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Diablo iii developer
Diablo iii developer






I think its an interesting idea and something we would certainly consider adding in the future. The Mystic could combine reagents to grant guaranteed stats from items made by the blacksmith. The Mystic can combine 3 into a Faded Treasure Map that provides a little better MF bonus. Crumbled Treasure Maps drop and give small MF bonuses. This, actually, sounds like what you should have done with the Mystic. New reagents could be added for IAS, XP, Gold, MF. You could also diversify by having weapons get the weapon bonus, helms get the helm bonus, and other getting the other bonus. A perfect star ruby would result in a MASSIVE strength bonus. If you put in a flawless square, you're guaranteed a large strength bonus (~100). If you add a chipped ruby, you're guaranteed a small strength bonus (5-10). What do you think of addings gems to the Blacksmithing process to ensure a stat? Put a slot for a gem into the UI.

diablo iii developer

I think Life Steal will come into it's own in the future, as it scales exceptionally well with gear - if a few months from now people still aren't using Life Steal, we'll probably make changes.

diablo iii developer

I love things that make the player feel like they broke the game (as long as it is, in the grand scheme of things, not going to ruin it).Īnyways, to bring it all back around. No level requirements on gems and Reduced Level Requirements going as high as 18 are two examples of this. One of the things that absorbs a lot of mental energy is trying to create that feeling that you "broke the game". That point where you have enough crit to perma-CC all non-elite monsters with certain builds. Yay! That point where your life per hit is completely mitigating all incoming damage. That point where your archon goes from 25 seconds to INFINITE.

diablo iii developer

Points where you're following one strategy, but as soon as you hit some magic break point you can suddenly do something you couldn't do before. There's lots of "breakpoints", as I like to call them, in the game. At the end of the day we decided that life steal is a stat that can, someday, let you feel like you break the game, and putting a cap on things would just be keeping you from attaining that feeling. As people do more damage, get more survivability, and generally find they can AOE things more than they used to, I expect the value of Life Steal to go up. To make a long story short, Life Steal is tuned around where we expect DPS output to be months from now. Life Steal also scales better in AOE situations. Both of the stats scale with mitigation, and both of them scale with Attack Speed at the same rate, but Life Steal scales with your weapon damage and damage output. The reason Life Steal settled at 20% is because over the next few months, the relative value of Life Steal will probably go up, whereas Life on Hit will not. We played with numbers as low as 10%, and as high as 50% penalty. So it's probably pretty easy to see that before we put in the 80%, Life Steal was 2x as good as Life On Hit. Life Steal was far and away the best stat internally, which is why we put in modifiers to reduce the effectiveness at higher difficulty levels.Ī lot of theorycrafters have (correctly) ball-parked the effectiveness of Life on Hit as being roughly 3x as strong as Life Steal. I'm happy with where Life on Hit is and keeping an eye on Life Steal. Is there any plan to make life steal remotely useful compared to life on hit? Please don't take that as nerf life on hit.

diablo iii developer

Life steal is obviously limited in quantity to keep it from being over used, but with the 80% reduction, it's a wasted mod. I can hit for 20k and only steal tens of damage while my lifepool is 40k+.








Diablo iii developer