You might be prioritizing different things. D3 ROS is actually playable now, unlike D3 vanilla, largely due to removal of RMAH, massive changes to loot (and if you're gonna tell me D3 should be about something else than being a Skinner's Box... well, I have bad news for you), a fairly major difference in post-Vanilla art style, seasonal "ladder", Horadric Cube, better netcode and other such things. Obviously it's not D1 or D2, but it's not an unmitigated pile of shit either.
Diablo 2 has more variants of floors than Diablo 3, but I wouldn't call it "true random
Rifts feel pretty random to me, even tho they can be made out of these big chunks.Diablo 2 has more variants of floors than Diablo 3, but I wouldn't call it "true random
I was, obviously, referring to the granularity of the dungeons, not the amount of different floor tiles. There's massive difference between a dungeon made from 1x1 or 2x2 blocks, vs. one made from several static 15x15 blocks. While I don't know the exact comparative size of the blocks, the Diablo3 dungeons don't feel random. These huge blocks are tied to art assets, so it's not something you can "patch out", either. It's broken on fundamental level.
Rifts feel pretty random to me, even tho they can be made out of these big chunks.
I've played both games a lot.Rifts feel pretty random to me, even tho they can be made out of these big chunks.
Yo, proper random dungeons are supposed to be the core experience of this genre. In Diablo2 every dungeon felt like a different adventure. Diablo3 tries to patch these holes with new scarce features, and hooray, the new act is more like the old games? One act? Fuck you, Blizzard. I am not paying 20 extra bucks just to get a small fraction of the sequel I wanted 4 years ago.
I've played both games a lot.
In Diablo 2, the core experience is running bosses like Mephisto, Pindleskin, and Bhaal, over and over again. It is hardly a spelunking exploration-heavy game.
In Diablo 3, the core experience is running rifts and greater rifts. It gets repetitive over time, but not nearly as repetitive as running the same boss over and over again.
The new act in the D3 expansion is shit, and I don't know from where you've heard it's more like the old games.
Grim Dawn is mediocre at best.
It beats Diablo III by a landslide.
Playing Grim Dawn ATM and realizing that I will probably never touch Diablo III again.
This was of course after trying it out for no more than an hour the one and only time I played it.
What I hope for the future of the Diablo IP is that Blizzard returns to Diablo I's horror roots.
This would be pretty tough if not altogether impossible to pull-off with an isometric POV, though some new games like Stasis try.
However, with the bullshit that is Overwatch, I doubt that Blizzard will ever return to what made the first Diablo game great.
I'm gonna cram an axe in the skull of the next dumbfuck who cries about weapon damage increasing spell damage..
I'm gonna cram an axe in the skull of the next dumbfuck who cries about weapon damage increasing spell damage..
And you can defend this "feature" how? It's clearly lazy coding and equally lazy design.
There's nothing lazy about it, it increases the number of viable builds and allows people to make quirky builds they might otherwise not be able to.
There's also no real life rules for how magic works so spells being based on weapon properties is no more out of the ordinary than any other fictional spellcasting.
There's nothing lazy about it, it increases the number of viable builds and allows people to make quirky builds they might otherwise not be able to.
Huh? Like what?
Yet there is a common knowledge which comes from gigantic collection of various mythos where mages/sorcerers draw spell power from objects of magic. I have not seen Gandalf pick up an axe to cast a fucking spell, just as I have not seen Aragorn bash people on the head with Gandalf's staff. Give me a fucking break.
You can dress it up whatever way you want, but it is just lazy shit design to avoid creating different classes of items. This is Bethesda-level retardation right here. Pete Hines would be proud.
http://us.battle.net/d3/en/item/sky-splitter
The legendary ability applies to all attacks, including spells. So you can channel disintegration and have enemies get hit by lightning as well.
That's true, he picks up a sword to cast a spell:
This is an incredibly bizarre and stupid argument. Not only can you find plenty of mages using melee weapons, but it implies there is some sort of rule people have to follow when designing mages and all creativity should be haram.
Except there ARE different classes of items... Just like Diablo 2, you can wield anything that isn't class specific, only a particular class can wield class specific items and only certain characters can dual wield. Wielding 2h items with one hand has been transferred from the barb to the crusader. Most wizards are not gonna use an axe anyway, they will use wizard specific weapons that expand one of their skills since it's usually the more effective route. what it does is allow you to both better survive when building up your arsenal and try out builds that are fun to play even if they're not the best ones possible.
May I ask why you're in this thread when you know so little about the game? It takes a particularly sick mind to obsess about a game they don't play to this extent years after release.
I don't get it. How is this superior to any of the multi-attribute items in Diablo2?
Yeah, and I am pretty sure that Rocky knew how to read, but there's a reason we don't get a movie where he spends all his time at the library.
I have no problem with the idea of a mage using a melee weapon, which is shown in his hands, and deals damage according to mage's other attributes. I.E. a mage is usually much more frail than a fighter, so his damage with an axe should be far less.
However, mage taking an axe, and then that axe's physical damage is transmuted into magical damage, is an arbitrary and uncommon concept, the origins of which were strikingly clear and aligned with the rest of the lazy disaster that is Diablo3. Incompetence, laziness, nothing more.
This does not change anything. The need to include melee items which transmute damage into spell damage, means they couldn't balance the game to use different classes of weapons properly.
Inter-bleeding of functionality between classes is just part of the overall "streamlining" retardation that permeates Diablo3 design, which is why they got rid of real town portals, identify scrolls, level-ups, skill trees, and tetris inventory.
I hate Diablo3 about half as much as I hate Fallout3. It is necessary to remind people why decline is decline, so they stop supporting companies that contribute to decline.
What does this even mean? They could easily set up a flag or two that bans mages from using axes. The game's balance would remain just as good as it is, all it would do is reduce the number of possible builds for no rational reason.
nor is there any good reason why skill trees are inherently superior to any other system
I think Blizzard forgot that when they sat down to work on Diablo 3, so what we got was a loot farming simulator that came with a 50-hour prelude (or however long it took) because there had to be a campaign.
RoS acknowledges a lot of the problems with the original game, and fixes it probably as much as it could possibly be fixed short of just starting over from scratch. It's still a game built around farming for items, but at least in RoS it feels like there's a point to farming items beyond just hoping you win the RNG lottery and find something to sell for a few hundred bucks on the RMAH.
It's why the recently admitted that they deliberately make Hearthstone starter packs unusually weak, to encourage people to get wired into power progression in a deliberate, calculating way.
It's why the recently admitted that they deliberately make Hearthstone starter packs unusually weak, to encourage people to get wired into power progression in a deliberate, calculating way.
You got any source on this?
Or are you just referring to some basic cards being bad?
"We keep those cards incredibly simple to be that very slow learning curve for new players," Brode says. "We want some of the Basic Cards to be bad, really bad, to make that feeling of progression even stronger."