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    Thursday, November 21, 2019

    Diablo Focused Feedback: End Game Systems - Keyed Dungeons

    Diablo Focused Feedback: End Game Systems - Keyed Dungeons


    Focused Feedback: End Game Systems - Keyed Dungeons

    Posted: 21 Nov 2019 05:41 PM PST

    Welcome to the next installment of the Focused Feedback threads, featuring End Game Systems: Keyed Dungeons. We'll be covering a lot of different topics a few times a week in focused feedback threads. If you have any suggestions, please post them as a reply to the stickied mod comment.

    Overview

    An ARPG's end game systems define what a player will be doing after either completing the levelling experience and/or completing the main story of the game. Their purpose is to keep players chasing that one more thing, whether that's one more gear upgrade or completing one more objective. These systems take a variety of forms and offer different paths of furthering a character's progression.

    While there are a multitude of end game systems that can be discussed, this Focused Feedback thread will focus solely on Keyed Dungeons. There will be a different Focused Feedback thread aimed at other end game systems down the road.

    Keyed Dungeons

    Note: The following is purely from information released at Blizzcon and from a post made by David Kim and may not be representative of what appears in the final game.

    In Diablo IV, Keyed Dungeons are an evolution of Diablo 3's Rift system. They will offer a form of repeatable content that will take players to different areas across the game to complete an objective. Dungeon keys will likely be obtained as drops and, when used in the specified area, will upgrade a dungeon's difficulty as well as activate the affixes listed on the key. Here is an example that was shown at Blizzcon: Image.

    Dungeon keys will roll affixes that modify the player, the environment, the monsters, or any combination of the three. If you decide that you don't have the gear or build to handle that key, you can either hold onto it until later or salvage it for crafting materials. Keyed Dungeons are designed to give players the power to decide on exactly the type of content they engage in and the Diablo 4 team is planning on dropping a lot of them to give players many opportunities.

    Similar Systems in Other Games

    In Diablo 3, the Greater Rift system allows players to obtain keystones that open up a specific difficulty level of a randomized Rift, with higher levels denoting a higher level of difficulty. Players are tasked with defeating enough monsters to spawn a boss and then defeating that boss within a 15-minute window. Successfully completing a Greater Rift allows players to upgrade their Legendary gems, with the chance of success dependent on the level of rift completed and the current level of the Legendary gem.

    In World of Warcraft, Mythic+ Dungeons are opened using a key dropped by the final boss in a Mythic Dungeon. These keys have a level which denotes an increasing scalar on the difficulty of the dungeon. At specific key levels, the dungeons gain additional affixes, further adding to the complexity and difficulty. Dungeons must be completed in the specified time to receive a higher level key. As a reward, Mythic+ Dungeons drop higher iLvl loot, allowing for players to obtain more powerful gear that from normal Mythic dungeons.

    In Path of Exile, Maps start to drop toward the end of the campaign and allow players to travel to specially designed areas based on tilesets found throughout the game. They drop in Tiers, with Tier 1 being the introductory maps and Tier 16 maps each containing a boss that is killed to obtain keys to another boss. Each increase in Tier increases both the level of the monsters in the map as well as the iLvl of items that can drop. Maps can roll a multitude of affixes, including but not limited to increased monster critical strike chance, players afflicted with curses, and additional monsters spawns upon monster deaths.

    Guided Questions

    Please feel free to answer as many of these as you want or just use them as a guide.

    1. Do you like the idea of Keyed Dungeons?
    2. What changes would you make to them in their current form?
    3. Where should dungeon keys drop from?
    4. What inspiration from other games would you like Keyed Dungeons to adopt?
    5. Should Keyed Dungeons roll affixes in such a way that make the dungeon extremely challenging or impossible, forcing a salvage of the key due to build or gear limitations?
    6. Should really fucking rare items be obtainable only in the highest levels of Keyed Dungeons?
    7. Should dungeon keys have a crafting system?
    8. Should there be a guaranteed drop at the end of a keyed dungeon, in the form of crafting materials, or something else?
    9. What sort of affixes can you come up with that dungeon keys could roll?

    Strawpoll

    Strawpoll question: Where should dungeon keys drop from?


    Previous Focused Feedback threads:

    submitted by /u/menagese
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    S19 Barb Cheatsheet

    Posted: 21 Nov 2019 08:58 AM PST

    S19 Necromancer Cheatsheet

    Posted: 21 Nov 2019 12:00 PM PST

    Diablo II Ladder Reset Coming December 6

    Posted: 21 Nov 2019 03:06 PM PST

    If D4 is going to include "transformations", then I would ask for a meaningful visual distinction between those HEAVILY invested in said transformation

    Posted: 21 Nov 2019 11:04 AM PST

    One of the things I honestly kind of despise about Diablo 3, is that almost every class has some kind of "transformation". Sure, they're the big, powerful buffs while they last, but in many cases, you can build around having 100% uptime (or very close to it).

    This means that, no matter how dope my Crusader might look, he is ultimately going to look exactly the same as every other Crusader. Same applies to almost every class (WD and Monk are the only ones I don't recall having such transformations).

    One immediate concern I have is the Druid. I LOVE the look of mechanically shifting between forms! But I would also like to see some distinction in the visuals of those forms, based on whether you are heavily invested in certain forms or not.

    For example, the Werebear form. Obviously, it turns you into a big, brown bear. What if you made it so that, if you invest so many points into Werebear (or even just equip certain Legendaries), it suddenly has glowing runes adorning its fur? Or for Werewolf, it becomes jet-black and has fire erupting from its eyes, maybe even breathing fire out its nostrils?

    Asking for full-on transmogging while in those forms would obviously be a bit much. However, having some visual distinction would be really, really cool. So while my caster-Druid buddy might also occasionally slip into Werebear form, my own Druid who specializes in Werebear would look a little more fearsome than his own.

    submitted by /u/Jcorb
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    I made Lilith out of bricks

    Posted: 21 Nov 2019 06:14 AM PST

    I was making this (semi-)brickhead of Lilith for a small contest and thought I'd share it with ppl that actually care about diablo ^^

    It can certainly be improved, but due to my limited time and bricks/parts, this is all I could come up with.

    https://imgur.com/a/PUQcsfP

    submitted by /u/leckerkaese
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    After starting D2 again...

    Posted: 21 Nov 2019 10:28 AM PST

    I realized something else about the itemization. You're not guaranteed to even get high level gear to drop. You can still get level 10 gear from the most Uber boss in the game. Which makes guarantees of getting green up arrows even less as you progress.

    The fun part about leveling up in Diablo is breaking each wall. Normal. Get stuck on Baal. Get lucky and find a Pul tune to trade. All of the sudden you can do nightmare. Party with people and help them through while getting do together. Another reason trade is so important.

    This topic is beat to death but just wanted to share what I noticed about D2 after returning. I'm having so much fun just grinding for gear and it's different than bounties. Bounties were so terrible and I'm not sure why killing cows for 10 games is a row is more exciting than 1 full bounty game in D3.

    submitted by /u/Gunswetta
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    S19 Build Guides Compendium 2.6.7a

    Posted: 21 Nov 2019 02:09 PM PST

    Hey guys

    Here is my usual Build Guides Compendium For Season 19.

    This Time Round Ive Added Builds For Barbarian , Crusader, Monk, Wizard, Necromancer And ofc WitchDoctor , i Will Add More Builds To The Post Over The Course Of The Season :)

    Link = https://www.patreon.com/posts/31751940

    All Videos Has Diablo Fans Build Guides In The Video Description For Best Rolls On Gear / Skills Etc.

    All Content Is Always 100% Free, Enjoy And Have a Fantastic Season 19!

    Tony x

    submitted by /u/Bigdaddyden76
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    About how fast can someone lvl from 1-70 solo? How about in a group?

    Posted: 21 Nov 2019 07:44 PM PST

    I'm gonna use this thing here:

    https://i.redd.it/7lqvlgg3l2041.jpg

    https://www.reddit.com/r/Diablo/comments/dzm77w/s19_barb_cheatsheet/

    But I am just curious about how long it takes to go from 1-70 solo and in groups. For groups we do the same thing in the cheat sheet?

    submitted by /u/Tuvok-
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    I'm creating Hellforge, a Diablo 4 build planner that will let you play your builds in real-time

    Posted: 21 Nov 2019 09:40 PM PST

    Zero-To-Hero S18 Guide still applies to s19!

    Posted: 21 Nov 2019 04:30 AM PST

    Hello my fellow Monks, Wizards, Witch Doctors, Barbarians (guess I'm committed now) Necromancers, Demon Hunters and Crusaders. I've received a lot of private messages asking if there is coming a guide for s19. The answer, unfortunately, is no. The reason being that I'm not going to be playing season 19 myself due to work and lack of time -same old same old- and as such I haven't done any testing on the PTR or involved myself in the meta at all.

    However, I just wanted to let everyone know that the 1-70 leveling part of the s18 guide remains completely unchanged for season 19 as no changes have been made in this. The meta has changed drastically, but the leveling process remains.

    Season 18 Guide:

    https://www.reddit.com/r/Diablo/comments/csju6k/season_18_zero_to_hero_guide/

    Good luck and have fun!

    submitted by /u/Rattlez
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    Diablo 3/4 End-game Idea: Survival

    Posted: 21 Nov 2019 01:56 PM PST

    Here's what I think D3 or D4 survival could look like:

    Why isn't there an additional adventure mode that lets us play 4 man survival on a clock? Make it so there is literally no way to "win", i.e. whoever lives longest sits atop the leaderboards. Make the mobs get progressively stronger with loot awarded in waves. Make the waves varied and interesting with different challenges and bosses. Utilize the revive system in D3 to save your friends and don't allow self revive in multiplayer. Have a revive-life pool for your party or solo (5 max or something). You could use a copy of the wardrobe that would allow people to switch between configs between rounds (again on a timer). You could lock all inventory changes to the wardrobe presets. Multiple modes, one with randomized waves of mobs and the other a fixed rotation, separate leaderboards for each. You'd want the difficulty to scale so that surviving longer than 15 minutes was impossible. I'd also love to see a paragon cap of 1000 on this game mode. Loot rewards scale with the number of waves you survive. Leaderboards clear at the end of each season. The current seasonal theme would even work!

    Eventually, if the mode was popular you could add an option like the old Warcraft 3 mod "Enfos Team Survival" where your group of 4 plays against another group of 4 indirectly. You 'attack' each other by clearing waves faster which causes the strength/number of mobs attacking the other team to increase. A LOT of people loved Enfos but it was overshadowed by DOTA.

    Imagine you and 3 friends fighting through waves and theory crafting the best survival method. That sounds like a fun alternative to rift fishing and grinding paragon doesn't it?

    I'm sure this idea has been presented before but I really do think it could be fun. Games like Pagan Online, Borderlands, Hades, and numerous others have done something similar. I frequently think about how many cool build options there are in D3 and then lament the lack of ways to utilize them. Personally, I desperately want a range of different end-game options in D4 because rift fishing just isn't my thing.

    submitted by /u/Pastuch
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    What should Crusader's gamble for their blood shards?

    Posted: 21 Nov 2019 11:04 AM PST

    Looking for advice on what to spend the CR blood shards on. Bracers, Crusader Shield, and 1-H mace all buff Blessed Hammers so they don't seem too useful for leveling. Base shield boosts sweep attack damage, so I am thinking that would provided the most value for leveling. Thoughts?

    submitted by /u/TallWhiteandNerdy
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    Amazon in Diablo IV?

    Posted: 21 Nov 2019 06:33 AM PST

    I, for one, think it might happen. The return of the druid has me so hopeful that there will be more than just one class from Diablo II coming. I would really prefer the return of the Amazon above all other classes. Gender problem you say? Easily fixable by changing the class theme to something else in Diablo lore that would fit with the skills the Amazon uses. I miss javelin and spear skills so much. The Demon Hunter class was so disappointing. Diablo III's classes were so limited. They forced Demon Hunters to be ranged only, but they ended up allowing Barbarians to keep throw weapon (although not viable by any means)? I don't see why they wouldn't involve the Amazon class. It was widely popular in Diablo II. The lightning javazon was one of the most used builds in the game. LEMME THROW MY LIGHTNING BOLTS AGAIN BUT WITH COOLER GRAPHICS PLEAASSEEEE.

    What do you guys think? Do you think they will find a way to include the Amazon class? Or do you think it will be another Diablo II class they will bring back? Or do you think the Druid will be the only one they bring back?

    (I'm not mentioning classes like Barbarian, because they've already brought them back in Diablo III, so it's not very surprising to see it as a recurring class.)

    submitted by /u/LittleTovo
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    Replaying D2 with PlugY. Lister the Tormentor is unbeatable. Bug?

    Posted: 21 Nov 2019 05:48 PM PST

    I've picked up D2 again, playing 1.13d with PlugY. Lister the Tormentor and his minions (the final Baal wave) are unbeatable. They become immune to all damage after a few seconds, and then their HP refills to full. I tried restarting my client, but still having this issue.

    I've never seen this bug before. Are there any fixes or workarounds? Thanks.

    submitted by /u/TWJedi
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    Lilith statue is no longer limited quantity?

    Posted: 21 Nov 2019 09:28 PM PST

    Checked the store today and the limited quantity tag was gone, so is it no longer limited edition? Ngl this was a big selling factor for me, because it'd make it worth more in the future, so I'm just curious if this is normal or whats up?

    submitted by /u/Noxavian
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    what is the hour of starting of saison 19 in diablo III ?

    Posted: 21 Nov 2019 09:21 PM PST

    questionning about which hours saison 19 start.. we are on 22 on quebec, canada (eastern time)

    submitted by /u/gustafio86
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    [D4] Only because D2 did attributes wrong, doesn't means that is impossible to do it right

    Posted: 21 Nov 2019 09:02 PM PST

    Only because attributes was badly implemented on D2 and except if you wanna to a energ shield sorc or max block, you will have min STR and dumb everything into VIT, doesn't means that other games din't implemented attributes right.

    Did you know? Diablo HAD a adaptation to D&D 3 ruleset and you can see a stream. I don't need to say that attributes on 3/3.5e works much better than on Diablo. Dex for example can be a necessity for ranged touch attacks even among casters and useless for those who doesn't use touch attacks. Even a int/cha based caster would benefit from WIS since it raises saves vs mind affecting spells. I can name tons of games who did attributes right. Rhykker has a stream playing the game from 2014. As you can see, all attributes are useful.

    Diablo 2 Dungeons & Dragons Interactive Livestream Game

    Due the non OGL nature of the ruleset, i can't detail much, but there are huge differences. Mana instead of casts for rest, is for eg, a huge difference.

    KEEP IT SIMPLE - 3 ATTRIBUTE SUGGESTION

    Since i realize that Blizzard has the "grandma test" that David Brevik mentioned on GdC and by it, Diablo should be very accessible, why not maintain only 3 attributes. Picking D&D for eg, why not FUSE STR and CON into a single attribute? INT and WIS in another? Get rid of CHA since all casters on Diablo are more "int orientated" thematically and make DEX more important?

    That way, we have 3 attributes. And more important DIMINISHING RETURNS, so imagine that you start the game with 16 INT and spended 4 points into it, now you have 20. Leveling to 21 int, it would take 2x more points. To 30, 3x points per point gain. And magical/rare gear who increases your attributes should also be subjected to diminishing returns and the effect should't stack. Additionally, certain spell effects like dispel, disjunktion, etc should "cancel" your gear bonuses(even if temporary).

    The 3 attributes.

    • STR Strenght
    • DEX Dexterity
    • INT Intelligence.

    STR should :

    • Buff melee attack damage (even for shapeshift melee attacks)
    • Gives +X% chance to pierce enemy armor
    • Gives a tiny health bonus
    • Resistance to Fire and Cold
    • Crushing blow chance
    • Reduced some CC duration on the player
    • Be a requirement to use the most powerful warbows and two handed weapons

    DEX Should :

    • Gives +projectile speed (include magical projectiles)
    • Projectile damage(same as above)
    • Rate of fire with bows and mostly with crossbows
    • Evasion chance
    • Critical hit chance
    • Lighning resistance
    • Be a requirement to certain weapons like a rapier for eg

    INT should :

    • Buff magical damage
    • Reduce mana cost
    • Gives raw magical energy resist
    • Be a requirement of the most complex spells
    • Chance to resist enemy CC
    • %Damage goes to mana after a minimum amount of INT.
    submitted by /u/L0rdV1ct0r
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    We could remaster Diablo 2 ourselves

    Posted: 21 Nov 2019 08:37 AM PST

    Diablo IV Lead Systems Designer Confirms Elective Mode-style Skill Selection; Talks Itemization, Endgame Progression, Keyed Dungeons & More

    Posted: 21 Nov 2019 08:24 PM PST

    Fun diablo fanfic

    Posted: 21 Nov 2019 08:04 PM PST

    Just post your personal headcanon!

    submitted by /u/Screwbreaker
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    Leveling should be finite

    Posted: 21 Nov 2019 07:43 PM PST

    I personally hate the infinite level as the paragorn level, this give no sense of accomplishment.

    And for a multiplayer games (as diablo 4 will be), when you see HL dude walking around max level with their shiny armor, you want to be like them, even if it's hard to get to level 99 (for example!) but you know that with time you can get there.

    But if you see guys with level 1500 paragorn, you will think, fuck that I don't have the time to get there, or you will need F*** bot, and this is how the fun leave...

    And being max level should not be the endgame. Endgame should be about loot, and rare stuff to get. So blizzard please make a finite leveling sytem!

    submitted by /u/fourmi
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    Regarding Runes/Runewords

    Posted: 21 Nov 2019 03:52 AM PST

    Something I have been thinking about regarding Runes and runewords is the importance of individuality from the runes.

    As they are right now in D4, its not possible to - for example - socket 3 of the same rune into a body armor for an increased effect of what that specific rune does.

    In diablo 2 you would see items being socketed with a ist, um, jah, ber etc. to try to maximise either mf, resistances, life or damage reduction.

    If the runes doesnt do anything by themselves then a runeword is just a glorified split version of a bad rune/jewel mod.

    You have to be able to do that, but also as important, you have to be able to fail and explore the rune system beyond what is given to you by the 2-part runewords thats currently implemented.

    Sorry if i fail to make sense, im writing this from my Phone.

    submitted by /u/KidDojo
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    Final thoughts on S19 speed meta?

    Posted: 21 Nov 2019 01:35 PM PST

    I have seen a number of posts over the last few weeks and different build combinations, but so far without a clear winner (which might be good for a change).

    What are your final thoughts on the S19 speed meta?

    • 2 Rend WW, 2 support (bit slow on bosses)
    • 2 Rend WW, 1 BK, 1 support
    • 1 Rend WW, 1 BK, 2 support
    • 2 Crusader, 2 support, with sightly higher but slower rifts
    • back to ratruns/LoD mages
    • something else?
    submitted by /u/Phnyx
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