I'm playing D2R and my last playthrough of D2 was pre-runewords, or at least pre OP runewords.RE: Builds - once they introduced synergies, all builds started revolving around 1 or 2 skills max, so just running around spamming a single skill that destroys entire screens of enemies isn't my idea of engaging gameplay.
Another great shit change were runewords. I spend shitload of time at release D2 and it was glorious. With runewords everything changed into "let me find x y z runes to make x runeword and skip 90% of game" so instead of playing and having fun you operate in "game will get good 50-100-150h when i get to end game"
Also there is a mod for D2R which can bring you to X patch version. So you can go back to game before runewords and synergies.
I'm playing D2R and my last playthrough of D2 was pre-runewords, or at least pre OP runewords.
I really dislike the idea. What's the justification for even having them?
I'm playing D2R and my last playthrough of D2 was pre-runewords, or at least pre OP runewords.
I really dislike the idea. What's the justification for even having them?
Both D1 and D2 were very early ARPGs that pretty much shaped whole genre. So they were just testing new ideas. Some stick some didn't. D2 also is pretty much where you have split in ARPG community. Those who think more is better and those who want basic gameplay first to be good before adding anything that can brake it.
D2 balances itself still on that edge.
I'm playing D2R and my last playthrough of D2 was pre-runewords, or at least pre OP runewords.
I really dislike the idea. What's the justification for even having them?
Some of those bases are as rare as any other hard to find items, plus you'll still need the runes on top. There's some good stuff about runes, mainly the early ones that you can sort of target farm on Normal and Nightmare Countess runs. But the high level ones are pretty gay due to the extreme low drop rates. And there really isn't anything special that Runewords do that Uniques already didn't. It's just new "uniques" with extra steps to make them, with obscene levels of power or utility to compensate.I'm playing D2R and my last playthrough of D2 was pre-runewords, or at least pre OP runewords.
I really dislike the idea. What's the justification for even having them?
What the fuck is everyone talking about? Runewords are great, they shake up the "just grind more items bro" gameplay which is ALWAYS a good thing because D2 has one of the most boring core gameplay loops of all times. It's pure grinding and re-grinding the same high level areas looking for better items to make grinding those same areas easier next time.
Runewords are interesting because they allow you to assemble your own unique from a base weapon, which reduces the item grinding significantly as you can essentially build your own item. This on it's own is a good thing because it gives players more options for strategy and decision making (ie depth) rather than forcing them to build their character around dropped items. The problem is that some of the runes themselves are super rare, defeating the purpose, and by having "tiers" they are just reinforcing the same item grind all over again with none of the fun of random stats. I don't consider them super overpowered though, I don't think a single runeword item is considered best in slot for any item slot, and they generally fall out of favor compared to the higher end uniques.
I like the way Path of Exile went with this and allowed you to essentially build your own skill synergies and buffs in the same way using Gems (seriously, PoE is the best take on the D2 formula that exists), which is FAR more interesting than the boring "put 30 points into this skill because it gives stat bonuses to this other skill that you actually use" system of D2.
There's sort of 3 separate concepts Diablo 2 runs with
1. Game that wants to be a roguelike where what you find determines everything. Characters that rely on their weapon play by this rule. This is basically what Diablo 1 did (aside from rerolling the merchants forever), and is by far the hardest to play and requires lots of grinding every 5-15 levels depending on how good you are and what you find.
2. Game that wants to let you control what your character is. Characters that rely on skills play by these rules. This is far easier and most characters only need survivability equipment even in Hell (they'll be slow without +skills or -resist or teleport but still doable). They can also often play for 20+ levels between needing to get new equipment or even play naked.
3. Game that wants you to farm items but wants you to build up crafting materials to make your stuff, so you're not relying on RNG as much since you'll always amass these things over time. Diablo 2 doesn't really go that far in this direction but runewords kind of do it.
These 3 systems don't really work well together unless you are ready to accept that game balance is fucked and some characters requires 50 hours to finish hell even by a pretty good player while others can be casually speed run there in 5-10 hours even by a novice player.
IMO the biggest problem with runewords is that there is so few of them that there's only 1 or 2 valid options for characters at any level/difficulty range. There really needs to be like 10x as many runewords (ontop of a better crafting system in general so you don't have to refer to a wiki). And high level runewords are gay as fuck, its the low to mid level ones that are more interesting. Anything related to farming after you've beaten hell is gay as fuck anyway.
Multiplayer players needed more loot
After playing D2 with a controller for a while I no longer buy the idea that capping player skill slots makes any sense at all just to be console friendly
After trying D2R with a controller for a while, I stuck with it. Easier using my shouts with a Frenzy Barb, without having to switch back & forth all the time.
from pynput import keyboard as KB
from pynput.keyboard import Key, Listener
from pynput.keyboard import Controller as KController
from pynput.mouse import Controller as MController, Button as MButton, Listener as MListener
enable_wheelmouse = True
default_ability_key1 = Key.f7
default_ability_key2 = Key.f8
ability_key_1 = 'q'
ability_key_2 = 'w'
ability_key_3 = 'e'
ability_key_4 = 'r'
ability_key_5 = '['
ability_key_6 = ']'
#ability_key_1 = Key.f1
#ability_key_2 = Key.f2
#ability_key_3 = Key.f3
#ability_key_4 = Key.f4
#ability_key_5 = Key.f5
#ability_key_6 = Key.f6
#ability_key_7 = ''
#ability_key_8 = ''
shift_key = Key.shift_r
default_ability = default_ability_key2
keyboard = KController()
mouse = MController()
held_shift = False
def getKeyIgnoreCase(key, value):
return key.upper() == value or key.lower() == value
def on_press(key):
global ability_key_1
global ability_key_2
global ability_key_3
global ability_key_4
global ability_key_5
global ability_key_6
#global ability_key_7
#global ability_key_8
global shift_key
global held_shift
global keyboard
global mouse
print('{0} pressed'.format(
key))
try:
if getKeyIgnoreCase(key.char,ability_key_1) and held_shift == False:
press_ability_btn(ability_key_1)
if getKeyIgnoreCase(key.char,ability_key_2) and held_shift == False:
press_ability_btn(ability_key_2)
if getKeyIgnoreCase(key.char,ability_key_3) and held_shift == False:
press_ability_btn(ability_key_3)
if getKeyIgnoreCase(key.char,ability_key_4) and held_shift == False:
press_ability_btn(ability_key_4)
if getKeyIgnoreCase(key.char,ability_key_5) and held_shift == False:
press_ability_btn(ability_key_5)
if getKeyIgnoreCase(key.char,ability_key_6) and held_shift == False:
press_ability_btn(ability_key_6)
except AttributeError:
#handle keys which aren't alphanumeric
#This is a horrible hack!
if key == ability_key_1 and held_shift == False:
press_ability_btn(ability_key_1)
if key == ability_key_2 and held_shift == False:
press_ability_btn(ability_key_2)
if key == ability_key_3 and held_shift == False:
press_ability_btn(ability_key_3)
if key == ability_key_4 and held_shift == False:
press_ability_btn(ability_key_4)
if key == ability_key_5 and held_shift == False:
press_ability_btn(ability_key_5)
if key == ability_key_6 and held_shift == False:
press_ability_btn(ability_key_6)
#if key == Key.shift or key == Key.shift_r:
if key == shift_key:
held_shift = True
print('Setting shift {0}'.format(held_shift))
def on_release(key):
global held_shift
global keyboard
global mouse
print('{0} release'.format(
key))
#if key == Key.shift or key == Key.shift_r:
if key == shift_key:
held_shift = False
print('Setting shift {0}'.format(held_shift))
def on_scroll(x,y,dx,dy):
global default_ability
global enable_wheelmouse
print('Scrolled the mouse {0}'.format(
'down' if dy < 0 else 'up'))
if enable_wheelmouse == False:
pass
else:
#swap our default ability
if dy > 0:
default_ability = default_ability_key2
else:
default_ability = default_ability_key1
#change to ability - press ability button
#keyboard.press(default_ability)
#keyboard.release(default_ability)
def press_ability_btn(key):
global keyboard
global mouse
global default_ability
global held_shift
print("ABILITY BUTTON {}".format(key))
#if we aren't holding shift, we need to in order to cast abilities properly
#when we are hovering over or highlighting an object
#This should probably be optional
#if held_shift == False:
# keyboard.press(Key.shift)
# shifted = True
#else:
# shifted = False
#change to ability - press ability button
#keyboard.press(key)
#keyboard.release(key)
#click right mouse button
mouse.press(MButton.right)
mouse.release(MButton.right)
#return to previous selection
keyboard.press(default_ability)
keyboard.release(default_ability)
#release shift
#if shifted == True:
#keyboard.release(Key.shift)
def on_click(x,y, button, pressed):
print("Mouse button {0} was pressed (state {1})".format(button,pressed))
# Collect keyboard events
klistener = Listener(
on_press=on_press,
on_release=on_release)
klistener.start()
# Collect mouse events
mlistener = MListener(
#on_move=on_move,
on_scroll=on_scroll,
on_click=on_click
)
mlistener.start()
while True:
pass
Debatable. But eh why not. If you get an hour or two's worth of entertainment out of itIs Diablo 3 worth the $6.60?
You should get 6$ for playing Diablo 3 tbh.
I think it includes all expansions and everything, D3 is end-of-lifeDoes the Prime Evil pack include everything or are there in-game purchases you need to be competitive?