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The Farseer

Uniting Map Variety and Item Passives

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Sup

I had an idea recently and wanted to run it past the community to see if its actually good or not.

Basically in order to stop people from grinding the same map and praying to eventually get that perfect alignment of high ipwr and perfect passives, the devs add a patch for incursions that means every map is associated with a different build arch-type.

For example for Gates of Dragonfall; Monks would find gear with one guaranteed LSA passive, Huntress finds  a trap passive, Squires would find a cannonball passive and finally the apprentice would find a flamer passive.

Now you may be wondering why not just have all 4 of the meta passives in the first map? And that's because it gives players a reason to play different maps and at the same time allow them to grind for what they want more effectively. Also if they can't do a certain incursion, the option to play normal endgame is still available to gamble for the passives they want.

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No. The passives system and progression need a total overhaul. This would only encourage it late game anyway, before that you'd just go for highest ipwr.

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@braydon180 quote:

No. The passives system and progression need a total overhaul. This would only encourage it late game anyway, before that you'd just go for highest ipwr.

Wouldn't that require another wipe? I agree with improvements for progression but the passives are a important factor of that. As DD2 is MMO-esque game, the passives allow your hero to specialise rather than being a jack of all trades (i.e. the target dummy squire or the balloon huntress). The passives also create a sense of player uniqueness for late game players.

Provided that all the passives are balanced in terms of average dps or utility for DU (Still waiting on those advanced descriptions and formulas) it allows for early game to be chaotic but simple while late game is precise but required to be complex.

Also specialising should only be mid-late game (Lvl 50ish) so it allows beginner players to build casually and not get roflstomped until they reach the NM tiers. When players are starting, ipwr allows them to understand if they have the required stats to attempt a level; and when they get to levels that have a higher ipwr than is what can be achieved specialisations allow for them to equalise the disadvantage.

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The passives severely limit your heroes. Passives turn squires into a character that does nothing but build walls, make apprentices built for only frosts, with maybe flames. All the passives do is mean you can only have one decent tower now.

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@braydon180 quote:

Passives turn squires into a character that does nothing but build walls, make apprentices built for only frosts, with maybe flames.

This is true, but it really shouldn't be.

Frosty + Traps + Serenity is way too strong because of the format of the waves being that there are always small dudes. This means its not necessarily about how hard you hit, but about how fast and how many. Also the grounded enemies lane perk is really bad for things like the earthshatter mage.

Combined with the fact that boost auras are worse than frostys in terms of dps and the huntress doubles as both a magical damage and phys damage builder, its more about being efficient with the constraints rather than everything can work and choose your own path.

A redesign on the incursions would be pretty cool as well, like one is swarm based another being only armoured phys resist enemies but purge evil is far too strong to implement any of these.

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I really don't feel like going through this again... There are a lot of other problems, such as having to rely on good rng roles to get the passives you need for your builds. It means you have to farm for ever to get the right 3 passives on each piece of gear... I definitely want customization moved to your spheres.

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I agree that spheres would just be an easier way to deal with class types, but with the current system it seems that it would just turn into a gold grind.

Removing all passives might be a little strong though, maybe if they made it only 1 passive per gear, but if it was the generic passives like construction? 

And what do you think about the old weapon passives like purge being turned into ubers and the new weapons having utility passives like shellshock or idle flow?

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How many times do I have to say it...

This game is about grinding and RNG to gear up. Same as in DD1: getting transcendent, supreme, and the ultimates (+/++) required A LOT of grind, more than in DD2. I didn't have all my characters in full ultimate ++ set. However, all my characters are in near perfect legendary set with near perfect passives in DD2 (got them before carnival, so no using the wheel). Conclusion? It is too easy to gear atm. Legendaries are so easy to grind. Play one map on NM4 and you're almost guaranteed to have one. When I farm on Betsy NM4, I can get up to 5-6 legendaries per run. Average is about 3-4 per run. 

Too many people complain about the long grind. Well, don't expect to have the best builders with only 100-200 hours. 

So no I do not want to see passives disappear from gear. Just man up and grind if you want better builders. Passives on sphere would be stupid since those who grinded 1000 hours would have about the same builder as those who farmed 200 hours. Ridiculous.  

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@MushroomCake28 quote:

How many times do I have to say it...

This game is about grinding and RNG to gear up. Same as in DD1: getting transcendent, supreme, and the ultimates (+/++) required A LOT of grind, more than in DD2. I didn't have all my characters in full ultimate ++ set. However, all my characters are in near perfect legendary set with near perfect passives in DD2 (got them before carnival, so no using the wheel). Conclusion? It is too easy to gear atm. Legendaries are so easy to grind. Play one map on NM4 and you're almost guaranteed to have one. When I farm on Betsy NM4, I can get up to 5-6 legendaries per run. Average is about 3-4 per run. 

Too many people complain about the long grind. Well, don't expect to have the best builders with only 100-200 hours. 

So no I do not want to see passives disappear from gear. Just man up and grind if you want better builders. Passives on sphere would be stupid since those who grinded 1000 hours would have about the same builder as those who farmed 200 hours. Ridiculous.  

I would say that the grind in dd1 is completely different because of the abundance of stats on gear. As long as you could find 3/4 of the hero/tower/ability2 stats positive and one of them was DP, you could build the majority of the levels with trans gear provided you can find a set.

In DD2, you are rolling both for ipwr (either mythic or legendary), the correct 2 stats and passives which seems a lot more daunting. However the daily bonus makes legendaries drop like rain if you farm efficiently.

The original idea of this thread was to add variety and efficiency to farming since when you reach late game people just spam gates and forget how to build levels and more often than not ignore the daily bonus. By making every map drop a different passive, it allows for players to grind a little bit faster for the class archtype they wanted rather than gambling for 1000s of hours without removing that option for the dedicated.

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@MushroomCake28 quote:

How many times do I have to say it...

This game is about grinding and RNG to gear up. Same as in DD1: getting transcendent, supreme, and the ultimates (+/++) required A LOT of grind, more than in DD2. I didn't have all my characters in full ultimate ++ set. However, all my characters are in near perfect legendary set with near perfect passives in DD2 (got them before carnival, so no using the wheel). Conclusion? It is too easy to gear atm. Legendaries are so easy to grind. Play one map on NM4 and you're almost guaranteed to have one. When I farm on Betsy NM4, I can get up to 5-6 legendaries per run. Average is about 3-4 per run. 

Too many people complain about the long grind. Well, don't expect to have the best builders with only 100-200 hours. 

So no I do not want to see passives disappear from gear. Just man up and grind if you want better builders. Passives on sphere would be stupid since those who grinded 1000 hours would have about the same builder as those who farmed 200 hours. Ridiculous.  

I agree with you, grinding for best SHOULD be required and SHOULD not be quick.

But I also think Trendy should go the MMORPG lootstyle.

Every map should have the possibility to drop a unique weapon/armor/relic. They should even add "sets" like if you own 3 pieces you get this boost. This would mean a lot more playtime on the other maps which are useless now. 

Why would you play any other map, except for Gates, Harb, Betsy and Ramp.

I might be alone on this one, but I loved the fixed loot tables of WoW where I knew there was a chance our raid dropped a good item for my char, limited to my role (tank/dps, whatever)

I loved the fact that it took weeks to have the correct set and that epics were "harder" to get.

In DD2 they throw legendaries at you way to easily. Before you reach 50 you can already be decked out in legendaries. 

I know only the real grinders (hardcore) will like this, and that it is not for the Casual players but there should be a difference between HC and casual players.

I was extatic when I saw my first legendary drop and was "OMFG I'm so lucky", and then I was like, ow ok they are just very common. Top End game gear should be like arma or Cleanser drop wise, very rare. 

Another thing about this, people love to boast with what they have. You can show off your arma or cleanser, but you can't you gear, so there should be skins for specific armor drops. WoW tool a wrong turn where you had armor that was so huge it became fugly, but you have to admit the wings (Malefic Raiment) were fantastic to show off.

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Instead of making it a guarantee, I'd just give the map passivetype a significantly increased chance to appear. But other than that, I rather like this suggestion. Grind is fine and all, but constantly getting ipwr 700 gear that has nothing on it can get a tad bit frustrating.

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