09/10/2013 07:40 AMTo be honest, I don't think there's any true ranged build in this game because Vortex exists. Every class needs a contingency to deal with it... all Wizards can do is teleport out.. but you could be dead before it... so I'm think of items that could ignore Vortex or particular affixes.. that could be more interesting. Unfortunately, doesn't help with Teleporting monsters lol.
Posted by MrDuMa
There's another difference between D2 and D3 here: D2 was static
. Most of the time, people would just do Baalruns. When you teleport through the Keeps you should never get hit anyway, and when you're at the Throne of Destruction, there's 8 people around you keeping everything pinned down, and you know exactly where enemies spawn.
That just isn't true in Diablo 3. Every run is different, and while you can predict a range of difficulty, there's just nothing like hitting that Frozen Meteor Plagued Desecrator Arcane Enchanted bull group and getting absolutely bearmauled.
On the other hand, the game is also easy enough to not need designated tanks. In games like WoW or EQ, you've got dedicated classes who are really only there to take hits and prevent other chacacters from becoming the focus of mobs. The closest thing we get is CS monks, and even they are mostly just there to make AoE spells more efficient, not to prevent other characters from getting aggro.
I would like it if RoS actually got significantly harder. Perhaps not on the level of D3C v1.0, but certainly harder than what we're seeing now, where even MP10 (which, I remind you, didn't even exist in 1.0: we died en masse at MP0!) is a snoozefest.
I wrote more about this sort of thing on GD, but with that place moving as fast as it does, and having as bad a community as it does, it didn't get much attention: https://us.battle.net/d3/en/forum/topic/9753205349
(I just noticed I've got a unposted, half-done essay on class diversification lying around as well. Heh. Finishing things has never been my strong suit. Maybe I'll get around to it at some point.)
09/10/2013 07:40 AMFHR... oh man... getting knockback and having to deal with crappy recovery then slow walking... such a pain.
Posted by MrDuMa
It doesn't have to be that you would get hit recovery + knockback + slow all on top of each other. Maybe with enough FHR, you could actually come out ahead. Maybe it could affect the duration of the slow. You could even combine it with the Crowd Control reduction affix (which is useless now) so that it would work with frozen, chilled and jailed as well.
That said, I'll readily admit that it's quite likely that most of my suggestions just don't work with the vision Blizzard have for the game. A lot of these things could work under certain conditions, within certain constraints, but there is no feature that fits in all
game concepts. So basically, I'm just brainstorming here. I don't quite have the kind of time available that I could do Blizzard's game design for them. :P