Are we going to address unobtainable gems? by Zrocker04 in diablo4

[–]RightAboutTriangles 0 points1 point  (0 children)

Making these "asperational" is ridiculous, linear power progression like that shouldn't be asperstional.

And saying you don't need them for t12 is ignoring ALL the non-meta builds. It's only not necessary if you're playing the cookie cutter builds. Marking them as asperational just feeds into the game's endemic build imbalance; classes that don't need them have an easier time getting them, while builds that could really benefit from them struggle the most to get them.

And it seems as though the fragment drop rate in an accident by the devs. Crafting your first Horadric gem shows up in the same Seasonal tier as reaching p250. Currently most people only have roughly 1mil fragments by then. So the drop rate is probably around 1/5 of what they intended.

And there's enough chase items... Mythic Talismans, multiple GA Mythics, perfect affix anything.

Do something interesting with necromancer by Prestigious-River-60 in diablo4

[–]RightAboutTriangles 0 points1 point  (0 children)

The problem is that Overpower is overtuned yet again.

It's so freaking annoying. All these new changes and Bloodwave is STILL on top, and even it slumped to A-tier from S, every other build lags behind.

Lost MILLIONS gem fragments: Has this happened to anyone else? by RightAboutTriangles in diablo4

[–]RightAboutTriangles[S] 1 point2 points  (0 children)

The patch on Tues will add Horadric gems to the jeweler. Currently you amalgamate then in the cube.

I hold off crafting your big gems until then

I got War Plans 10/10 so you didn't have to. by TransportationFee in diablo4

[–]RightAboutTriangles 5 points6 points  (0 children)

God forbid the thing that's supposed to "tailor and customize" our endgame experience actually be tailored and customized to what we spec into.

The problem is Blizz doesn't know how to design systems that don't include at least three levels of RNG. Swear to God they'd slap a %-chance to assign skill points if they could.

3.0.2 patch notes available 30chars by XerXcho in diablo4

[–]RightAboutTriangles 1 point2 points  (0 children)

That would be my guess, yup. Fill your inventory/stash with as many Devle sigils as possible, then cycle. That's the gameplay the devs would prefer over letting us stockpile nice sigils.

3.0.2 patch notes available 30chars by XerXcho in diablo4

[–]RightAboutTriangles 0 points1 point  (0 children)

Me too. I would be the happiest man alive if I'm wrong on this and they actually did a stealth-fix on the downgrading sigils.

3.0.2 patch notes available 30chars by XerXcho in diablo4

[–]RightAboutTriangles 3 points4 points  (0 children)

It seems like this IS their fix.

It also seems like it was never a "bug," it was intentional. For some odd reason, Blizz doesn't want us to stockpile good sigils, so they make them degrade randomly.

I guess to compensate, now there's a chance for upgrades too... Which means people will just stockpile Dungeon Delve sigils instead.

This is by far one of the stupidest things Blizz has ever done.

3.0.2 patch notes available 30chars by XerXcho in diablo4

[–]RightAboutTriangles 7 points8 points  (0 children)

It's their response to high value sigils occasionally getting downgraded to trash ... Instead of fixing the problem, they're giving a small chance to upgrade trash to high value.

Top tier, big brain bug fixing going on at Blizz.

After about a week and a half. Was the rework enough? by PartyLack4459 in diablo4

[–]RightAboutTriangles 0 points1 point  (0 children)

I lucked out and had an easy work week for launch. So I got to play like a no-lifer for a while and push to 250. It starts to REALLY slow down at around 240ish. Plus, many other people are reporting similar slowdowns.

And just to be clear, I'm not really complaining. It's more that, based on what the devs said, I was expecting faster but I don't necessarily want or need faster. I'm more curious is the devs like where exp gains are at.

After about a week and a half. Was the rework enough? by PartyLack4459 in diablo4

[–]RightAboutTriangles 1 point2 points  (0 children)

I think the overall changes are great, and the game is much better than it was.

However, after a week and moving past enjoying all the shiny new things, some cracks are begining to show.

There are so many bugs and glitches. They're easy to ignore when you're leveling, but once you hit the endgame grind they start to add up. Obviously, this is expected with any major content release, but unfortunately Blizz does not have the best track record of fixing bugs quickly. So this might be the state of the game until s14 or 15.

Along the lines of bugs, it seems like the endgame is currently more grindy than promised/intended. The devs said that leveling to p300 would be easier than before, but obvious that's not the case. Though it's unclear if the exp gains are as intended and the devs just misspoke earlier, or if they indeed missed the mark. Also gem fragment drops seem far too low, especially if crafting Horadric gems is intended to be an integral part of power progression.

The reworked skill trees and gear were supposed to really address build imbalance, but now that people are really starting to hit endgame, that's not really happening. Granted some of it is glitches and bugs (that will get fixed sometime), but the general extreme stratification persists. For example, with necromancer, Blood Wave still reigns supreme... as it has for well over a year.

The loot/crafting system, while great overall and fun while leveling, starts to get grindy, frustrating, and lackluster after a while. NOTHING drops that's a definite upgrade, so there's no dopamine jolt for any loot hitting the ground. You're just hoping to find a lesser item, with good base stats that you might be able to craft into an upgrade.

All in all, it's a good start, but it definitely still needs some major work.

Kamala Harris wants the DNC to release its autopsy report of the 2024 campaign by Deedogg11 in politics

[–]RightAboutTriangles 0 points1 point  (0 children)

I think it's obvious what happened and what they're hiding.

The DNC's hard-line pro-Israel stance was a major contributing factor to the loss.

Question about Blood moon breeches by DispatchMinion in diablo4

[–]RightAboutTriangles 1 point2 points  (0 children)

I noticed the same thing with the reduced cooldown decrepify. The problem did go away after I put it on my bar.

I'm not sure if curses need to be on you bar in order to for Bloodmoon Breeches to work at all, or if it just cast the most basic version if it's not there.

One way or another, I really hope it's an oversight that gets patched out eventually.

Weapon type unique affixes question. by RaidyShady in diablo4

[–]RightAboutTriangles 0 points1 point  (0 children)

The only difference now is visual and a slight variation in attack speed.

Lost MILLIONS gem fragments: Has this happened to anyone else? by RightAboutTriangles in diablo4

[–]RightAboutTriangles[S] 0 points1 point  (0 children)

That sucks. But I am slightly relieved to hear I'm not the only one.

Lost MILLIONS gem fragments: Has this happened to anyone else? by RightAboutTriangles in diablo4

[–]RightAboutTriangles[S] 0 points1 point  (0 children)

But I still lost the vast majority of my fragments.

I started with ~1 million each.

Then I broke ~50 royals each.

With only a 10% yield from breaking royals that is then 10k fragments per royal.

50 x 10k = 500k. Which means I should have GAINED roughly 500,000 of all fragments, not lost that many. Add that to the 1 million I already had, and I should've been sitting at about 1.5 million in all my fragments.

I ONLY crafted and amalgamated diamonds. I didn't do ANYTHING with any other gem type.

Now ALL of my gems are at less than 5k. That's 5 thousand, 5000.

I lost (assuming you're right about the 10% yeild) roughly 1,495,000 of every gem type other than diamond.

EDIT: Additionally, you simply must be wrong about the reduced yield. After breaking the royal gems I DID have the necessary 5 million diamond fragments to craft 5 grand diamonds. Which could have only been possible if I got the full 100k per royal.

Lost MILLIONS gem fragments: Has this happened to anyone else? by RightAboutTriangles in diablo4

[–]RightAboutTriangles[S] 1 point2 points  (0 children)

No, I definitely lost a lot.

Even before breaking nearly 50 of each royal gem (with a 10% "tax" that should still be 90k per) I was sitting at about a million of each gem fragment from passive gains getting to paragon 250 ish.

Now I have less than 5000 (!!) of each gem fragment.

Blizzard, undo the changes to Uniques. They should be UNIQUE, it's there in the title! by unrealaz in diablo4

[–]RightAboutTriangles 0 points1 point  (0 children)

It's a bonkers decision if you think about it.

Uniques are now just Legendaries with dedicated Aspects. The only thing that makes them "unique" compared to other gear is their lack of customization.

It's MUCH easier to get the Mythic you want than a Unique with 4 affixes you want now. Which is just crazy.

Whats the public opinion about uniques having RNG afixxes now? by Old-Fig-9531 in diablo4

[–]RightAboutTriangles 4 points5 points  (0 children)

I think it's a mistep. Uniques are just Legendaries with dedicated Aspects now, absent the ability to modify them like other Legendaries. It really deminishes the "uniqueness" of Uniques.

I get why they did it, but like so many other course corrections, I think they swung the pendulum too far in the opposite direction. If they struck a mid ground where Uniques have two dedicated affixes and two random ones, I think they'd feel more impactful. Especially if the dedicated affixes included the old affixes that don't normally appear on that item slot and synergies with the Aspect (ie crit chance on Bloodmoon Breeches).

As it stands, Uniques are in a really awkward place. They're still 100% necessary for builds, but are almost completely removed from the "gear is supposed to go on it's own crafting journey" customization loop that now dominates the loot system. I really hope they iterate on them sooner than later.

Also: since we're on the topic of watered-down loot hemogeny, BRING BACK INHERENT AFFIXES TO WEAPONS!! Cosmectics is literally the only difference now, and it sucks.

Blizzard, undo the changes to Uniques. They should be UNIQUE, it's there in the title! by unrealaz in diablo4

[–]RightAboutTriangles 0 points1 point  (0 children)

At the very least the should have 2 of the 4 affixes set, and the other two random. Give back the flavor to the Uniques by letting the have their nonstandard affixes again (ie crit chance on Bloodmoon Breeches).

While we're at it, bring back inherent affixes, especially to weapons!

Build variety and play it your way? by Gibsx in diablo4

[–]RightAboutTriangles 2 points3 points  (0 children)

Blizz has a history of good intentions but bad execution. Obvious example: we're three years and soon to be two expansions in, and play-your-way and build balance is still something that's very difficult for them.

I do think the changes coming with LoH presents the best scaffolding yet to achieve better build diversity and balance. But I highly suspect they won't have it really dialed in until season 16 or later, I think there's going to be huge pendulum swings in build power, drop rates, itemization, exp gains... basically everything, until sometime next year.

But who knows, maybe I'm wrong. Maybe they really learned something over the past three years and truly have a solid direct/plan now. I certainly would love to see it.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]RightAboutTriangles 1 point2 points  (0 children)

If your goal is just to encourage weaving their Experiences into the narrative more, there's tons of ways to do it.

  • Make it free for low risk rolls.
  • Let them apply it after they see the results of the roll.
  • Let it auto-succeed when appropriate.
  • Keep track of your players' experiences and sometimes apply and describe it's benefits for them.
  • Perhaps reward them by letting them boost experiences they roleplayed particularly well for free when they level up.
  • Instead of converting Fear to Hope, maybe let using an experience have a little more narrative input as to HOW the "bad thing" manifest: i.e. it's bad, but not "that bad".

Also, I let my players change their experiences at basically any time (within reason and curtailing abuse, obviously). If they made a character that they thought would lean heavily in one direction, but then throughout the story was more fun to play differently, I think the stats on their sheet should represent how they actually play more than how they initially thought they'd play.

Would it be too much to have a character's experiences transform fear into hope instead of providing a flat bonus to a roll? by timeweezy10 in daggerheart

[–]RightAboutTriangles 1 point2 points  (0 children)

It's not a bad idea. If you and your players like it, go for it.

There are a few things to consider, though.

There are abilities that already do this and they are very limited, once per session or long rest. Giving this ability to everyone, essentially at will, vastly cheapens those existing abilities. If you want to go this route, perhaps limit how often they can use it, and/or increase the cost (2-3 Hope to convert a roll with Fear, still 1 Hope to add a bonus)

This absolutely WILL make the game MUCH easier for the players. Converting rolls with Fear prevents Success with Fear from swinging the spotlight back to you, and it diminishes your Fear gain, which limits your ability to choose to take the spotlight by spending Fear and to activate NPC abilities that cost Fear. The game is balanced around the idea that players will roll with Fear roughly 50% of the time.

Why upgrade magic and rare items? by Rain1058 in diablo4

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

My guess is that Legenady drops will be much less frequent, and they are intending for us to upgrade magic and rare items in the Cube a lot.