Common Suggestions and Feedback (with Dev Responses)
" Hi there GGG rep. I do not want to come across as an arse. But here you make a statement on charms. dashgalaxy86 wrote: 18. Add charms to the game. We are opposed to having items that just sit in your inventory taking up space and cannot be actively used or equipped. The beginning of the sentence is misleading, I don't understand too well if your for or against. If you are Against charms because you don't like the idea of items that sit in your inventory and take up space and cant be actively used or equipped then i am deeply worried about what you see when you view this game. By fact, charms do sit in your inventory and take up space, but they are used. they provide buffs for your character and why shouldn't players be allowed to use inventory space for passive buffs rather then loot space, they are a used as an item and would prove to add to the games build depth and game play experience. I can go into detail about why players deserve a choice in terms of what they use their inventory space for,, if you want me to by all means inform me i would love to contribute. I know many people see potential in this game and what you quoted is like chaining a dove mid flight.. you just limited a great experience for an incorrect reason. Get back to me. Regards. David. |
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" Not really, they're against it. I completely agree with the devs on that point... Charms was a necessary evil in Diablo 2. You basically needed them to be viable in hell difficulty. If you like charms because they add more specialization options, then you should suggest an additional "skill tree" ie a standard talent tree besides the current passive skill tree or something. Charms limited gameplay way too much to be worth the idea. I sincerely hope charms will never be implemented. |
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Yea, charms isn't really optimal - not as they worked in D2 that is. I can't tell, if GGG could innovate the charm system, as they did with the flasks. That would be awesome.
Danskere: PM mig, hvis I har brug for en guild.
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Open / Public instances with PvP option.
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" As Lurken86 pointed out, we are against them. " When I said "used", I really meant "used up", or "consumed", e.g. currency items. Also, inventory space is already limited; I don't think adding another source of contention here is wise. Charms would be like passive skills, except that you could change them around without spending Orbs of Regret. Also they would have a different requirement system. Probably level and attribute requirements, rather than tree traversal requirements. If we want an easily customizable, itemized passive buff system (like charms), we'll do it in a way that doesn't clog up players' inventories. Code warrior
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Skelletons being imune to fire makes no sense... Dry Bones simply burn. In that matter it would make more sense for them being resistant to Chaos or Lightning.
Same goes for the bandits in act2 which are resistant to Chaos aka Poison. Simply makes not much sense for me. This looks like a haterpost now :( Love the game tho. Some more mendling at some points and it will be perfect :) Values for enemy Hitpoints would be awesome, especially when using detonate dead and stuff. Maybe showing all healthbars with values while pressing alt or ctrl or something? Thanks for your work and taking our input <3 As for the Charmsdiscussion: I'm also against charms in inventory. If you are going to implement such a buffsystem, please use another "skillpage" where one has mounts for certain buffstones or whatever. Don't see any need for that yet anyways. So much time to think up something good :) Maybe Buffcharms that one can put on certain Nodes in the Skilltree, which will increase the effect of that node. Would need to categorize the passives tho, and make limits of course. Like red Charms can be used on str nodes and blue ones on Int etc. Would also fit the whole putting Gems somewher to gain Bonuses system already in the game :P I will shut up now I want a Ninja armor for my shadow. I like Turtles. Last edited by DerChi#4555 on Jan 14, 2013, 11:54:03 PM
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Just opened a new topic about Removing mana for pure fighting builds and this was what i wrote i could close it if it replies here
-For non-magic users mana dependance is the only downside of this game. I know Blood Magic is there for helping us marauders, duelists and even rangers but why do we have to sacrifice too much nodes for life and life regen just to being able to swing our swords or draw our bows. Anyway give us anger or stamina which effects from str and dex than add some nodes around tree for support keep the mana for auras and magic lovers. Building my char around mana related problems is just wrong and kinda doesnt makes any sense as pure fighter. PS:ı know blood magic related life and life regen gives us a better survivability as well beside than the mana issues fix.But with my idea we could have more personalization options for pure fighting builds.- Main idea is making swings and shots dependent on str or dex based pool system not on int and u can implement it beside the mana pool dont have to replace with it 3 pools for all chars and swings and shots effects from stamina magics and trap like skills from mana 3 pools like in D3 demon hunter. Last edited by Ceykey#0202 on Jan 15, 2013, 5:55:38 PM
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I think adding charms or any other major thing into the game is ok, but that should only be done after existing skill system and everything is perfectly balanced. Otherwise it would mess things up horibly.
ign: Grandpa_From_Graveyard
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Not sure if it's been said, dont want to read through 27 pages, but i think the map overlay would be better if it had a better quality i guess? Or just a different look. It kind of looks like im playing on a playstation or something.
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" Thanks for clearing that up for me, yeah space is limited depending on what the player picks up, the players choice with the inventory so i disagree with using inventory space as an issue. its completely fine depending on player preference. Otherwise well put. I do think you guys could come up with an innovation from charms, like what you did with the flask system. Well see. |
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