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Um,I'm a packrat as well,but nothing has been mentioned about an increased stash.With these new legendaries being BoA, it's going to be realllly tough to collect many without more storage space.I love trying out different builds and abilities,having a selection of items giving unique skills
or stats would be great,but..I already have 10 characters geared,stash is already nearly full with alternate gear for these,and we'll have a new class to gear for as well with the Crusader.
More tabs please!!
A soft reset is one of the appealing things about the expansion for a lot of new players. At least you will still have your gold.
One thing I would like to add is somewhere to quickly compare items in the shared stash with all your characters. The only thing close to this right now is when you click on the AH tab, then to "Sell", it brings up your shared stash and all available characters to the right. Even this has the issue of not comparing the BOA craft items since they can't be sold so they don't even show the stats.
I go to this screen fairly regularly to quickly determine if an item would be of use to other characters. Like if I found a good Int ammy and wanted to see who would benefit from it more, my Wiz or WD, without having to load a game on each character and compare.
I would like to see a kind of quick "central" thing like this.
Especially since it looks like we are going to legs/sets being BOA (which I support), it would be nice for people with multiple characters to see if something would benefit more than the other and kind of get an "overview" of gear between characters all in one spot.
Edit: Also helps when comparing multiple items at once. Such as having a barb wep, wiz wep, and +int ring or something all in the stash. Just go to one spot, compare wep. with barb, compare wiz wep., and compare +int ring with wiz and wd. Decide to keep or not keep and then back to slaying on w/e character.
Edited by EchoPhase#1256 on 11/12/2013 8:52 AM PST
I like this a lot!
Yeah sure, pack rat with 3 stash tabs.
My only wish (since I have giving up on "keep the AH") is
There are definitely bonuses on non-legendary loot that will encourage this as well! I apologize if my statement didn't sound all-inclusive, but it is. You'll find things with percent bonus damage to specific skills like Bash or Energy Twister. The bonuses you find on Legendaries, however, will be much more specific, complex, and dare I say a bit cooler. Legendaries should feel Legendary, after all!
I think the Illusory Boots we presented this weekend are a great example – they give you the ability to move unhindered through enemies. It’s not a quantifiable bonus to your Damage or Toughness, but will still fundamentally change how you play. You might not feel you need as many escape buttons and can opt for some different choices as a result.
Then I read " Do you guys have any plans on expending stash space?
There's inevitably going to be a balancing game between which Legendaries and Rares you decide to keep and which you decide to salvage or sell. However, remember that gear can be enchanted multiple times. I can imagine a world where you opt to enchant off one skill bonus for another, and then enchant it back if you decide you want to return to a particular style.
Legendary bonuses cannot be swapped out to my knowledge, though, so I do think there's room for a meaningful conversation about inventory management. I'll be sure to bring this up next meeting. =)
Changes will occur to many existing skills as well, so "relevancy" is something that's being tackled from a different angle than just loot. It should be tough to pick which skill you want to use because they're all amazing and badass. I'm not normally a theorycrafter (because my grasp on numbers is pretty terrible), but with many of the upcoming changes, my brain is swimming in build ideas. I really can't wait to try them in practice!
There's a lot of feature exploration happening right now with the development team. We know this is something players want, and if we tackle it, we'll want it to be the best it can possibly be. It’s great to hear more specifics in this request, so please, continue to share them with us! While I know it can be a bummer that we don’t have details to confirm at this time, that just means we’re in a great place for your suggestions to help shape this kind of potential feature in the future.
This suggestion has popped up in a few places. I'm pretty sure it's been passed on, but I'll double check.
however i hope there is enough of them to the point where i simply cant get everything i wanted, even if every item had desired stats, and with some i wouldnt have a particular interest in (in other words trifecta becomes ... like... 50)
basically id like the be able to adjust every green number on skill tooltips (dmg mana radius range cd etc) and more (like armor pen/ ele dmg (+15% fire dmg on all skills / weapon), procs, cast rate)
this alone would make the game so much closer to my dream game
but... then i look at everything as a whole, and even with everything being changed to how id want it (outside of what im about to say) id still not be able to keep with this game being able to only play with 3 friends at a time (assuming they start playing again)
imo, keep the recommended players to 4, and default at 4, but let us choose how many max players we would like to play with, not blizzards suggested best =/
oh also, itd be really nice if not only did we get penetration, but the monsters we fight should have high resists to one or 2 schools, and lower of one or two, with the rest being somewhat average, and them being assigned logically (tree guys have low resist to fire)
Posted by Honor
great news as well =D
and obviously im not against legendaries having cool things like that, but you were right in how you worded it making me assume these things would be for legendaries only
i can say im very hopeful now! in fact i was going to wait for a while to see how the playerbase felt about it and to look at the gear before buying ROS but it sounds like i might just be hopping with joy on its release
but like i said earlier in this post, please dont limit the attributes on rares to skills as what weve already seen on gear, dmg, mana cost, cdr (but in larger quantities)... before beta, (and during actually, id assumed wed find more and more attributes on gear as we got closer to end game) i just assumed the green numbers on skill tooltips were green because each of them was going to be able to be changed via loot attributes. it just seemed like a given
how awesome would it be to be able to find rares with
+1 zombie dog
+15% fire dmg
65 fire penetration
+2 yard radius to firebomb
MUCH more interesting and thats barely scratching the surface of what could be (dont forget more defensive bonuses!)
obviously doing this even for a select few skills would largely populate the pool of attributes, but several things going on in my head make that moot, imo (if they were implemented)
firstly, having only one classes skills on one piece of gear is a no brainer
having a max number that can be found on any one piece (3-5 sounds about right, idealy going up with how many affixes the rare piece has (2 if only 6, 5 if 15, not that every piece with 15 would have 5...)
having a larger max attributes to be found on rares (4-6 is LAME, should be something like 6-15) just first looking at a newly found item and first scrolling over it and having all that blue cover your screen from diablo 2 was an awesome feeling, now just imagine if all those had potential immense usefulness! (often not the case in d2) itd also be amazing for replayability if this happened, AND the higher the max, the rarer itd be to find... something like one out of every 5 rares be 6, 1/7 for 7, 1/10 for 8, etc and something like 1/1000 for 15... exponentially getting rarer to find would truly make the item hunt unending (which was supposed to be the point)
Edited by Honor#1370 on 11/12/2013 5:14 PM PST
i've been playing d3 since the first release, and each patch makes the game better -- great job, blizz!
the item/skill changes are very much welcome, but i'm also interested in how the lore translates into the game. two things come to mind:
1. variety in the boss fights (eg azmodan is hell's greatest general but he just sits there and throws fireballs at you?)
2. side missions centered around your followers, with unique rewards (like maybe you choose one follower that you can take with you to group games, if you're the party leader)
looking forward to RoS!
I do think there's room for a meaningful conversation about inventory management. I'll be sure to bring this up next meeting.
Please do this and report back to us when you can. It took them about a year to finally see the light on "Identify All" and hopefully they will come around on the extra stash space as well.
If they can't do it for logistical reasons like character storage capacity on the server (kinda lame, but possible) then tell it to us straight and not the run-around like "oh, you won't want to keep all the cool stuff you find."
other things on my wishlist...
the mouse changing the aim of fan type spells (the closer it is the more spread out the spell goes the farther away the more compact it is, like in d2)
a button for free aim (no center of the monster aiming) THIS IS NEEDED FOR SMOOTH COMBAT (meteor for hitting all 5 priests in a circle should not be hard. precise aiming is direly missed! (in d2 holding alt did this) its ridiculous how often our spells land in the completely wrong spot
max player in game being AT LEAST 6 BUT SHOULD BE 8! default should be 4, and recommended should be 4, but max 4 is soooo lame esp for people with large groups of friends
melee swings being unavoidable NEEDS TO GO. buff all dmg on melee swings to compensate obviously, melee characters have plenty of ways to hold targets steady, including snares, stuns, gap closers, monster pulls etc. this should not be a problem, however the way it is now IS A HUGE PROBLEM for ranged classes. we need to be able to dodge and weave between monsters, skipping monsters is NOT a problem (this was the reasoning for this being in place)
arbitrary caps on things like movespeed should be removed. obviously things could get out of hand, but the cap shouldnt be 40%, ranged classes are built around kiting and they have no way of keeping monsters at bay. this should be possible with the right playstyle if one is focusing on this. look at games similar to d3 that claim to take skill to play, melee swings being avoidable and players ability to dodge all damage is in EVERY ONE OF THEM (and the games say these things are in the game in their very description because they know these things are key) - we should also be able to focus on mana regen if we so chose
some skills are OUT OF LINE. my main is a WD and i refuse to use firebats, (and other goto moves) its 10x stronger than anything else. somehow the community managed to convince blizz that nerfing things is bad, but sometimes it needs to be done
i cant stress how important some of these things are...
Edited by Honor#1370 on 11/12/2013 5:19 PM PST
Good list man :)
Sounds like your list is mostly stuff they're already pretty close to implementing so grats! :)
Here's my list:
1) Weapon Damage De-emphasized: (to clarify I am referring to specifically the +Weapon Damage stat on weapons)
As it currently stands, because of the ridiculous values on Weapon Damage, any weapon that lacks the +Damage stat is immediately 100% useless. There is no other stat that is this polarizing. A piece of armor that lacks +crit CAN still be good - it wouldn't ever be optimal but it can be good. A WEapon without +Damage reduces your damaging capabilities to such a huge extent that one could be absolutely perfect in every other way and be 100% useless because it lacks a high +Damage.
By dramatically reducing +Damage values on weapons and rebalancing weapon damage around that, +Damage could become a useful stat but an optional one.
2) Nephalem Orbs:
The Nephalem Glory buff in the Console version is incredibly fun. It not only makes the game more dynamic and fun, but also offers a unique temporary powersurge but also motivation to string together monster kills more quickly to take advantage of the buff. It is fantastic, and it revitalizes gameplay.
3) Smart Drops Not as Emphasized
I like the concept of smart drops... but from my experience in the PS3 version they're WAY too frequent. I have only received 2 legendaries before the end of hell that were not pure +Dex on my Demon Hunter. I like receiving loot for my character, but getting drops for other characters is important too. So I hope that smart drops are only an occasional thing - not nearly as frequent as the console currently has.
4) Zero Proc Coefficient Abilities Modified / Critless Abilities 'removed'
Give every ability that currently has a Zero Proc Coefficient at least SOME proc coefficient. I understand some abilities become very broken when they have good proc coefficients, but there's no reason to make an ability not benefit from your specialized proc effects just because they'd be hard to balance.
Along the same note, the ability to have every ability to crit is important since over time you will get some crit chance and having an ability that doesn't scale at all with it really neuters those abilities.
5) Proc Effects Restructured
I keep seeing items with like 3.7% chance to deal 55-66 damage or 2% chance to fear. Proc Effects need to do one of two things... they need to either be very frequent but low impact or very infrequent but high impact. You either need to see it constantly and be able to clearly see that it is making an impact or you need to not see it very often but feel like it was absolutely amazing that it did.
And not every proc needs to be the same one of those, but procs need to be re-evaluated.
6) Make Better Use of Space in Game
There are numerous places in the game where there is art work that makes it appear as though there could easily be an event or dungeon there, but nothing ever happens. Additionally, most of act 3 and all of act 4 are very heavily underserved in terms of side events and dungeons.
7) More Synergistic Abilities
There are already a fairly good number of abilities that have effects that synergize... but this is an area where a lot of really fantastic stuff could be done. From some of the datamining and panels, it sounds like you're doing this somewhat - specifically with the wizard's elemental capabilities - but there is room for this in all classes. Things like synergy between different 'trap style' abilities for Demon Hunters or the Rockets. Different pet-based synergies for Witch Doctors or dot-based synergies. Things like the using locust swarm on your zombie dogs to buff them that was showcased back during the pre-release trailers. Or for Monks maybe have some of your defensive/passive abilities have special secondary effects they give to your "Ally" that you summon.
There's a lot of space for interesting combinations, and while I'm sure some will be used in legendaries, it'd be nice to see more within the core game as well.
8) More and Better Streak Bonuses
It'd be cool to have a streak for doing x amount of damage in y time, or for dodging x hits, or for surviving through x kills... etc. The streaks are really cool bonuses to see and it'd be awesome to see more of them.
Additionally, it'd be awesome if those bonuses were more meaningful. A noticeable exp bonus, a temporary MF boost, etc. And without needing a legendary(I know there's one datamined legendary with an effect based off of streaks) since these should feel like a meaningful accomplishment regardless.
9) Re-evaluate stat caps and where stats can be found
It is kind of nonsensical to have caps on a lot of these stats, especially given the stat categorization that is happening in Reaper of Souls.
The most notable of these is Movement Speed. When people were asked what their favourite shrine buff all those months ago, nearly 90% of all people said 'fleeting' - even counting Blizzard employees. Why? Because moving fast is fun. MY favourite skill in Diablo 2, even though my assassin's build overall was terrible, was Burst of Speed - for that exact reason. PLEASE remove the cap on Movement Speed so that if I want to build a character entirely devoted to moving fast I can. There's no reason for me not to.
Magic Find is another good example - since MF is no longer competing with damage stats, there's no reason for a cap since the cap was largely to alleviate concerns of people who felt that they had to sacrifice too much to get MF.
Additionally, many stats can only roll on a few different slots which really limits build diversity. It'd be nice to have stats available in more places.
10) Elemental Damage Offering Distinct Effects Regardless of Abilities
Now, I know this one is coming. But I wanted to just let Blizzard know that this is very important to me personally, and to add one additional aside...
Please make it so that things like the cold dmg slow and any other elemental effects aren't lost if you use an ability with a damage type. If I have cold dmg on my weapon, that shouldn't go away because I use fireball... elemental damage effects should NOT limit your skill choices.
Speaking of more space, I think most people just need more space for an extra set or two of gear. perhaps give characters a couple "bags" instead of just the one? Would be nice to say have a set for a DH that was pure range and have a backup set only he can see for something more tanky etc. No point in having that in a shared stash because my wd or barb etc don't need to see that. Main bag could be gems and mats etc and perhaps some gear you aren't sure of yet or maybe want to give a friend.
Make a side quest to get a "bag of holding" or something, give that character an extra 30 personal slots. Thoughts anyone?
I'd love to see more uber events, or very hard challenges to tackle besides adventure mode. Having the option to start focusing on overcoming a challenge would give more meaning to adventure mode as preparation instead of just farming for new stuff.
It would let us use the projected tons of builds that the legendaries and itemization allows. It would be good for the longevity of the game. Regardless of the different builds, we're still gonna be doing the same activity of killing monsters in adventure mode. While very exciting right now, like everything else it will start to become monotonous. More difficult challenges will fight that monotony.
I also want my heart to race moving through a stage where I know an uber can pop out and quickly roflstomp my face if I'm not prepared.
2) Nephalem Orbs:
Based on legendary item affixes and reports from Blizzcon, it would appear Nephalem Glory and Power Globes have already been brought over to RoS. :)
Follower-centric side missions were mentioned by Brian Kindergan a couple of times during Blizzcon.
I know that a lot of the boss fights are receiving the same changes as the console version, not sure about Azmodan though. I must say though, his fight on the console is a lot cooler than the PC version as you are bound to a relatively small chained-off arena and can't simply run across the map to avoid his attacks.
That extra stash tabs being a good conversation subject was a pretty neat PR statement Nevalistis, well done.
A less PR inclined representative would have just said 'sorry, our bad, didn't think this through - or, hey, at all - but it's all good, the community can always make us better'.
Oh well. There will be rage if more stash space does not eventually happen, though.
so I do think there's room for a meaningful conversation about inventory management. I'll be sure to bring this up next meeting. =)
I hope you keep in mind us hardcore players. We need the stash space to store good gear we find so we can quickly level up our next character, when our current character dies and we LOSE all the gear we have on that character.
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