Game is too easy? Not complex enough.
" -Indeed, building your character is what the game is about. That is what makes it complex, all the synergies between items and passive/active skills. That is actually very complex. -Indeed, there is no challenfe in copying a build from a build of the week video. The challenge is to build a unique character that you like and is viable. There are options enough. -You can play by spamming the same skills, but you can also play using combinations of skills that work together or you can use skills that don't require spamming at all. Again it's your own choice -You don't need a strategy for boss fights? Did you try the hardest difficulty? For example a good strategy for killing Marveil in NORMAL is you get your cold resistance up. In Merciless you will need more advanced strategies, trust me. -About the only challenging bosses are hard hitters with high life: Not true, there a glass cannons and enemies that deal Chaos damage for example or freeze you. Many smaller enemies with certain buffs can also be quite challenging or what about a boss sumonner with minions. Think you need a bit more experience on fighting enemies You TOTALLY miss the challenge |
![]() |
You are the one who totally miss the point of the topic and cannot even read properly what I wrote.
1-. Indeed, building your character won't take more than 1 hour of thinking (2 hours if your slow). Then next step 15+ hours of mindless combo spamming. 2-. read above. 3-. You didn't read properly and you probably have some comprehension issue. Nobody, is saying that you spam the same skill, but the same combo of skills that you've been planning during the first one hour of build conception. 4-. Big deal. Spamming resistance + buff on yourself before a fight is not really hard to come up with (with any IQ above 50). One would not really call that ''advanced'' strategy. 5.- Once again, you don't seem to get the point. The only challenge is when an enemy is buffed more : either speed buffed, damage buffed, elemental buffed or armor buffed. So ''challenge'' is simply when they boost an enemy's stat. This is a rather dull and clumsy way of adding challenge. 6-. I already finished act 2 on merciless. The only challenge there was that I had to pay attention on my enemies a bit more instead of sight seeing the beautiful landscapes, like I was doing in normal. |
![]() |
" For HC i find marauder OP and the most no brainer. But for HC tank builds are the most viable. I think they should make other stats rather that resistance/life more viable at least for pvp. Tank builds should stay in PVE because you can't change the way HC works. |
![]() |
Why is this thread 13 pages long?
Let's say that OP is not a troll, and actually think that all it takes is to hold down the mouse button. In that case he'll have no trouble rushing through the game and posting a screencap of himself beating the final boss while he's level 5. He can just put all his points into movement speed, and then rush past all the monsters to get to the final boss faster. ...or he can buy Counter-Strike. This thread is 13 pages long. Why are you taking this seriously? Last edited by Andreasen#3600 on Nov 21, 2012, 2:54:45 AM
|
![]() |
" Or just do what diablo 2 did and have a body recovery system. But I like your idea, throw in some brief techno music and call it good. |
![]() |
Who the fuck wants a complex arpg?
I sure as fuck don't. I mean, given I love Dsouls to death, but I didn't pick up and love D2/PoE for their overabundance of horridly complex MMO-ish difficulty. ARPGs are for the ocd people who like to collect loot to insane degrees, pvp and/or spend HOURS on builds, usually for the end result of changing the location of one or two passives. Making a build will take 15m. Making a viable build may take double that. Perfecting a build down to every single stat point, highway node and even exact passive point? That alone will take hours upon hours, upon days. I speak to this as having made an EB character of every class, in some cases 2x of a class, and working on this particular build/spec for months. Never underestimate the love and care I or others put into their builds. Do that, and you get D3. |
![]() |
" Why does anyone who disagrees with you or you don't agree with have to be a troll? Seems like this thread is just about kicking around ideas to make the game more complex and diverse. I don't see how asking for a more complex game means people want the game to be like counter strike. |
![]() |
" I can agree with you there. I personally just want three routes on the passive tree per each char. Right now it feels a little dumbed down and I miss the freedom of the old passive trees pre 9.10 patch I believe? Things have come a long way since then as far as the passive tree goes and I think if they implemented a third line for each character that it would allow more creative freedom and less confinement in char builds. Another option is to lock the third line until level 20 something so new people don't screw up their char right off the bat and the third line is seen as more of an alternate path option that deviates from your class. Last edited by psythos#5874 on Nov 21, 2012, 3:39:22 PM
|
![]() |
There are more then 3 skill lines for each class. It simply needs alot more thought to see and manipulate the tree into serving whatever build you want.
|
![]() |
" There are two start lines and two lines that deviate from the start lines in each class. The deviations equal wasting roughly 8 points on ten point atrribute multipliers. This means that deviating often means wasting. For example: A witch is forced to take high amounts of mana and has little options for accuracy unless she goes for daggers, claws or wands. You can't make a decent hammer witch that could top the templar simply because the amount of waste it would produce. |
![]() |