LogFAQs > #1065779

LurkerFAQs ( 06.29.2011-09.11.2012 ), Active DB, DB1, DB2, DB3, DB4, DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
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TopicSo, for anyone whining about Diablo 3...
OctilIery
04/23/12 1:20:00 AM
#21:


Lopen posted...
That video was a good hype thing and I enjoyed watching it but it didn't really alleviate much of my concern about the difficulty. I was kinda hyped when they were saying they were going to make monsters after act 1 faster/have more attacks but they didn't really stress that this would happen in NM/Hell/Inferno vs normal so still I'm not sure it'll be too different than d2, which kinda already did this. (gloams in a3 and up are more difficult enemy patterns to cope with than say a1 zombies)

Beyond that it was a bunch of testamonials of guys sayin they got their ass kicked (who cares) followed by "we're adding more mods to unique monsters as the difficulty goes up." (Oh okay that's different from Diablo 2 how.)
'
Even if they just came out and said something like they were changing their approach to difficulty and the big concern with hell/inferno wasn't going to be breaking immunities and just killing/surviving in the first place with crazy fast/complicated enemies and you're going to need to use wisely evasive skills and such to survive even when you're able to damage things fine I would've been reassured. But sounds just like more of the same from D2 (based on this video)


Oh You reminded me!

I found out about something after our discussion I thought you might be interested in regarding the issue of changing skills to cope with the situation.

http://us.battle.net/d3/en/forum/topic/4241234476

Basically, the Nephalem Valor buff is something that kicks in post-60. It's a buff you receive from beating rare and champion mobs that increases your magic and gold find(a significant part of Diablo 3's gameplay). The kicker is that you lose this buff when you change your equipment or skills.

The purpose of it was two fold - one was simply to address your concern of players power gaming and switching it up to deal with every mob. The second was to deal with the issue of grinding - they didn't want players to have to fight the same 3 minute encounter over and over, but they didn't want you to have to make hour long commitments every time you wanted to play. This way you can go through actually exploring an area, killing the mobs in question in the process, and ending with a boss for the absolute best magic drops - but only if you're committing to a playstyle during, and not attempting to change it up constantly.

--
Joyrock
Fresh from my first justified ban. Ever!
... Copied to Clipboard!
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