Content Update 1.0.1 Video Preview

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dudlidotcom wrote:
To balance auras across single and group play, I can think of one solution:

When you are in a group the aura is reduced in magnitude for each person "borrowing" a bit of its power. Note that this is a solid nerf to team play, but the only way I see to curb party play dominance besides further increasing monster life/damage/resistances.

Not sure if this is the solution we need though...


This idea seems very interesting. I hope GGG could test this and see if it works and solves the aura solo/party problems.
Hmm .. Let me be clear. I Love this Game very much. You Guys from GGG have done great work so far.

But this Content is ... for me a reason to post something.

At first, I do not want to look like a christmas tree when I am using my Power or Frenzy Charges. ;-) Please do not change it. I guess I am not alone with this.

Second: From time to time I have the Impression with all the changes in the last weeks / months that Solo Players are not wanted in this game. If this is so, then I am quitting the game. When I want to reach the goal on my own without the help of others I am fucked because the of the poor loot system and many other changes who cuts on Solo Players und favours Group Players. My personal Opinion is that both should be possible and rewarded. I believe there are many players, who like group playing but want build at least one char on their own without the help of others. Or .. people like me who like mostly play solo.

sorry for my bad english
fear the cold of my heart ...
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CycloneJack wrote:
Looks good. Oddly, I actually like the changes to Purity and the addition of the new element-specific auras. This allows one to still use Purity as a general aura, but then swap it out for a specific element for specific fights or maps to get a boost.

Not sure if I'm a fan of the new look for Charges. Hopefully they'll look a bit better from the default perspective. They seemed a little too simple. Perhaps make them a bit more translucent?

Also, WTF was that platforming game at the end?



The bolded part would be true if GGG would make the three gem into the same base stat value, as it is now you would have to reroll the color of the sockets every time, witch i hope they where just overlooking, and hopefully change if nothing else.
If I was going to do charges, I would make each type of charge spin around the character at a stable, but slightly different orbit. Endurance charges would be closest to the character, followed by Frenzy charges and then Power charges.

Charges, when gained, would be equidistant from each other in their respective orbits. Two charges would be on opposite sides of the character. Three would be in 120 degree increments. Four, 90 degrees, and so on. Thanks to the consistency of being equidistant, players should be able to tell, at a glance, how many charges they have up by simply looking at the distance between two of the charges. Maybe not with 100% accuracy at first, but with a little practice.

From what it looked like in the video, the charges are currently in total chaos. I do like the smaller orbs, though.
I was hoping for 3 different kind of new auras ! >.<
Visit my shop!

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ObscureBalrog wrote:
I was hoping for 3 different kind of new auras ! >.<


aww lol. thats indeed a bit trollish from GGG.
i thought about diamond aura and stuff like that.

the only interesting think about those 3 is the fire aura for possible RF usage.
Guys I don't get it. Just because they want to remove +2% max resistance from Purity aura, you can't play solo or what? Besides they're adding new auras which increases resistance and max resistance to specific element much more!
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Langhun wrote:
Guys I don't get it. Just because they want to remove +2% max resistance from Purity aura, you can't play solo or what? Besides they're adding new auras which increases resistance and max resistance to specific element much more!



short version is that it give more power to group play and less to solo players.
Don't understand why "solo" people are whining so much about aura nerfs.

Auras are supposed to be group buffs and support, not solo crutches.
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UkitalAran wrote:

I think it's because of party play, if 5 team members use purity that would translate in +3%x5 = 15% extra maximum resist for everyone which is a quite considerable amount.

This summs up in partys? O.o" LOL! No wonder they nerf it. But if GGG would be clever, they just keep the 2% additional cap no matter how many players are in a party that use this aura. Should be possible and the obvious balance change. But this would not nerf solo play so I guess GGG made it like they described it...

My own Idea was also party releated but in combination with the mana reservation. IDEA:
35% mana reserve per aura in solo play
+5% more mana reserved for each additional player
means 60% mana reserve per aura with 6 players
conclusion: no nerf for solo players but more balance in partys (you don't need that much auras of your own if you play with other people)
I hope GGG reads this. ^^
Last edited by Fusion_Power#0294 on Nov 11, 2013, 9:59:45 AM

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