[April 12] Initial Development Manifesto Feedback
" I don't support either one of these. Enduring Cry should be made to refresh the duration of the endurance charges but should not add any. Otherwise, you are able to remove the side effect of making everything want to attack you completely. The keystone would break the passive tree because it would force people to cross the tree to add the keystone so they could get up to 12 orbs (3 + 6 from passive + Oak + 2 Kaom's Signets). Even the +maximum resistance would be broken since it could make people completely immune to elemental damage save for piercing and that would become the defacto for people running righteous fire. Last edited by darkel#5223 on May 17, 2013, 9:37:07 AM
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Enduring cry only refreshing the duration of charges would be fine, but I think that would require some drastic programming changes. I don't think the game works that way at the moment. The reason that I asked for this is because even with good move speed there is sometimes a long way to run between packs. For example, sometimes when running to a boss your charges wear off even though vs the boss is when you need them the most.
I put the maximum resistance in there due to the placement of elemental adaptation. I think we can all agree that 79% resistance is not enough for melee, but not everyone can get a passive to increase it further. Another method could be used to increase max resists, the charges was just an idea. |
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" I think the best solution is to release a high level evasion +max resist shield since it fits in with their existing strategy. All the max resist shields are armor/energy shield. Could even have a item mod that only appears on shields and quivers that adds +5% max resistance Last edited by darkel#5223 on May 17, 2013, 6:06:22 PM
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Well the implicit mod on EVES shields is useless anyway. Perhaps changing it to 0/2/4% max resists would work.
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Desync issues seem to be getting worse. I dunno if it's connected, but every time there is a race going on monsters are blinking around on my screen like mad men. Today playing in the 1 month race league has been horrible for long periods and every time it's been bad there's been another race running. Might be a coincidence though.
I had my first desync death since OB started today. I think I'm pretty good at taking precautions against it by now, but frankly I have no idea how I could have avoided this one. Throwing dual totems far ahead of me with 3 zombies in between just in case. No monsters even half a screen within range of me, and all of a sudden I just start taking damage and drop dead in what looked like 3 huge hits. /oos shows me 1,5 screens off from where I thought I was even though I didn't collide with a single monster for like half an hour client side. Honestly just crushes any motivation to play. Think I'll go play some D2 instead. I see they reset the ladder a couple of days ago. |
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Severely reduce amount of items that drop, and put the Rare back in rares
Combine Magic find stats into one stat. This stat will only increase the amount of unequipable drops, such as currency and maps. Equipable items will be affected in rarity and not in amount. That means you wont see the entire screen spammed up with white items if you are in a large group and/or a highly rolled map, but instead they will be much fewer with a higher average rarity than before. At the same time the group bonus to quantity could be reduced as well. Also in D2, bosses and big dropping things dropped concentrated quality not massive amounts, and i liked that myself even though i love loads of loot. Make rare items more rare by not only making them less likely to occur per drop, but also by dropping less equipable items overall, and in return make their chances to roll well better. This can easily be done with a lot of adjustment, for example intelligence chests may have improved chances to roll energy shield rolls compared to other rolls. I think D3 finally proved to us all that hauling and ID'ing nonstop just to vendor wasn't the most entertaining thing to do. Sure we all love loot, but we don't want to feel like the constant vendoring slows our killing, because in the end the loot that gets us excited is the good stuff and not all the random. It also impacts the game, the less focused you are the more time is wasted per vendoring and casuals and slackers don't get the flow of heavy grinding, which makes the game feel like it is drawing them in less, as well as sets them further apart from focused players around whom the drop chances are balanced. I would personally rather see half the rares or maybe even less, but with double the chance to be good, and rewarding double the stuff when you vendor them. Put the Rare back in Rare, make you feel you have a good chance to find something nice when you get a rare item. Orb of Chance, Chaos Orbs and such things would also have to be adjusted so you do not gear up more easily than intended, naturally. I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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I hope Chris is reading this, or any of the dev team. I was wondering if having 1 less in the max party to have a better improvement on the FPS/desycn issue. I wont mind playing in a grp of 5. But i would mind in a grp of 4. (since most game are in this range) Perm. Retired from this unforgiving land of the Exiles.
Self-impost EXILED. |
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Somehow Blizzard is handling sync issues a little better than GGG. I don't think I've noticed any rubber-banding in Diablo III and it's only noticeable in WoW under extremely high ping situations (>600ms) when client-server communication really breaks down. There are occasional lag spikes, but since actions are queued client-side they're not usually an issue until they get long. Is there anything Blizzard is doing in their gaming engine that could be useful to GGG?
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remove quantity bonus from parties
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I agree with the previous poster, desync is getting worse for me. i am dying with no enemies around me and then typing oos to have my body teleport into the bunch that killed me. it is not resyncing even after i am dead in other words
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