I think you need to beat 1001 games.. maybe then you'll understand, that in Diablo... this is the end game... when you ROFLStomp the game in all it's forms, when you no longer have to play frogger in fire and other types of damage and generally just hand the game it's !@#... that is the goal.. that is the end game... and that is the carrot on the stick. Think Devil May Cry 1... after you unlock Super Dante Mode... the challenge became combo-ing things together that previously were unimaginable... this was the final play through for most players and a well earned bonus to the countless hours of caution, button pressing just the right moves, and earning your stripes.
Yes, and I absolutely agree with this philosophy in design. One of the most enjoyable aspects of many games is putting in the required effort that allows you to reach a state of power in which everything that came before and at least MOST of what will come is made easier in a sense or at least changed significantly. Having said that, this is actually a VERY complex topic that would require pages of explanation to fully understand.
What it boils down to is that a game cannot hope to be utterly void of challenge (of any kind) and expect to have meaningful staying power. You can't just be left without challenges of any kind once you pass a certain point. That is what D3 has become for me. In fact, D3 has been that for a VERY long time now. Even on higher MP levels I just find myself constantly falling sleep at the wheel or just completely zoning out all together. There's nothing to snap me out of my trance; nothing that provides even a brief break from the overwhelming monotony. No game should feel like that, regardless of how powerful your character is. Power can be demonstrated in many more ways than just how painfully dull the core gameplay has become in comparison to what it once was. FUN power is demonstrated by acquiring the means to take a challenge and make it as easy as possible, right? That doesn't mean that said power should completely eliminate EVERY SINGLE MEANINGFUL challenge in the game.
The examples I gave are ways to give even the most well-geared players a reason to not fall asleep while playing the game. It doesn't have to be the most difficult thing you've ever attempted or even anywhere near that, but it should at least lift your face off the keyboard. I am not looking for increased difficulty in the form of higher monster damage and HP. What I want is the kind of difficulty that takes hand-eye coordination and strategy to overcome. That is why I used the Belial fight as an example. There are TONS of other ways to introduce this kind of challenge and absolutely zero reasons to NOT do it.
The skill isn't bad... but it's not OP... Why is it not OP you ask? Because it takes SOOO long to cooldown and only lasts for a very short time.... an item that changed this subtle thing would certainly fix the skills main weakness and unbalance it... BUT...this would make it OP and awesome... I say you are wrong again sir.
I don't think you understood what I was trying to say at all... From the sound of it, it seems that you didn't read my post. I never once said anything about the skill being OP... I said that a bad skill should not be fixed with an item. It should be fixed, period...THEN you can IMPROVE it with an item. You also don't seem to be aware of my stance on cooldowns. I'm not going to go into a long explanation because I've already said it all. To be blunt, you need to go back and read my post. I don't even know what it is that I'm wrong about. That entire paragraph seems to be in response to someone other than myself.
03/17/2013 08:14 PMPosted by TheOneRavenI've said it before... remove crit damage.... allow it to be 100% for everyone on crit... and that is IT... unless... UNLESS... there is an affix on legendaries that can appear on more than one that allows for this... otherwise... get rid of this affix... keep crit and attack speed... they are fine, but this mechanic is what is ruining the weapons game...
There is absolutely nothing wrong with crit damage as a stat. Crit damage is abused because of the way the class balance and itemization function within the game. There are numerous stats that are abused just as much if not more so than crit damage. Crit damage is worthless without crit, crit is FAR less powerful without crit damage. Main stat is an absolutely requirement for every class and attack speed is ravenously sought after on every slot that it can appear on, at least to those that can afford it.
Again it seems that you may not have read my post. The problem isn't with the stats that exist, it's with the stats that DON'T exist. Everyone has a clear direction of progression and that direction is literally identical between every class and at least 99% of the builds that exist in this game. THAT is the OBVIOUS problem, not crit damage. Removing stats is only going to limit diversity, not improve it. Could it be balanced better? Probably, but should it be removed? Absolutely NOT.