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The core problem is the goal of that loot system.
We would try to figure out a loot system that is most fun to play.
Blizzard is trying to figure out a loot system that leads to maximum amounts of money being spent. (Usually indirectly, but in the case of the RMAH also directly)
I do not, for a second, doubt that they have very smart game designers working on this. They just have a different goal then we would.
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On October 07 2022 21:42 Simberto wrote: The core problem is the goal of that loot system.
We would try to figure out a loot system that is most fun to play.
Blizzard is trying to figure out a loot system that leads to maximum amounts of money being spent. (Usually indirectly, but in the case of the RMAH also directly)
I do not, for a second, doubt that they have very smart game designers working on this. They just have a different goal then we would.
Which is also super sad.
I really don't get this modern push towards milking your customers at the expense of everything where you have numerous projects that prove the fact that if you have a good game people will buy it, people will play it and you'll be able to make money from it even long term without having to rely on constant updates for 1% of your customer base (whales).
Take a game like Vampire Survivors for example. A simple indie project made by 1 guy but the gameplay was so good that it basically exploded. It has 120k overwhelmingly positive reviews on Steam and still after a year you have over 7k people playing it at any given time which is considerable for an indie single-player game with 0 marketing. It has more people playing it than AAA titles like Battlefield 2042 or Halo Infinite.
It is my belief that making a good game is more profitable long term (and actually cheaper to produce) than trying to monetize your game. Another important factor here is strengthening your company's image as producer of good games, which is worth more than money.
Edit: I think that people wouldn't even be mad if they made D4 single-player only, with no monetization. It would probably cut development time and costs in half, avoid a lot of launch issues and give people a better game in the end. This would probably turn into a big W for Blizzard if it were the case, helping restore some of their image.
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It's always funny how people can post about companies milking their customers for every dollar, but also have some brilliant plan that the capitalists could make more doing but they choose not to.
On October 07 2022 21:42 Simberto wrote: The core problem is the goal of that loot system.
We would try to figure out a loot system that is most fun to play.
Blizzard is trying to figure out a loot system that leads to maximum amounts of money being spent. (Usually indirectly, but in the case of the RMAH also directly)
I do not, for a second, doubt that they have very smart game designers working on this. They just have a different goal then we would.
The direction of the loot system was simplication to make it more WoW friendly so they could have the largest user base. The green arrow this item is better is a direct port from WoW no? But at the same time having items with stats that are impossible to understand the iteractions or needing to sim in path of building to figure out what the best combinations are doesn't really make your game better.
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On October 07 2022 23:39 Blitzkrieg0 wrote: The direction of the loot system was simplication to make it more WoW friendly so they could have the largest user base. The green arrow this item is better is a direct port from WoW no? But at the same time having items with stats that are impossible to understand the iteractions or needing to sim in path of building to figure out what the best combinations are doesn't really make your game better. Not on vanilla wow : S it's not that simplistic cause there are pros and cons and lots of choice for stat customization really for almost any class. I don't know which game has a stat system that is impossible to understand or needing to simulate before playing to figure out.
As for the money maximizers, usually they're going for shorter term profit and don't mind hurting the business then move the money.
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On October 07 2022 09:09 andrewlt wrote: Yah, I figured a few of us were getting a little heated trying to be concise with our posts and I thought I needed a wall of text to better explain where I was coming from. From the time I joined TL quite a while ago, I think I registered for only one other online community. Everything else I'm using predates my TL join date. I don't mind playing with and interacting with other people online inside the game. But I'm just reluctant to register to yet another forum to play another game. And we all know to avoid the official Blizzard ones. That's where I'm coming from with my opposition to trading. Without an AH, I just don't know how it can be done without using outside communication tools. In-game chat channels just don't work, even having trading dedicated ones.
Got you. I think there are systems in between. For example, in Guild Wars there is a trade chat. If you posted something, it would also appear in the group finding window. So you can scroll through the list, join the group and switch districts to trade. I used both, this system and forum trading in GW. In PoE, there used to be forum trading on the official forums. You didn't have to sign up for another community, so this was fine. It's now improve, as you can tag items in your stash with prices and people can search them on the official website, then whisper you. It also has a trade chat and group finder options similar to GW, but very inferior in terms of search functions, visibility etc. so I never used it. Just some ideas, all of them can be improved as well. I can definitely understand the aversion to register in another 3rd party forum for every game. In the current state of online gaming, it shouldn't be needed for every game. I think the landscape/infrastructure was way different back in the 00's and earlier.
On October 08 2022 00:32 ProMeTheus112 wrote:Show nested quote +On October 07 2022 23:39 Blitzkrieg0 wrote: WoW friendly so they could have the largest user base. The green arrow this item is better is a direct port from WoW no? But at the same time having items with stats that are impossible to understand the iteractions or needing to sim in path of building to figure out what the best combinations are doesn't really make your game better. Not on vanilla wow : S it's not that simplistic cause there are pros and cons and lots of choice for stat customization really for almost any class. I don't know which game has a stat system that is impossible to understand or needing to simulate before playing to figure out. As for the money maximizers, usually they're going for shorter term profit and don't mind hurting the business then move the money.
Path of Exile definitely has some areas that are so complicated that only a combination of simulation and playing to figure them out. Minion damage is one example... In most cases, simply playing is enough. The need for simulation in Path of Building is massively overstated if you don't intend to run the hardest content in the game. However, there are a lot of benefits to using Path of Building to plan your build. If that makes the game better or not is again up to decide for the audience. I know a lot of people, including myself, who enjoy using Path of Building in conjunction with various websites (wiki etc.) to figure out builds and solve problems. For us it makes the game better, for others not so much.
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Regarding PoE, I always thought it looks like a good game with many good ideas but I have never played it probably mostly due to a important dislike when I see PoE gameplay: I'm seeing a lot of one shots of the monsters (and also a lot of instant regen of player character life on hit). I'd add the art direction doesn't necessarily match D2 but that's ok D2's is kinda stellar I guess.
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On October 07 2022 12:43 Manit0u wrote:Show nested quote +On October 07 2022 09:09 andrewlt wrote: In theory, the D3 team's initial philosophy that 6 affix rares that rolled the ideal combination should be the best items in the game had some merit to it. A rare item that rolled the ideal 6 affixes for your char, after all, could be rarer than uniques. I don't know if this was just never destined to work out in practice or the execution was just subpar or both. It just failed terribly at launch.
While this seems like a good idea originally it's made completely void by the fact that no matter how strong the 6 affixes on the rare items you get they'll never trounce all the extra features you receive from set items in D3. And equipping a full set doesn't leave much room for other items... It wasn't really helped by the fact that you only ever care about just 1 stat for the most part and that different damage types and resistances were pretty much irrelevant. Turned whole itemization into a no-brainer as you no longer had to sacrifice power for resists/protection or having to diversify your damage output to be able to deal with various resistances and immunities. Kinda boring if you ask me...
True, try as I might, I can't think of enough decent affixes that are interesting. Physical damage hit/miss rates as they existed in D1/D2 are probably better off gone so that removes accuracy affixes from the pool. A combination of %damage modifiers and flat damage modifiers will either be no brainers or would force people to use simulation tools. And percentage based modifiers like crit% and attack/casting speed% are best left to unique/set bonuses. They risk breaking the game through stacking if they are available through random affixes. Those kinds of stats already break enough games that don't have random affixes. So in the end, we're better off with a system that leaves rares behind uniques and sets that can have the more interesting bonuses.
On October 08 2022 00:32 ProMeTheus112 wrote:Show nested quote +On October 07 2022 23:39 Blitzkrieg0 wrote: The direction of the loot system was simplication to make it more WoW friendly so they could have the largest user base. The green arrow this item is better is a direct port from WoW no? But at the same time having items with stats that are impossible to understand the iteractions or needing to sim in path of building to figure out what the best combinations are doesn't really make your game better. Not on vanilla wow : S it's not that simplistic cause there are pros and cons and lots of choice for stat customization really for almost any class. I don't know which game has a stat system that is impossible to understand or needing to simulate before playing to figure out. As for the money maximizers, usually they're going for shorter term profit and don't mind hurting the business then move the money.
In vanilla WoW, I was able to estimate how much damage my char can do in my head. I broke down and downloaded Rawr sometime in the middle of Burning Crusade. The interplay between damage, hit rating, crit rating, another stat (attack/cast speed rating perhaps?) and assorted burst damage abilities on cooldown made it too hard to figure out which upgrade would be best. I was in a raiding guild for the majority of my WoW playtime and we were squeezing as much dps as possible.
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WoW's stats have always been fairly straightforward. Sure, when new stats got introduced, it would take a little bit after launch to figure out what to prioritize, but it didn't take long to determine if your spec should aim for more haste over mastery, for example. It wasn't until BfA that the stat system became impossible for people to judge gear without a gear calculator, thanks to its awful heart of azeroth level system. If you want to look at a terrible gear/stat system, just look at BfA
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On itemization: Imo you don't need to understand itemization that much to get through d2. Like most of the important ones are self-explanatory (resistances, damage, life, elemental damage) and the less important ones are still working under "more is better" (FHR, faster block speed, attack speed, mf, FC, elemental pierce, ds, cb). There's just enough there to make itemization a bit more of a choice and less of a "click the green arrow". If I'd change anything about itemization in d2 I'd increase some drop rates and have an ingame wiki that explains how elemental pierce, cb and ds work, but overall I think this is the best item system I've seen in an ARPG.
On PoE: Artstyle and style wise PoE is imo really darn close to d2 if it had 3d graphics. Some of the levels like the second level of the temple of the moon feel more like d2 to me than some areas of d2:R. In terms of the tree of madness I don't like how you need a tool to get the differences because there's no way to overlook what your build looks like in the end else. It adds depth, but imo you could reduce the amounts of nodes a lot and make each node stronger and have the same amount of meaningful decisions but a lot less manual work. Grim dawn f.e. has a similar system but does this a lot better imo. I also don't like the itemization at all tbh. It's still probably my 3rd favorite ARPG mainly due to how good the level design, world design and overall gameplay until the build comes online is.
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On October 12 2022 22:09 Archeon wrote: On itemization: Imo you don't need to understand itemization that much to get through d2. Like most of the important ones are self-explanatory (resistances, damage, life, elemental damage) and the less important ones are still working under "more is better" (FHR, faster block speed, attack speed, mf, FC, elemental pierce, ds, cb). There's just enough there to make itemization a bit more of a choice and less of a "click the green arrow". If I'd change anything about itemization in d2 I'd increase some drop rates and have an ingame wiki that explains how elemental pierce, cb and ds work, but overall I think this is the best item system I've seen in an ARPG.
On PoE: Artstyle and style wise PoE is imo really darn close to d2 if it had 3d graphics. Some of the levels like the second level of the temple of the moon feel more like d2 to me than some areas of d2:R. In terms of the tree of madness I don't like how you need a tool to get the differences because there's no way to overlook what your build looks like in the end else. It adds depth, but imo you could reduce the amounts of nodes a lot and make each node stronger and have the same amount of meaningful decisions but a lot less manual work. Grim dawn f.e. has a similar system but does this a lot better imo. I also don't like the itemization at all tbh. It's still probably my 3rd favorite ARPG mainly due to how good the level design, world design and overall gameplay until the build comes online is. i completely agree on d2 itemisation. its done incredibly well aside from a few small things. for example id also increase drop rates for some items but id also probably buff certain tc87s like tyraels, just so that theres even a niche usage for an item thats so rare. but overall the way battle stats work on d2 and the fact that even magic items can still retain so much value in the end game is a testament to the brilliant item design.
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D2 was also much easier than vanilla D3's inferno, where they made the asinine decision to have MMO raid style progression. The gearing requirements were much higher, unless you play a class like DH that can dodge everything. And even then, you have to play perfectly because some overtuned crap like Belial will just 1-shot you. And you have to save your tumbling move for emergencies because with bad RNG, you can't dodge all the projectiles and stuff being thrown at you without it.
Having rifts as the endgame doesn't help either. It made the game competitive and people would whine if one class can do level 50 rifts and another class can only do level 40 rifts. Once you get higher, almost everything is a one-shot so you have to dodge everything or spam skills that make you temporarily invulnerable or skills that would stop enemies from doing anything. It forced Blizzard to have to attempt to kinda balance D3, which they never had to do with D2 absent very edge cases like vanilla Barb WW and Necro CE.
From what I remember of D2, armor was pretty useless for the squishier chars like sorc and necro. It was all about resists and block rate/speed. Stuff like magefist or frostburn were BiS because almost nothing that spawned on that slot was really useful for a sorc. Int was mostly a newb trap that didn't really do much either. And life/mana steal were incredibly OP on the physical damage builds. Did they ever buff elemental damage? I remember it being weak and you only want it because of a lack of alternatives.
MF was a mistake. Since endgame in any ARPG is an item hunt, you never want to incentivize your player base to equip weaker gear with more MF over stronger gear with less MF. That's a terrible dilemma to give players.
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On October 13 2022 06:51 andrewlt wrote: D2 was also much easier than vanilla D3's inferno, where they made the asinine decision to have MMO raid style progression. The gearing requirements were much higher, unless you play a class like DH that can dodge everything. And even then, you have to play perfectly because some overtuned crap like Belial will just 1-shot you. And you have to save your tumbling move for emergencies because with bad RNG, you can't dodge all the projectiles and stuff being thrown at you without it.
Having rifts as the endgame doesn't help either. It made the game competitive and people would whine if one class can do level 50 rifts and another class can only do level 40 rifts. Once you get higher, almost everything is a one-shot so you have to dodge everything or spam skills that make you temporarily invulnerable or skills that would stop enemies from doing anything. It forced Blizzard to have to attempt to kinda balance D3, which they never had to do with D2 absent very edge cases like vanilla Barb WW and Necro CE.
From what I remember of D2, armor was pretty useless for the squishier chars like sorc and necro. It was all about resists and block rate/speed. Stuff like magefist or frostburn were BiS because almost nothing that spawned on that slot was really useful for a sorc. Int was mostly a newb trap that didn't really do much either. And life/mana steal were incredibly OP on the physical damage builds. Did they ever buff elemental damage? I remember it being weak and you only want it because of a lack of alternatives.
MF was a mistake. Since endgame in any ARPG is an item hunt, you never want to incentivize your player base to equip weaker gear with more MF over stronger gear with less MF. That's a terrible dilemma to give players.
Yeah, one of the things D2 did wrong was definitely stats (like energy being pretty much irrelevant) and introduction of stamina (pretty useless mechanic that just adds unnecessary frustration and micromanagement). In D1 all stats were useful to every class and I really liked that they had hard caps on them at different levels (so rogue and sorcerer had much less hp than warrior and couldn't wear the heaviest armours).
Completely agree about MF too. I'm also not a big fan of charms and runewords being OP, those areas could definitely be improved. For charms I think an interesting mechanic would be if they didn't do anything on their own and only really work kinda like set bonuses, so you have specific charms that can have up to 3 effects if you have 2/4/8 of the same in your inventory. As they are charms give you this "have some magic effects not tied to any gear" effect which makes itemization a bit shallower when you can cover your weaknesses by just dropping a bunch of +life, +dmg or whatever charms in your inventory.
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On October 13 2022 06:51 andrewlt wrote: D2 was also much easier than vanilla D3's inferno, where they made the asinine decision to have MMO raid style progression. The gearing requirements were much higher, unless you play a class like DH that can dodge everything. And even then, you have to play perfectly because some overtuned crap like Belial will just 1-shot you. And you have to save your tumbling move for emergencies because with bad RNG, you can't dodge all the projectiles and stuff being thrown at you without it.
Having rifts as the endgame doesn't help either. It made the game competitive and people would whine if one class can do level 50 rifts and another class can only do level 40 rifts. Once you get higher, almost everything is a one-shot so you have to dodge everything or spam skills that make you temporarily invulnerable or skills that would stop enemies from doing anything. It forced Blizzard to have to attempt to kinda balance D3, which they never had to do with D2 absent very edge cases like vanilla Barb WW and Necro CE.
From what I remember of D2, armor was pretty useless for the squishier chars like sorc and necro. It was all about resists and block rate/speed. Stuff like magefist or frostburn were BiS because almost nothing that spawned on that slot was really useful for a sorc. Int was mostly a newb trap that didn't really do much either. And life/mana steal were incredibly OP on the physical damage builds. Did they ever buff elemental damage? I remember it being weak and you only want it because of a lack of alternatives.
MF was a mistake. Since endgame in any ARPG is an item hunt, you never want to incentivize your player base to equip weaker gear with more MF over stronger gear with less MF. That's a terrible dilemma to give players.
Armor was mainly low prio on ranged chars because the majority of ranged attacks that actually hit you weren't physical and you were often running anyways (if you weren't teleporting). Energy is imo still a good thing to level early on and then get rid off later via reset when you have gear that adds mana. The problem with it is more that there's a ton of it on later gear imo and stuff like insight just replaces it.
I don't have a problem with stats being weaker or stronger, it still creates dilemmas like "do I want 20 all res or 500 armor more on my chest? Do I still want all-res if I'm close to the cap in fire res anyways or is there some item I could swap my fire res boots to?". Similarly I don't mind MF at all, because it really makes you question your build and how much you can get away with until your killspeed and survivability suffer. I think it's a good way to reward players that can get further with less tbh.
I also don't think grifts was what made balance discussions, it's just fairly normal nowadays. They didn't have to balance d2 because at the time nobody really cared about PvE balance.
Don't get me wrong, D2's itemization definitely has it's flaws, among others how strong runewords are in comparison to uniques and sets and that there are some huge outliers that a lot of builds revolve around (insight, infinity, enigma to name a few). Overall I really don't like how item dependent physical chars in comparison to magic/elemental chars are. But it's still miles ahead of pretty much any other ARPG I've played and I've played a lot of them.
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On October 13 2022 23:09 Archeon wrote: Don't get me wrong, D2's itemization definitely has it's flaws, among others how strong runewords are in comparison to uniques and sets and that there are some huge outliers that a lot of builds revolve around (insight, infinity, enigma to name a few). Overall I really don't like how item dependent physical chars in comparison to magic/elemental chars are. But it's still miles ahead of pretty much any other ARPG I've played and I've played a lot of them. Yeah that's pretty much how I feel about it. (I think physical chars/builds main perk is that they end up better able to deal with most places due to how few physical immunes there are (and physical resistances are rarer/lower) but that also comes with risk of melee.. overall lots of people will just play sorc/caster to start off and MF for gear for their melee chars coming next. Which is all right but could be better i guess. I mean a few days into ladder you can see a sorc dumping dozens of uniques on the ground that you could never have found with your starter melee so yeah.)
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On October 13 2022 23:09 Archeon wrote:Show nested quote +On October 13 2022 06:51 andrewlt wrote: D2 was also much easier than vanilla D3's inferno, where they made the asinine decision to have MMO raid style progression. The gearing requirements were much higher, unless you play a class like DH that can dodge everything. And even then, you have to play perfectly because some overtuned crap like Belial will just 1-shot you. And you have to save your tumbling move for emergencies because with bad RNG, you can't dodge all the projectiles and stuff being thrown at you without it.
Having rifts as the endgame doesn't help either. It made the game competitive and people would whine if one class can do level 50 rifts and another class can only do level 40 rifts. Once you get higher, almost everything is a one-shot so you have to dodge everything or spam skills that make you temporarily invulnerable or skills that would stop enemies from doing anything. It forced Blizzard to have to attempt to kinda balance D3, which they never had to do with D2 absent very edge cases like vanilla Barb WW and Necro CE.
From what I remember of D2, armor was pretty useless for the squishier chars like sorc and necro. It was all about resists and block rate/speed. Stuff like magefist or frostburn were BiS because almost nothing that spawned on that slot was really useful for a sorc. Int was mostly a newb trap that didn't really do much either. And life/mana steal were incredibly OP on the physical damage builds. Did they ever buff elemental damage? I remember it being weak and you only want it because of a lack of alternatives.
MF was a mistake. Since endgame in any ARPG is an item hunt, you never want to incentivize your player base to equip weaker gear with more MF over stronger gear with less MF. That's a terrible dilemma to give players. Armor was mainly low prio on ranged chars because the majority of ranged attacks that actually hit you weren't physical and you were often running anyways (if you weren't teleporting). Energy is imo still a good thing to level early on and then get rid off later via reset when you have gear that adds mana. The problem with it is more that there's a ton of it on later gear imo and stuff like insight just replaces it. I don't have a problem with stats being weaker or stronger, it still creates dilemmas like "do I want 20 all res or 500 armor more on my chest? Do I still want all-res if I'm close to the cap in fire res anyways or is there some item I could swap my fire res boots to?". Similarly I don't mind MF at all, because it really makes you question your build and how much you can get away with until your killspeed and survivability suffer. I think it's a good way to reward players that can get further with less tbh. I also don't think grifts was what made balance discussions, it's just fairly normal nowadays. They didn't have to balance d2 because at the time nobody really cared about PvE balance. Don't get me wrong, D2's itemization definitely has it's flaws, among others how strong runewords are in comparison to uniques and sets and that there are some huge outliers that a lot of builds revolve around (insight, infinity, enigma to name a few). Overall I really don't like how item dependent physical chars in comparison to magic/elemental chars are. But it's still miles ahead of pretty much any other ARPG I've played and I've played a lot of them.
I played sorc the most. I still remember magefist, wall of bones (?), and that unique studded leather armor as being close to BiS for almost the entire game. The issue I was talking about is that rares are pretty terrible for ranged chars because affixes like +armor% don't do much of anything for them. For necro/sorc, energy doesn't add to damage so it is terrible compared to what int is in D3. So something like magefist is close to BiS because of the increased casting speed. Nothing that can spawn on rares in that slot can remotely compare. Having physical chars being more item dependent in comparison to magic/elemental chars was common back in those days. It wasn't just a D2 issue. Developers slowly came around that that was a mistake.
I can't comment on builds with runewords. I only played D2 for maybe 4-5 years. I don't think I ever completed a single one except the ultra low level trash ones.
In D2, the endgame is leveling your char to 99 and the item hunt. In D3, the endgame is leveling paragon levels and the item hunt. The issue I have with MF is that it provides a disincentive to actually use the drops you find. It totally dampens the excitement of finding a "better" item just to see that is has less MF than your current one.
I think that people cared about balance in D2, just nowhere near what it is today. Blizzard only had to take care of clear outliers. In D3, they had to balance the chars more closely to each other. And they did it by constantly buffing the weaker sets of the underperforming characters. And that of course resulted in pretty ridiculous levels of power creep every season. Hitting certain set bonuses in D3 just jumped your power by ridiculous levels.
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On October 14 2022 06:35 andrewlt wrote: In D2, the endgame is leveling your char to 99 and the item hunt. In D3, the endgame is leveling paragon levels and the item hunt. The issue I have with MF is that it provides a disincentive to actually use the drops you find. It totally dampens the excitement of finding a "better" item just to see that is has less MF than your current one. The thing is that MF actually has diminishing returns even before you get +100% of it ( https://diablo2.wiki.fextralife.com/Magic Find ), and it's not that hard to get to about +100% while still using many items that don't add anything to MF. It can affect your killing speed and your survivability a lot if you use too much MF specialized items, so that it's not necessarily worth it and/or you have to choose. Also notably MF doesn't affect rune drops at all. Overall I think it is an interesting stat in D2 in the end, but I wouldn't say it's a model to follow for a different game. In a way it's a bit one of these stats that you need to see a table for to know what it means or implies exactly but I think its ok in D2. Also didn't like it at first then I found out the diminishing returns etc.
(technically i guess it wouldn't be hard to just display the effective MF in game or the effective result for a stat with diminishing returns like that)
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On October 14 2022 06:35 andrewlt wrote: I think that people cared about balance in D2, just nowhere near what it is today. Blizzard only had to take care of clear outliers. In D3, they had to balance the chars more closely to each other. And they did it by constantly buffing the weaker sets of the underperforming characters. And that of course resulted in pretty ridiculous levels of power creep every season. Hitting certain set bonuses in D3 just jumped your power by ridiculous levels.
Yeah, the power spikes in D3 were really surprising. I still remember to this day, going through the campaign for the first time and everything seems OK. There's a bit of challenge, it's kinda fun and all. Then I get some nice rare drop and all of a sudden it changes from having to struggle a bit to one-shotting everything. Later on when you complete your set it's also a huge power spike. It was kinda sad to see some main bosses getting one-shot even before they appeared on the screen on torment difficulties.
I'm not really a fan of gear being the main driving force behind builds. I find games more interesting where the main strengths of your build come from skill choices etc. and then you use gear to supplement and elevate that. Not the other way around.
Feels bad when you need some very rare and specific items for your build to work. I'd rather have a working build regardless of gear and then having the journey of refining it through finding better gear and seeing how far I can take it. This way instead of huge power spikes you get small incremental upgrades, which for me give a better sense of progression based on the work I'm putting in instead of having random jumps that feel (and mostly are) more based on luck than anything else.
I remember how disappointed I was in D3 with my sorc set. Where I had this meteors randomly falling down the skies even beyond my screen, doing like 250 billion AOE dmg. Was cool for 5 seconds but got boring really fast when I realized I could just walk around doing nothing and everything died. Very anticlimactic.
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On October 14 2022 21:58 Manit0u wrote:Show nested quote +On October 14 2022 06:35 andrewlt wrote: I think that people cared about balance in D2, just nowhere near what it is today. Blizzard only had to take care of clear outliers. In D3, they had to balance the chars more closely to each other. And they did it by constantly buffing the weaker sets of the underperforming characters. And that of course resulted in pretty ridiculous levels of power creep every season. Hitting certain set bonuses in D3 just jumped your power by ridiculous levels. Yeah, the power spikes in D3 were really surprising. I still remember to this day, going through the campaign for the first time and everything seems OK. There's a bit of challenge, it's kinda fun and all. Then I get some nice rare drop and all of a sudden it changes from having to struggle a bit to one-shotting everything. Later on when you complete your set it's also a huge power spike. It was kinda sad to see some main bosses getting one-shot even before they appeared on the screen on torment difficulties. I'm not really a fan of gear being the main driving force behind builds. I find games more interesting where the main strengths of your build come from skill choices etc. and then you use gear to supplement and elevate that. Not the other way around. Feels bad when you need some very rare and specific items for your build to work. I'd rather have a working build regardless of gear and then having the journey of refining it through finding better gear and seeing how far I can take it. This way instead of huge power spikes you get small incremental upgrades, which for me give a better sense of progression based on the work I'm putting in instead of having random jumps that feel (and mostly are) more based on luck than anything else.I remember how disappointed I was in D3 with my sorc set. Where I had this meteors randomly falling down the skies even beyond my screen, doing like 250 billion AOE dmg. Was cool for 5 seconds but got boring really fast when I realized I could just walk around doing nothing and everything died. Very anticlimactic. Pretty much agree with all that and with the part about small incremental upgrades. Small upgrades ensure that the difficulty is stable and still exists (you don't get OP), your items have potential long useable time (don't get obsolete fast), have more trade value, and the range of places that your character will have good gameplay at in the game world is likely much larger which gives the player choice of where to go and what to do with good gameplay and risk/reward at all stages of the game.
It notably opens up the playstyles so that for example players who like to rush forward can still do so and benefit from it, but players who would rather build up and hang out where they are also benefit from that in another way (because what they can get still have significant value for later), which in the end gives you choice of how to play at any time. That effect could be negated by something as simple as character levels giving you much more power per level so that even if you want to farm lower places, it's better to just rush the XP then come back and one shot everything to get it so small upgrades in the skill systems are probably better, depending on the rest of the systems.. (could deny loot from monsters if they are a lower level etc). Although here the game also has HC mode so you run the risk to die before you can come back to the lower place ofc, still better to avoid having low risk / high reward stuff I think.
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