https://diablo2.diablowiki.net/Whitelot of items who buffs poison damage comes, but none who buffs magical damage and reduce enemy resist
why would you need to lower resist against something which already 99% of monsters don't have resist to?
thx god. imagine hammerdin who can break Mag res.
"u summon flying hammerz lolz"
Bro, are you for real? Literally the only thing they did to "make the money AH work" was destroying the drop chance of all good items to ensure they were all Zod-level unobtainable through regular gameplay.You need some very special kind of mental gymnastics to think they didn't try their best to make the money AH work.
I'm thinking of picking up D2:LoD. Is it worth playing in 2019, despite the lack of an enhanced edition? I played D3 and thought it was fun for a few hours before things got repetitive.
Because it is now a Diablo 2 topic. Fuck D3, D4 and current Blizzard.How is this thread 55 pages based off of a teaser?
That's is the way of casual dex and prerelease threads about triple A games; Fallout 4's prelease thread was 450 something pages.How is this thread 55 pages based off of a teaser?
What else is there to talk about when there's nothing BUT a teaser?How is this thread 55 pages based off of a teaser?
I'd prefer mechanics like that were systemic. Although obviously it would mean re-working whole synergy thing again.
Synergies definitely lead to streamlined builds; with worst example being say javazon 20202020202020 into lightning skills then spam Fury.
I think a linking system where you could link 1-2 skills of your choice to another skill of your choice and that would produce different effects would have worked. Since all skills are separated due to class system (sometimes class systems have advantages, surprise) it would be easier to make and balance than in POE. Like link poison dagger to your skeletons, get more AR and poison damage in skeletons, that sort of thing.
Btw while killing meph I was listening to Diablo lore utub videos and
I admit Diablo lore is probably some of the most anime and unnecessary and crude things I have seen. The whole 2 gods fight make angels and demons, the duper lore dump about what was before Diablo 1, lilith and other shit, the awkward anime explanation of how angels rreproduce, it is all so
unnecessary
for games where lore is scarce and self contained and things like haven and hell are supposed to be at least a bit mysterious mebbe, it suffers from what I would call fake history order desire syndrome, where you explain things that in real world are just a string of chance and events and C&C; with shit like "well here's how nephelim were born, and then 1 nephelim made barbarians, and another made wizards, and" omg.
I do not recommend learning this "lore".
the desire of DMs to try and explain the WHOLE WORLD ORDER is strong in that one. as well as possible desire to sell some books and merch.
diablo 1/dark souls way of telling lore in ARPGs is just fine; I don't need to know what every angel thinks or uses as a weapon or whatever.
I'd prefer mechanics like that were systemic. Although obviously it would mean re-working whole synergy thing again.
Synergies definitely lead to streamlined builds; with worst example being say javazon 20202020202020 into lightning skills then spam Fury.
I think a linking system where you could link 1-2 skills of your choice to another skill of your choice and that would produce different effects would have worked. Since all skills are separated due to class system (sometimes class systems have advantages, surprise) it would be easier to make and balance than in POE. Like link poison dagger to your skeletons, get more AR and poison damage in skeletons, that sort of thing.
Btw while killing meph I was listening to Diablo lore utub videos and
I admit Diablo lore is probably some of the most anime and unnecessary and crude things I have seen. The whole 2 gods fight make angels and demons, the duper lore dump about what was before Diablo 1, lilith and other shit, the awkward anime explanation of how angels rreproduce, it is all so
unnecessary
for games where lore is scarce and self contained and things like haven and hell are supposed to be at least a bit mysterious mebbe, it suffers from what I would call fake history order desire syndrome, where you explain things that in real world are just a string of chance and events and C&C; with shit like "well here's how nephelim were born, and then 1 nephelim made barbarians, and another made wizards, and" omg.
I do not recommend learning this "lore".
the desire of DMs to try and explain the WHOLE WORLD ORDER is strong in that one. as well as possible desire to sell some books and merch.
diablo 1/dark souls way of telling lore in ARPGs is just fine; I don't need to know what every angel thinks or uses as a weapon or whatever.
It's basically what Darth Roxor explained in this, yeah. I suspect the underlying reason is also that modern game companies saw "fans" debating that stuff endlessly, creating wikies and geeking out and identified that as a demand for lore, when in reality mangeeks are gonna mangeek and all you did by meeting that demand was create hindrances for your own ability to do whatever you wanted in the future.
Like how is the fact that some primal entity split himself into good and evil and then that created the universe relevant in any way to your Diablo experience? It's not. All it does is explain away mildly interesting mysteries with boring platitudes.
But then, the expansion of lore itself is the least of Diablo 3's writing problems. The biggest one is how awful fusing Dragonball Z plot devices, epic fights and main hero super powers with what is fundamentally a fantasy horror setting is.