![]() ![]() ![]() (5): +5 Maximum Fury / Gain 5 Life per Fury Spent (3): Reduces damage from melee attacks by 2% When Diablo first game out, the set bonus for the barb immortal set was Because of that, the power of items was dramatically lower than what it was today. If loot was too powerful, the game would become P2W and everyone would lose to people who would buy the super overpowered gear. The major problem with the AH is that it forced Blizzard to make huge changes to how loot dropped, and legendary stats and abilities. Nothing that I'm saying is confirmed, its just how I think it all played out. AH actually gave an alternative end-game experience. If your dopamine-loop reward systems are not strong enough, you will get what you have now in D3, where there's huge hype when a season launches, and most people finish their builds and either experiment with another or quit in just a few days, until the next season rolls over. It certainly doesn't have the same excitement of seeing a crazy rare item drop for you that could either significantly boost your current build, or you can sell for currency that will allow you to acquire better gear.ĪRPGs are by design grindy and repetitive. After your build is complete it's just minor incremental upgrades the more you grind. The fact that you can farm an entire set of gear, complete a build and clear T13 within just a handful of hours of a new season seems way more broken than "pay to win" RMAH concerns. This thrill still exists in POE and is one of the reasons I do enjoy that game despite trading being inherently frustrating, by design. Yes, there surely were a bunch of nerds that sat on the AH flipping items and making profit, I mean which MMO economy doesn't? But, the idea that I could be farming inferno and have an item drop that's worth billions of gold (or hundreds on RMAH) is also a thrill, granted a different one. I know this is against the current general consensus of the community, but I actually enjoyed playing the AH. ![]()
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