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    Thursday, December 17, 2020

    Diablo Ready to face Diablo!!

    Diablo Ready to face Diablo!!


    Ready to face Diablo!!

    Posted: 17 Dec 2020 03:07 PM PST

    Diablo Immortal | Alpha Developer Update

    Posted: 17 Dec 2020 03:19 PM PST

    Item Feedback: Linear scaling is a huge mistake.

    Posted: 17 Dec 2020 06:59 AM PST

    Linear scaling: Attack/Defense on every item means that, as you level, affixes will be overshadowed by these raw stats. Evaluating items as you level will be pointless, as nothing you find will have any value outside of the leveling process.

    For example:

    • Item A: Rare level 20 Weapon, 1300 Attack, 5 affixes.
    • Item B: Blue level 25 Weapon, 1700 Attack, no affixes.

    It likely doesn't matter what those affixes are on weapon A, because weapon B will almost always outperform weapon A due to the "Attack" difference. This is no different than Diablo 3.

    Example 2:

    • Item A: Legendary level 40 Weapon, 3700 Attack, 5 affixes.
    • Item B: Blue level 40 Weapon, 4500 Attack, no affixes.

    Again, it likely won't matter what your affixes are. Also, Crit Chance and Crit Damage are once again stats on items, meaning the best way to deal the most damage is to stack your raw Attack power and multiply it by your Crit Chance and Crit Damage, followed by raw X% modifiers on your gear. This will typically be your priority for itemization--same as Diablo 3.

    "But, but, you don't know what kind of affixes they're going to add."

    It doesn't matter. It's pretty easy to surmise using the items and affixes they've given as examples that base raw stats like Attack with Crit Chance and Crit Damage will outperform a hodgepodge of affixes.

    The only way to solve this, is to go for a NON-LINEAR form of itemization, meaning that you have to evaluate items based on their Affixes alone, and not some base value like Attack or Defense. Let rarity determine an item's usefulness, both in the possible combination of affixes, and the chance for the item to drop--not the level it was dropped at.

    In Diablo 2, it was possible to find a Stone of Jordan or Tal Rasha's Adjudication in Normal and Nightmare difficulty; these were end-game level items, but also exceedingly rare. They weren't the exception though. You could also find a lot of other items, such as Bloodfist, Chance Guards, Nagelrings, etc. that were viable on end-game builds. So every time you rolled a new character, the leveling didn't feel completely pointless. Yes, people would still rush through the game, but even if you didn't, there was always a chance you could find something along the way, so your journey didn't feel completely meaningless. I don't understand why levels even exist in Diablo 3, and I don't see why there will be a need for them in Diablo 4 if they implement scaling in the way it appears they intend to.

    I'd also like to point to ProfessorNox's input on the Attack stat as it pertains to jewelry. I think it's also pertinent here: https://www.reddit.com/r/Diablo/comments/kehqy0/why_blizzard_why/gg4jmiu?utm_source=share&utm_medium=web2x&context=3

    submitted by /u/lightshelter
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    Lore, Fantasy, and Immersion

    Posted: 17 Dec 2020 04:15 PM PST

    Hey everyone, I just wanted to add my thoughts to the discussion around the D4 Q4 update. I think one thing the community needs to do to have more effective discourse with devs is to use the language they use.

    The devs have stated multiple times they want to go back to the actual fantasy of the game and how their design philosophy revolves around that immersion. I think this is the right idea, but they seem to be only doing it half-way.

    Items and Damage

    They added implicit affixes to items which I agree with. I think I only saw this change on weapons and shields but would be nice to have implicits on armor pieces and jewelry as well. I think this further reinforces the idea of fantasy and lore, while adding identity to items.

    My main criticism of the devs regarding this design philosophy is D4 devs are not committing to their own philosophy. If we are sticking to the fantasy of Diablo, weapons such as axes and swords should offer weapon damage and only affect physical skills. While weapons such as wands and staves should offer spell damage and only scale with magical spells. Ranged weapons when added should add damage only to ranged skills. I think using this as a starting point then allows for more customization when it comes to unique items, skills, and passives.

    The problem D3 had in my opinion is that they tried to fix the lack of scaling for spells from D2 by adding a blanket fix of all weapons scale with all damage. It works on paper but lacks impact and feel in practice.

    But this leaves so much room now for how uniques could affect the game. Bows with spell damage, wand projectiles that could be used as ranged, staves with heavy physical damage, etc...

    I know this is a pretty big change in terms of design but I think the game will benefit from it.

    Inventory Tetris

    Again I think often, the community reacts pretty emotionally with this idea and I wonder if the devs dismiss it as D2 nostalgia.

    I know this topic is a bit more polarizing but from looking at the screenshots of the game in the update, I'm a bit disappointed. Having potions and scrolls be the same size (icons being even bigger) than my items seems a bit off. Now I'm not calling for full on Tetris like Diablo but maybe adding a bit of variance in the size of items would be nice. Any immersion that would be found in the game would instantly be lost when I open my inventory and my eyes being drawn to gigantic scrolls and potions and tiny legendary weapons.

    I'm sure they'll address the scroll and potion thing sometime in the future but I do agree with as little D2 bias as possible, that inventory Tetris adds to the immersion of the game.

    Skills and Stats

    I actually think they addressed lore and fantasy really well with how they are adding stats and their relationship with skills. It makes sense as your strength and dexterity increases, your whirlwind skill will also increase in some way.

    Perhaps adding in unlocks for every stat for every skill could add the impactful variance that people are looking for. This does sound like a balancing nightmare but wouldn't it be cool to run a Willpower, Intelligence Barb or a Strength, Dex Sorceress.

    Devs Are Human Too

    As I close my rambling thoughts, I'm sure a lot of the things are being addressed behind the scenes and they aren't ready to reveal some of the things that the community wants addressed. I commend the devs for having this much transparency and listening as much as they have. I think we forget as a community these developers are creating something that they call their own. It is a piece of art that they are making for us to enjoy. We wouldn't go to our favorite artists and ask to be a part of the writing process on a song, not to say they aren't open to criticism, but you have to imagine the amount of pride they have in this. The amount of humility it takes to scrap their original ideas for us has to hurt. I just hope that we can approach these discussions and reactions to the updates with a bit of humanity for the devs.

    Thanks for letting me think out loud and reading this far.

    Peace y'all.

    submitted by /u/kick_puncher2
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    Looks like Diablo Immortal is starting beta testing?

    Posted: 17 Dec 2020 03:10 PM PST

    The flames of Hell burn brighter. 🔥

    A chosen few are beginning their journey.

    https://www.facebook.com/DiabloImmortal/

    Quick edit: looks like an alpha has gone out to certain streamers

    https://youtu.be/JXMH0nkps-0

    submitted by /u/sleepy502
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    [Technical Alpha] Preliminary look at the monetization model for Diablo Immortal

    Posted: 17 Dec 2020 08:53 PM PST

    Two years ago, I've shared this post showing Netease and Blizzard during a meeting and discussing the what appeared to be the monetization model for Diablo Immortal. The picture was uploaded to Netease's website for a brief amount of time, which was quickly removed due to (presumably) Chinese fans' backlash. The post was also featured and discussed on Yong Yea's video.

    Today I would like to discuss the monetization of Diablo Immortal for Technical Alpha. All information was taken from Blizzard's own website, the post named "OUR FREE TO PLAY APPROACH AND VALUES" which can be seen here, and I suggest you give it a read.

    Disclaimer: Below is a mix of facts and some healthy speculation. Anything that is a speculation will be written with italics. As of now, we do not know the $ value of any given item. You can find my opinions and baseless assumptions for cost in the comments.

    Let us begin with the available currency items in Diablo Immortal.

    Currency Where to get Where to spend
    Gold Loot Upgrading items, purchasing random gear from NPC
    Platinum Real Money, Selling items on the Market Materials and legendary gems on the market, crafting Charms
    Eternal Orbs Real Money Battle Pass, Specialized Reforged Stones, Crests, cosmetics

    Below are the items that can be bought directly with money.

    Item Where to get What for Note
    Crest Eternal Orbs, "Earned" (gameplay/daily or weekly quests/free battle pass track) Enhances Elder Rifts to guarantee Rune and Legendary Gem drops. Gives Rift Points to party members (To buy Legendary Gems) Earned or purchased. Useful for the whole party. Rift Points being awarded to whole party could mean that parties will favor people who use Crests for their rifts over those that don't.
    Specialized Reforge Stones (SRS) Eternal Orbs Reforge a specific property on legendary items Legendary items can be upgraded to rank 20, and get new random bonuses at ranks 6/11/16. Regular Reforge Stones (found as drops) give random results. Using SRS either guarantees a given bonus, or narrows down the choices (attack bonus only/crit bonus only/etc). If the majority of available bonuses are less desired, this will drive people into buying Specialized Reforge Stones.
    Charm Platinum, other ingame activities 5 random skill bonuses, can only equip one
    Runes Elder Rifts (Guaranteed with Crests, chance to drop without) Crafting Legendary gems and items
    Legendary Gems Elder Rifts (Guaranteed with Crests, chance to drop without), Platinum, Crafting via runes+recipe Additional powers Can be upgraded by combining identical gems, increasing power. Needs more for higher ranks.
    Battle Pass Eternal Orbs "Bonuses" XP bonus on paid track would immediately give someone an edge, as Paragon levels improve your survivability/item&gold find/defense/pvp power.

    If I've missed anything let me know and I'll add it to the list.

    submitted by /u/Ikeda_kouji
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    I love Kadala , for now lol

    Posted: 17 Dec 2020 05:54 AM PST

    It must Be Christmas , kadala actually gave me something i needed!

    https://youtu.be/wo6pgLi8oBA

    Gonna aug that bad boy and push into the top10 wd soon!

    ho ho ho! :D

    submitted by /u/Bigdaddyden76
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    I've had a few primals in my life as a filthy casual, but I'm not sure I deserve this....

    Posted: 17 Dec 2020 06:22 PM PST

    Question about chronological order/time frames in D1

    Posted: 17 Dec 2020 04:13 PM PST

    What is the time frame / chronological order for Lazarus kidnapping Albrecht, Lazarus bringing the townsfolk into the cathedral to be slaughtered by the Butcher, Leoric's knights coming back from West March, and Leroic becoming the Skeleton king

    submitted by /u/yaka6690
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    Itemization in Diablo Immortal

    Posted: 17 Dec 2020 04:04 PM PST

    Diablo IV Q4 - feedback

    Posted: 17 Dec 2020 06:52 PM PST

    Nice update Blizz!

    First off, well done to the Diablo IV team they are clearly taking onboard feedback and listening to the community. Very refreshing to see from Blizzard!

    Angelic Powers to Stat points

    • Great change, while simple Int, Str, Dex and WP are more fitting on human characters.
    • Linking stats to skills within the talent tree challenges players not to simply stack a characters primary stat all the time.

    Potential issue: If stats are 'too easy' to come by then reaching thresholds for specific talents and builds is effectively trivialized. The trade-off has to be there to ensure scarcity of resources and therefore a meaningful decision for the player.

    No Vitality stat point for character progression

    • Excellent decision, as it quickly becomes the easy default for stat allocation

    Item rarity and affixes

    • General direction is good; you are listening!
    • Each rarity has a clear purpose even if that might not yet have been fully achieved

    Potential issues:

    • Legendary affixes are clearly way more powerful than a standard affix. This brings into question the relevance of Rare items in the medium to long run. IMO Rare items should always roll one more affix than a legendary to allow perfect roles to always be relevant. Also, with legendary affixes taking up two slots it gives justification for their power.
    • Some legendary affixes feel very 'niche' to the point they would make better sense as unique items. Legendary affixes should feel special but not so niche they pigeon hole the item into very specific class builds. This is especially relevant given they are now randomly rolled.

    Crit chance (damage trifecta)

    • This scares me personally, its a quick way to destroy itemization and its very prevalent on your example items.

    Suggestion:

    • Limit Crit modifiers to stat point allocation and/or talent tree skills where they can be controlled within each class.

    Unique item/weapon stats

    • I like this a lot! Making each weapon feel special and each item you equip have a clear purpose relative to the type of equipment it represents. i.e. boots naturally giving movement speed type affixes unable to roll on other item pieces.
    • Same with weapons; axes, swords, shields and wands etc have something unique about the weapon type feels thematic and adds another dimension to decision making.

    Attack & Defense

    • Still concerning.....need more information.

    Issue:

    • Basically, will a level 49 item naturally have weaker attack/defense than a level 50 one? If so, each level basically invalidates the one prior. Nothing worse than knowing levels 1-49 are basically a waste of time and upon reaching level 50 you vendor every item you have spent hours/days/weeks collecting.
    • Being an RPG the journey should be in focus and that means the ability to find items along the way you might actually carry with you well into the end game. There are a few ways to achieve this but its certainly not making each level your character progresses naturally make every item you then find better by default.
      • Options:
    1. Allow end game items to drop before max level i.e 35/50.
    2. During the 'story' and leveling journey provide moments where you can craft a specific end game item or there is a chance they can drop from bosses (even if they are not the absolute BiS).
    3. Dampen the power curve so the jump between items (outside low levels) isn't so extreme they become irrelevant.

    Overall,

    Great job!

    In your next update, I would love to better understand how attack/defense is going to work as item levels progress. Also, how you intend to make leveling and an enjoyable RPG experience that naturally builds into the end game, rather than simply something to be rushed through like an MMO to get to max level. Diablo 3 absolutely failed in this department!

    submitted by /u/Gibsx
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    Chicken doctor it is.

    Posted: 17 Dec 2020 08:44 PM PST

    Diablo Immortal will not have auto-play.

    Posted: 17 Dec 2020 10:19 PM PST

    Diablo Immortal has released in Google Play Australia!

    Posted: 17 Dec 2020 04:17 PM PST

    Title.

    Play store download is roughly 85mb and actual download is around 3.3Gb

    submitted by /u/manuelgcg
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    Some random thoughts after reading the December update

    Posted: 17 Dec 2020 05:17 AM PST

    On stats: I think the intention is good, but ultimately most players will still allocate them based on "enough xx to unlock yy nodes, rest into main DPS stat". One way to make it more interesting is to let the skills scale with the stats somehow, like more strength makes the Druid bear skills stronger, while Dex improves the Wolf skills.

    On weapons: fast weapons/attacks should have high DPS, but slow weapons/attacks should have high Damage per hit and lower DPS. Damage mitigation can then be grouped into 2 types: % damage reduction (resists) and flat damage reduction (armor). % based will be good against slow weapons, while flat based will be good against fast weapons. It will then be good to have different types of attacks against armored or unarmored enemies. Or even bring a weapon that ignores armor.

    On item quality: good call back to the D2 days. Giving magic items the highest possible range helps the early game and some late game min maxing. A casual player can easily follow the tiers, while a pro making a weird build can opt to mix in some magic items. 10/10.

    Legendary affixes: not too sure how skill specific they will be. If it's like D3, then it's back to the same problem again and everyone will play LoD/LoN style, this time stacking all the same legendary affix or stacking affixes for the same skill. Hopefully it's generic enough, and can work across classes and builds. Players can then mix them up to find some synergies. I liked how the D2 items never defined your character. You have multiple options at each gear slot and your build is still generally viable with some wrinkles.

    Uniques: Feels like D3 legendaries all over again. Meh.

    Skill tree: i felt that D3 had a good base already. Every skill has a base effect, which i spend 1 point to unlock. Then i can spend additional points to work on each of the 5 side effects. More points, the better the side effects. I can distribute evenly among all 5, or focus on just one. The main tree is for unlocking the base skills, while the branches or leaves are for increasing the side effects. Let the items just give more points into the side effects, rather than augmenting the skill itself like a 6th rune.

    Respec: love the idea of making the respec harder as you level. But generally i feel that players will make new characters simply because there are fun builds to play, and that the process of levelling with the build is fun. In D3, this does not happen, since the builds only come online with sets. With D2, the builds come online from level 1. Teeth necro? 1 point in teeth and there you have it. So put the power in skills and not gear, and players will remake characters all day.

    That's all. Thanks for reading.

    submitted by /u/Changosu
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    The Near Deth Experience Podcast: Episode 10 - Diablo IV Quarterly

    Posted: 17 Dec 2020 08:13 PM PST

    WoW-ish enchanting in D4?

    Posted: 17 Dec 2020 05:07 PM PST

    How would you feel about enchanting working more like wow? stat bonuses on gear, maybe proc effects on weapons. Rare / boss drop recipes. Choosing to either disenchant or salvage your items. Something like that.

    Maybe alchemy too, but no potions with stats. I dont think borrowed power would feel good in this game. Could be something like potion of luck (mobs have a chance to drop a bag of extra loot, 1hr duration. Could also contain some items unique to the potion bag). The recipe could require something really rare you dont run around with all the time and so that you would try to make the most of it

    submitted by /u/DogterSmok
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    Beginner question regarding transmog

    Posted: 17 Dec 2020 01:29 AM PST

    I can't find any beginner thread, so I had to create a new post. May I know for transmog, do I need to keep the original item in order to use transmog in the future or it's register into my inventory once I had pick up the item?

    Question from a ns user.

    submitted by /u/lemonhihi
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    CPU Reqs D4

    Posted: 17 Dec 2020 01:28 PM PST

    Getting excited this is finally happening. Planning on gifting myself a new laptop for the Holidays this year and was looking for the best bargain to achieve the ability to play D4, likely the only game I'll play on the computer, while also achieving some minimum specs for my professional/personal hobbies.

    I'm looking at either the Dell G3 15 or the Dell G5 15.

    CPU: Either I-5 10th gen / I-7 10th gen or Ryzen 5/7

    Honestly I know I should pony up for the Ryzen but I feel like the I-5 on this machine should do the trick for D4 and my big data work.

    Hard Drive: 512 GB NVMe SSD RAM: 16 GB GPU: NVIDIA GEForce GTX 1660 Ti 6GB GDDR6

    According to the website, the reviews are decent across the board with some issues on the screen coloring (fine - worth the sacrifice and monitors fox this problem) pretty much every game can run at 1440p at 70+ FPS and Metro Exodus (apparently the barometer for intense use) runs at 70+ at 1080p.

    My career is in analytics so I'm not that saavy with technical jargon hardware but would appreciate high level advice

    submitted by /u/Partially_Credible
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    Weekly Thursday Help Desk, Ask your newbie questions here - December 17, 2020

    Posted: 17 Dec 2020 06:00 AM PST

    Welcome to this week's installment of Thursday Help Desk.

    This is a weekly thread for any quick/newbie/unsure questions you may have. No matter how dumb you may think the question is, now is your chance to have them answered! If you need help with your gear and build, post to the weekly Gear thread instead!

    Check the Commonly Asked Questions page first before posting!

    If you're not here to ask or answer questions, then this place is not for you. The mods will be resilient in removing posts and possibly even bans. Meta feedback about the weekly post is fine. Helpful people will be strongly considered for an ID scroll after a review of posting history.

    Sort by new to answer the latest questions. Older questions most likely already have answers.

    If you have any feedback for this specific weekly thread, just post it here or message the mods.

    submitted by /u/AutoModerator
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    RG refused to be attack or be attacked.

    Posted: 17 Dec 2020 10:21 AM PST

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