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ROS has lived up to my expectations "enough".
33% of the classes are fun and playable. So long as I'm on my WD then I'm happy. I'm playing a class with decent skills and good itemization.
They let me down with the other 66% of classes and let's not even discuss "making legendaries feel legendary". I'd call that a total miss. Still though, i appreciate being able to play a hack 'n slash where hacking and slashing is actually an important part of the game. It's a breath of fresh air from POE.
This is a good summary
Edited by RagingKoala#1984 on 7/12/2014 3:23 PM PDT
Mostly, but not entirely and I believe that for the longer term they've created new problems for themselves by adding Adventure Mode and relegating Campaign mode to irrelevancy.
1. This was a disappointment. The new patch doesn't look much better but we'll see.
2. Balance means different things to different people. I still experiment with builds at lower T levels. Classes in balance with each other for grouping? Homogenization is something of a danger. And of course gear is the most determining factor here. No doubt there are better and worse classes though. It would be nice to see them a little closer to one another.
3. No comment.
4. Clans need to be bigger. Blizzard needs to get better about the social game. On the other side of that is a simple fact that people don't want to extend themselves to get in touch with this community. I can't say I blame them. I'm in a great community so no complaints there.
5. It's fine by me. The new lighting schema in Rifts was a bonus for me.
I like Act 5 a lot.
I like Crusaders now that they've been tuned better. It's the first melee class I've truly enjoyed in any game. Period.
I'm happy enough to have Adventure mode but it came at a high price: making the campaign game irrelevant. I made a thread about that a day or so ago but no responses at all so probably just something I'm unhappy about. I'm very unhappy about it though. The campaign game isn't worth running and now that bounties and rifts are getting old that's a problem.
Bounties are a version of WoW dailies. OK for what they are but too important to ignore. I like them in small doses but building an expansion around these and rifts was probably a mistake.
Pretty much the same for Rifts. I enjoy them well enough but rarely do more than a few of them a week which may be why I still enjoy them.
So, improvement. I don't think 2.1 is going to be as groundbreaking as they wish but I've often been wrong about this and perhaps the T6 crowd will get into the more competitive aspect of leader boards and greater rifts. If they don't then there's still no end game for them specifically.
Lastly: BOA for all of the controversy surrounding it and the pushing of trading into people who play in groups is mostly a plus. No friend spam. I like the feeling of getting my own items. I hated the auction houses and D2 is an excellent example of what trading can lead to if unchecked. If Blizzard isn't going to bother to play whack-a-mole with botters (and I don't necessarily blame them) making the economy a personal economy wasn't the worst thing they could have done. I have trading. I rarely run solo so I'm OK with that. I don't miss the spam or the complaints about scamming. If that lets Blizzard increase drop rates and allows them to get on with making the game then it's more plus than minus. Perhaps someday they could make the lesser legendary items--sometimes known as glorified rares--with no special affixes tradeable in a wider sense. I'm for keeping class-specific things and items like Thunderfury and Mirrorball as BOA.
Edited by Eschaton#1854 on 7/12/2014 5:02 PM PDT
ROS exceeded my expectations.
But at present it's not a long-lived game.
There remains vast room for improvement and more content and I believe that's a good thing.
I just hope Blizzard stays with it.
While a God may have made the Earth and the universe in less than a week and then rested for a day.
Or natural forces may have created it in an instant and needed billions of years for it to develop.
The devs are only human.
Rome was not built in a day.
Edited by hawkeye#1460 on 7/12/2014 4:56 PM PDT
Yes it has.
It still lacks some of my expectations namely:
1. The ability to chat more freely. It feels so limited inside Diablo 3. They need to add more usefulness maybe like Steam overlay - has multiple window chats, has emoticons, has the ability to link inventory items.
2. Inventory spaces. Enough said. 4 slots shared among chars is a joke.
3. The ability to preview Stash and char inventory without entering the session. It used to be displayed on AH in Vanilla.
4. Shared items among Followers. There's no need for us to regear our Followers on every chars we have.
5. More storyline + proper CGIs. 40 USD for one act one new char. WTF? Not even a CGI ending?
Lastly, while I can see myself buying the next Diablo 3 expansion, overal D3 series aren't up to my standard. Unless they can change the game / improve it dramatically, probably I won't give Blizz another dime.
I've gotten my money's worth over 100 USD I spent for D3 + RoS, however.
I bought D3 later on in its release cycle. Most of the big bugs were worked out. I'm an older gamer, bought D1 and D2 and all expansions when they first came out.
Never played WoW, knew people who did, looked too cartoony, and long drawn out boss fights was not a playstyle I enjoy.
I really expected D3 to be more of a character development game. With a high level character and well planned upgrades, able to play in higher difficulties.
Initial play was fun, well worth the money. But then you hit the wall. Paragon was interesting, at least play time was rewarded with a Paragon number but not so much with stats that would actually make your character "strong".
I really felt RoS was going to move more towards strong characters, yes it was a case of wishful thinking, but anytime someone hears the word "change" they immediately invision the game "changed" to what they want. Change is a powerful word, sometimes rewarding but often times not.
RoS was worth the money but the wall was back very quickly.
The game was more about hunting for exploits to chip away the wall than a logical progression of play the game and get stronger. Get stronger kill faster, be tougher, fight more. Rinse and repeat.
RoS was more play more, play more, play more, chase the rabbit through RNG burrows, gain Paragon levels for very small gains. Hope became the new word.
Log on and hope something would happen, some gear would drop that would make you powerful, kill faster, take more damage.
Sometimes it did in small doses. Finding ThunderFury was awesome, playing was fun again. Hoping for that next big item, but the characters remained nearly powerless without certain gear.
Hope gets replaced by Frustration. Tried RiF, very rewarding, but sitting waiting for invites was not fun. Just "hoping" for an invite and then frustrated that they were few and far between.
Went back to just playing and hoping and frustration.
Then stopped playing once a got all characters to level 70.
Hear about new patch and upcoming "change"
Hope it will be a game I enjoy more.
Will likely be frustrated that it isn't.
Gonna jump on for the ride anyway.
All aboard the "Change/Hope/Frustration" train. Where it goes, no one knows.
tldr: RoS worth the money but could have been so much more
Edited by Morbrew1#1458 on 7/12/2014 6:02 PM PDT
This isn't tricky at all. Remove CHD and CHC
No. I'm mostly disappointed by the blatantly lazy item design, after promising us tons of game changing and exciting legendaries. For a game that's supposed to be loot-centric, you'd expect them to dedicate more resources to delivering some badass loot. They may as well have left the little PH symbol on most of these "legendaries" (more accurately glorified rares), because they're clearly still a work in progress that got out of the oven way too soon.
Oh and the mystic. That !@#$% can go die in a fire. Just what we needed, another layer of frustratingly excessive RNG. Woot!
Adventure mode would be better if it was more of an open experience without the designers trying to force everyone into very specific activities (rift rift rift rift rift rift bounty rift rift rift rift rift rift rift) and had actually those targeted drops that were promised. I used to enjoy porting around random high-density areas just to kill some stuff. Right now I just feel like that's pointless, since only rifts have a decent legendary drop rate. They should just apply that drop rate globally. As it stands now, 80%+ of the total content is absolutely unappealing, starting by story mode which is absolutely irrelevant. 1 guaranteed legendary per reset, you say? Meh.....
Act 5 and the crusader are pretty cool, though, except maybe for the completely anticlimactic Gears of War angel Urzael (big WTF moment right there, lol). Overall, the artistic aspect of the expansion is pretty solid. Too bad it doesn't make up for the critical core design flaws that render the game boring after about half an hour of play time.
Edited by Blashyrkh#1824 on 7/12/2014 7:40 PM PDT
Very well put +
Some are good.
But I agree, it's been a bit underwhelming.
Yea.. It's the only soulsink, but carfting which I rarely do, to get us harvesting for a cause.
I'm into merchants selling items on the map. Additional soulsink/DB maybe?
One of the things I imagine these merchants could help somewhat with.
I like roaming more than always going back to town.
I usually sell my loot if I find a merchant.. Anyway, you can't really play like that cause you need the cache if you're doing bountys.. And you need to go to specific places all the time. I'd like it if the "bountying" were less of a thing and you could go around doing whatever and get a bounty completed here and there.
How about if a short rift could open as you explore the map? Greater also.
By doing very well on a champion, there could be a chance it opens. And/or better chance on bosses.
Going to that rift over and over in town, I dunno.. It feels very much like a squirrel wheel.
It's fun for awhile, but it gets stale. What about the quests on the map? Why can't they be cool? Looking around a bit of random on the map for quests, merchants, rifts, bountys and maybe even a random miniboss here and there seem more naturally fun than just doing the same thing over and over.
Exploring a bit.
And harder, more dense areas on adventure than campaign, if the devs got something in particular in mind for campaign. It's best when all areas are well populated. Doesn't have to be the very same, but more at spots.
What if mobs respawned?
So you could go on, switch maps etc.. After awhile the place you were at reset.
Anyway, I agree with many of your points Blashyrkh
Act 5 was fun but...
Loot finding in this game works as if trading was still a thing. With or without trading, we need a constant feeling of progression. The trick is finding how to raise the ceiling high enough so that it would take a while without making becoming futile so early.
Overall, very disappointed.
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