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(Thread IKs: harrygomm, Astryl)
 
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Leon Trotsky 2012
Aug 27, 2009

YOU CAN TRUST ME!*


*Israeli Government-affiliated poster

Tiny Timbs posted:

Changes sound good. Am I really going to have to wait until May?

PTR is in a little over 3 weeks, but they won't go live until May.

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victrix
Oct 30, 2007


Conveniently Dragon's Dogma drops friday

BattleHamster
Mar 18, 2009

euphronius posted:

I am sorry for being anal and will agree that people can have reasonable differences over the interpretations of genre definitions

Originally what separated Action RPGs from regular RPGs is turn-based vs real-time combat. Some of the first games to use the term were Hydlide and Dragon Slayer which were both released in 1984. Rogue and similar games wouldn't fit into this definition as they are turn-based and action stops when the player isn't moving, allowing them to think carefully about their next action.

I agree that the genre is much older than Diablo but the term "ARPG" has obviously evolved a bunch since it was first used and pretty much means "diablo-like" to most people these days. Basically the label is extraordinarily vague without context and therefore perfect for petty internet arguments.

harrygomm
Oct 19, 2004

can u run n jump?
they talk about reducing affix pool but still left additive damage sources.

consolidating monster parts and herbs into one material is dumb. just remove the mechanic entirely.

it's OK to find a shako at level 1 but it's not OK to have a 20% edgemasters in my codex until level 55 (that I won't bother imprinting because i don't have mats and my weapon will change super quickly anyway). ok.

how long until the codex turns into a permanent system like with favor?

you don't get to choose what affixes that are in the tempering manuals. the devs still don't recognize how important some stats are and so they might not be in the manuals.

the crafting system seems too much like gacha lever-pulling to me. i know monster killing is effectively the same. same feeling as trying to 6-link armor in PoE for instance. maybe that's just me.

removing affixes from the item as-dropped is a smart way to reduce loot complexity.

not confident in new uniques or their idea of balancing flat-damage abilities. tyraels might ability of 900 flat damage with 2/4 defense stats is not a tradeoff worth considering. still dont take into account that you lose an aspect when using a unique.

direct example: windslasher. they think spawning more/bigger dust devils will fix the issue. the current problem is that dust devils spawn -behind- the mob you're attacking and they don't seek out mobs. their base damage is ~1K damage. if you put 50 of them on the screen and they all do 1000x damage, it still doesn't matter because you're not going to kill anything with them. mobs have 10s of millions of health in late game NMD/NMV. not even the damage based on weapon skill matters, it added ~20% additional damage.

no acknowledgement of the fundamental broken-ness of almost every necro skill. revamping book of the dead and some skills doesn't fix the fact that some skills still straight up reduce your damage output

they're not saying how much damage skills are being reduced by. i hope they understand that if they halve HotA damage it still isn't enough, because you can still do ~600M damage per attack which is still enough to one shot any mob.

DR availability is being reduced and mob level cap is increasing to at least level 200. i wonder what kind of cheese is going to be needed to push through that

Stux
Nov 17, 2006

Tiny Timbs posted:

Changes sound good. Am I really going to have to wait until May?

its gonna be may

Stux
Nov 17, 2006

harrygomm posted:

the crafting system seems too much like gacha lever-pulling to me. i know monster killing is effectively the same. same feeling as trying to 6-link armor in PoE for instance. maybe that's just me.

thats the point of the entire genre!!!!!!!!!!!!!!!!! theyre just big loot slot machines thats why theyre good!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Stux
Nov 17, 2006

harrygomm posted:

DR availability is being reduced and mob level cap is increasing to at least level 200. i wonder what kind of cheese is going to be needed to push through that

probably the same amount of "cheesing" as like, deep delve in poe, where there are three builds total that function at all. or even to a lesser extent things like simulacrum or 100% deli or no hit sanctum relic runs, which again filters the vast majority of builds that arent built specifically with that level and/or type of difficulty in mind. that isnt an issue or a mistake, in fact its desireable. its perfectly acceptable and again desired that there is content that is so difficult that it eventually kills 99% of builds.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
It's possible that Diablo might be a headliner in the first expansion before a title match with Mephisto but you're crazy or Blizzard is if you think Big D won't be at least the expansion two big bad or something.

hmmmm ok well Blizzard can be pretty god drat dumb even if they did good today.

I think they've said two expacs are a shoo-in so if the game becomes good from S4 onward then I'd hope they go wild in expac two if it's the last one. Modern Diablo AND Modern Baal.

Dr Kool-AIDS
Mar 26, 2004

There's no way in the world they aren't going to have all the prime evils in this game one way or another, you don't have to worry.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Something I really liked about the D3 RoS boss design is they assumed you weren't a baby like most of the vanilla D3 fights, though it was nice that Belial wasn't afraid to crater your poo poo. The RoS campaign bosses the first few times had a real nice steadily building mania.

A tag team Prime Evils fight with 2-3 of them would be sweet, just have things completely go to hell and players be desperate to get one down so that they get some relief.

Scoss
Aug 17, 2015
I bailed on Season 3 in like 15 minutes but I am sufficiently intrigued by the item changes to look forward to S4.

Have they talked about what the season gimmick is yet?

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>

Stux posted:

probably the same amount of "cheesing" as like, deep delve in poe, where there are three builds total that function at all. or even to a lesser extent things like simulacrum or 100% deli or no hit sanctum relic runs, which again filters the vast majority of builds that arent built specifically with that level and/or type of difficulty in mind. that isnt an issue or a mistake, in fact its desireable. its perfectly acceptable and again desired that there is content that is so difficult that it eventually kills 99% of builds.

two of those (deli and simulacrums) are both designed in a remarkably build agnostic way and pretty much any well-rounded good build will be able to do well with either. delve at the most extreme end yeah has very narrow build viability because it scales past the point of any other builds scaling. no hit sanctum builds are surprisingly varied for being something that would seem to have two or three skills that are just mechanically better but afaik people have used quite a wide range of builds for it (probably because it merely requires a lot of damage, which there are a lot of ways of doing in poe whereas content that requires a ton of survivability is going to make builds that all look the same after a certain point because there are only so many ways to scale defenses). also you can delve deep enough to be in the extremely profitable depths on, like, a ton of builds.

that said, the relevant point you're getting at i think is that playing specialized builds for a specific content should hugely outperform generalist builds, which, yeah, is exactly how it should be and if you plan to farm different things a bunch it gives you an incentive to make a character specialized for a specific activity

The Ol Spicy Keychain
Jan 17, 2013

I MEPHISTO MY OWN ASSHOLE
Steve Blum's Mephisto or big dumb rear end Dialbo? ummmm yeah Mephisto easily. They made the right decision focusing on Lilith and Mephisto IMO. The narrative structure was compelling in D4, and I am genuinely looking forward to the continuation of the story in the expansion which isn't something that has happened with other recent Blizzard stories and me.

victrix
Oct 30, 2007


https://twitter.com/JoeShely/status/1770542008937107521?t=GDbX905-VXbmzvkisq6Z4Q&s=19

Tarnop
Nov 25, 2013

Pull me out

Tarnop posted:

Yeah, that's possible. Legendaries drop with 3 affixes so they have an open slot for a tempered affix. Rares drop with 2 affixes so they have 2 open slots but you need to use different manuals for each slot ( using the same manual just rerolls the affix)

Just wanted to mention that what I posted here was wrong. The number of tempered affixes that you can add to an item isn't determined by the number of affixes that are on an item when it drops. You can actually add two tempered affixes to ancestral items, and one to sacred and lower.

This means that an ancestral legendary that you craft on will have 5 affixes (3 when it drops + 2 crafted), but rares will drop with 2 so they'll cap out at 4. This is a pretty significant change, as right now most endgame legendary items are rares with an aspect imprinted on them. Once you have a 5 affix item in a slot you basically won't need to look at rares for that slot ever again

Stux
Nov 17, 2006

Herstory Begins Now posted:

two of those (deli and simulacrums) are both designed in a remarkably build agnostic way and pretty much any well-rounded good build will be able to do well with either. delve at the most extreme end yeah has very narrow build viability because it scales past the point of any other builds scaling. no hit sanctum builds are surprisingly varied for being something that would seem to have two or three skills that are just mechanically better but afaik people have used quite a wide range of builds for it (probably because it merely requires a lot of damage, which there are a lot of ways of doing in poe whereas content that requires a ton of survivability is going to make builds that all look the same after a certain point because there are only so many ways to scale defenses). also you can delve deep enough to be in the extremely profitable depths on, like, a ton of builds.

that said, the relevant point you're getting at i think is that playing specialized builds for a specific content should hugely outperform generalist builds, which, yeah, is exactly how it should be and if you plan to farm different things a bunch it gives you an incentive to make a character specialized for a specific activity

thhey kind of are but if you want to do wave 30 sim farming youre probably playing something that can afk in it, and really most people play builds that are relatively glass cannon and not suited for it. i do get your point but i feel that part of it is because there are so many builds in poe you end up with a relatively healthy number even on specialised/difficult content, but that stuff does challenge or brick wall a lot of builds.

my point more tho was that having stuff that makes builds struggle and caps them out is good, bcos it means you can actually finish a build. if the ceiling is set by the difficulty of the available content then youre going to cap that out before a build potentially which isnt as fun. so stuff like deep delve filtering 99.9% of builds out is great because it means there is a place where builds will always have a reason to upgrade until they are at their absolute maximum capability.

Stux
Nov 17, 2006

The Ol Spicy Keychain posted:

Steve Blum's Mephisto or big dumb rear end Dialbo? ummmm yeah Mephisto easily. They made the right decision focusing on Lilith and Mephisto IMO. The narrative structure was compelling in D4, and I am genuinely looking forward to the continuation of the story in the expansion which isn't something that has happened with other recent Blizzard stories and me.

thisi by jove

hawowanlawow
Jul 27, 2009

Tarnop posted:

Just wanted to mention that what I posted here was wrong. The number of tempered affixes that you can add to an item isn't determined by the number of affixes that are on an item when it drops. You can actually add two tempered affixes to ancestral items, and one to sacred and lower.

This means that an ancestral legendary that you craft on will have 5 affixes (3 when it drops + 2 crafted), but rares will drop with 2 so they'll cap out at 4. This is a pretty significant change, as right now most endgame legendary items are rares with an aspect imprinted on them. Once you have a 5 affix item in a slot you basically won't need to look at rares for that slot ever again

not sure I like this

bio347 posted:

One thing that I haven't seen in any of the recaps is what happens when you imprint an aspect onto a yellow. Because rares now only have two affixes, while legendaries have three. I have to assume that imprinting rolls a third affix for you, because anything else is pretty dumb, but I don't have any faith in that assumption.

guess that answers your question

hawowanlawow fucked around with this message at 01:02 on Mar 21, 2024

Name Change
Oct 9, 2005



I would hope they will do something like put these bosses at the end of dungeons, where they can at least scale, and get rid of the really lovely "kill a harmless boss in 10 seconds, over and over again" loop.

GoGoGadgetChris
Mar 18, 2010

i powder a
granite monument
in a soundless flash

showering the grass
with molten drops of
its gold inlay

sending smoking
chips of stone
skipping into the fog
So I can filter my loot based on whether it's rare or legendary

Don Dongington
Sep 27, 2005

#ideasboom
College Slice
I took S3 off and came back about 2 weeks ago, so after the early season tuning pass - and tbh the game seems in a better place than it has since launch to me.

-Difficulty and level scaling has been really pleasant, with no really noticable speedbumps or brick walls
-Gear scaling has been good. By about Lvl70 I had all my aspects on gear with 2-3 of my top 5 desirable rolls, and have only had a couple of hours here and there where I had a new rare without a spare aspect for it
-Had 3/4 of my build-recommended Uniques since T3, and now 4/4 with 3/4 ancestral by lvl 85
-Gameplay feels solid, the vault density is a major improvement on even the better nightmare dungeons.
-Helltides are fun for an occasional blat for forgotten souls, and I've built up a decent supply of living steel when I start doing Duriel runs.
-itemisation is still probably the main pain point, so hopefully the tweak in S4 means fewer full inventories full of yellows between potential upgrades.

bio347
Oct 29, 2012

hawowanlawow posted:

not sure I like this
I agree, but I guess upon reflection you're going to want items with greater affixes ANYway, and those only happen to legendary and unique items. And thinking about it, you eventually get showered with legendaries anyhow.

Still hella weird that yellows are now just blues, though. ...wonder if blues have been restricted to one affix, or if that's just definitively in the "no one cares" pile.

Tarnop
Nov 25, 2013

Pull me out

bio347 posted:

I agree, but I guess upon reflection you're going to want items with greater affixes ANYway, and those only happen to legendary and unique items. And thinking about it, you eventually get showered with legendaries anyhow.

Still hella weird that yellows are now just blues, though. ...wonder if blues have been restricted to one affix, or if that's just definitively in the "no one cares" pile.

Part and parcel of these changes is an across the board the reduction to drop rates

GoGoGadgetChris
Mar 18, 2010

i powder a
granite monument
in a soundless flash

showering the grass
with molten drops of
its gold inlay

sending smoking
chips of stone
skipping into the fog
One of the most consistent complaints has been the need to visit the trash vendor so often. Higher quality, lower quantity is good news

All this is in absentia of actual numbers though, so you could still assume a 99% reduction in drops and a 1% increase in quality, if you wanted to

Tarnop
Nov 25, 2013

Pull me out

GoGoGadgetChris posted:

One of the most consistent complaints has been the need to visit the trash vendor so often. Higher quality, lower quantity is good news

All this is in absentia of actual numbers though, so you could still assume a 99% reduction in drops and a 1% increase in quality, if you wanted to

It's definitely a good thing, and tweaking percentages is a lot easier than making big changes to game design philosophy so I'm sure they'll get it feeling about right

GoGoGadgetChris
Mar 18, 2010

i powder a
granite monument
in a soundless flash

showering the grass
with molten drops of
its gold inlay

sending smoking
chips of stone
skipping into the fog
Honestly I'm more worried about the "every piece of gear is a journey" bit. Skeptical that I will just Chuck all new loot in the stash and trash because I don't want to grind out 12 more masterworks and play Manual Roulette

flashman
Dec 16, 2003

So when's the zoom out feature?

GoGoGadgetChris
Mar 18, 2010

i powder a
granite monument
in a soundless flash

showering the grass
with molten drops of
its gold inlay

sending smoking
chips of stone
skipping into the fog
I just put it on your calendar, right between Day Late and Dollar Short

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>

Stux posted:

thhey kind of are but if you want to do wave 30 sim farming youre probably playing something that can afk in it, and really most people play builds that are relatively glass cannon and not suited for it. i do get your point but i feel that part of it is because there are so many builds in poe you end up with a relatively healthy number even on specialised/difficult content, but that stuff does challenge or brick wall a lot of builds.

my point more tho was that having stuff that makes builds struggle and caps them out is good, bcos it means you can actually finish a build. if the ceiling is set by the difficulty of the available content then youre going to cap that out before a build potentially which isnt as fun. so stuff like deep delve filtering 99.9% of builds out is great because it means there is a place where builds will always have a reason to upgrade until they are at their absolute maximum capability.

defensive reqs for sim 30 is not that high at all, it's more of a damage question, which is why so many builds are good at farming sims. the real question is can you max out rewards, which requires a skill with good mechanics if you want to consistently hit max rewards per wave. still, you can do sims on some real shitter builds with horrible clear and still hit a decent amount of rewards per wave, enough that it's a massive profit compared to the cost to start. hence i'd argue that while sims are good, challenging content, idk if they're pushing people to really perfect their builds

delve is the really good example for the point you're making, yeah. delve has traditionally been one of the places where you'd find people playing the most comically min/maxed infinity budget builds. that's been true each time they rework delve, too. the new valdo's maps are another good example of this and its cool seeing people pushed to make even more insanely high-performing builds than ever before

GoGoGadgetChris posted:

One of the most consistent complaints has been the need to visit the trash vendor so often. Higher quality, lower quantity is good news

All this is in absentia of actual numbers though, so you could still assume a 99% reduction in drops and a 1% increase in quality, if you wanted to

depends if the 'terrified of players having 2% more power' guy is in charge of this or not. jokes aside, in the past they've said they're balancing generally around preserving a similar rate of progression so I wouldn't be surprised if the balance ends up generally similar, just with a lot fewer items needing to be picked up and identified for a similar amount of character power... which would be unambiguously an improvement over the status quo

Herstory Begins Now fucked around with this message at 02:06 on Mar 21, 2024

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I'm sorry if I missed this in all the discussion but has the roll of affixes been addressed? because one of my big issues is finding an item with 4 affixes I like... but they're all min rolls and i have no way of boosting them. Is this addressed by the "can upgrade an item 12 times now" or whatever it was?

flashman posted:

So when's the zoom out feature?
Probably with S4 and everything else we learned about today.

harrygomm
Oct 19, 2004

can u run n jump?

Stux posted:

thats the point of the entire genre!!!!!!!!!!!!!!!!! theyre just big loot slot machines thats why theyre good!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

and some are good at obfuscating it and some are bad. my gut feeling is that this one seems bad.

flashman
Dec 16, 2003

AAAAA! Real Muenster posted:

I'm sorry if I missed this in all the discussion but has the roll of affixes been addressed? because one of my big issues is finding an item with 4 affixes I like... but they're all min rolls and i have no way of boosting them. Is this addressed by the "can upgrade an item 12 times now" or whatever it was?

Probably with S4 and everything else we learned about today.

May?

Tarnop
Nov 25, 2013

Pull me out

AAAAA! Real Muenster posted:

I'm sorry if I missed this in all the discussion but has the roll of affixes been addressed? because one of my big issues is finding an item with 4 affixes I like... but they're all min rolls and i have no way of boosting them. Is this addressed by the "can upgrade an item 12 times now" or whatever it was?

Affixes can still be min rolls and masterwork levels are a percent increase both for the normal levels and the big boosts at 4, 8 and 12. So you will want good rolls before you masterwork something.

Greater affixes will always be max rolls.

The idea is that you will get to the start of that path more consistently because you get an item off the floor with generally good stats like +damage or crit chance or whatever, then you get a few tries to add some more specialised affixes. With the current system you need to get a lot luckier because all the random generation of affixes happens at once without your control and from a much broader pool of options

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

The exact date posted in this thread earlier today but I cant find it.


Tarnop posted:

Affixes can still be min rolls and masterwork levels are a percent increase both for the normal levels and the big boosts at 4, 8 and 12. So you will want good rolls before you masterwork something.

Greater affixes will always be max rolls.

The idea is that you will get to the start of that path more consistently because you get an item off the floor with generally good stats like +damage or crit chance or whatever, then you get a few tries to add some more specialised affixes. With the current system you need to get a lot luckier because all the random generation of affixes happens at once without your control and from a much broader pool of options
This sounds terrible. Between this and the RNG for getting new affixes my enthusiasm is down.

wemgo
Feb 15, 2007
Itemization changes seem good! Better than I expected really

Now let’s pray they can follow it up with some quality content

Stux
Nov 17, 2006

Herstory Begins Now posted:

defensive reqs for sim 30 is not that high at all, it's more of a damage question, which is why so many builds are good at farming sims. the real question is can you max out rewards, which requires a skill with good mechanics if you want to consistently hit max rewards per wave. still, you can do sims on some real shitter builds with horrible clear and still hit a decent amount of rewards per wave, enough that it's a massive profit compared to the cost to start. hence i'd argue that while sims are good, challenging content, idk if they're pushing people to really perfect their builds

delve is the really good example for the point you're making, yeah. delve has traditionally been one of the places where you'd find people playing the most comically min/maxed infinity budget builds. that's been true each time they rework delve, too. the new valdo's maps are another good example of this and its cool seeing people pushed to make even more insanely high-performing builds than ever before

depends if the 'terrified of players having 2% more power' guy is in charge of this or not. jokes aside, in the past they've said they're balancing generally around preserving a similar rate of progression so I wouldn't be surprised if the balance ends up generally similar, just with a lot fewer items needing to be picked up and identified for a similar amount of character power... which would be unambiguously an improvement over the status quo

uhh no man, like 80% of the builds ppl are farming red maps with are going to melt in wave 30 without extra investment in defenses or a comical level of damage, its why armor/aura stackers love to farm it instead of mapping bcos you get passable dps and can face tank wave 30 double bosses with horrible mods much easier than regular builds which are paper in comparison. and to max rewards requires a completely insane level of investment on a small handful of builds. like one of the best builds for it ive seen was an aurastacker that hit 8x7 reward waves in one sim and the investment for the build was like 7 mirrors in a non-affliction league to get to that point, with other builds capping out way lower than that. i think its unreasonable to say that isnt a build pushing piece of content lol

smoobles
Sep 4, 2014

Is this game good now or is it still kinda hosed up and boring?

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

smoobles posted:

Is this game good now or is it still kinda hosed up and boring?

It’s going to be good in May.

GoGoGadgetChris
Mar 18, 2010

i powder a
granite monument
in a soundless flash

showering the grass
with molten drops of
its gold inlay

sending smoking
chips of stone
skipping into the fog
It's currently a much better version of release Diablo 4, and in May it's going to be a much better version of current Diablo 3

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MarcusSA
Sep 23, 2007

GoGoGadgetChris posted:

I said it in 2006 and I'll say it again now... Horse armor should cost exactly $2.50

The armor is $2.50 but the horse is $57.50

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