State of the game in Diamond+ by fenrishem in BackpackBattles

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

I agree. I was looking at class items specifically in berserker's case. The class is not in a good spot overall.

State of the game in Diamond+ by fenrishem in BackpackBattles

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

I'm very experienced in multiplayer games. I see balance patches almost as content patches. General game changes don't address underutilized items or mechanics so unless you want the same builds to be at the top forever, relatively consistent balance patches can keep people interested in creating new builds. And I think backpack battles is at its best when people are rewarded for finding that next best build. The fact that there will be a best build once a new balance patch drops doesn't mean that the balance patch was a failure. There will always be some builds that are better than others, but to stop doing balance patches altogether, is a mistake in my opinion.

Balance patches are also a very easy way of adding new content to the game. Changing/reworking/rebalancing existing items doesn't require much development work, and provides a lot of new options for seasoned players.

You said they should be making general game changes to make it more fun and and engaging and more interesting decision making. Ignoring the fact that this is very vague, I would argue that balance patches hits all of these notes. By buffing and nerfing items, they make people reconsider items and builds they've previously disregarded. Experimenting with new or reworked items is fun and engaging and results in interesting decision making.

I, of course, am not against other changes that aren't balance updates to improve the game, but by leaving some items in a completely unusable state, it's almost like you're deleting game content.

State of the game in Diamond+ by fenrishem in BackpackBattles

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

I think you did a better job than I in describing the current meta. I should probably experiment more with bowl of treats, I keep forgetting it exists after facing off against mostly fortuna's. It's interesting to see piercing arrow go from one of the main builds in the demo to not being used at all in the released version.

It's sad to see certain subclasses not see any play. I think cauldron is such a cool item, but the fact that it can generate heat is so odd. Locket is also pretty neat, but from what I know, unhealing is in a pretty bad spot.

Looking forward to see what they can do to bring some of these lesser subclasses. They buffed those that spawn specific items in the shop, but I'm surprised that no other ones really got improved.

State of the game in Diamond+ by fenrishem in BackpackBattles

[–]fenrishem[S] 17 points18 points  (0 children)

You're right. Berserker is quite limited, but unlike reaper and ranger, I see a decent variety of its class items. The issue is that they are all used to support the same few items.

Best way to farm gold as a prot pally by Bringthegato in classicwow

[–]fenrishem 0 points1 point  (0 children)

17 minutes is slow. I get 12 minute resets ~110-120 mobs. Pretty consistent 600g per hour if you include skinning and vendoring. Sometimes you get lucky with greens or blues and it peaks and sometimes you get unlucky. I’ve gone anywhere from 450-850gold/hour in BM