I wonder how many of these failed leagues will it take GGG for them to learn, if ever?
I really prefer crafting leagues to loot pinata leagues. Leagues like affliction are fun for a short while but don't have much longevity, whereas crafting leagues let me do a lot of cool shit and make plans for longer. Necropolis to me was a real success as I thoroughly enjoyed it, and still am. :)
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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I honestly prefer the leagues that are neither, most crafting leagues have been full of potential but atrociously executed with absolutely awful UI's and multiple layers of utterly obnoxious busywork that completely kills most people's interest in using it and makes it horribly frustrating to try crafting with given the games insistence on multiple massive layers of RNG for everything. Loot pinata leagues have a tendency towards burn out and massively distort the economy whenever there is one strategy better at abusing the loot pinata aspect.
Leagues that are neither and instead add new content to the game, like Sanctum and Ancestors tend to be better executed (Ancestors was really poorly executed but had the bones of something potentially great and was still better executed than Crucible or Necropolis) and are less likely to devolve to everything being abusing a singular mechanic as much as possible the way Affliction and Necro have gotten. |
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I like variety. I like that they take chances and try stuff. If all leagues were crafting leagues? Meh. If all leagues were loot pinatas? Meh. In my eyes, we need variety - and we need different.
Now, we've never had a league where you could deterministically FARM gear. Where GOOD rare gear actually DROPS. It's about time. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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" Are you playing d3/d4 secretly lol | |
" Let's see...get gear from stuff that I kill while playing the game or collect orbs and play a mini-game/farm sim/graveyard manager after studying a spreadsheet and youtube tutorials with layers of tedious gambling RnG. I'll take the former. Last edited by superbomb1967 on Jun 6, 2024, 4:54:15 PM
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" believe me.....I agree with ALL OF THAT. I'm just responding to an incorrect description of melee in arpgs. Even I still regularly play melee in this game, despite all its flaws. And I'm talking non-meta, non-artificial ranged melee... |
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" You live in a different world than the rest of us do. Just do a quick AI search on "Most played class in Diablo 2 Resurrected" and you'll see Barbarian is the most played. It was also the most played in D2. In D1 the warrior was the most played. This inverse reality has been dispelled. | |
When talking of D2 you need to consider the particular patch.
Talking of D2:LoD, pre patch 1.10, melee/physical and elemental damage types were very much on par and physical builds were more popular (builds like ww barb, burizon, tiger-strike assassin, feral druids). After they added skill synergies, these benefitted more the elemental builds (popular builds being hammerdin, blizz sorc, javazon). Also, 50% physical damage reduction was added to all hell monsters. This severly gimped physical damage builds and you could no longer do the same kind damage with just uniques. Physical damage was sill possible but you needed astronomical amounts of investment into end-game runewords. Smiter was popular because it relied on deadly strike to quickly bring down bosses and still having enough physical dps (from grief runeword) to finish off bosses while having lifetap from dracul's for sustain. Last edited by hasatt0 on Jun 7, 2024, 8:46:35 AM
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The point is that people disproportionately choose melee builds over ranged. Even when melee isn't as good as ranged.
In PoE this is extreme. Nearly all melee builds are utterly useless. So PoE suffers for its design. All of these nerfs 3.15 onward were predicated on the idea that overrepresented builds needed extreme nerfs. For what purpose? Nothing other than getting the meta shuffled up. That was the point. Slowing the game down was the other point which I agree affected all builds but not equally. So you can see where the design started to turn on itself. It was no longer important to value what players wanted instead to hit some arbitrary goal that was pyrrhic. The right way to handle the slowing the game down would have been to equally hit all the supports. Instead we got +50% magic damage and spell suppression because casters didn't pose enough of a challenge with most of the melee supports heavily nerfed. Is the game in a better place than it was in 3.13? Objectively no. Still not as bad as it was two years ago. I'm not against slowing the game down. Just against the clubbing melee to death over some annoying inaccurate idealism that melee overrepresentation means melee OP. | |
" I hesitate to point this out because you appear to be dug in on your opinion and we won't get anywhere.....but you are "objectively" wrong. About melee and about the state of the game. "Is the game in a better place than it was in 3.13? Objectively no." I actually laughed out loud at that one. Please re-read this comment. It's just all wrong. Demonstrably and provably the exact opposite. Very much like your thoughts on melee disproportionality. You might subjectively feel like the game was better in 3.13 but it most certainly isn't OBJECTIVELY better by any metric you choose. Player count? Up since 3.13. Company money? Up since 3.13. Peak players? Up since 3.13. These are OBJECTIVE measures of the game. D2R....where in the world are you getting your data lol! I just literally googled and on pretty much every single list, sorceress and ranged/hammerdin are over-represented as the top classes both in popularity and in power. Barb whirlwind is on there which I already said is popular because it combines mobility with tradition (but its NEVER at the top), and Paladin smite is on there because uber tristram basically requires it. You are also wrong on PoE and the reasoning behind 3.14/3.15 nerfs. Again very easily and provably wrong based on GGG's own statements. The nerfs were an attempt to clamp down on GLOBAL power creep, hence the massive nerfs to ALL support gems and ALL potions. These particular actions had absolutely nothing to do with "messing with the meta". In fact, this was one of the few times in the entire history of the game where the major balance changes were directly NOT about meta shifting. Last edited by jsuslak313 on Jun 7, 2024, 9:46:58 AM
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