oh sorry, i must have missed that.
well...that kinda makes it even i guess. Cause in d2 after lvl 60 you only had 40 more levels while here after 60 you still have 100 levels of paragon to do
In diablo 2, you could complete Hell Baal with a subpar build by lvl 75.
In diablo 2, you could complete Hell Baal with a subpar build by lvl 75.
Inferno won't be challenging anymore with the paragon levels and dmg nerfs to all mobs... also no more enrage and full heals on death of champ packs. They essentially decided nix of the idea of making it a challenge and replaced it with a mundane grindfest instead. Guess it's for the best, we asked for this, we got it.
Doesn't matter to me either way really, already beat inferno on barb & monk. Don't expect there to be any major patches for some time... prob till end of the year.
Inferno won't be challenging anymore with the paragon levels and dmg nerfs to all mobs... also no more enrage and full heals on death of champ packs. They essentially decided nix of the idea of making it a challenge and replaced it with a mundane grindfest instead. Guess it's for the best, we asked for this, we got it.
Doesn't matter to me either way really, already beat inferno on barb & monk. Don't expect there to be any major patches for some time... prob till end of the year.
I don't consider that to be a good thing personally.
Today's game designers punish these players by constantly rebalancing(nerfing) skills or item combinations if they were not intended by the developers, up to the point where you feel micromanaged. At that point, it stops becoming fun and feels more like a chore to play.
That's how Diablo 2 felt many times. After the great 1.08 patch, where they added skill cooldowns and such. Or there was the patch where Nova was a great spell, but then nerfed two patches later. D2 had some good things going for it, but I don't think cookie cutter builds was one of them, as you'd usually be hamstrung into one or two viable builds (in 90% of cases) and one or two semi-viable (assuming you had the right gear).
There were an unlimited amount of viable builds. Did you even read the part where I said there was a guy who beat hell diablo hardcore with just skeletons?
The cooldowns were added because spamming spells created too much lag in multiplayer. They ended up buffing all the spells affected by cooldowns so players would still feel powerful.
You can gimp yourself on D3 too...
Its all about choice.
Inferno won't be challenging anymore with the paragon levels and dmg nerfs to all mobs... also no more enrage and full heals on death of champ packs. They essentially decided nix of the idea of making it a challenge and replaced it with a mundane grindfest instead. Guess it's for the best, we asked for this, we got it.
Doesn't matter to me either way really, already beat inferno on barb & monk. Don't expect there to be any major patches for some time... prob till end of the year.
I was thinking the same thing. All the bad guys got easier, they upped the damage on skills and some weapons, and they are allowing people to get stronger through levelling.
I haven't beat the game yet (start of A3 with my DH), but I don't think there was going to be any way for me to do it with my DH until things changed.
Now I might be able to find some decent gear instead of having to farm gold for weeks to buy an upgrade (or pay $100s of dollars for it), and might be able to last a while against A3 elites.
Its an Action RPG. Not an MMORPG. You're supposed to be overpowered. You're supposed to dominate all the monsters. The genius behind Diablo 2 was that after you owned with the cookie cutter build, you could build a non-cookie cutter one and still see how hard you could own at the game.
One fansite I frequented quite regularly back then was Sirian's fansite, where he beat Hell Diablo with a necromancer having access to only skeleton minions. No revives. No Bone Spirit. Hardcore. Very impressive. That's why people kept coming back.
Overall, I feel that today's game developers, and I'm not just talking about diablo 3 but other games as well, put too much emphasis on balance. Sure, balance is great, however it removes a large part of what makes video games so fun, that is finding optimal combinations of skills and equipment. Today's game designers punish these players by constantly rebalancing(nerfing) skills or item combinations if they were not intended by the developers, up to the point where you feel micromanaged. At that point, it stops becoming fun and feels more like a chore to play.
What's the point in playing if you can't lose? I don't want to steamroll everything, it bores me. I want risk, I want drama, and I want danger. And I don't want a game where I have to artificially limit myself to experience that. Even "tic tac toe" becomes difficult to win if you just try to fill in the far right column from top to bottom every time, but who wants to play like that?
How does balance remove that part of the game? If anything it makes that all the more elusive and complex because the answer is no longer plain as day (a la D2). In D2 the optimal builds were basically "max an AoE skill, then spam it until your finger falls off". I don't agree with change for the sake of change, but if select builds/skills/abilities/whatever are leaps and bounds ahead of all the other choices, then I don't see a good reason to leave them there. The repercussions of it are not only that most players all end up playing the same way, but then how it affects the content itself. If one 'playstyle' is so powerful compared to the others, do you need to make the content harder at the expense of everyone else or tune it for everyone else and make everything even easier for the superbuild? I don't think anything good can come from that situation.
To me balance and challenge are the core of any decent and lasting game.
What's the point in playing if you can't lose? I don't want to steamroll everything, it bores me. I want risk, I want drama, and I want danger. And I don't want a game where I have to artificially limit myself to experience that. Even "tic tac toe" becomes difficult to win if you just try to fill in the far right column from top to bottom every time, but who wants to play like that?
How does balance remove that part of the game? If anything it makes that all the more elusive and complex because the answer is no longer plain as day (a la D2). In D2 the optimal builds were basically "max an AoE skill, then spam it until your finger falls off". I don't agree with change for the sake of change, but if select builds/skills/abilities/whatever are leaps and bounds ahead of all the other choices, then I don't see a good reason to leave them there. The repercussions of it are not only that most players all end up playing the same way, but then how it affects the content itself. If one 'playstyle' is so powerful compared to the others, do you need to make the content harder at the expense of everyone else or tune it for everyone else and make everything even easier for the superbuild? I don't think anything good can come from that situation.
To me balance and challenge are the core of any decent and lasting game.