![]() ![]() I didn't NEED to be max level, playing on max difficulty, doing anything in particular in order to get myself geared. I had a 500mf blizz sorc, and I knew that my effort was going to meet an effective reward eventually. All in the name of fun.ĭ2's MF system was on diminishing returns afaik, and from I remember, I didn't care about doing the same boss over and over. That tied with artificially limiting MF ability, arbitrarily deciding what drops where, reliance on (RM)AH, and a team of developers that simply 'know better'. Fundamentally much better than Diablo 2's system.ĭiablo 3's loot failures are intrinsically linked to the game's failed design.Įverything about it is terrible - from the 'weapon damage modifiers' of skills being directly tied to your main weapon (thus negating any form of flexibility in items) - you need to build the FOTM with the highest main-stat + highest dps mainhand in order to compete. With the new paragon system, there's even more incentive to do full act clears or just run around killing wherever. Rather than having to farm the same small area again and again (or the same boss) I can farm just about anywhere and still do well. I think the concept behind Diablo 3's system is a lot better, even if it's not yet executed perfectly. The only real upside was that you would see uniques more often, which kept you hooked, but generally you wouldn't get really good loot all that much more than in Diablo 3. In some cases because there was a better chance at a particular item (SoJ) but in a lot of cases because their character probably couldn't farm efficiently in the other areas. People also generally just ran the same boss or area over and over. There were caps in place that weren't stated and the MF formula wasn't all that straight forward. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Threadĭiablo 2's system was kind of shitty. ![]()
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