07-06-2013, 10:39 PM
(This post was last modified: 07-07-2013, 01:01 AM by FireIceTalon.)
So a year after this thread died, I figured I post my thoughts on D3 now, in particular regarding the classes and inferno.
The actual gameplay/combat of D3 needn't be discussed, since this was always one of its strong points - even upon release. And with a bit more incentive to party now with the added exp bonuses, established builds on the classes that interact with one another in co-op play, the flow of combat in the game was solid at release, and even better now.
Classes.
The main issue right now in this department is that despite the nerfs to Inferno and it being much easier to purchase upgrades, all the classes pretty much need life steal to some degree when playing on high mp levels. For Barbs, this isn't an issue at all, but for all the other classes it is to varying extents. Wizard probably feels it the most, since Blood Magic is their only skill that offers LS (and a measly 1.5% at that - on Inferno mp 10 this is NOTHING). Now, as a Wiz, I can do MP 10 Inferno pretty efficiently for the most part, but the tough packs my lack of life steal is killing me. I use Blood Magic but its just not enough in many cases. The problem with Wiz in this department is that you can only get LS one slot, your main weapon hand. But if you opt for this, it is not only very expensive, but then you will need a source that has arcane power granted on critical hits - also very expensive. I think Blizz should offer LS on more Wizard items, and buff Blood Magic to at least 3%. The other classes, besides barb, also suffer from this problem though to a lesser extent than Wiz.
DH needs buffs to their DPS imo. Their paper dps is very high, but their effective dps is probably the lowest in the game, and they usually struggle at high mp levels. You rarely see them in MP 8-10 games, because they simply get overwhelmed by the increased mob density. Of course, I dont think mob density should be reduced, but that DH should be buffed some. My DH can practically face tank mobs on MP 5, and can play relatively ok on MP 7....but any higher than that, and it becomes too much. And I have pretty good gear, this class just needs some more toughness.
Monster traits on Inferno.
Still very broken in some areas. Although they have balanced many of the traits since release, there are some that still need work. Right now, the most broken trait is Plagued. This was one of the underpowered traits for a long time and need to be buffed, but Blizz, as usual, went over the top with it, and now the affix is grossly overtuned. It has a multitude of problems - the first and most obvious is the duration - it is WAAAAY too long. I'm not sure how long the pools sit there, but I am guessing it is for a good minute or so, maybe longer. The duration should be no longer than 10 seconds, or about the same as Desecrator. Another problem is the fact monsters can cast it too often, AND it stacks unlimitedly. Perhaps a longer cooldown and max of 2 stacks per pool is in order? Arcane Sentry is also still overpowered, in terms of raw damage. Also, monsters can still cast it right on top of your char, which means insta death even if you have a great armor rating and high resists. This shouldn't be allowed. And it seems like almost every pack has one or both of these traits nowadays, I haven't kept track of how often they are spawning but I'd say they appear on at least half of the elites I encounter, and that is a conservative estimation.
Certain traits not being able to spawn together is also something that still hasn't been looked at. Should arcane really be able to spawn with Horde, Frozen, and Jailer? Fire Chains with Teleport? Or should monsters with native traits, like leapers who are naturally fast, be able to spawn with the "fast" trait? These are things that need to be looked at to balance the game to where it should be.
Please note this isnt a complaint post, just observations I've made in playing many hours on Inferno since this thread was made. The game indeed has come a long way since release, and the improvements to Legendaries, addition of paragon leveling, and monster power settings for Inferno have all made the game alot better. There is still much to be done though, in fixing some of the frustrating mechanics and balancing the game out. Although Legendaries were buffed, it seems like all the classes are locked into using more or less the same items, with slight variations in the slots. Almost all Barbs and Monks use an Echoing Fury for instance. And every class uses Ice Climbers in the boot slot for the most part (Nat's Bloody Footprints are a common alternative, but there isn't much else), a Witching Hour in the belt slot (exception might be Barbs), etc etc. And while I've always liked the skill system, it seems many chars are still locked into using a particular build on high MP levels. Blizz has buffed many skills but so far it has only served to create slight variants of already existing cookie-cutter builds, rather than allowing for new or alternative builds to become viable.
Nightmarish: Completely broken just for the fact it procs way too often.
Lastly, PvP is just horrid still, and I think this is going to be something they will have to fix if the game is to have any long-term playability for many people. PvP was a big reason why alot of people played D1 and D2 for so many years.
My rating of D3 at release: 1/5. It was HORRID.
My rating of D3 now: 3/5. Much better now, and has potential, but lots of work that needs to be done still.
And of course, I wish they would just abandon the AH, increase drop rates, so we can take more pride in our chars when we make a great one. But that is wishful thinking of course.
The actual gameplay/combat of D3 needn't be discussed, since this was always one of its strong points - even upon release. And with a bit more incentive to party now with the added exp bonuses, established builds on the classes that interact with one another in co-op play, the flow of combat in the game was solid at release, and even better now.
Classes.
The main issue right now in this department is that despite the nerfs to Inferno and it being much easier to purchase upgrades, all the classes pretty much need life steal to some degree when playing on high mp levels. For Barbs, this isn't an issue at all, but for all the other classes it is to varying extents. Wizard probably feels it the most, since Blood Magic is their only skill that offers LS (and a measly 1.5% at that - on Inferno mp 10 this is NOTHING). Now, as a Wiz, I can do MP 10 Inferno pretty efficiently for the most part, but the tough packs my lack of life steal is killing me. I use Blood Magic but its just not enough in many cases. The problem with Wiz in this department is that you can only get LS one slot, your main weapon hand. But if you opt for this, it is not only very expensive, but then you will need a source that has arcane power granted on critical hits - also very expensive. I think Blizz should offer LS on more Wizard items, and buff Blood Magic to at least 3%. The other classes, besides barb, also suffer from this problem though to a lesser extent than Wiz.
DH needs buffs to their DPS imo. Their paper dps is very high, but their effective dps is probably the lowest in the game, and they usually struggle at high mp levels. You rarely see them in MP 8-10 games, because they simply get overwhelmed by the increased mob density. Of course, I dont think mob density should be reduced, but that DH should be buffed some. My DH can practically face tank mobs on MP 5, and can play relatively ok on MP 7....but any higher than that, and it becomes too much. And I have pretty good gear, this class just needs some more toughness.
Monster traits on Inferno.
Still very broken in some areas. Although they have balanced many of the traits since release, there are some that still need work. Right now, the most broken trait is Plagued. This was one of the underpowered traits for a long time and need to be buffed, but Blizz, as usual, went over the top with it, and now the affix is grossly overtuned. It has a multitude of problems - the first and most obvious is the duration - it is WAAAAY too long. I'm not sure how long the pools sit there, but I am guessing it is for a good minute or so, maybe longer. The duration should be no longer than 10 seconds, or about the same as Desecrator. Another problem is the fact monsters can cast it too often, AND it stacks unlimitedly. Perhaps a longer cooldown and max of 2 stacks per pool is in order? Arcane Sentry is also still overpowered, in terms of raw damage. Also, monsters can still cast it right on top of your char, which means insta death even if you have a great armor rating and high resists. This shouldn't be allowed. And it seems like almost every pack has one or both of these traits nowadays, I haven't kept track of how often they are spawning but I'd say they appear on at least half of the elites I encounter, and that is a conservative estimation.
Certain traits not being able to spawn together is also something that still hasn't been looked at. Should arcane really be able to spawn with Horde, Frozen, and Jailer? Fire Chains with Teleport? Or should monsters with native traits, like leapers who are naturally fast, be able to spawn with the "fast" trait? These are things that need to be looked at to balance the game to where it should be.
Please note this isnt a complaint post, just observations I've made in playing many hours on Inferno since this thread was made. The game indeed has come a long way since release, and the improvements to Legendaries, addition of paragon leveling, and monster power settings for Inferno have all made the game alot better. There is still much to be done though, in fixing some of the frustrating mechanics and balancing the game out. Although Legendaries were buffed, it seems like all the classes are locked into using more or less the same items, with slight variations in the slots. Almost all Barbs and Monks use an Echoing Fury for instance. And every class uses Ice Climbers in the boot slot for the most part (Nat's Bloody Footprints are a common alternative, but there isn't much else), a Witching Hour in the belt slot (exception might be Barbs), etc etc. And while I've always liked the skill system, it seems many chars are still locked into using a particular build on high MP levels. Blizz has buffed many skills but so far it has only served to create slight variants of already existing cookie-cutter builds, rather than allowing for new or alternative builds to become viable.
Nightmarish: Completely broken just for the fact it procs way too often.
Lastly, PvP is just horrid still, and I think this is going to be something they will have to fix if the game is to have any long-term playability for many people. PvP was a big reason why alot of people played D1 and D2 for so many years.
My rating of D3 at release: 1/5. It was HORRID.
My rating of D3 now: 3/5. Much better now, and has potential, but lots of work that needs to be done still.
And of course, I wish they would just abandon the AH, increase drop rates, so we can take more pride in our chars when we make a great one. But that is wishful thinking of course.
https://www.youtube.com/user/FireIceTalon
"Your very ideas are but the outgrowth of conditions of your bourgeois production and bourgeois property, just as your jurisprudence is but the will of your class, made into law for all, a will whose essential character and direction are determined by the economic conditions of the existence of your class." - Marx (on capitalist laws and institutions)
"Your very ideas are but the outgrowth of conditions of your bourgeois production and bourgeois property, just as your jurisprudence is but the will of your class, made into law for all, a will whose essential character and direction are determined by the economic conditions of the existence of your class." - Marx (on capitalist laws and institutions)