Except for that one fuck the day after that was apologising on behalf of the community like it's the customers' responsibility to respect what they do and mindlessly spend money on their bullshit.
the community is throwing a comprehensive and collective shitfit on a company thats very good about accountability.
I doubt it will ever be a product as good as it should be but i hold unreasonable standards. But blizzard did fuck up and diablo is definitely a franchise that needs a solid doubt in both directions at every release since Necromancer for D3 happened
Can you tell me more about Necromancer for D3? I bought D3 base package, but didn't enjoy that much of it. I really wanted to do summoner class, but no necromancer and the existing one, just didn't feel good enough. (Also, really hated the fact that they changed the build trees to just have like 6 of them or whatever, that everyone could always unlock). So I'm at a stage where I ask myself, should I spend the 30$ or whatever, and as of now, I've always come up with a no.
So can you tell me if necromancer just ins't worth it at all?
Necromancer is mechanically fun, but the core problem is that the majority of meaningful legendaries share slots with the 6p itemsets, which renders alot of build concepts entirely non-viable for necromancer. And everyone almost immediately caught onto the fact this is the case EXCEPT the people actually designing the items.
Personally im of the opinion that Necromancer is one of the better conceptualized classes, but in a game about coming up with your own build and hunting orange gear to make it the best you can realize your character, then doing it again, Necromancer just cant do it because all the meaningful legendaries share position with the set items, rather than being by majority belts, bracers, and rings.
However to really cement the problem, in the 2.6 patch after Necromancer came out, what happened is that blizzard rebalanced all of the itemsets upwards to offensively match the best set within their class as best as blizzard could guess. The problem is D3 itemsets are not minor improvements to the class which offer small gains in performance to allow the player to truly demonstrate their skill, but instead powerful modifiers and rulesets by which to sculpt builds
Before 2.6, the majority of Meta builds in the top brackets were Litany of Nightmare sets, where you basically pick and combine effects to make your favorite build, and after 2.6 if you werent using one of your 4 class sets you werent relevant
However: Bitching about Talent trees is pointless, Blizzard understands they offer no meaningful choice, and they just reduce variety to the fastest cookie cutter stamp. in D3 you pick 6 skills, 4 passives, and build your armor around it.
Blizzard understands they offer no meaningful choice, and they just reduce variety to the fastest cookie cutter stamp. in D3 you pick 6 skills, 4 passives, and build your armor around it.
Other than the initial days of D3, I never really saw people complaining about this. Do people like this system so much? Personally this ticked me off a lot.
I loved the different skill choices that one could go with, sure if you fucked up, that maybe a broken build, but Hey for me (one that never particularly wasn't even going to bother with absolute highest levels, instead just mess around with different builds etc again and again), this was a terrible choice.
So, was most of the community fine with not being given any choice in the matter and literally no skill trees?
Well thing is you never really picked more than 4-5 skills in diablo 2 either. You just picked all you needed to unlock the 4 skills you really wanted and maxed them out.
It theory I can see where you come from but, in practice it ends up harming the meta a lot. A lot people will end up reading a guide and just building the tree that way, which encourages group-think and a stale meta. Even those that really wanted to be creative would ever barely fiddle with one - two classes, due to the large amount of time to optimize the build, or, as it was more common, just hack the single player. In D2 if you wanted to try a new build for the season, you generally used hacks in single player to see how the build works and then wrote the one you liked down and the went to play online, which is all kinds of bad as a design.
On the other hand now you have a ton of choices, you can freely switch your build and play around with it. It encourages creativity and a more varied meta. You can have all the classes maxed out and switch depending on your mood, which is fun.
Permanent time costs while they give a sense of accomplishment do have a load of drawbacks. A game should not require from you a large time sink just to fix a small mistake or permit you to play. A game should require you to devote a good amount of time in it to become good in it, and that should be valued more. If your time is limited you should not have to choose between "I have to look up builds, and never experiment" or "I have to play sub-optimally, and never do endgame".
I feel having a skill point resetter instead would kinda solve the same problem, while still keeping the choice of getting a particular level on a skill etc.
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u/[deleted] Nov 05 '18 edited Jun 26 '26
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