What is the point of +% Light Radius and Reduced Attribute Requirements!?
" You have hell lot of MF. I usually ended up with two rares per area which I consider solely the source of blue shards, because chances of getting good rare are something like one per million |
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" Having a radius set for "new dark zones" where I can farm more pointless gear with "+% light radius" mods. No, thank you. Why not just make all the maps pitch black and be done with it? Perhaps, we should start getting used to new "dark zones" by introducing first a smaller light radius in outdoor areas for low life builds similar to their current, frustratingly and ridiculously small indoor radius? Sounds like fun. Not. Besides, making game zones darker and darker by limiting the light radius mostly punishes player's eye sight, as you have to strain your eyes much more to avoid constant bumping into a mob and walls. Perhaps, the "new dark zones" should also introduce a new mod "-/+ % diopter" and come with eye glasses prescription. I am sure that the prices for a set of good eye glasses would go "through the roof". Sorry for being sarcastic, but it just doesn't make any sense. The game is supposed to be a healthy fun and not a tedious chore with health hazards. Last edited by Bhaya#7498 on May 22, 2013, 4:36:09 AM
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Now you guys are just making stupid sounds.
On my journey with a new character from 0 to 68 i have found a whole lot of 6 items with lightradius. compared to a whole lot more "reduced attribs" ones, still Lightradius gets more complains. Disqualifies the whole thread and a possible "better" solution is unlikely to happen. Still Fact is: The game cannot be dark and gritty without Light. P.S: The guy behind lowlife and lightradius(and maybe some more), so if you want to hate someone, here i am :P MUAHAHAHA. https://www.youtube.com/watch?v=drDs-Y5DNH8
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" I like and agree with you post but I am quoting only a part of it because the above point is confusing to me. Some GGG employees have indeed stated that it's a bug, but recently it has been stated that it is an intended game feature as in this answer by Mark_GGG Mark_GGG wrote: "That is not a bug. Russell made a post once based on a misunderstanding, which everyone leaps to over the other posts made since then clarifying it. Low life is supposed to reduce light radius. There are other solutions in the works for the quality of life issues related to both permanent low life builds, and CI builds. This mod is one of several tools that will eventually be available to players to counter it. Both these mods have been requested many times by users over the course of closed and open beta. They clearly appeal to some players. As stated already, the mechanics of the light radius increase are changing soon to make it a much more noticeable bonus for low life builds." Last edited by Bhaya#7498 on May 22, 2013, 5:00:33 AM
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" Hating somebody for expressing their personal opinion about their likes or dislikes is no fun. Even more, when it is related to a video game. Last edited by Bhaya#7498 on May 22, 2013, 5:09:30 AM
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" You've forgotten to add that you had found 7 items altogether. :P Last edited by Bhaya#7498 on May 22, 2013, 5:07:48 AM
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Reduced Attribute Requirements is somewhat worthless. I can't find an item anywhere in the game that requires more than 130 strength, dex, or int. I think it would be a better affix if it affected gems, and if we had a larger range of gear in some ways. Currently there is no payoff for stacking 400 strength, or dex, or int, when god-tier armours for such absurd stats could have existed, also effectively giving purpose to reduced requirements affixes.
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" I LOLed. Especially, point 1. Thanks! :D |
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Also I stress players to remember that when you have the top 2% of all gear, upgrades naturally become rarer. The mod pool isn't very diluted. Newer players or returning ones like myself are still finding upgrades on a consistant basis, even with the addition of these mods. Yes, a perfect peice of gear is now rarer, but this isn't a bad thing unless the amount of 'worthless mods' is too high.
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So before i start i will say that i only read up to page 5 of this post.
to fix the problems with the horrible and useless mods (and the whole crafting system in general) GGG should implement a way to reroll a single mod on an item.. (for this there should be a new pop up menu ingame specifically designed for crafting items) this could also include an option to put whole stacks of currency (such as fusings) into a slot, put the equipment in another slot, then just have to click 1 button and the system applies the currency 1 by 1 by, saving you from clicking the currency then the item over and over again... This option to use currency to craft should be allowed with all types of currency. it could even include an auto use of (fusings for example) and an option to stop at 5l or 6l. e.g. e.g. ofc these are just suggestions and many people prefer to craft their items manually.. this would just be a solution to alot of people potentially getting RSI especially from the new upcoming update with the fusing/jeweller mechanics working with scraps/whetstones. Also, and this is a wiiild idea. (to the people that know how "runes of magic" crafting system works) imagine that there is a form of currency... sort of like an empty orb that can store a desired mod from an item (extracting 1 mod) and then it is able to use that orb on an item to apply that mod which was stored (ofc the itemlevel of the item the mod will be applied to. has to be able to hold the mod)... furthermore, the orb which now holds a specific mod will be tradable.... which means another form of making money.. especially while creating end game gears.. you will no longer empty your whole stash trying to craft the perfect mods. I personally think the economy would really benefit from this. I encourage all feedback on this idea. and also if people could expand on it... as i have probably missed out alot of what is possible with this. |
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