Bluddy
3521
I think a better term would be an ARRPG: “Action Rail-RPG”. The choices are made for you – just pick 6 spells and click away!
Lorini
3522
I call them ‘loot & scoots’ :)
idrisz
3523
the choice isn’t made for you, because you get to choose your 6 skills from a pool of skills…
I believe he just wants to make certain everyone knows his position on the matter. I know I’ll sleep better tonight having had it clarified.
Yeah, but they’re in a pool and not on a tree. Rails, man.
A friend got 3 beta keys in a GAME promotion, he gave me one. Downloading!
idrisz
3527
haven’t you seen a tree with no branch…
it’s a tree I tell you.
I think people lose sight of the idea that this is a game.
I don’t want to have to ‘plan’ and ‘compare’ all over the Internet. I just want to have fun. And fun isn’t replaying major portions of the game because I had a broken build or simply because I want to try something new.
Also I work 16 hours a day and what time I have for gaming I don’t want to do re-treading old ground.
stusser
3529
You work 16 hours a day? Jesus, man. I did 12 hour shifts when I was much younger and it wore me right out.
I’m actually really curious what job you do for 16 hours a day. Either you’re using hyperbole or you’re crazy.
Bhaal doesn’t farm himself.
Blizzard attempting to solve uniqueness without stuff like “no respecs”
TL;DR: at end-game, you get a stacking loot finding bonus from killing rare champion mobs that resets everytime you change skills, runes, passives or leave the game.
In other words, highly incentivize sticking to a build for each run (but you can still try a new build when you want). And you can have your go-to build which works for you.
Why would they want to incentivize this? Wasn’t the point to have flexibility at maximum - total freedom to experiment? Now, people will feel “punished” for switching skills.
I’m a lawyer. It’s much better now. When I was first in a firm, I did 20 hours a day on weekdays, and at least 8 to 12 on weekends. I did 6 months of that before my brain caved in. Go ask some of your transaction counsels what their hours are like. Sometimes I do 30 hour days.
I’m quite serious, though it’s possible I don’t understand the mechanic.
If you’ll get a significant bonus for sticking to a build - then you’ll naturally want to avoid changing things. Essentially, you will be punished for not sticking to a build.
Correct?
I thought your argument was for a static build that you had to work for and COULDN’T change - now you’re upset when you are punished for not being able to change your build?
The point of this system is not to punish, but rather to reward players who don’t “game the system” by jumping into town to rearrange skills whenever an elite or champion pack comes up with traits that make your build challenging.
In any case, the bonus is just that - a bonus. If you want to go and rearrange some skills around, then do it, and build the bonus back up - it’s not going to stack more than a handful of times anyway, or just arrange your skills at the start of your play session.
Why would you think I’m upset?
I’m being openly puzzled by this, because it seems counterproductive to what I thought they were going for.
Personally, I think it’s an interesting idea - but one that will ultimately get the same kind of response from the same kind of people.
If you can’t see how rewarding one type of play will automatically punish another type of play that’s NOT rewarded, then I doubt we’ll agree here. It’s like giving one sister a new toy, but getting nothing for the other sister. Having had two sisters - I know what the one not getting anything will feel.
MikeJ
3539
They don’t want people to change their build every 2 minutes. However, they want people to be able to change their build more than once every 50 hours.
It encourages people to go with builds that are capable in a variety of situations, rather than one-trick ponies. However, if you get bored with a set of skills and want to try a new combination for a play session or two, you can do that.
Why don’t they want people to change builds, though? What’s the problem?
If it’s a balance thing, then people will obviously change builds regardless of this change - if it means overcoming some hard challenge.
They’ve already prevented skill-changes in PvP with the cooldown limit - so I find this very puzzling.
To be fair, though, they’re being open about the experimental nature of this. It’s just a very strange thing to be experimenting with at this stage - but that’s me.
It seems to me they’re trying to “motivate” people to NOT farm bosses, as if they don’t understand the psychology of most Diablo players. Players who really dig the game - will not mind farming bosses. Why? Because once they’ve completed the content - the game changes to become almost exclusively about your character and your gear. So, the primal desire will be to upgrade your character and gear in the most efficient manner possible. Whether you do that through farming extended runs of content, or farming bosses - is of almost zero importance. The drive will be to get the best gear ASAP - regardless of what it entails, unless it’s incredibly boring.
Farming bosses might not be super exciting, but I fail to see how doing extended runs through already seen content is any more entertaining - unless it ends up being more efficient, which is completely up to Bliz regardless.
Note that I’m being honest when I question this. It’s because I’m puzzled, not because I want to prove them wrong. I’m trying to establish whether they know what they’re doing, or they’re as confused as it seems to me.
If the end result is a better D3 - then I’d love to be wrong.