011 05:59 Goldfish wrote:
In Diablo 2 someone did the math to level from 90 to 99 (it's on the diablo wiki here)

Start Level End Level Baal Runs Total Baal Runs % Complete
90 91 20 20 0.36%
91 92 30 50 0.90%
92 93 45 90 1.63%
93 94 60 155 2.61%
94 95 110 265 4.8%
95 96 210 475 8.6%
96 97 450 925 16.7%
97 98 1100 2025 36.6%
98 99 3500 5525 100%


So it takes 5525 Baal runs to go from level 90 to 99. That's 184 hours of non stop baal running (if each baal run took 2 minutes max[in reality it takes a bit longer]).

Also someone did the math and apparently getting the Runes required to form Enigma (before 1.13 where they significantly increased the drop rates) took 5+ years of MFing (I forgot how many hours of MFing every day).

Makes nearly every single MMO look like a joke in terms of grind factor.

But yeah I kind of see why they wanted to keep the cap at 60. IMO getting items is more fun than trying to level up in Diablo 2. At least with items it grants variety.

(Also they're planning on increasing the level cap with each expansion like WoW).



Your level, except getting an "early" 99 for your epeen didn't matter anyway.

Most chars good for MF'ing were like "outskilled" at lvl 70, every skill on top was "nice" but not needed at all. It was more important to get certain key Items which allowed you to do certain stuff "easyer/faster" (be it due to enough fast cast or whatever).

Ive found basically everythign there was to find in D2 (except runes) and well, none of my chars ever reached level 90i... I normally started MF'ing at lvl 70... And played a Summoner just for fun (i just cleared the whole throne most of the time, or ported via naj's staff (?) to baal).
The only real diffrence between lvl ~70 to like 88 were i stopped:
My Merc got better/baal died faster due to this... Well... That was it, all else came from items, instead of reloading when everything was full of souls i would just change the gear for max Lightningres...

Levels were really not that important for the "common" charbuilds...

But i still wonder how a Skelleton-Poisonnova-Necro would do :p... Which needs like lvl 99 to get all synergies and everything he NEEDS up (and i think you would still have missed the AI curses).


the worst and most fundamental flaw with d2.

combining the fact you need to mf on hell to get high item levels, and mf takes away from much needed other stats to survive hell on 8player games ... and that mf in itself had a diminishing curve after about 300% mf. it was just a pointless endeavor. why design the game with all these items when most people will never see them drop?

ps, i think the maths was something like 1 zod for every 1,000,000 rune drops?



I agree with MF. It destroyed the dynamic of D2. Part of the appeal of these games was in getting new items to make your character more powerful so you can kill stuff faster and can get even more powerful items faster. MF destroyed that dynamic. I found myself shelving "more powerful" items because those upgrades didn't have MF. The only ones I used were ones with higher MF.




I liked it to a degree. It added depth. It basically forced you to have more than 1 character to be successful. The way I see it, I wasn't gimping my character for MF.. I was MAKING a character for MF, that would farm allday for very powerful items for my other characters. You have your one MF bitch then you make whatever else you want to be the powerhouse.

I had a MF sorc that would feed my zon/barb for pvp.



I never pvp and have no interest whatsoever in it. People like me have virtually no reason to play any character except the MF character. I would level up other characters but they would quickly become boring in the endgame. The MF character can gear them up way faster.
NostalgiaTag
Profile Blog Joined August 2009
Canada508 Posts
September 01 2011 17:58 GMT
#5367
On September 02 2011 00:15 andrewlt wrote:
Show nested quote +
On September 01 2011 08:57 crms wrote:
On September 01 2011 04:16 andrewlt wrote:
On September 01 2011 02:58 a176 wrote:
On August 31 2011 06:19 Velr wrote:
On August 31 2011 05:59 Goldfish wrote:
In Diablo 2 someone did the math to level from 90 to 99 (it's on the diablo wiki here)

Start Level End Level Baal Runs Total Baal Runs % Complete
90 91 20 20 0.36%
91 92 30 50 0.90%
92 93 45 90 1.63%
93 94 60 155 2.61%
94 95 110 265 4.8%
95 96 210 475 8.6%
96 97 450 925 16.7%
97 98 1100 2025 36.6%
98 99 3500 5525 100%


So it takes 5525 Baal runs to go from level 90 to 99. That's 184 hours of non stop baal running (if each baal run took 2 minutes max[in reality it takes a bit longer]).

Also someone did the math and apparently getting the Runes required to form Enigma (before 1.13 where they significantly increased the drop rates) took 5+ years of MFing (I forgot how many hours of MFing every day).

Makes nearly every single MMO look like a joke in terms of grind factor.

But yeah I kind of see why they wanted to keep the cap at 60. IMO getting items is more fun than trying to level up in Diablo 2. At least with items it grants variety.

(Also they're planning on increasing the level cap with each expansion like WoW).



Your level, except getting an "early" 99 for your epeen didn't matter anyway.

Most chars good for MF'ing were like "outskilled" at lvl 70, every skill on top was "nice" but not needed at all. It was more important to get certain key Items which allowed you to do certain stuff "easyer/faster" (be it due to enough fast cast or whatever).

Ive found basically everythign there was to find in D2 (except runes) and well, none of my chars ever reached level 90i... I normally started MF'ing at lvl 70... And played a Summoner just for fun (i just cleared the whole throne most of the time, or ported via naj's staff (?) to baal).
The only real diffrence between lvl ~70 to like 88 were i stopped:
My Merc got better/baal died faster due to this... Well... That was it, all else came from items, instead of reloading when everything was full of souls i would just change the gear for max Lightningres...

Levels were really not that important for the "common" charbuilds...

But i still wonder how a Skelleton-Poisonnova-Necro would do :p... Which needs like lvl 99 to get all synergies and everything he NEEDS up (and i think you would still have missed the AI curses).


the worst and most fundamental flaw with d2.

combining the fact you need to mf on hell to get high item levels, and mf takes away from much needed other stats to survive hell on 8player games ... and that mf in itself had a diminishing curve after about 300% mf. it was just a pointless endeavor. why design the game with all these items when most people will never see them drop?

ps, i think the maths was something like 1 zod for every 1,000,000 rune drops?



I agree with MF. It destroyed the dynamic of D2. Part of the appeal of these games was in getting new items to make your character more powerful so you can kill stuff faster and can get even more powerful items faster. MF destroyed that dynamic. I found myself shelving "more powerful" items because those upgrades didn't have MF. The only ones I used were ones with higher MF.




I liked it to a degree. It added depth. It basically forced you to have more than 1 character to be successful. The way I see it, I wasn't gimping my character for MF.. I was MAKING a character for MF, that would farm allday for very powerful items for my other characters. You have your one MF bitch then you make whatever else you want to be the powerhouse.

I had a MF sorc that would feed my zon/barb for pvp.



I never pvp and have no interest whatsoever in it. People like me have virtually no reason to play any character except the MF character. I would level up other characters but they would quickly become boring in the endgame. The MF character can gear them up way faster.



Its hard to say "i dont like pvp" cause the D2 Pvp is COMPLETLY differnt from D3 pvp. I'm also not a very competitive pvper but I'm getting into the D3 Pvp. I played Bloodline champions for a little while and the same style of pvp is being incorperated into D3 so it should be interesting ^.^
Look for the flaw that lost the game not the flaw in the game.
Gescom
Profile Joined February 2010
Canada3511 Posts
September 01 2011 18:05 GMT
#5368
Well, given that MF is totally different in D3 as well there won't be a problem where someone interested in treasure hunting is forced into a specific class and a specific area anyways...
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
NostalgiaTag
Profile Blog Joined August 2009
Canada508 Posts
Last Edited: 2011-09-01 18:41:00
September 01 2011 18:24 GMT
#5369
I wondered what people though about how inflation in the game is going to work. I think so far this is blizzards plan:

Gold: Gold is always dropped off Mobs and collected from items sold.

Gold is Removed from economy by use of crafting (cost per use) and possibly other costs most likely following WoW's example, mounts Auction house costs etc.

Items: Items are dropped off mobs and crafted.

So heres the potentional Issue: Since only a low percentage of high end items will have the "Bind on equip" status Then how will items leave the economy? In D2 this is resolved by ladder resets etc.

So heres the potentioal problem: Blizzard has anounced the use of "salvaging" items, but why would you salvage an items rather than trade the item? Unless the items salvage gave u matariels for wicked good stats to existing items.

[Edit]If this is not balanced properly we could run into a problem where there are too many items in the current economy and items will lose their value significantly.

Discuss!

[edit] phrasing of sentence

Look for the flaw that lost the game not the flaw in the game.
Krowser
Profile Joined August 2007
Canada788 Posts
September 01 2011 18:29 GMT
#5370
On September 02 2011 03:24 Tag wrote:
I wondered what people though about how inflation in the game is going to work. I think so far this is blizzards plan:

Gold: Gold is always dropped off Mobs and collected from items sold.

Gold is Removed from economy by use of crafting (cost per use) and possibly other costs most likely following WoW's example, mounts Auction house costs etc.

Items: Items are dropped off mobs and crafted.

So heres the potentional Issue: Since only a low percentage of high end items will have the "Bind on equip" status Then how will items leave the economy? In D2 this is resolved by ladder resets etc.

So heres the potentioal problem: Blizzard has anounced the use of "salvaging" items, but why would you salvage an items rather than trade the item? Unless the items salvage gave u matariels for wicked good stats to existing items.

It this is not balanced properly we could run into a problem where there are too many items in the current economy and items will lose their value significantly.

Discuss!





Hmmm, good point. I'm sure Blizz is taking mesures to resolve this and most of the lower end items will end up being sold.

They can dramatically increase the gold price for selling unique items, and actualy make selling them to a vendor a viable option.

Time will tell..

Sooner or later...

Time will tell.
D3 and Pho, the way to go. http://www.teamliquid.net/forum/viewmessage.php?topic_id=340709
Simberto
Profile Blog Joined July 2010
Germany11839 Posts
September 01 2011 18:41 GMT
#5371
That is seriously an important question, but i assume Blizzard will have thought of something. Maybe adding new content with better loot over time to make the whole thing more MMO-ish, or ladder resets again. Or something completely new. A small amount of items will always technically leave the economy by being stuck on characters which are no longer played, but this will also obviously never outweight the additional amount of items added if the game is played continously by a healthy playerbase. So you are right, for the game to have a long lifespan, there needs to be some kind of mechanic that deals with this.

Even if salvaging costly items would yield useful stuff it would still not really help, because the total amount of this useful stuff would still increase over time. But i assume salvage is just another way to get rid of crappy stuff noone wants instead of selling it.

I think one can safely assume that there will be better dupe-protection than in D2, since Blizzard successfully managed to avoid basically any dupes in WoW, which means that the point of saturation with items is further down the line, but still the only way to deal with it i can come up is some way to make items less interesting after some time. Meaning either there are new, better items to be found, or the old ones are lost in some kind of ladder reset (or shipped of to an uninteresting mode) The worst possible implementation of such a system would be something like items becoming worse the longer you use them, for example by becoming worse every time you repair them, or by needing constant infusions with expensive items to keep working.

The best i can come up, but also the most expensive to produce would be adding new content over time, but ladder resets are also acceptable. But i am also totally aware that Blizzard has people that are far more creative then me which can come up with other, better solutions, so lets hope they do.
Gescom
Profile Joined February 2010
Canada3511 Posts
September 01 2011 18:53 GMT
#5372
Here's the solution:
2013 - Release Xpac #1 and basically reset the economy
2015 - Release Xpac #2 and basically reset the economy
2017 - Economy is out of control now, but the game is so old that it doesn't matter
2018 - Release new MMO, profit.

Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Vortok
Profile Joined December 2009
United States830 Posts
September 01 2011 19:58 GMT
#5373
Gold is used for crafting.

You can sell gold (and likely craft materials) to other people (who want to craft w/o grinding for the money/items) via AH.

You can possibly receive real monies for this.

???

Profit!


I don't doubt that the economy will experience inflation. It's almost a given in any video game. Resources are unlimited (which they kinda need to be for fun gameplay). Without limited resources it simply will get inflated over time. With limited resources you'd have to get most items from other players, as opposed to from killing monsters (essentially something from nothing... unless you have a whole microcosm that allows monsters to get items from somewhere limited, like stealing back from players). Some people might enjoy that, but the vast majority would almost certainly be turned off.
Bartuc
Profile Joined October 2010
Netherlands629 Posts
Last Edited: 2011-09-01 20:23:10
September 01 2011 20:20 GMT
#5374
On September 02 2011 03:53 Gescom wrote:
Here's the solution:
2013 - Release Xpac #1 and basically reset the economy
2015 - Release Xpac #2 and basically reset the economy
2017 - Economy is out of control now, but the game is so old that it doesn't matter
2018 - Release new MMO, profit.



Not sure whether they announced this already but the main bnet multiplayer will be a ladder season structure similar to d2 I guess? That could curb the more extreme devaluation of items in the long term and net in more cash for item transactions. For instance on d2jsp after a d2 ladder reset, items will initially cost a lot of fg even though the relative price ratios between different items are a lot more stable (hence ingame economic balance 'sort of' stays stable). It's only after weeks of laddering that some of the standard endgame gear becomes more 'affordable' with fg/cash (which will likely be months in d3 considering d2 is pretty bot-infected and items devaluate quickly after a ladder reset).
It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
September 01 2011 20:29 GMT
#5375
I don't know if they announced no more ladder resets, but everyone I know (some super hardcore players) loved resets.....They were fun and gave the game a different flavor early, mid, and late in the ladder.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
trainRiderJ
Profile Joined August 2010
United States615 Posts
Last Edited: 2011-09-01 21:15:06
September 01 2011 21:14 GMT
#5376
1) Diablo has no bind-on-equip or bind-on-pickup

2) I'm pretty sure that salvaging certain items is the only way to get certain materials. That would make sense anyways.

3) None of us has really ever experienced a Diablo without duping. It's hard to tell what the item drop rate will feel like.
Rybka
Profile Joined March 2010
United States836 Posts
September 01 2011 21:34 GMT
#5377
On September 02 2011 06:14 trainRiderJ wrote:
3) None of us has really ever experienced a Diablo without duping. It's hard to tell what the item drop rate will feel like.


So true. SO TRUE.

Seeing Windforces and Balrog Skins could actually be a rarity now!
"I like winter, you can put a beer outside of the window and come back later to have it nice and cold. But in Belgium, it'd better be the 3rd floor window." -Rowa
TheArtOfFugue
Profile Joined September 2010
Canada187 Posts
Last Edited: 2011-09-01 21:36:56
September 01 2011 21:35 GMT
#5378
I'm just hoping the items in D3 don't become incredibly stronger with expansions, stronger,yes.. but not like WoW. Haven't played it in years and I looked at some current epics with +250 agility +200 strength and the list goes on..... instead of normal lower amounts..

WoW turned me off when heroes had over 15k hp and I could change my hardly acquired epics in Molten Core/BWL for greens in the expansion. Vanilla WoW was wonderful ( outdoor bosses, real world pvp, raids that actually required people to do something ), anything after that was nauseous... All of this because most of the player base could not get those items, which is the way it should be and remain that way.

Let the baddies be bad, let them have something to look forward to, don't give everyone everything for the sake of bringing in more subscriptions /end rant
74% of all statistics are made up on the spot.
ZasZ.
Profile Joined May 2010
United States2911 Posts
September 01 2011 21:41 GMT
#5379
On September 02 2011 06:35 TheArtOfFugue wrote:
I'm just hoping the items in D3 don't become incredibly stronger with expansions, stronger,yes.. but not like WoW. Haven't played it in years and I looked at some current epics with +250 agility +200 strength and the list goes on..... instead of normal lower amounts..

WoW turned me off when heroes had over 15k hp and I could change my hardly acquired epics in Molten Core/BWL for greens in the expansion. Vanilla WoW was wonderful ( outdoor bosses, real world pvp, raids that actually required people to do something ), anything after that was nauseous... All of this because most of the player base could not get those items, which is the way it should be and remain that way.

Let the baddies be bad, let them have something to look forward to, don't give everyone everything for the sake of bringing in more subscriptions /end rant


I enjoyed vanilla WoW as much as the next person, but I think your viewpoint is a bit colored by nostalgia.

Items should absolutely be replaced when new content is added. You want your lvl 60 Naxx epics to carry you through Burning Crusade? What? New content should bring harder challenges and better loot. Aside from Naxx and some parts of AQ40, every raid in vanilla WoW was laughably easy.

Diablo 2 was not an MMO, and I hope Diablo 3 doesn't lean that way. Not sure why you're comparing them to WoW.
ChinaLifeXXL
Profile Blog Joined August 2011
United States365 Posts
Last Edited: 2011-09-01 21:45:38
September 01 2011 21:45 GMT
#5380
Okay guys enough fuckin' around. Who's rollin' monk because they got jedi missle-repellin' skills and can, like, explode skeleton hearts?
If you can do it; you should do it every time.
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