2012-06-22, 03:41 PM
modular Wrote:seems like 1.03 was bad overall...
-battle.net D3 GD is full of people quoting "aren't you thankful!?", raging and whining about the changes... blues were chased off or something
-the population of public games hovers around 10% of prepatch numbers
-wear and tear for breakables is way out of line (and theyre looking at tweaking repairs)
-inferno bosses overbuffed (ghom poison, cydaea spiderling attack range) and the loss of a guaranteed 2nd rare means elite packs offer the same rewards. no reason to bother trying them unless youre doing it for progression.
-several bugs and changes they said were fixed are not (mortar @ melee, rubberbanding)
-betrayal of trust in items through retroactive nerfs with rerolls
oh and if you notice, all the very best weapons are physical damage. the +%dmg affix affects physical damage, but not elemental. this was not addressed in the patch and existed beforehand.
imo:
overall the game is in a better place because the item nerfs were necessary (despite items needing to be sacrosanct), gold inflation was similar to when new leaf city first came out, the philosophy change to loot acquisition in inferno is a sidestep (right thought process, wrong to nerf drops in act 3/4), and rebalancing inferno mob damage and hp was inevitable... but theyll hover around 10% of their former playerbase until at least next patch. the game just isnt fun this patch, blizzard took away too much and all we get in return is to fill our inventories with bad yellows instead of fairly good blues. i expect the next hotfix will destroy the last(?)/current bastion of exploitative play (treasure goblin farming @ road to alcarnus)... and then maybe, just maybe, we will see some much needed buffs to fun and reasons to play.
but really, welcome to D3 open beta. expect real game soon. its nexon-worthy skullduggery that we paid for a beta.
The only reason this game feels like a beta is because there is no decent end game. In D2, you could make many differing character builds to keep you busy, while in the background Blizzard was balancing and tweaking the game. You didnt notice because you were busy having fun with builds and item hunting. Now there are no builds. It's just item hunting, so we've gotten to a place where we're constantly paying attention to Blizzard instead of experiencing fun ways to play the game. Btw, you can't balance and tweak a game like this UNTIL it goes live. You need millions of people using all the skills to get the data required. This isnt stuff a handful of in-house testers is going to be able to perfect before launch. People calling a constant balance/bugfix on a live game a 'beta' just irks me. You might as well call nearly every online accessible game right now a beta by that logic.
I think 1.0.3 was a great step, and that the complainers are louder than the praisers. Full inventories of crap yellows instead of good blues? That is retarded logic. Blues are garbage. I can farm large chunks of Act 1 inferno, come up with 40-50 rare items (at least!); many of which are useful or sellable. I can actually progress through Act 2 better than i could before (it is by no means an EZ mode like so many idiots keep saying). They made later parts of inferno a little easier, but it is still hard.
I dont use IAS, so i dont give a rats ass about them nerfing it. I think IAS was a cheesy tool that let people who were undergeared, advance farther than they should have been able to. Yes, mortars still glitch on walls or something (so theyve said), but out in the open you can see very clearly how the range was changed. Yes, elites and bosses both drop a guaranteed 1 rare. But bosses also drop far far more other loot than packs to. You'd be an idiot not to progress through the bosses still. The change was good because, as i said above, i found a ton more yellows now than before doing the same boss runs. I think getting rid of MF for chests was good and bad. I think resplendent chests should always check your MF, otherwise they are basically worthless spitting out 4-5 blues. The whole point of dungeons is to kill the packs there and loot the super chest.
The change to the jeweler was much needed, and i welcomed it. I think the blacksmith could have his requirements for crafting reduced a little more, but it was a step in the right direction.
I had no idea that the top DPS weapons were all physical damage. I wish they would just add some spice to all the other elements. Make them do something so choosing an element can affect how you build your character. A lot of the stuff in this game is extremely bland like that.

