So I played the seasons for the first time. Here are some observations and lessons for D3 and D4.
- Assuming it takes about 10 hours to build a model that can be used with mostly badly rolled non-citizens, it would take about 400 hours to build a Biological model with non-citizens, assuming the decline rate is 10% of the legendary one, and assuming it takes about 4 non-citizens of a certain type to find a good model, slightly less if we take into account the better gearing that allows higher GRs. Assuming it takes 300 hours, this equates to about 3.3 months against 3 hours a day. It’s also consistent when you play hundreds of hours in low season.
- The season lasts about 4 months. The length of the season determines the meta. Each season the old buildings of the meta and the new buildings of the in-meta. People should be able to build a good usable building within a reasonable timeframe, determined by the length of the season. If it takes years to build your character, your physique will dry up and come out of the meta before you even finish it. So, given that it takes almost a full season, 3.3 months of reasonable playing time per day, to build a character that comes close to BiS, the legendary decline rates in D4 can not be too low as in D3. They can be reduced if they are better compensated, for example, to control the elements you need for your construction. B. Trade. This may seem surprising because D3 drops a legend every 15 seconds, but in fact a good Uralt only drops in 20 hours of play.
- Old objects seem to be a better idea today than when they were first introduced. They allow people to play relatively quickly in the buildings they want, but with a limited number of participants. But the gap between the time it takes to create a usable version of a build with common legends and a version close to BiS is too big. For D4, it seems more reasonable to set the abandonment rate so that it takes about 20 hours (out of 10 hours) to make a usable build, and 2 months at 3 hours a day (out of 3.3 months) to make a BiS-ish version that lasts the season 4 months, and people play new in-meta builds every 4 months.
- It took about 10 hours to make in-meta a good and comfortable construction that makes GR90, and about 15 hours to get to GR110, which is about the power of a non-seasonal character. It wasn’t fun, I didn’t like it. The distribution of communities from 33% to 66% (share of off-season and in-season matches) is useless if the season reaches and eventually exceeds the performance level of Nonaus so quickly. And when you consider that everyone, including the off-season characters, has to do the meta shifts again because of the changes in balance that are made each season, the division between in-season and off-season becomes even more useless. The fans of the season are so strong that high RG scores in public games are much easier in season than out of season. An amateur should not be restricted.
- It took about 30 minutes to go from level 1 to level 70, from inviting the powerleveling community chat to completing a few loopholes to reach level 70. The restriction of respectability is therefore stupid.
- How you build your character is not up to you. It depends on the legends you find, you don’t choose them. Every time a powerful extension falls, I change the physics. In addition, various constructions are created and optimized for the various endgame activities: Solo GR pushing, group GRs, speed normal breaks, cracks, and in D4 PvP. This makes the viewing restriction incredibly stupid and directly contradicts the idea of multiple finals. In fact, it repeats the same mistake as in Classic WoW where they wanted to build Shadow Priests and Renegades, but they were forced to heal for the benefit of the robbery. People will be forced to make group specifications that they do not want to play for reasons of group efficiency and goodness, while they are limited in the constructions they want to play.
- The necro-village group (rat race) has been overwhelmed. The most effective way to play the game is to run these messages repeatedly. A group of Necro’s can empty the GR130 in one minute, which allows you to obtain 5000 para-seasons in a couple of weeks. And the fact that it pays for necrosis makes it a P2W game. It also infects non-green RG solo leaders, as the Paragon is portable. The Nerf rat runs, does basic paragon stats, and does necro in the basic game.
- The idea that self-confidence is synonymous with success and work is completely absurd. My experienced character found Primal Deathwish in less than 10 hours of play, one of the best items in the game, while my inexperienced character with several hundred hours of play never found anything like it. Has my seasonality done anything to deserve it? No, no, no, no, no, no, no, no, no, no, no, no. Recognition of an object does not mean that you have earned it, but it does mean that you have earned it. To buy items in HA, you need to earn gold to buy it, and it’s more worth it as the game progresses, little by little, unlike RNG, which simply randomly leaves you a better item. For example, take 1% of the items that would otherwise be generated by in-game drops, put them in the HA and have people bid on them. It is not a real exchange, nothing happens between people, they are all player NPCs, but it allows people to focus on the items they want and work on getting them.
- Performance mania has become a madness. Conquests based on one-stroke bosses and speed races seem a bit degenerate. Instead of an endless buffer cycle with each season, stop the creep by rotating powerful cattery names each season to change meta tags, rotate them at the end of the season and turn them into new powerful cattery names at the beginning of the next season. For example, Woolthuck’s Rebuke runs Energy Whirler at full speed and increases the damage by 400% this season, but instead of being permanent, it should return to baseline at the end of the season, say 50%, assuming it is balanced.
Source: Original link
- Reproducibility of Diablo 3
So I’m one of the people who bought the D3 and played when it came out. I was unhappy, like many others when I got out of prison, and I probably played for 2 or 3 weeks before I quit. I went back to D3 when the extension came out, and although the game had greatly improved, I probably played max…. for 2-3 months.
- Examples of taste/design in elements that do not have D3/D4 elements.
There was some discussion about the fact that D3/D4 is unique because of one statistic, and everything else is random. In my opinion, this removes the fresh touch that ARPG elements had for their uniqueness, and severely limits the scope of design of what the element could be……
- The nasty mafia in D3 should not be transferred to D4.
I really hope we don’t see a return of the boring mafias in D4. In D3 we’re all subject to the bullshit of the crowd doing crazy speed attacks from outside the screen (no, not the beasts from act 1 where you can actually avoid their charge). I’m talking about the corruption…
Show the lessons of the seasons in D3 and D4 for the game Diablo 3.
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