Personal feedback with suggestions (0.9.5 serie)
Nice post, well structured and easy to read, gief moar liek this plox.
But I'll bring up some counterpoints to your imbalance section. "There's 2 nodes right next to each other for 15% each. Bumping them to 40% would make enemy crits (assuming no +crit dam on them) do 70% dam, less than a normal hit. 150% is a multiplier, not +150% additional damage. "Again, there's 2 nodes right next to each other. Those 2 combined is more life recovery than the upgrade from Spectral to Divine. This could be seen as getting the next tier of flask recovery before it is even added to the game. "Marauder is not inteded to be crit damage dependant in my opinion. The Int and Dex sides are littered with them and I'd assume it's to offset their lower base damage. You can pick them up and combined with the weapon specific ones and maybe even a Critical Damage support gem to reach 300%. That still hurts. "I found 3 nodes on the map for a total of 15%. Also found another 16% when wielding maces for a total of 31%. Stun is an odd mechanic in the sense that if you're constantly taking damage at the edge of the stun threshold, then these talents will likely make you unstunnable. However, making them all 15% would mean 45% reduction, nearly twice the damage needed to stun. Given Marauder's easy access to large lifepools, 15% should be enough to negate majority of stuns. " 25% is overkill. There's at least 4 nodes with +15% Two Handed Stun Duration, 3 nodes with +8%, 2 nodes with general +10% for a total of at least +104%. Overall, it seems like you want to take only a few points in a talent group and then get "optimal benefit" from it. This is not the right approach to the skill-forest. We're given ~70 points easily just by completing all 4 difficulties and if we could get big benefits everywhere with only a few points, our builds are determined by which few talents we didn't take, not what talents we chose to specialize in. Losing granularity by condensing talents is a bad idea in my opinion. Your character goes from "terrible" for 15 levels to *BAM* 500% DAM CRITS. You could argue it lessens the sense of progression but keystones, gem leveling and godly item drops already handle that. |
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@konfeta
D3 development team implemented Line of Sight a year ago when D3 was beateble already. It seems developers don't really agree with you here. @BrotherLaz " Agreed. These are exactly my thoughts. In the same time, that unnecessary complication won't exist only a few weeks after the release. He who fights with monsters
might take care lest he thereby become a monster. |
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" How can the game be to easy yet builds be to difficult? aren't they symbiotic? if they aren't how do you judge the effectiveness of a build apart from it's performance in the game environment? To clarify.. If the game really is to easy, then shouldn't every build work? If every build works, how can it be hard to figure out how to spec your character? Something isn't adding up here.. Also "very complicated" isn't a bad thing necessarily. Lastly, What ARPG requires tremendous thought or "mouse dexterity" (whatever the hell that means). I've played pretty much all of them.. and really they involve pointing and clicking, and some hot key presses every now and then. "the premier Action RPG for hardcore gamers." -GGG Happy hunting/fishing Last edited by Wittgenstein#0994 on Jan 8, 2012, 6:29:45 PM
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" If 150% crit damage is a multiplier, are the passive skill crit damage reductions also multipliers? Your math assumes they are absolute reductions (150% - 40% - 40% = 70%) rather than relative reductions/multipliers (150% * 60% * 60% = 60% (serial) or 30% (additive)). Either way, significantly less damage than a regular hit. Using 2x 15% passives, assuming additive relative reductions (i.e. add up all reductions first, then multiply): 150% * (100% - 30% = 70%) = 105% damage Slightly more than a normal hit but essentially neutralizing standard critical hits for 2 passive skill points. |
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" Then it's probably an annoying gimmick there, nothing more. " Nox DEATHRAY SPELL* required mouse dexterity! One could argue that PvP also takes a non-insignificant degree of precision depending on the build. As for tremendous thought, while it doesn't have to be on Starcraft level and whatnot, it would be a nice change of pace and a great way to evolve the genre. " He is talking about difficulty in execution rather than concept. As in, easy to come up with a build idea concept and make it, but having it hard to play in practice be the rule. * @ GGG - Make a deathray spell. Seriously, laser spells are the best things ever. Last edited by konfeta#2391 on Jan 8, 2012, 7:46:39 PM
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The problem with random quests is that making a single quest takes a significant amount of time. To make a proper random quest system you would need to create hundreds of quests and a player would only see ~10% of them on any given playthrough. The idea is cool but at this point in development it just isn't feasible. We're just trying to get enough interesting quests for a single playthrough let alone dozens.
Forum Sheriff
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" The skill tree is convoluted and the game requires a lot of arcane knowledge (eg divine orbs can only increase stats to the next breakpoint, and those are not documented anywhere). Therefore optimising your build is very hard. But when you're finished tinkering with the skill tree, you just click on monsters and count how long it takes to kill them. " Correct. Modern games, however, do not. Even Skyrim, for all its pause-and-spam-potions retardation, at least adds the element of aiming and manual blocking. Hellgate London was on to something with its first person combat in 2007. Boring clicking on monsters is a step back, the least they could do is give us some monsters that counter the generic run-up-and-click-wildly 'tactic'. Median XL 2012 | Diablo 2 mod Adun Tori Laz. Last edited by BrotherLaz#0587 on Jan 9, 2012, 4:04:27 PM
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Hellgate had its own problems with ez-mode through Marksman skilltree and to a lesser extend with extreme ranged weapons.
Ricochet/Reflect/Homing Shot builds: Just point in enemies' general direction, hold mouse button for a second or two and watch entire room explode. |
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Oh man, that was the best proc stacking build I ever saw in any game.
IIRC, the way those three added up, you effectively had bullets that bounced off walls and enemies into more enemies. It was hilarious, 10% chance to "Convert Oxygen Into Bullets" mode. |
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" Which in the relaunch of the game got absolutely obliterated as a balance issue. Ironic how stacking them created an ez-mode build and not allowing them to stack made the class subpar. Balance isn't so easily attained. The same applies to any game, it's a fine line. |
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