Le futur de Diablo, Patch 2.1 Ladder / Tiered Rift.

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Mouais, contenu plutôt light et aucun changement a la mystique qui en l'état ne sert a rien avec une seule modif de stat possible, ni la possibilité de créer un item depuis un objet blanc...
@Valcryst: ben en même temps c'est un patch, pas une extension. Ils ne vont pas nous pondre des nouveaux chapitres/fonctionnalités tous les deux mois, un ajout de super-failles c'est déjà pas mal.

Et la mystique ne sert à rien? C'est que tu as énormément de chance sur ton loot d'objet alors. Moi je pourrai difficilement m'en passer.
De la chance, pas vraiment en fait... Je suis bloqué en expert pour défaut de loots potable depuis 1 mois et demi... J'aurais probablement plus de chance en créant un objet depuis un blanc en fait, sauf que dans D3, c'est pas possible...
Mais tu n'as pas besoin de créer un objet à partir d'un blanc; je suppose que tu entends par là la possibilité de faire des loots spécifiques? Parce que si c'est ça, tu peux te tourner vers Kedala, c'est la seule façon (autre que le craft) d'avoir une pièce spécifique.
Kedala c'est pareil que les loots... Ce dont je parle est différent :

La possibilité de créer un bleu a partir d'un blanc avec 1 stat aléatoire, d'en ajouter d'autres jusqu'a un max de 3/4, puis de le passer en jaune et d'y ajouter 2 affixes supplémentaires. De la possibilité de reroll les valeurs des affixes une fois que l'on a obtenu ce que l'on veut. Un vrai système de craft pensé jusqu'au bout quoi...
Sauf que c'est pas le concept du jeu.Le concept du jeu c'est "full random", C'est un jeu de farm mais tu ne grind pas une progression. (Sauf pour les gemmes)
Tu grind le nombre de tirages de dés mais t'as aucune garantie sur quoi que ce soit.
Citation :
Publié par Andromalius
Sauf que c'est pas le concept du jeu.Le concept du jeu c'est "full random", C'est un jeu de farm mais tu ne grind pas une progression. (Sauf pour les gemmes)
Tu grind le nombre de tirages de dés mais t'as aucune garantie sur quoi que ce soit.
Justement le Kadala, le craft et surtout la mystique diminuent énormément la part de variance dans le loot d'objets équipables.
Diablo III Patch 2.1 is bringing a slew of new content, and developer Travis Day provided details about many pieces of it in the first Theorycraft Thursday playthrough livestream. There will be Legendary gems coming in patch 2.1, that will be useful in socketed rings and amulets. The patch will also bring a Hellfire Amulet that provides a random 5th passive skill, crafted up much like the current Hellfire Rings. Read on for the highlights of what was covered on the stream.

The livestream was run by community manager Brandy "Nevalistis" Camel, joined by Stephen "Leviathan" Stewart, Nolan "Monstrous" Mitchell, and developer Travis Day. They were all running Crusaders and went over the Crusader build that Leviathan had provided for a previous Theorycraft Thursday.

Watch the full video of the Twitch livestream, or check out the summary below.


Here are some of the most interesting bits of info from Travis Day, made on the livestream. These are summaries of what he said, not a full transcription; watch the video for the full detailed statements on each topic.

Legendary Gems - Details about Legendary Gems are coming very soon; Nevalistis has a blog that she has been working on for a while, that is coming right around the corner. A tiny snippet of info: you're going to want to find some really good socketed rings and amulets to use in patch 2.1. While they may be expanded on in the future, in patch 2.1 the Legendary Gems are specifically for rings and amulets.

Gameplay Choices - The developers want you to have more things to do: Bounties, Rifts, and soon there will be Tiered Rifts. They want to have more options and are talking about it constantly, looking for really cool ideas to implement. In 2.1 there will be a Hellfire Amulet just like the Hellfire Ring, that will encourage people to go kill Ubers; they use the same sort of farming of keys and killing Ubers that the Hellfire Ring requires. They are also probably buffing up the Hellfire Ring unique power, although maybe not, given how many cool rings there already are for people to use. They will keep trying to add more cool gameplay modes like that over time.

Hellfire Amulet - It is meant to be a thing that maybe you craft forever, trying to get the perfect one. It is crafted much like the old Hellfire Ring: you pick your main stat, and it's a 6-affix item. Each Hellfire Amulet randomly unlocks a specific passive skill for your class. Effectively you'll have a 5th passive unlocked, but it's all random which passive you get, and which stats the amulet will have, so you will have an incentive to try to craft a lot of them.

Seasons - The developers have done a lot of playtests on them. Trying out assorted Tiered Rifts, solo, testing the leaderboard. Tiered Rifts are a ton of fun, don't worry about picking up items, just optimizing how you play your dungeons.
No items drop from monsters in Tiered Rifts - Instead, the boss at the end drops all the loot. So the bosses have a really high chance of dropping legendaries or gems, crafting plans, etc. There's nothing on the monsters, but lots of loot and the scoreboard at the end.

Developers are playtesting Tiered Rifts daily - Tiered Rifts are not going to be static dungeons, as they had initially talked about. They are random like Rifts, but the developers are working on toning down the amount of randomness that can impact the time getting through a Rift. They have recently been testing reducing the power of Conduit Pylons in Tiered Rifts, so that the people at the top of the leaderboards aren't there just because they got lucky with powerful pylons. They are also changing how the bar fills up, basing it on the monster's hit points so people don't skip hard monsters.

Season Legendaries - Travis just finished a first pass on a bunch of new Season legendaries. There will be these new items in 2.1; over time they'll be retrofitting old Legendary items and adding new ones. The goal for Reaper of Souls release was that every Legendary would be special and have its own unique power, but there were just too many and they couldn't do that for release. That's still important, and as every patch comes out, old Legendaries will be overhauled, and they will introduce new items with new powers. A good example is the Heart of Iron; it sounds cool but it isn't. However, they will not be changing the old versions of items that players already have (other than the announced sets that will be retroactively changing). The old versions of changed Legendary items will stop dropping, and instead new versions with new powers will drop.

The Invoker set was originally created to be a Crusader class set - Early in the Crusader class development, it was going to have a lot of Thorns buffs throughout the active skills, passives for the class, etc. The development of the class didn't go that way and they got rid of the Thorns elements being heavily focused on for Crusaders. As the main item developer, Travis wasn't aware of that in time, so the Invoker set suddenly didn't have a use.

Unity Ring - Using the Unity ring with Follower and the Follower amulet that keeps them alive is intentional, it was designed that way; it is not an exploit.

Monk Sets - Going into Reaper of Souls and designing all the sets and powers, it was all theorycraft land. The developers didn't know what skills would be popular, what the tuning would be like, so all the sets were made in a bit of a vacuum. Some of them were shipped kind of weak, and both of the Monk sets were pretty weak. So with the postmortem of the Reaper of Souls sets, the developers looked over how good each of the sets are, and gave them each a rough power level. Some of the associate developers looked at the Jade Harvester's set and wanted to make all the numbers that big, but they don't want to do that; that's the high bar of how strong they make stuff, for now. But every set should be capable of something in the same ballpark. Looking at that, the Jade Harvester big bonus is 6 pieces, so people often wear 5 pieces with the Ring of Royal Grandeur, and the Quetzalcoatl - so the investment is large, and most of your character sheet is filled to make that build work. So they want the Monks to have similar options. The bonus by itself won't be as good as all those items on a Witch Doctor, but the set should be worth a decent amount of damage, and they can make items to complement the sets and that will help push it higher. One of the Monk sets is themed around 2-handers, which people wish were better. They have been talking about that recently; the Monkey set is decent, but 2-handers aren't popular. They are looking at how they want to address that, what they might want to do.

Developing Legendaries - Between the drop rates and Kadala, players have reliable access to everything; they've felt out where the builds are, and aren't. For the developers, it's finding out what everybody uses; what builds work, what builds maybe don't work because they need another item or two to support the play build. Like maybe for the Witch Doctor, since the pet builds with Fetish are good, and DoTs are in a good place, what about nukes - maybe they need some items that support direct damage nukes.

Making new sets and set bonuses - Generally speaking, the developers don't want to rehash the same ideas over and over, like the idea that, "I want that set bonus, but for my class". Instead, they want to make something that's appropriate for the class. Most all of the items have been planned now for patch 2.1. They are looking at making Crusader items that buff Phalanx. They've talked a lot about the Crusader sets, since the Invoker set didn't end up being a useful Crusader set. They thought about maybe change that set bonus, but some people like the fantasy of Thorns, so it would suck to take them away from them. So they're making a new Crusader set, maybe one that will be a Shield Bash focus set; it's all about having giant heavy armor, and clubbing dudes to death with it. They try to find playstyles they want to encourage, and introduce items to support and supplement it. They want to give lots of cool toys to the players, and see what people think of them.

What about a "Cold Cindercoat"? - The developers have talked about that a ton. A bit of that is the general design of the skills. Frost skills are all focused around crowd control, freezing opponents or slowing them, while Fire is about straight damage. So an item that generally makes Fire better is more useful than something that makes Cold better, because Fire is more about pure damage. In general, +Elemental Skills is one of the generic item affixes that worked out well this expansion, because it makes item choices feel "sticky"; the build you chose is your build, because of the investment into getting a specific +element across your items. They're looking at trying to give equally awesome options for the other elements.

Why remove the Legendary crafting mats in patch 2.0.6? - There's a lot of history to that. The short version is that crafting has 2 jobs. First off, crafting lets you make some pretty good items early on once you hit 70; these are the items you need before you find the great sets and such, to act as stepping stones, like a yellow with better stats. The second job for crafting is to provide you with limitless sinks for materials, so that Forgotten Souls and other crafting materials always have value. The unique crafting reagent system was doing great things like giving players directed gameplay, which is cool in theory. But it unfortunately created gameplay they didn't like, such as players flipping games over and over, looking for a specific Bounty that would have the monster who could drop that specific crafting reagent. Needing a unique component was getting in the way of new players being able to craft stuff, and also stopped high level players from using up their materials, since they were restricted by the specific reagents. It was deliberated a lot, they thought about fixing it for 2.0.5 but let it go; eventually the cons were outweighing the pros, so they changed it. The blue and yellow items having value is very important - the developers want players to want those items, which means the crafting materials need to be useful.

Trivia about Kadala - One of the programmers was looking at when you get a Legendary from Kadala, to play the Legendary sound for that. When looking at that, he was investigating the code and found something strange. Kadala is supposed to say different lines based on the quality of the item you get, but she's only playing the blue lines. She has nice friendly positive lines, if you buy a yellow or Legendary item. But right now she's only playing the blue quality lines. She's really perky and happy, but those lines aren't getting played!

http://diablo.somepage.com/news/1900...lets-and-rings

Dernière modification par liva ; 13/06/2014 à 14h20.
Citation :
Publié par Shuggananas
Vraiment débile l'amu hellfire.
lls ont viré le farm via les items pour craft du leg' et il le remplace par le farm pour craft l'amulette....
Citation :
Publié par Sylverax
Pourquoi ?
Ca fait cheap comme solution à la difficulté du T6.

Tu as la combo unity, tu fais du T6 solo sans trop de mal.

Tu n'as pas la combo unity, il te faut un gros gros stuff pour soloter en T6.

Et on aura même des situations où un gars capable de faire du T6 solo, sera incapable de survivre en groupe.


Niveau game design, c'est pourri.
Citation :
Publié par Valcryst
De la chance, pas vraiment en fait... Je suis bloqué en expert pour défaut de loots potable depuis 1 mois et demi... J'aurais probablement plus de chance en créant un objet depuis un blanc en fait, sauf que dans D3, c'est pas possible...
Si t'es bloqué en expert depuis 1 mois et demi, remets toi en question mon brave, le tourment s'atteint avec des rares jaunes craftables chez le forgeron
Citation :
Publié par Shadowsword8
Tu n'as pas la combo unity, il te faut un gros gros stuff pour soloter en T6.
Il y a même carrément des classes où sans le combo unity pas de T6 solo. Pour prendre une classe que je connais bien, en wiz sans unity c'est impossible, même avec un stuff de brute.
Exemple avoid : http://eu.battle.net/d3/en/profile/A.../hero/19239557
Tu peux difficilement faire mieux comme stuff et ben pourtant sans unity il passe pas en solo, c'est un comble non?
Et je me plains pas parce que j'ai pas deux unity, je les ai et je vais en T6 avec.
Citation :
Publié par Shadowsword8
Ca fait cheap comme solution à la difficulté du T6.

Tu as la combo unity, tu fais du T6 solo sans trop de mal.

Tu n'as pas la combo unity, il te faut un gros gros stuff pour soloter en T6.

Et on aura même des situations où un gars capable de faire du T6 solo, sera incapable de survivre en groupe.


Niveau game design, c'est pourri.
Je T6 en groupe sans soucis avec mon stuff, je T6 en solo sans unity sans soucis avec mon stuff. Je joue Unity juste parce que ça te permet d'être plus tranquille, mais aussi que l'anneau a des stats monstrueuses...

La combo requiert 3 légendaires, c'est pas non plus le genre de trucs que t'as en deux jours.

Faut arrêter de croire que l'unity c'est le cheat code qui te fait passer du T1 au T6 en fermant les yeux. 50% de réduction de dégâts c'est énorme, certes, mais tu prends quand même très très cher sur certains combos d'affixes, et faut que derrière ton stuff suit en termes de dégâts, mais aussi de sustain pour pouvoir T6 de manière à peu près rentable (en solo, je pense que le T5 est plus rentable que le T6).

Faut savoir aussi que le T6 solo reste plus chaud que le T6 en groupe limite, ça fait du bien d'avoir des solutions envisageables quand on a la flemme de jouer en team (ça peut arriver sur quelques rifts ou quoi).
Citation :
Publié par Mormuth
tu joues croisé/barbare aussi, c'est pas les plus à plaindre en terme de solo
Moi ? Je joue pas barbare, je joue pas les sous-classes

Après croisé ouais, c'est vraiment tranquille faut être honnête.

Par contre la seconde classe que je joue ('fin en gros la classe où j'ai 550 heures je crois, et à peine 130 sur le croisé xD), c'est moine.
Mais bon, à l'heure actuelle, le moine ça reste délicat quand même.
Je pinaille quand même, unity c'est le seul truc qui me chagrine un peu sur diablo 3 (et la wand of woh que j'ai jamais vu tombé). Ça reste mineur comme soucis, tout le reste je trouve ça bien.
Je crois que des Unity, j'en ai dez 2 avec mon barbare, je voyais pas à quoi ça sert... C'est con d'autant que mon paladin a déjà sa relique qui va bien... Boulet
J'en ai pas vu un seul d'unity perso donc bon. ^^ Je me dis que le jour ou ca tombera j'ai déja toutes les reliques de follower

Après ca reste un souci d'équilibrage global, quand je vois le resultat entre mon moine et mon WD y'a un probleme. (j'ai aussi un croisé mais j'aime pas du tout le jouer, mes autres persos sont unstuff)
Citation :
Publié par Andromalius
j'ai déja toutes les reliques de follower
J'avais 3 unity et aucune relique... C'est Mormuth qui m'a filé une relique qu'il venait de droper sinon j'aurais dû attendre longtemps xD

Mais oui, certaines classes ont trop d'avantages pour T6, comparé à d'autres, genre féticheur, croisé, ce genre de merde peuvent vraiment vite monter dans les hauts tourments, alors que le monk... le mien est pas dégueux mais je dépasse pas le T3 quoi...
Citation :
Publié par yanomamii
Je pinaille quand même, unity c'est le seul truc qui me chagrine un peu sur diablo 3 (et la wand of woh que j'ai jamais vu tombé). Ça reste mineur comme soucis, tout le reste je trouve ça bien.
Wand of Woh
Je dois en être à ma 5eme Thunderfury, mais alors la wand, nada :/
J'commence à arriver au bout du stuff de mon build actuel en spe frost (Tal Rasha + Vyr), je pense que je vais commencer à parier des wands chez Kadala mais bon... Va falloir s'accrocher (sachant que j'ai du dépenser 30k bloodshards pour avec une mirrorball +2 xD)
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