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Information about upcoming 1.0.4 patch - Printable Version +- The Lurker Lounge Forums (https://www.lurkerlounge.com/forums) +-- Forum: Lurker Games (https://www.lurkerlounge.com/forums/forum-6.html) +--- Forum: Diablo III (https://www.lurkerlounge.com/forums/forum-30.html) +--- Thread: Information about upcoming 1.0.4 patch (/thread-14115.html) Pages:
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Information about upcoming 1.0.4 patch - Kurosu - 08-10-2012 Some of the information for 1.0.4 has been released, and I felt it was significant enough to warrant its own thread for discussion. Personally it seems great to me so far, I like literally every change they proposed and the reasoning behind it. It definitely feels like they have been listening to the player feedback and tackling some of the most irritating issues. This looks like a large step in the right direction, and I'm eagerly looking forward to more detailed information being released. Quote:Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements. RE: Information about upcoming 1.0.4 patch - FireIceTalon - 08-10-2012 Looks like a huuuge step in the right direction. Removing the enrage timers on elites/full heal, lowering the repair costs a bit, and getting rid of Invulnerable Minions are significant - these changes alone should make the game a much more fun experience, though only time will tell for sure. Looks like they are finally trying to balance it, and make it less of a gear check. There's probably going to be a few pissed off players that liked some of these mechanics but lets face it, these things HAD to be changed, even if only half the populace was discontent, that is still a huge portion of players - though I think most would agree on the enrage timers/full health regen and IM, the repair costs maybe less so. All in all, looking forward to see how this pans out. Still, there a couple concerns I have that are not mentioned here - the lack of randomization being one of them. I think this is crucial, because even if they make the mechanics near-perfect and I end up enjoying the game again, lack of randomization will still greatly hurt the longevity of the game. I'd like to see alot more random maps (though maybe a bit more generous on the arrows so I dont spend an hour looking for where I need to go), and also more randomization on the monster types that show up. On D1, you could enter the catacombs and have the prospect of facing skeletons, zombies, bats and scavengers, or you may have goatmen, gargoyles, spitters, or almost any combination of said critters. I'd like to see more of this on D3. Right now, we always know which monsters will show up. Also, the economy and inflation is still a very big issue. RE: Information about upcoming 1.0.4 patch - Kurosu - 08-10-2012 One step at a time, man. ![]() RE: Information about upcoming 1.0.4 patch - Archon_Wing - 08-10-2012 Quote:Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63. That's actually really insightful. This shows an observation based on actual data, which is nice. Enraged timers will not be missed. Repair costs are just about right. So at least in concept, this patch sounds great. RE: Information about upcoming 1.0.4 patch - Bolty - 08-10-2012 (08-10-2012, 03:25 PM)Kurosu Wrote: This looks like a large step in the right direction RE: Information about upcoming 1.0.4 patch - smegged - 08-11-2012 (08-10-2012, 11:56 PM)Bolty Wrote:(08-10-2012, 03:25 PM)Kurosu Wrote: This looks like a large step in the right direction RE: Information about upcoming 1.0.4 patch - NuurAbSaal - 08-11-2012 (08-11-2012, 01:59 AM)smegged Wrote:(08-10-2012, 11:56 PM)Bolty Wrote:(08-10-2012, 03:25 PM)Kurosu Wrote: and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month. Fixed ![]() take care Tarabulus. RE: Information about upcoming 1.0.4 patch - MonTy - 08-15-2012 Legendary Item Improvements: http://us.battle.net/d3/en/blog/6923457/ RE: Information about upcoming 1.0.4 patch - RTM - 08-15-2012 (08-15-2012, 02:07 AM)MonTy Wrote: Legendary Item Improvements: http://us.battle.net/d3/en/blog/6923457/ Big fan of the changes. RE: Information about upcoming 1.0.4 patch - FireIceTalon - 08-15-2012 It will be fun to give some of these monsters a taste of their own medicine. You want to vortex me into your fire chains? Very well, two can play at this game! Some of these items look like they will be a blast to use. Just hope we will be able to find them^ RE: Information about upcoming 1.0.4 patch - RTM - 08-15-2012 Creating an entire character build around a single modifier or item in D2 was one of the fun parts of the game and it looks like you'll be able to do something similar here. Can't wait to see the full list of changes! RE: Information about upcoming 1.0.4 patch - Mavfin - 08-15-2012 (08-15-2012, 01:20 PM)RTM Wrote: Creating an entire character build around a single modifier or item in D2 was one of the fun parts of the game and it looks like you'll be able to do something similar here. Can't wait to see the full list of changes! I'm interested to see what my legendary pattern does after the patch. RE: Information about upcoming 1.0.4 patch - vor_lord - 08-15-2012 (08-15-2012, 01:20 PM)RTM Wrote: Creating an entire character build around a single modifier or item in D2 was one of the fun parts of the game This! Most of the complaints I've read about D3 don't bother me (I still haven't even gotten a character to 60) but the item hunt is just so bland without those unique item abilities. I want it to be exciting when something drops, not just a 0.003% chance that it will be a statistical upgrade. RE: Information about upcoming 1.0.4 patch - FoxBat - 08-19-2012 http://www.diablofans.com/news/1317-unofficial-patch-104-changes-class-changes-new-items-affixes-and-more/ Data mined client changes. Pretty good overview of skill changes and some hints about unique procs, but the biggest news is "Paragon Levels": Quote:Levels string1: You are now earning Paragon XP! So there's your post-60 "leveling" system. This is potentially a decent solution to the "good drops get rarer the better your gear gets" problem too, at the risk of increasing haves-have nots discrepency. (I dislike the gold find actually, we don't need more inflation in the hands of those with tons of cash as is.) Might discourage alting though, if the cap is effectively very high like D1 / D2 classic. RE: Information about upcoming 1.0.4 patch - Mavfin - 08-19-2012 (08-19-2012, 01:54 PM)FoxBat Wrote: http://www.diablofans.com/news/1317-unofficial-patch-104-changes-class-changes-new-items-affixes-and-more/ Reminds me of Planar Attunement with Rift, sort of. RE: Information about upcoming 1.0.4 patch - Archon_Wing - 08-20-2012 Paragon details released: http://us.battle.net/d3/en/blog/6968517/Introducing_the_Paragon_System-8_20_2012 The concept is good. It gets rid of the lack of progression feel when you reach the cap. The problem with the level cap is that you achieved it in mid-hell, so there seemed to be nowhere to go but banging your head against Inferno. The additional MF also will alleviate the drop problems. However, the cap on MF is not cool. One of the greatest ways to tell if someone is truly crushing the content is for them to clear hard stuff in mf gear. There should always be that urge to aim for more treasure hunting ability. Sure, we'll never reach the highest paragon level most likely, but even as a principle I feel that is wrong. My other concern is that the stat boosts per paragon level is the same as a level up. By making characters that much stronger, it should be balanced by not nerfing inferno's difficulty that much. It's okay to get rid of frustrating CC and enrage timers because most people hate them. But if you overnerf the content, then the issues will go the other way. Currently, the game is too punitive to those that want to progress. In the future, there will be nothing worth progressing to, which is the feeling I got, when I got to Act 3 in 1.03 with the weaker drops. There is still no incentive to go into Act 4, since your valors only last one act and well, Act 4 is short, for example. I would much prefer MF to be subject to a diminishing returns formula. At least you can brag about raw mf still. I also feel that paragon levels should only apply to inferno (with maybe trace amounts in hell), as not to affect hell mode progression too much. People still care about hell mode in hardcore at least. RE: Information about upcoming 1.0.4 patch - FoxBat - 08-20-2012 Finally someone with my concerns. :p I saw someone do the math though and the paragon stat boost isn't that significant. It's like 300 main stat 200 vit or such. Something like having an extra items' worth of stats. It helps and will make things easier, but it's not really night-and day considering how much grind you need to do for it, feels like a drop in the bucket next to 2k+ stats through gear. But yeah, effectively eliminating MF just feels silly. I don't like that the "solution" for MF Gear swapping is to go grind till 99 and enjoy a stupid mechanic or keeping up with script swappers in the meantime. Plus you'll never have to make the gear tradeoffs that might have kept farming Act 1 useful for your high level paragon toon. Meanwhile the free gold find is going to inflate things badly for newcomers, while repair costs sinks do not really keep up, again newbies feel the pinch here while experienced players can just faceroll. RE: Information about upcoming 1.0.4 patch - Athenau - 08-20-2012 Newcomers aren't playing inferno so does inflation really hurt them? RE: Information about upcoming 1.0.4 patch - Archon_Wing - 08-21-2012 (08-20-2012, 11:48 PM)Athenau Wrote: Newcomers aren't playing inferno so does inflation really hurt them? It would start to sting in hell mode already. A lot of entry level 60 level gear isn't selling because... 1.) The people that actually need them are burdened with repair costs and lack gold farming power, thus they can't buy them. 2.) The people that have entered inferno don't need them. 3.) Because of this, people are vendoring gear that is perfectly fine for people still in hell, making it even harder for them to progress. I sometimes find halfway usable mid 50's gear in inferno, but since it'll sell at 5-10k at most, I end up just selling/salvaging simply because I don't want to waste a slot on it. 700 dps 1 hander? Salvage. Basically, it increases the gap between someone with a 60 and someone without. It's not as severe as 1.03, where if you were poor, you would get even poorer unless you were a tank. RE: Information about upcoming 1.0.4 patch - FoxBat - 08-21-2012 (08-20-2012, 11:48 PM)Athenau Wrote: Newcomers aren't playing inferno so does inflation really hurt them? Not if they're new to inferno, that's more what I meant. The biggest issue with inferno IMO is people giving up fast when they hit an act difficulty wall. |