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Diablo III PTR Updated

Blizzard offers an updated set of PTR patch notes for the upcoming version 1.07 update for Diablo III. There is one new achievement listed along with a number of bug fixes for the action/RPG sequel, including some with the Public Test Realm itself. Arguably most significant is the change so that players are considered "elites" within the game, which will impact certain item effects in PvP combat. Looking beyond the release of this new patch in the live version of the game, a forum post from a Community Manager says Blizzard is working to address player complaints that characters are merely the sum of their gear:

We know that (for many players) its much more rewarding to gear up from items that you find while playing normally than it is to necessarily go through Auction House, and were working to make improvements in that area. There are a lot of ways we could attempt to reach that goal, and choosing the best one(s) to go with is not always a fast process. I want to encourage you all to continue to post your thoughts on the subject and I promise we will keep reading and relaying them.

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12. Re: Diablo III PTR Updated Jan 23, 2013, 11:42 ItBurn
 
Verno wrote on Jan 23, 2013, 11:24:
Wallshadows wrote on Jan 23, 2013, 11:22:
Loot issues stem from the fact that there are no more attribute points to spread out the stats in a correct method to make specialized loot for each class. As it is now, each piece of gear is balanced around mountains of random modifiers which can, in most cases, be open rolls for each primary stat so it can be worn by all classes depending on the roll. Some pieces rely on up to six random modifiers and from those six modifiers, there are dozens of potential combinations which often produce absolute garbage.

So, as mentioned earlier, either provide some kind of class-requirement items with proper stats and maintain random ranges or consolidate some of the existing stats to make the overall item quality less /facedesk.

I'd like to see some ability to improve skills that isn't just iterating your gear numbers too. The lack of it just narrows the scope of upgrades too much and trivializes much of the drops you get which leads to the whole "I can only get upgrades from the AH" mentality.

Yeah, I want to invest in skills. This is a major issue for me. Everyone has the same exact character, except with different loot... No replayability per class. Also, you're forced to use specific skills. I want to use the skills that I like and make them stronger so that they become viable, with points or whatever... You know, customization and character progression...
 
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11. Re: Diablo III PTR Updated Jan 23, 2013, 11:24 Verno
 
Wallshadows wrote on Jan 23, 2013, 11:22:
Loot issues stem from the fact that there are no more attribute points to spread out the stats in a correct method to make specialized loot for each class. As it is now, each piece of gear is balanced around mountains of random modifiers which can, in most cases, be open rolls for each primary stat so it can be worn by all classes depending on the roll. Some pieces rely on up to six random modifiers and from those six modifiers, there are dozens of potential combinations which often produce absolute garbage.

So, as mentioned earlier, either provide some kind of class-requirement items with proper stats and maintain random ranges or consolidate some of the existing stats to make the overall item quality less /facedesk.

I'd like to see some ability to improve skills that isn't just iterating your gear numbers too. The lack of it just narrows the scope of upgrades too much and trivializes much of the drops you get which leads to the whole "I can only get upgrades from the AH" mentality.
 
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10. Re: Diablo III PTR Updated Jan 23, 2013, 11:22 Wallshadows
 
Loot issues stem from the fact that there are no more attribute points to spread out the stats in a correct method to make specialized loot for each class. As it is now, each piece of gear is balanced around mountains of random modifiers which can, in most cases, be open rolls for each primary stat so it can be worn by all classes depending on the roll. Some pieces rely on up to six random modifiers and from those six modifiers, there are dozens of potential combinations which often produce absolute garbage. Diablo 2 had the same system, but it feels like they've overburdened the system.

So, as mentioned earlier, either provide some kind of class-requirement items with proper stats and maintain random ranges or consolidate some of the existing stats to make the overall item quality less /facedesk.
 
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9. Re: Diablo III PTR Updated Jan 23, 2013, 11:16 Verno
 
InBlack wrote on Jan 23, 2013, 10:23:
Exactly what Verno said.

Hint. Look at how it was done in Diablo2. Copy. Paste....

Problem fixed.

I don't want a copy paste of Diablo 2 to be honest, I'd rather have some meaningful additions. They did so much cutting and streamlining they somehow lost sight of the fact that sequels need to be more on some level. They just went nuts on the in your face story, it seems like that was supposed to be the front and center feature which was really strange in an ARPG. Diablo 2 was all about showing not telling and giving the player depth in the gameplay mechanics.
 
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8. Re: Diablo III PTR Updated Jan 23, 2013, 11:09 Omni
 
We know that (for many players) its much more rewarding to gear up from items that you find while playing normally than it is to necessarily go through Auction House, and were working to make improvements in that area

Is this a dream or am I still sleeping !?
 
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7. Re: Diablo III PTR Updated Jan 23, 2013, 10:46 Esoteric
 
PoE open beta starts today!  
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6. Re: Diablo III PTR Updated Jan 23, 2013, 10:23 InBlack
 
Exactly what Verno said.

Hint. Look at how it was done in Diablo2. Copy. Paste....

Problem fixed.
 
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I have a nifty blue line!
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5. Re: Diablo III PTR Updated Jan 23, 2013, 10:20 Verno
 
Player bound loot isn't such a bad idea on the whole but it really depends on the execution and it totally conflicts with their little AH so I doubt they would ever really give it an honest effort.

The last time I played they were throwing yellows at you, volume of loot isn't the problem. The trouble is that the item and skill system interaction is too simplistic so the scope of what the players are looking to upgrade with is incredibly narrow.
 
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4. Re: Diablo III PTR Updated Jan 23, 2013, 10:04 Armengar
 
"We know that (for many players) its much more rewarding to gear up from items that you find while playing normally than it is to necessarily go through Auction House"

Easy! Much bigger drop rate of player bound items. Job done!
 
Its not the cough that carries you off but the coffin they carry you off in.
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3. Re: Diablo III PTR Updated Jan 23, 2013, 09:48 Yakubs
 
Sounds like now that Jay Wilson is gone, they're starting to listen to the fans... maybe.  
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2. Re: Diablo III PTR Updated Jan 23, 2013, 09:33 Verno
 
How exactly will the PVP work? The battle.net forums are a mess in terms of trying to find out the actual structure and restrictions of the PVP. If I can take AH items into combat then that seems really...lame.  
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1. Re: Diablo III PTR Updated Jan 23, 2013, 09:24 nin
 
We know that (for many players) its much more rewarding to gear up from items that you find while playing normally than it is to necessarily go through Auction House, and were working to make improvements in that area.

9 months later. Fucking awesome...

 
http://www.nin.com/pub/tension/
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