Pure gold

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Manit0u
Poland17267 Posts
July 18 2023 16:14 GMT
#1941
Pure gold ![]() | ||
Latham
9560 Posts
July 18 2023 17:15 GMT
#1942
WAOW those are some BIG changes. Now to wait for Rax, Wudijo or Alkaizer to make sense out of all of this ![]() | ||
uummpaa
238 Posts
July 18 2023 19:45 GMT
#1943
On July 19 2023 02:15 Latham wrote: https://news.blizzard.com/en-gb/diablo4/23964909/diablo-iv-patch-notes WAOW those are some BIG changes. Now to wait for Rax, Wudijo or Alkaizer to make sense out of all of this ![]() i really dont get the xp-nerfs, this is a mostly single player game without any meaningful leaderboards for that little of "competition" that is in ARPGs in the first place. the single worst thing in D3 seasons was the couple hours you had to waste for lvling up each season, and they seem to be doubling down on that. which would be more ok if the lvling was more fun than it is (i dont even want to think about the regrinding of renown) might be a hot take, but lvling shouldnt be included in seasons at all, if you like to lvl up your alts, you can do that any time you wish (with or without season), but i guess the "do you want them to mail you BiS gear with character generation" crowd wont like that too much but still, the lvling part of seasons feels quite outdated to me | ||
uummpaa
238 Posts
July 18 2023 19:51 GMT
#1944
why not letting players figure out stuff? why not see what kind of meta settles? ARPGs are no MMOs (even D4 that has elements of both), are some overpowered builds really that bad? and if so why in a mostly single player game? sorcerer was by far the best class in D1, never heared anyone complain about that either | ||
Manit0u
Poland17267 Posts
July 18 2023 21:04 GMT
#1945
And now they're cross-polinating affixes between items to make it even harder to get the roll you want? | ||
{CC}StealthBlue
United States41117 Posts
July 18 2023 21:52 GMT
#1946
D4 really needs a PTR. Badly. | ||
Bub
United States3518 Posts
July 18 2023 22:38 GMT
#1947
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ProMeTheus112
France2027 Posts
July 19 2023 00:36 GMT
#1948
Which was viewed and talked about a lot with many youtubers reacting to it. | ||
{CC}StealthBlue
United States41117 Posts
July 19 2023 01:20 GMT
#1949
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Latham
9560 Posts
July 19 2023 07:21 GMT
#1950
And on top of that they're making builds more glasscannon-y? -30% armor, but roughly +25% damage on most skills? Rejoice players, NM dungeons are going to drop more items! Forget dropping meaningful items like only ancestrals past a certain level, or making Uber Uniques more accessible, or putting in a loot filter so we can only see what we want to see, the answer is LOOT PINATAS BABY! Diablo 3 we back~~~ We also heard you guys like Cooldown Reduction (CDR), so we fucked it in the ass, for all classes, across the board! And if getting items with good affix rolls wasn't hard enough yet (or expensive enough, each roll at the enchanter costing multiple millions) we have further diluted the affix pools so you have less of a chance to get those 4 Damage Reduction affixes on pants that you're looking for! Now on top of a proc happening every Tuesday at 12 PM on the third Tuesday of a given month, we have additionally made it happen only when you are religious and the monster you happen to be fighting has a bigger model than your own character! But wait! There's more! We didn't quite like how quickly people were getting to 100, so we nerfed XP gain across the board. I don't think I've ever seen a patch quite so out-of-touch with the community, post-release. ----------------- So glad I'm playing Rogue this season... they got off relatively scot free. ~13 days of playing the first season of Diablo 4 (and most likely my last season for 1 year+) and then I can jump into Baldur's Gate 3. After that either PoE or Last Epoch, and then snap back to reality with hopefully a new Final Fantasy 14 expansion or more BattleBit ==Remastered== | ||
Vinekh
131 Posts
July 19 2023 09:46 GMT
#1951
The new powers are basically D3 style - X skill will do Y more damage when Z only on a sunny day. This is extremely boring way of doing itemization and I'm pretty sure they know it... But this is what they are capable of doing. One exclusion here - Azurewrath. This is the smarter way of doing it, but it's 1 out of 15 or so items. The nerfs, fixes and whatever I don't care much about, at this point. This game is heading towards oblivion pretty fast, but it's Blizzard, so it's pretty much expected at this point. | ||
Schelim
Austria11528 Posts
July 19 2023 10:12 GMT
#1952
is anyone aware of cool let's plays on D4? | ||
Manit0u
Poland17267 Posts
July 19 2023 10:21 GMT
#1953
On July 19 2023 16:21 Latham wrote: And on top of that they're making builds more glasscannon-y? -30% armor, but roughly +25% damage on most skills? To be fair I can see some reasoning behind the changes. They upped the base damage across the board but heavily penalized mods that people were relying on (crit, vuln, cdr) which created a situation where you only really cared about those and you only really had like 1 build per class that made full use of it. Sure, all those changes hose the meta builds pretty hard but for the builds I'm playing it's all just straight up buffs since I don't care about crit or vuln, don't need cdr as my main skills don't have cooldowns and have plenty of healing so damage isn't that much of an issue (can't speak to being one-shotted in the late late game because I'm not there yet). I guess people will have to go more into into +life instead of +armor/dr. And maybe barriers now that they're available to everyone. Not an expert but the changes overall don't seem that scary, the meta will have to shift for sure but it's not the end of the world. My biggest complaint is that the main problems aren't being addressed, and that's way too many damage/resist mods artificially diluting the affix pool. Not to mention the fact that with this system you need to get a very specific gear for your build instead of having gear that could be used in a number of builds. They even doubled down on it with there being a penalty to generic affixes and bonuses to specific ones. | ||
Harris1st
Germany6931 Posts
July 19 2023 10:57 GMT
#1954
I feel like most things that got adressed in the patch is power lvling and super endgame min max stuff which most players don't even care that much about. More possible builds is interesting for everyone though. | ||
Gorsameth
Netherlands21694 Posts
July 19 2023 11:10 GMT
#1955
As in 0.5% get to level 90+ | ||
Turbovolver
Australia2394 Posts
July 19 2023 11:16 GMT
#1956
On July 19 2023 19:21 Manit0u wrote: To be fair I can see some reasoning behind the changes. They upped the base damage across the board but heavily penalized mods that people were relying on (crit, vuln, cdr) which created a situation where you only really cared about those and you only really had like 1 build per class that made full use of it. Yeah, but the way the different damage "buckets" compound multiplicatively means that at the top end where you have large multipliers for each, even those nerfs are insufficient to prevent the optimal build still being one that tries to get strong multipliers in as many buckets as possible. That's my feeling but I won't pretend to have mathed it out, MrLlamaSC says the same in his video (but is also going off feel). Really this seems like an awkward bandaid fix to the underlying issue being that multiplying the damage modifiers can get silly. I presume this was done because changing the damage formula would involve retuning huge swaths of the game (and presumably similar for issues like resistances basically being useless). | ||
Manit0u
Poland17267 Posts
July 19 2023 11:47 GMT
#1957
On July 19 2023 19:57 Harris1st wrote: Curious to know the % of chars that actually reached lvl 90+ in the preseason. My guess it's less than 5%. I feel like most things that got adressed in the patch is power lvling and super endgame min max stuff which most players don't even care that much about. More possible builds is interesting for everyone though. I think it was mentioned somewhere by Blizzard that 70% of characters haven't even finished the campaign. | ||
Archeon
3253 Posts
July 19 2023 12:57 GMT
#1958
On July 19 2023 20:16 Turbovolver wrote: Show nested quote + On July 19 2023 19:21 Manit0u wrote: To be fair I can see some reasoning behind the changes. They upped the base damage across the board but heavily penalized mods that people were relying on (crit, vuln, cdr) which created a situation where you only really cared about those and you only really had like 1 build per class that made full use of it. Yeah, but the way the different damage "buckets" compound multiplicatively means that at the top end where you have large multipliers for each, even those nerfs are insufficient to prevent the optimal build still being one that tries to get strong multipliers in as many buckets as possible. That's my feeling but I won't pretend to have mathed it out, MrLlamaSC says the same in his video (but is also going off feel). Really this seems like an awkward bandaid fix to the underlying issue being that multiplying the damage modifiers can get silly. I presume this was done because changing the damage formula would involve retuning huge swaths of the game (and presumably similar for issues like resistances basically being useless). I mean people feel that way cause it was the way to build. If you nerf the top outliers you tend to make others more viable. Like on the one hand we have a video of a guy who says that all the more common barb uniques are trash cause their mods aren't the 5? good ones, and people call classes trash that don't have easy access to vulnerable because vulnerable amp is a mandatory way to build, on the other hand people cry wolf if Blizzard nerfs the top outliers and tries to change the meta. At this point I'm halfways convinced that the fanbase is just being toxic for no reason, they don't want change, they want outrage. People are just building around these buckets and by buffing overall damage and nerfing tankability it's easier to hit for enough to clear speed and itemization starts revolving more around underutilized defensive perks, especially if they nerf the overutilized defensive perks like armor and damage reduction. CDR is the first stat that gets nerfed in every game cause devs always get it wrong somehow. On another note lots of good stuff in the patchnotes, better silent chests, lots of bugfixes. | ||
{CC}StealthBlue
United States41117 Posts
July 19 2023 13:00 GMT
#1959
On July 19 2023 18:46 Vinekh wrote: What I'm seeing is exactly what I expected. The company that created Diablo 3 is basically recreating it in Diablo 4 with a few twists. The new powers are basically D3 style - X skill will do Y more damage when Z only on a sunny day. This is extremely boring way of doing itemization and I'm pretty sure they know it... But this is what they are capable of doing. One exclusion here - Azurewrath. This is the smarter way of doing it, but it's 1 out of 15 or so items. The nerfs, fixes and whatever I don't care much about, at this point. This game is heading towards oblivion pretty fast, but it's Blizzard, so it's pretty much expected at this point. Ironic.... because right after the patch notes were released people noticed that they referred to Sorc's as Wizards. Then someone did a quick edit. But it was noticed by the community lol | ||
andrewlt
United States7702 Posts
July 19 2023 15:04 GMT
#1960
I don't mind them changing the meta and lowering the NM dungeon tier that people can do. But they need to buff exp and glyph exp to compensate. I think I'm at roughly 150 hours with my main and I'm in the mid-90s. The people who are speed leveling shouldn't be the base line speed. I really think they should simplify the amount of affixes in items instead of doubling down and making so many equal ones. It's going to take even longer to sell items in town. | ||
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