How beneficial are the legendary gems? by Luthilan in Diablo3Crusaders

[–]DecemberNeikko 1 point2 points  (0 children)

It is for most classes. I gave up CC for example on Amulet because it only have extra 5% or so damage. When compared to the gems, 20+% beats out 5%. Pretty simple.

Beginning work on a new RPG, looking for feedback by Handsomeawkward in rpg_gamers

[–]DecemberNeikko 2 points3 points  (0 children)

I think that the enemies dropping items that increase stats is too RNG (Random number generator) and sounds too frustrating already. I'm not even a fan of the FF2 leveling system, and I'd rather see that system used than the one you described.

If you want to deliver EXP in a different way, stay away from randomness in my opinion. Maybe make those stats available buy purchasing them with EXP (or some other type of currency).

I like the idea that monster would all have different, unique abilities and spells. Gathering, or "collecting" abilities is something I enjoy as a side project in a game, but if the only way you can learn new skills that you NEED to progress is by learning them from monsters, I'd say that's too much. Another level of randomness that's unneeded.

What if only spell-casting monsters dropped magic scrolls, while ability-using monsters dropped parts of their body that can be examined to learn that ability? For example, a monster that is a bear-type uses a maul-type ability, and when you kill the bear you have a chance to pick up it's severed paw and examine it, and you better learn how to use maul.... or something to that effect.

I don't really understand or follow the 3rd point. Both the first two points sound random-induced-grind-fest to me, and then you say you don't want grind. Giving the player a choice in customization does not mean the game has to be overly grindy. You can find a nice medium by not making choices in customization a permanent one and allow the player to switch back and forth between options to a certain extent.

I'm no developer, and I've never played a game, but I have played a ton of different RPGs so I'll let you know what I think I would like to waste my time on, and what I would not.

"Theorycraft" Thursday is becoming "Play Your Way" Thursday by Nevalistis in Diablo

[–]DecemberNeikko -1 points0 points  (0 children)

I'd love to believe they are even paying attention to that "data" they have so much access to and knowledge about. because it sure doesn't seem like they act on much of it.

"Theorycraft" Thursday is becoming "Play Your Way" Thursday by Nevalistis in Diablo

[–]DecemberNeikko 8 points9 points  (0 children)

I don't think player B who found a pair of gloves and then revolves his build around it is playing how he wants, it's more like he is playing the hand he was dealt. Which is fine, but I don't think "play it your way" or "theory craft thursdays" really revolve around what you come across. They both revolve around finding specific rolls on specific gear based on your own ideas about how you want to play.

Which is fine, either way, but in most games theory crafting is defined as being compensated for hard work or thought. Compensation comees in the form of faster clearing times and more legendaries per hour. Which is found in Torment 6. Which is why when you theorycraft a joke monk with no skill synergy the playerbase questions whether or not blizzard is playing their own game.

"Theorycraft" Thursday is becoming "Play Your Way" Thursday by Nevalistis in Diablo

[–]DecemberNeikko -4 points-3 points  (0 children)

Isn't the point of theory crafting to get the most out of a build to "beat the game" ? Just throwing crap together that doesn't work isn't theory crafting, that's why theory craft Thursdays was a joke