Slow, gradual progression is just fine and a reduced importance on your weapon determining skill damage would be nice. I just can't think of a good justification of inflating damage numbers so drastically, at all. There is absolutely no need to artificially inflate damage, I'm speaking mostly to the 2600 DPS level 44 weapon and the 250k and 333k damage numbers in the one clip. Stun on maces, bleed on axes etc.) The way it looks now, weapon damage is entirely tied to levels, so if you find a really nice Rare or Unique weapon, it's going to be outclassed very likely in a few levels.ĭAMAGE INFLATION! Guys, no! Just stop. I would really love to see just flat damage eliminated and turn things like Enhanced Weapon Damage and Flat Weapon Damage Types into affixes instead, also the Chance to Stun/Slow/Bleed on weapons could just be made into Implicit affixes that roll on all correlated weapon types (i.e. Itemization (still)! While +Skill Ranks are a GREAT addition, the overall look of itemization continues to look a bit lackluster. However, if it's just infinitely scaling and your choices eventually don't matter at all, that really doesn't feel good. The paragon board! (with a caveat): as long as the Paragon board and paragon levels are finite, it looks like it could be a fun way to experiment and try out new things and if its implemented how I think it ought to be, it should really excel at the "easy to pick up, difficult to master" theme Blizzard seems fond of. Visuals! In general, just awesome, fantastic work here guys! The skills in general look loads of fun to play, and the combat looks visceral and engaging! 10/10!!!Īnimations! I love how the animations are timed (whirlwind) and how that, in turn, affects the physics of monster deaths, but to play devil's advocate I fear this style might not feel good for players with higher ping?
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