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    Saturday, December 19, 2020

    Diablo RIP first HC Seasonal Character :(

    Diablo RIP first HC Seasonal Character :(


    RIP first HC Seasonal Character :(

    Posted: 19 Dec 2020 02:53 PM PST

    [Noxious] Diablo 4 Itemization Design Discussion #3 | Developer Quarterly Update | Feedback

    Posted: 19 Dec 2020 03:22 AM PST

    Playing Diablo Immortal Alpha

    Posted: 19 Dec 2020 01:20 PM PST

    Hey folks, I'm an Aussie who has been playing Diablo Immortal Alpha. Happy to answer any questions you may have as best as i can.

    But I'll say that my initial impressions are good, this still feels very much like a Diablo and I'm quite enjoying it.

    submitted by /u/11pts
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    This whole season I've been chasing this Hand Crossbow and I haven't got it once not ever a simple legendary so I gave up and started doing the Boss Mode conquest and this drops .

    Posted: 19 Dec 2020 05:07 PM PST

    RIP first HC Seasonal Character :(

    Posted: 19 Dec 2020 02:57 PM PST

    RIP

    I got careless and went in against T16 Malthael for a bounty without Aquila damage reduction. During second loading screen, my Thunderstorm didn't proc Karini and he 1-shot me!

    submitted by /u/sjafi
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    If Diablo Immortal is set between D2 and D3, I think it would be logical and cool if there was a Diablo 2 exclusive class in it

    Posted: 19 Dec 2020 04:07 PM PST

    Classes like Amazon, Druid, paladin even maybe necro

    submitted by /u/Legion_Of_Truth
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    BlueTracker | Compilation of Blizzard's comments of the week

    Posted: 19 Dec 2020 12:00 PM PST

    Follow us on r/blue_tracker and @blue_tracker


    You will find all comments below

    submitted by /u/blue_trackerbot
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    Is it interesting enough to have some really rare and really powerful monsters with exclusive drops?

    Posted: 19 Dec 2020 10:32 AM PST

    I was thinking of something similar to MVPs from Ragnarok Online (which, by the way, I still think has one of the best stats system ever). I'm not talking about map restriction of each monster (D4 intends to be open world) or the fixed respawn time (which sucks and led to camping), but whenever I encountered an MVP while casually roaming/leveling up/farming it was always an incredible (and scary) experience seeing a such rare and powerful monster right next to you. And they had incredible drops (mainly cards, but also equipments), which engouraged risking your life and dedicate time to try to defeat the creature.

    I don't know, it just ocurred to me that I liked that experience and I thought maybe game developers in 2020 can draw some inspiration from it?

    P.s.: please get rid of the attack/defense thing. :D

    submitted by /u/wcbrandao
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    Diablo 3 is incredible with one simple trick!!!

    Posted: 19 Dec 2020 09:47 AM PST

    Hi diablo community, recently with immortals alpha, d4s update and project d2s release i felt the need to share my experience and suggestion to make diablo 3 the best of them all in my opinion.

    the answer is simply: legacy of dreams and change of approach. mind you that my enjoyment is mostly molded by d2 and to a lesser degree by d1.

    i suggest the following and explain why afterwards: 1. take an established character of yours and level the LoD gem as much as possible. 2. create a new character 3. give him/her the gem (will be unusable at the beginning until you find a socketed ring/amulet) 4. start with the highest possible difficulty 5. from now on, so basically right away from lvl 1, ignore all and each sets you have/find, except to keep then in the shared stash for other characters 6. ignore ALL GUIDES! 7. set a goal for yourself to reach, mine is to accomplish GR100 with that char

    d3s set-system is amazing, but it defers greatly from my enjoyment that i have in a diablo game which is to have meaningful drops and steady character growth plus a defined end of a characters journey before starting another one. in d2 that was to accomplish hell difficulty then i considered a build done and would start a new one.

    so in d3, because sets are so overpowered and perhaps even game-breakingly so, i ignored them and have the best time of my playing career ever.

    each drop matters, each level is important, no builds looking up means i have to create my own and fluently try out for that next gr and next one etc with different combinations of drops and skills just like it should be.

    its super enjoyable and thats the most important part. so obviously if you are happy with sets etc, please dont change. but try and perhaps you will agree with me that this way, with a defined end, no "overpowered" sets, and no guides, d3 is the best arpg ever even regarding itemization.

    ps: progress takes longer with lod, therefore difficulty will have to be adjusted for yourself (t16 is a few steps away).... which means that the legendary drops will be rarer and even more meaningful.

    all of the above is my opinion of course, but maybe you give it a shot too one day

    and yes, its a clickbait title and hoprfully it worked :)

    submitted by /u/Substantial-Curve-51
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    Diablo Immortal on Nintendo Switch ?

    Posted: 18 Dec 2020 11:44 PM PST

    I'm wondering if Diablo Immortal will come out for Nintendo Switch ? My phone is a potato and really want to play the game. I think on a switch will be more comfortable to play too.

    submitted by /u/Curiosity5150
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    Food for thought D4 Devs: All stats should be useful to all classes and be HARD to choose which to improve.

    Posted: 18 Dec 2020 11:00 PM PST

    All role playing games seem to follow a general idea:

    Strength; I hit harder Dexterity; I hit more often / become more agile Intelligence; I am smarter Wisdom; I make less mistakes Charisma; I'm better at talking

    I think something that could make Diablo 4 an incredible game, would be to lean EXTREMELY heavily into how these are defined and their importance to each character and how judicious you should be when choosing. I don't want to be a Barbarian that just pumps strength and occasionally something else to recover my rage faster or attack a little quicker. Or be a wizard that improves his magic just by intelligence.

    Consider the following:

    Strength - it makes your class hit harder. Regardless of which class, it's vital.

    Intelligence - increases how many skills or abilities your character can know and use at once, how many modifications they can have, and their chance at crafting items better.

    Dexterity - increases your attack speed, character movement speed, roll/dash recovery time, weapon efficacy / hit chance. (A special note, how characters move at a baseline should feel natural)

    Constitution - the heartiness of your character. If I am good at avoiding damage and can stay back. I'll need less constitution and can focus more on my dexterity and strength.

    Wisdom - this is a bit more of a challenge, but consider the following- having a dynamic world gives players choices. Wisdom is based around player experience. We could frame wisdom as, my character levels up or learns quicker now. He is capable of tracking enemy foot prints, or seeing more of the map of the world/remembering more of it, depending on how much time they've spent somewhere. How useful are you to other people you play without outside of just dealing damage could be heavily centered around this and the next stay.

    Charisma - having a dynamic and changing world is vital to the longevity of your game and the interest of your player base. Giving the option and including dynamic character interactions where someone can learn new information about a certain event occurring this week from a roaming npc they come across, or for receiving inspiration from the higher powers who bless their abilities to grant them something temporarily. make it so you can lower the cost of shop prices, crafting, so that the EASE (and this is the key part) of your playtime is changed.

    These all suddenly become vital and difficult to choose between depending on what your goals are as a player. To be really effective choices over taking strength for example, you'd need to be creative and come up with great ideas, but I feel like it's doable, and personally, more exciting this way.

    Otherwise regardless of what you do, people will just pump for damage ratios and armor optimization and it'll be another hack n slash dungeon crawler rather then the ARPG you're striving to be.

    submitted by /u/ChaoticLuminary
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