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Diablo IV - Page 66

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{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2023-04-07 18:58:19
April 07 2023 18:53 GMT
#1301
Were now in the marketing mode till release.



"Smokey, this is not 'Nam, this is bowling. There are rules."
Manit0u
Profile Blog Joined August 2004
Poland17575 Posts
Last Edited: 2023-04-07 23:04:21
April 07 2023 20:52 GMT
#1302
One thing that seems kinda sus to me is how the UI looks. Not the HUD part with the orbs and skills but when you open up the menus. Skill trees and everything look super bland and uninspired. A bunch of simplistic icons on a grey background, with weird spacing so you have to scroll to see the tree (even though it isn't very big).

[image loading]

I really can't believe that in 3 years they actually went backwards in the design of this... Is it because of the consoles?
Time is precious. Waste it wisely.
Turbovolver
Profile Blog Joined January 2009
Australia2394 Posts
Last Edited: 2023-04-08 11:43:15
April 08 2023 11:42 GMT
#1303
Visually that's really stark, yeah. On the other hand, the right image really does make what I still feel is a very basic skill tree look more interesting than it probably is, hah.
The original Bogus fan.
sertas
Profile Joined April 2012
Sweden889 Posts
April 08 2023 15:29 GMT
#1304
it's not a basic skill-tree, poe just made evreones brains require a 2 hour youtube video before actually playing the game type of skill-tree where you cant respec. Diablo 2 is basic, diablo 1 also, this is far more complicated then diablo 2
Manit0u
Profile Blog Joined August 2004
Poland17575 Posts
April 08 2023 20:14 GMT
#1305
On April 09 2023 00:29 sertas wrote:
it's not a basic skill-tree, poe just made evreones brains require a 2 hour youtube video before actually playing the game type of skill-tree where you cant respec. Diablo 2 is basic, diablo 1 also, this is far more complicated then diablo 2


I'm not talking about the complexity, I'm talking about the visual design. There's simple and then there's bland and unappealing.
Time is precious. Waste it wisely.
Archeon
Profile Joined May 2011
3261 Posts
Last Edited: 2023-04-08 23:58:48
April 08 2023 23:40 GMT
#1306
On April 09 2023 00:29 sertas wrote:
it's not a basic skill-tree, poe just made evreones brains require a 2 hour youtube video before actually playing the game type of skill-tree where you cant respec. Diablo 2 is basic, diablo 1 also, this is far more complicated then diablo 2

You could definitely math out D2 skilltrees for an hour, tbh I think the 1.10 skilltree was more complex than at least the d4 base skilltree is. I also feel that having 5 main damage skills with slight variances per class is very little variance in terms of main gameplay loop, especially considering that a lot of the skills have actually fairly little synergy so the non-main-dps-source-skills will largely be similar between builds.

It's also not just PoE, GD, LE and even Titan Quest have a huge amount of viable options and combinations. I agree that PoE overdid it though, mainly cause imo it's just bloated and 85% of the nodes are sameish so it's really about choosing which of the other 15% you want, which could be achieved with either less but more impactful other nodes or just passives and skipping on most of the smaller nodes.

Tbf that's exactly how I feel about a lot of the smaller nodes in d4. 3% more poison damage is neither interesting nor impactful and a lot of the x or y skill customization points are really lacking. It felt to me like my build was refined a bunch when I hit a wall or found a unique and then barely changed for the next 5 levels.
low gravity, yes-yes!
CicadaSC
Profile Joined January 2018
United States1849 Posts
April 08 2023 23:48 GMT
#1307
On April 08 2023 05:52 Manit0u wrote:
One thing that seems kinda sus to me is how the UI looks. Not the HUD part with the orbs and skills but when you open up the menus. Skill trees and everything look super bland and uninspired. A bunch of simplistic icons on a grey background, with weird spacing so you have to scroll to see the tree (even though it isn't very big).

[image loading]

I really can't believe that in 3 years they actually went backwards in the design of this... Is it because of the consoles?

Hasn't bothered me too much, and the grey tones fit the truth to darkness theme imo.
Remember that we all come from a place of passion!!
Turbovolver
Profile Blog Joined January 2009
Australia2394 Posts
Last Edited: 2023-04-09 04:13:20
April 09 2023 00:24 GMT
#1308
On April 09 2023 00:29 sertas wrote:
it's not a basic skill-tree, poe just made evreones brains require a 2 hour youtube video before actually playing the game type of skill-tree where you cant respec. Diablo 2 is basic, diablo 1 also, this is far more complicated then diablo 2

The main part of the skill "tree" isn't really a tree in the traditional sense, it just unlocks each cluster as you spend more points (regardless of where you spend them). So the only real tree here is the subnodes under the skills. And, with regard to those, I agree with Archeon:
On April 09 2023 08:40 Archeon wrote:
Tbf that's exactly how I feel about a lot of the smaller nodes in d4. 3% more poison damage is neither interesting nor impactful and a lot of the x or y skill customization points are really lacking.

D2's trees were not particularly complex, no, at least not before synergies (although those in some sense make builds on-rails and I know they're controversial). If I remember right I called D4's skill trees "lacking", not "simple", and the reason I call them lacking is because of what Archeon says. It's not that I think D4 is necessarily too simple, that's not the issue and complex isn't always better. That said, your statement that D4's tree is "far more complex" than D2 is in no way true.

One thing I did find interesting about D4 was the way extra skill points do only about +10% damage as compared to the base damage earned by putting in the first point. It feels like it's a design choice that gives the player some incentive to go for flexibility, to take lots of skills and use them as the situation requires.

Unfortunately that doesn't seem to be the way the rest of the game is set up, from what I gather. Legendaries encourage focusing on a specific skill, and monster immunes are presumably gone like they were in D3.

EDIT: Cleaned up some wording.
The original Bogus fan.
Manit0u
Profile Blog Joined August 2004
Poland17575 Posts
Last Edited: 2023-04-09 02:33:43
April 09 2023 02:32 GMT
#1309
On April 09 2023 09:24 Turbovolver wrote:
[...] from what I gather. Legendaries encourage focusing on a specific skill, and monster immunes are presumably gone like they were in D3.


I absolutely hate stuff like that. Why can't I just use skills I like and then get the gear for it, not the other way around? Also, what happens if a dedicated legendary for a skill I like is not fun or just plain garbage (or there's no legendary for this skill at all)? Sorry, can't play with this skill that you like because there's no dedicated item for it...

Really, why should gear be the driving force behind your build?
Time is precious. Waste it wisely.
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
April 09 2023 06:18 GMT
#1310
It's a double-edged sword, right? You can plan your build, but you can't plan your gear. You're just at the mercy of what happens to drop for you. In that sense, free or low-cost respecs fit well, because you can easily tailor your build to suit the randomness of the game (and by the same token, expensive respecs feel annoying as you grind for the necessary materials and mull over whether it would simply be a better idea to make a new character). The downside then is the lack of permanent or sticky decisions when the costs are cheap.

One thing that irks me about ARPGs is the prevalence of "builds", and the more complex the skill tree, the more this necessitates "builds" which have been min/maxed by cave-dwelling Redditors who are gifted Reddit Golds by gracious players too busy or too lazy to plan out their own adventures. I'm reasonably sure designers don't like this either because any "best" thing invalidates the other options they've laid out for players - they want choices to feel meaningful and worthy of careful consideration as they try to anticipate which choices will suit which type of player. So how do they solve this dilemma? Surely something will be 1% "better" than something else, which means 90% (not 1%) of players will flock to that being the "obvious" choice at each successive fork in the road, right?

I keep coming back to a rather weird comparison: Dota. In Dota, the choices you make (in the form of items, skill paths, and talents) are generally permanent. Bad matchups exist, and you as the player must determine which items are most reasonable for you to buy, weighing cost-effectiveness, the pace of the game you intend to set, the realities of your lane matchups, the opposing draft and their expected power spike timings, and so many other nuances. So far, no ARPG that I've seen has really managed to capture this challenge - D2 came close with its immunities (how do I deal with them?), but I think they can push this further in D4 by making decisions more specialized and mutually exclusive, closer to Dota talents.

Say I need to make a choice between melee defense and ranged defense. As a Sorc, that might look like a form of Frozen Armor versus a form of Slow Time. As a Rogue, maybe that's deciding between a parry-riposte ability and an ability that lets you teleport to a ranged enemy that recently attacked you. These are thematically functional examples, but just as importantly, they force tough decisions. There are countless other possibilities: single-target vs AoE specialization; elemental affinities; drop quality vs drop frequency, etc. I think it's okay to allow for free or inexpensive respecs under this model, because they don't necessarily make the game easier, they make sections of the game easier, which inherently means there is no universally correct answer.

I will give credit to D4 for making some of the skill augmentations interesting. After all, stuff like piercing projectiles and chaining explosions is cool and fun. I just want the developers to avoid the pitfall of "why would I ever get that, though, when I could just get this?" Certainly there are X-factors involved here, like the fact that they want Legendary properties to be collectible, and that already kind of philosophically dooms this path. As exciting as they want Legendary items to be, and transforming playstyles definitely falls into that category, making their unique properties too impactful means that players can cover for weaknesses in unforeseen ways, leading to the "build" conundrum.
Moderator
fhgfhgfreta
Profile Joined April 2023
1 Post
April 09 2023 08:28 GMT
#1311
--- Nuked ---
Manit0u
Profile Blog Joined August 2004
Poland17575 Posts
April 09 2023 12:09 GMT
#1312
On April 09 2023 15:18 Excalibur_Z wrote:
It's a double-edged sword, right? You can plan your build, but you can't plan your gear. You're just at the mercy of what happens to drop for you. In that sense, free or low-cost respecs fit well, because you can easily tailor your build to suit the randomness of the game (and by the same token, expensive respecs feel annoying as you grind for the necessary materials and mull over whether it would simply be a better idea to make a new character). The downside then is the lack of permanent or sticky decisions when the costs are cheap.

One thing that irks me about ARPGs is the prevalence of "builds", and the more complex the skill tree, the more this necessitates "builds" which have been min/maxed by cave-dwelling Redditors who are gifted Reddit Golds by gracious players too busy or too lazy to plan out their own adventures. I'm reasonably sure designers don't like this either because any "best" thing invalidates the other options they've laid out for players - they want choices to feel meaningful and worthy of careful consideration as they try to anticipate which choices will suit which type of player. So how do they solve this dilemma? Surely something will be 1% "better" than something else, which means 90% (not 1%) of players will flock to that being the "obvious" choice at each successive fork in the road, right?

I keep coming back to a rather weird comparison: Dota. In Dota, the choices you make (in the form of items, skill paths, and talents) are generally permanent. Bad matchups exist, and you as the player must determine which items are most reasonable for you to buy, weighing cost-effectiveness, the pace of the game you intend to set, the realities of your lane matchups, the opposing draft and their expected power spike timings, and so many other nuances. So far, no ARPG that I've seen has really managed to capture this challenge - D2 came close with its immunities (how do I deal with them?), but I think they can push this further in D4 by making decisions more specialized and mutually exclusive, closer to Dota talents.

Say I need to make a choice between melee defense and ranged defense. As a Sorc, that might look like a form of Frozen Armor versus a form of Slow Time. As a Rogue, maybe that's deciding between a parry-riposte ability and an ability that lets you teleport to a ranged enemy that recently attacked you. These are thematically functional examples, but just as importantly, they force tough decisions. There are countless other possibilities: single-target vs AoE specialization; elemental affinities; drop quality vs drop frequency, etc. I think it's okay to allow for free or inexpensive respecs under this model, because they don't necessarily make the game easier, they make sections of the game easier, which inherently means there is no universally correct answer.

I will give credit to D4 for making some of the skill augmentations interesting. After all, stuff like piercing projectiles and chaining explosions is cool and fun. I just want the developers to avoid the pitfall of "why would I ever get that, though, when I could just get this?" Certainly there are X-factors involved here, like the fact that they want Legendary properties to be collectible, and that already kind of philosophically dooms this path. As exciting as they want Legendary items to be, and transforming playstyles definitely falls into that category, making their unique properties too impactful means that players can cover for weaknesses in unforeseen ways, leading to the "build" conundrum.


That is exactly why I'm opposed to the "gear first" approach. IMO your primary source of power should be your skills/talents/passives etc. with gear just supplementing that. Then you can have your build regardless of your luck with gear and finding better items would simply enhance the build and make it better but you're no longer reliant on some specific drops.

For example, if you're building a fire sorc and then just find gear that gives you some +fire dmg, or that your spells add fire vulnerability to the mobs etc. Your build is the same even though your gear might change over time as you replace pieces with better ones to further refine it.
Time is precious. Waste it wisely.
KrillinFromwales
Profile Blog Joined March 2022
65 Posts
April 09 2023 14:12 GMT
#1313
TBH the skill tree feels really uninspired. i wish there were a bit more going on with it. even a massive grid that i had to wander around might be a little more happy than the thing i was presented. granted i thought d2 was pretty pidgeon-holed and that d3 was similarly pidgeon-holed. the set builds in d3 were a bit bummer because everyone chose the same set in the end and then it was the same skills and so on. something with a lot more freedom would be great.

improving the skill tree, which probably won't happen would help a lot more than worrying about respec imo. i thought d3's system was fine wherein the skill was upgraded by certain runes and so on. tbh if it were just a bit more expansive it would be great. ultimately blizz is gonna do what it's gonna do e.g. multibuilding select in starcraft 2. people who were hardcore were opposed to it but there was no way it was launching without MBS. this probably isn't launching without respec which doesn't bother me much. i just wish there were more going on with it.
Gorsameth
Profile Joined April 2010
Netherlands22030 Posts
April 09 2023 14:20 GMT
#1314
D3 has limited variety but there are a bunch of sets which give different play styles. The problem, as with so much of modern gaming, is everyone looks at what the top 0.01% are doing and thinking that is the only way to play.

It feels like everyone plays the same build because your looking at the top of the ladder, the highest you can push which by definition shows only the 'best' possible combinations for speed running a tier 150 rift.
Every game will have this if your only looking at the very top of what is possible.
It ignores such insignificant forces as time, entropy, and death
TaKeTV
Profile Blog Joined December 2010
Germany1200 Posts
April 09 2023 18:21 GMT
#1315
There will always be builds with better synergies and functionality. Builds that are more allround and specialized. Path of Exile is a very good example of this. Obviously a lot of people we/you interact with (in forums) are already pretty hardcore. A lot of casuals dont read reddit, forums, look for builds or whatever. They simply play the game.

We are discussing on TL. That is more or less the definition of hardcore already. You can clear all content in Path of Exile with a huge magnitude of builds on any class. Just because there are obviously better skills and builds doesn't mean all other choices are invalid. That might be the case for potential competetive scenarios and/or professionals/racers etc pp.

I completely understand that a nice running well done build that just clicks is more fun and pushes people away from trying out something a bit slower or not as nice but that doesn't mean "no choice".

In terms of itemization I'd also rather see items augment your build and skill choices too.
Commentator
Archeon
Profile Joined May 2011
3261 Posts
Last Edited: 2023-04-09 20:47:39
April 09 2023 19:30 GMT
#1316
On itemization: D3 vanilla had a balancing that implemented items largely as a passive incremental boost to skills and imo it felt like a treadmill. Rare drops/uniques need to leave an impact, else the looting part of ARPGs falls pretty flat. As a positive example I have a bunch of fond memories of finding an early unique mace with a ranged class and just beating the crap out of Andariel. Or thought it was cool that people used a runeword to turn a sorc into a werebear to use enchantment as a melee option.

Obviously there needs to be a balance and I definitely agree that D3 RoS ended up on the other side of the spectrum, where your only viably builds are depending on what items you have. They seem to go the D:I route with D4 where you get essentially an additional passive skill slot that you can fill with unique properties, which I'm still not sure I like because it still means that skillbuilds will heavily revolve around farming certain largely random drops, which imo flattens player choice.

Overall I think uniques should enable fun other builds or feel like they make a difference, but imo they should scale down unless it's a high level item.

On April 09 2023 15:18 Excalibur_Z wrote:
It's a double-edged sword, right? You can plan your build, but you can't plan your gear. You're just at the mercy of what happens to drop for you. In that sense, free or low-cost respecs fit well, because you can easily tailor your build to suit the randomness of the game (and by the same token, expensive respecs feel annoying as you grind for the necessary materials and mull over whether it would simply be a better idea to make a new character). The downside then is the lack of permanent or sticky decisions when the costs are cheap.

One thing that irks me about ARPGs is the prevalence of "builds", and the more complex the skill tree, the more this necessitates "builds" which have been min/maxed by cave-dwelling Redditors who are gifted Reddit Golds by gracious players too busy or too lazy to plan out their own adventures. I'm reasonably sure designers don't like this either because any "best" thing invalidates the other options they've laid out for players - they want choices to feel meaningful and worthy of careful consideration as they try to anticipate which choices will suit which type of player. So how do they solve this dilemma? Surely something will be 1% "better" than something else, which means 90% (not 1%) of players will flock to that being the "obvious" choice at each successive fork in the road, right?

I keep coming back to a rather weird comparison: Dota. In Dota, the choices you make (in the form of items, skill paths, and talents) are generally permanent. Bad matchups exist, and you as the player must determine which items are most reasonable for you to buy, weighing cost-effectiveness, the pace of the game you intend to set, the realities of your lane matchups, the opposing draft and their expected power spike timings, and so many other nuances. So far, no ARPG that I've seen has really managed to capture this challenge - D2 came close with its immunities (how do I deal with them?), but I think they can push this further in D4 by making decisions more specialized and mutually exclusive, closer to Dota talents.

Say I need to make a choice between melee defense and ranged defense. As a Sorc, that might look like a form of Frozen Armor versus a form of Slow Time. As a Rogue, maybe that's deciding between a parry-riposte ability and an ability that lets you teleport to a ranged enemy that recently attacked you. These are thematically functional examples, but just as importantly, they force tough decisions. There are countless other possibilities: single-target vs AoE specialization; elemental affinities; drop quality vs drop frequency, etc. I think it's okay to allow for free or inexpensive respecs under this model, because they don't necessarily make the game easier, they make sections of the game easier, which inherently means there is no universally correct answer.

I will give credit to D4 for making some of the skill augmentations interesting. After all, stuff like piercing projectiles and chaining explosions is cool and fun. I just want the developers to avoid the pitfall of "why would I ever get that, though, when I could just get this?" Certainly there are X-factors involved here, like the fact that they want Legendary properties to be collectible, and that already kind of philosophically dooms this path. As exciting as they want Legendary items to be, and transforming playstyles definitely falls into that category, making their unique properties too impactful means that players can cover for weaknesses in unforeseen ways, leading to the "build" conundrum.

On situationally meaningful choices/dota balancing: It's the same way StS balances and it works really well for short games with RPG elements. The problem with that type of balance for ARPG is that you have to run with your build possibly for hundreds of hours, so you can really hit a wall or feel very suboptimally cause you picked something to deal with something ages ago. Or certain skills just become mandatory to deal with certain threats and it ultimately flattens build options.

It's imo less bad for skills that are only slightly situational, but that's already in the game. I f.e. reworked my skillbuild as rogue quite a bit after getting curbstomped by a boss to integrate a bunch of single target killers (with the result that I just switched to ranged for the fight, but the 'this game also hates melees' debate was a few pages ago already).
low gravity, yes-yes!
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2023-04-10 01:13:08
April 09 2023 20:17 GMT
#1317
On April 09 2023 15:18 Excalibur_Z wrote:
One thing that irks me about ARPGs is the prevalence of "builds", and the more complex the skill tree, the more this necessitates "builds" which have been min/maxed by cave-dwelling Redditors who are gifted Reddit Golds by gracious players too busy or too lazy to plan out their own adventures. I'm reasonably sure designers don't like this either because any "best" thing invalidates the other options they've laid out for players - they want choices to feel meaningful and worthy of careful consideration as they try to anticipate which choices will suit which type of player. So how do they solve this dilemma? Surely something will be 1% "better" than something else, which means 90% (not 1%) of players will flock to that being the "obvious" choice at each successive fork in the road, right?

This is something I always thought about ever since I saw builds or guides for D2 after it came out. I experimented with this by not following guides and my conclusion is that when the game is well designed as D2 honestly mostly is, the guides that you can find or read don't really cover all the possibilities at all (there are too many) and if you spend some time tinkering your build for each character and playthrough, and playstyle, you can do great and find ways that work really well for what you want to do. Usually there are always pros and cons to any direction to build towards and safety or defensive options matter, especially if you lose anything on death and the game has difficulty, so it's not like killspeed is the only thing that matters. There will always be i think many players that will just follow builds (just like in RTS) but if you don't do that you can also benefit and ofc have lot more fun. So for the game designer point of view I'd say one way is to make death matter and make sure the game always has difficulty no matter the build or gear level, I think they also going for quite a bit of variation on the type of monsters in endgame areas / nightmare dungeons here.
Manit0u
Profile Blog Joined August 2004
Poland17575 Posts
Last Edited: 2023-04-09 20:25:21
April 09 2023 20:24 GMT
#1318
On April 09 2023 23:20 Gorsameth wrote:
D3 has limited variety but there are a bunch of sets which give different play styles. The problem, as with so much of modern gaming, is everyone looks at what the top 0.01% are doing and thinking that is the only way to play.

It feels like everyone plays the same build because your looking at the top of the ladder, the highest you can push which by definition shows only the 'best' possible combinations for speed running a tier 150 rift.
Every game will have this if your only looking at the very top of what is possible.


The problem with D3 sets was that while indeed they offered different play styles they were also ALL of the play styles available to you. Basically, the set you're wearing decides what you're playing. Sure, you can change the sets but you can't really go on to play without one as that would gimp your character. So, if you have 6 sets per character this means that you can play a total of 6 builds on this character. It might seem like enough but then if you want to get creative and do something else you just can't at all. In D2, PoE or most any other ARPG no one is really stopping you from playing some crazy off the wall build for fun as you can still get some gear that will work with your build. In D3 it's basically set or bust.

D3 ruined set items for me really. Personally I'm a big fan of such things (getting matching sets of gear) but they just went way overboard with them. I think the same thing might happen with D4 legendaries, where they simply influence the game too much and thus you can't really go on without those crazy bonus effects (or you can but no one likes to play a character that does 1/10th of the damage because they're missing 1 weird affix or something).
Time is precious. Waste it wisely.
Fleetfeet
Profile Blog Joined May 2014
Canada2618 Posts
April 09 2023 21:44 GMT
#1319
I did like the minor choices around D3 sets, though. You still had to pick what supplemental skills to run, the runes for those skills, and a handful of inventory slots / legendary affixes to choose between... it amounted to some level of choice that felt worthwhile. Obviously, I understand the issues that arise from "50-80% of your build is decided for you" but I did still enjoy the choices you got to make outside of that. I'm hoping for a similarly casual experience when I get around to D4 - I want it to be a funny shitshow with friends, not something I need a spreadsheet for.
Manit0u
Profile Blog Joined August 2004
Poland17575 Posts
Last Edited: 2023-04-10 00:25:16
April 10 2023 00:20 GMT
#1320
On April 10 2023 06:44 Fleetfeet wrote:
I did like the minor choices around D3 sets, though. You still had to pick what supplemental skills to run, the runes for those skills, and a handful of inventory slots / legendary affixes to choose between... it amounted to some level of choice that felt worthwhile. Obviously, I understand the issues that arise from "50-80% of your build is decided for you" but I did still enjoy the choices you got to make outside of that. I'm hoping for a similarly casual experience when I get around to D4 - I want it to be a funny shitshow with friends, not something I need a spreadsheet for.


Well, no one is advocating for PoE level complexity really. You can still have simple stuff but with a lot of depth to it. In this regard I really like what the aforementioned Inquisitor did. You have like 15 skill trees in there but they're all pretty much passives. 3 of them are class-specific and the rest is generic stuff: health, movement, melee damage, ranged damage, criticals, resists etc.

What's good about it is that it's all very straightforward and easy to understand and at the same time it gives you some interesting choices. You can get some health and resists with skills so then you can focus on dps gear without defensive stuff, or vice versa, or you can go all out damage and be glass cannon. Really nice stuff for fleshing out your character, making up for some weaknesses or hitting those breakpoints without having to hope for a random drop (when you're missing some attack speed/move speed for example to get your build to the next level). Another good feature is how they handle respecs. Once every 1h you can buy an item in the shop that lets you reset one skill tree.

Time is precious. Waste it wisely.
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