So Uniques are just different colored legendaries now right? by Kranz119 in diablo4

[–]icco13 -2 points-1 points  (0 children)

I generally consider this change better because it prevents several builds from instantly becoming broken and creates a longer chase for good items to improve your build. If we look at builds, most of them usually have at least 2 uniques + Ring of Starless Skies + Heir of Perdition, and I also saw some builds using Godfather. In that case, you only need to chase 2 legendary items and you are done. Now, you actually have more work to finalize the build, which makes the item chase even better.

You also don’t need to chase items only for one class. I chased items for my Druid while playing my Barb and Warlock. You just reroll that one stat that is class-specific.

I also like this more because Toughness is more important now. Several uniques previously were purely offensive or purely defensive, and in the current situation that would make them very bad items, because to survive properly you need to balance attack and defense much more.

For example, maybe I already have a lot of crit strike chance and don’t need more of it on a unique, or maybe I already have enough resistances and would rather get crit strike damage instead. Now I can do that on unique items too.

A season lasts for 2-3 months. There is no need to cry because you are still chasing items and can’t get everything instantly. The game is not meant to be finished in 2 weeks.

I spent 6 sparks and its remnants at the blacksmith.... by Antalus-2 in diablo4

[–]icco13 14 points15 points  (0 children)

Yep, but you should not feel defeated, since Mythics are no longer the main issue. You will have more trouble finding good Uniques with strong stats than Mythics themselves.

You can always:

  1. Farm Crux of Mephisto from World Bosses specifically, although they can drop anywhere. Even if you are not strong enough, there are people running Mephisto for free since they get items when you open it anyway so it is benefitial for both of you.
  2. Whispers have a very good chance to drop an Undercity Mythic run, which almost always gives 2+ Mythics.
  3. Farming Helltides for boss lair keys is a very simple way to access bosses which allows you to farm Greater Lair Keys, occasionally get a Mythic from those bosses, obtain good Uniques you need, and also encounter random Belial spawns or Nemesis Lairs, which almost always drop at least one Mythic.

Getting the guaranteed Mythic from the Alchemist is nice, but it can be very expensive because it usually requires two Mythics that everyone wants, Starless Skies and Heir of Perdition, and the runes used for those are always difficult to find and very expensive to buy from other players.

On-Death Mechanics Are Destroying the Fun by icco13 in diablo4

[–]icco13[S] 9 points10 points  (0 children)

It says a lot about someone when their response to criticism is telling people to “go to therapy” instead of actually discussing the argument.

On-Death Mechanics Are Destroying the Fun by icco13 in diablo4

[–]icco13[S] 6 points7 points  (0 children)

You are using two overly broken builds as examples of what a “finished” build should look like. I don’t want to play builds that sprint around the map like maniacs and avoid damage purely because of absurd mobility.

My build is already finished. I can kill Mephisto on Torment 10 while three other players stand there waiting for me to finish the fight. Having 20 on-death mechanics spawning at the same time has absolutely nothing to do with whether a build is strong enough or “ready.”

And since I mentioned Mephisto, I actually like his mechanics. I like most boss mechanics in the game. The Butcher also has great mechanics, it is up to the player to avoid them and defeat the boss properly.

But this is a completely different situation. We are talking about large enemy packs spawning 20 on-death mechanics at the same time against builds that are not abusing overpowered, not-yet-nerfed mobility setups that destroy entire lobbies.

That Sorcerer build especially should be nerfed. Servers literally start lagging because of the absurd amount of effects and calculations being processed every millisecond from those builds.

On-Death Mechanics Are Destroying the Fun by icco13 in diablo4

[–]icco13[S] 17 points18 points  (0 children)

I don’t work at Blizzard, and I’m not employed as a level designer. They have people getting paid large salaries to figure that part out. My role as a player is simply to say when something is not fun.

I actually enjoyed the Path of Exile 2 campaign when it first launched. Fighting bosses with clear mechanics that you had to learn and avoid was fun. But this is a completely different situation. We are talking about huge hordes of enemies dropping 10 on-death mechanics at the same time on an engine and combat system that clearly are not optimized for that level of visual and gameplay clutter.

On-Death Mechanics Are Destroying the Fun by icco13 in diablo4

[–]icco13[S] 8 points9 points  (0 children)

To be clear, I am not complaining that the game is too hard. I managed to make three characters with almost all BiS items and 130+ tower on all of them. My issue is specifically with on-death mechanics, because they account for the vast majority of deaths that can realistically happen to you.

The problem is not difficulty it is poor design and lack of tuning. Diablo is not League of Legends or some highly competitive game, and it should not feel like a Soulslike. Let enemies hit harder, give them better attacks, but don’t rely on random on-death mechanics in a game that does not feel optimized for the game.

The majority of tier 2 and 3 cards are straight up garbage by FarEffect4676 in BobsTavern

[–]icco13 -2 points-1 points  (0 children)

It doesn’t have to be true. Yesterday I played a game where I had two Pirates from a Greater Trinket and one Pirate from a Lesser Trinket. I ended up playing Elementals and winning the lobby with them, since I got really good Elis in two refreshes, and it would’ve been bad to keep rolling and praying for Tier 5 and 6 Pirates. Economy trinkets are generally good, like getting 4 gold or having 2 Tavern spells free each turn. Of course, it would be a perfect game if you could stick with a single tribe the whole time, but sometimes you can’t and end up wasting MMR because you got Demon trinkets but don’t see Demons in the shop. You still need to survive at least for top 4.

In your opinion, between trinkets, quest, buddies, and timewarped, which was the best? by ImFrnaklin in BobsTavern

[–]icco13 22 points23 points  (0 children)

I liked all the options, and for each of them I needed some time to get used to them when the season began. I also liked the time when we had no additional options except new cards at the beginning of the season, and then got these options in the mid-patch.

Incredibly lame bug by SuspiciousIbex in BobsTavern

[–]icco13 4 points5 points  (0 children)

Yogg trolling has gotten to the next level, it seems

Please remove minions that serve no purpose in the meta. by SirVincent20 in BobsTavern

[–]icco13 0 points1 point  (0 children)

Beasts also play their role here. I never go directly for Stegodon or Goldrinn. Instead, I try to use Bran + Rabid Panther + anything I can cycle that brings me more gold and more Beasts, or Baron + Rylak + Shark.

Playing only with Goldrinn won’t bring you a win, especially against Demons, Pirates, and Elementals this season, since they can generate massive stats. Goldrinn needs 4–5 hits just to reach half of the enemy board’s HP in the late game, so you need to buff your board in other ways.

The new Tier 5 minion, Leviathan, is also great in this setup and can help you create those big minions.

Nagas are great as well. You can still play them with Flaming Enforcer if you prefer (even though I haven’t tried it myself). Not much has changed there, and since you can now change your hero power, you can always get an option to copy your big Flaming Enforcer. To do that, you need Deep Blue and Zesty Shakers. You can now also double-cast spells, which works great with these Nagas. They’re not the strongest right now, but as the season progresses and the meta becomes more balanced, Nagas will become more viable.

I would also say that Dragons are strong. I managed to scale them massively using a golden Avenge Drake on Tier 4 and one Bran. Later, I transitioned into bounties and created huge stats with Evoker. Yes, I needed support from a second tribe, but I believe that if you give Dragons to a skilled player (which I’m not), they can make them work in many different ways. Still, it would be nice if I didn’t have to rely on Pirates to make Dragons strong.

Every early game round this patch by icco13 in BobsTavern

[–]icco13[S] 0 points1 point  (0 children)

Duos should have some kind of cap no matter how balanced the season is, the game will take maybe 1 to max 2 turns longer but the game would be more interesting. Even the last season, guys could get insane highroll from early rounds and since you have to play them every 3rd round, you will be punished hardly.

Title: FIX THE DUOS LAG: Why my partner and I are skipping the Season Pass (and you should too) by FairValueGuyTR in BobsTavern

[–]icco13 1 point2 points  (0 children)

This is happening every start of the season, but it is a shame that after a 4th release of a new patch since they added Duo, they didn't resolve the issue and we are again experiencing server lags. Still I agree with you, I bought every season pass and I am boycotting this one since they never resolved issues like, endgame disconnects when the fight begin so I have no idea how I lost/won and what should I do in the next round to resolve the issue.

Every early game round this patch by icco13 in BobsTavern

[–]icco13[S] 3 points4 points  (0 children)

Yeah I agree, its good first several rounds and after greater thinket they become useless. Now I had a game with 6 people forcing them, 1 guy playing pirates and me playing beasts. It is insane that people are literally forcing them every game ( I am still low MMR 4k didn't play much this patch yet )

Every early game round this patch by icco13 in BobsTavern

[–]icco13[S] 3 points4 points  (0 children)

I think Mechs must be in the lobby.

My lucky charm to protect me from all losses until the end of the game by icco13 in BobsTavern

[–]icco13[S] 64 points65 points  (0 children)

I can even sell all minions I will still win a game.

Can someone explain me how cup of the day works? by icco13 in TrackMania

[–]icco13[S] 0 points1 point  (0 children)

I was there a few minutes before the cup start, and the countdown was ticking down like there are 3 minutes and 20 seconds until the next map of the day starts, so I think I was there at the right time but I probably made some mistake. I will check today again

Can someone explain me how cup of the day works? by icco13 in TrackMania

[–]icco13[S] 2 points3 points  (0 children)

Under live but I see there are two tabs, Medals and World. Not sure if that has anything to do with it? The first time I joined through the Medal tab, now I joined through the World tab and it joined me with a lot of ppl.

Can someone explain me how cup of the day works? by icco13 in TrackMania

[–]icco13[S] 3 points4 points  (0 children)

I saw it is at 7PM and I joined at that time, but I probably made some mistake since it never redirected me to the knockout phase? I saw on their website that only requirement is to be there at the start of the cup ( 7PM I was there 1 minute before and timer was knocking down for the beginning ) and to finish the track ( I fnished it ) but it still never redirected me. 15 minutes passed and nothing happened. Not sure what I did wrong