Evolving Reaper of Souls Panel

Drugi dan Blizzcon 2014 imao je samo jedan Diablo panel - Evolving Reaper of Souls.
Originally Posted by Blizzard 
Blizzcon's "Evolving Reaper of Souls" panel from Blizzcon 2014:

There were four main portions of the panel:

  • A retrospective view on the evolution of Diablo III at release to what it is now.
  • A first look at new and changed Legendary and Set items from future patches.
  • The Legendary Workshop where a Legendary item was designed live on stage.
  • A short segment of community questions.

  • Evolution so far
    • Main idea of Diablo: Epic heroes and the promise of epic loot.
    • Look to the past
      • Linear difficulty with Inferno being really hard on higher Acts.
      • Elite timer which used to kill you if you couldn't kill an Elite monster fast enough.
      • So players were avoiding Elites.
        • Farming pots all the time.
        • Playing the Auction House instead of the game.
        • Later Alkaizer runs, spending more time in menus and loading screens than the game.
      • This was never the intended way to play the game.
      • The underlying issue was that players wanted to play this hard content but couldn't because good gear was so hard to get
      • Gear was hard to get because the original Diablo III was meant to have item progression which lasted for 10 years.
        • To provide this long reward tail, randomness was a goal instead of a tool.
        • Also, only Item Level 63 items were actually worthwhile.
        • Thus came many universally useless items, like Quivers with Strength.
        • Legendary items were made incredibly rare.
        • Loot fountains are great, unless there's only trash in them.
        • Loot 2.0 and Enchanting helped fix this issue.
      • Fantasy: You should feel like an epic hero!
        • But to become that epic hero you need gear.
        • What was the most efficient way to get gear?
        • The Auction House!
        • Doesn't feel epic though. Neither did Alkaizer runs.
      • Patches were needed to address all these issues.
        • Loot 2.0's less is more approach
          • Less items drop but they are generally much better with Smart Loot.
        • Difficulty changes with the addition of Monster Power
          • Allowed players to experience all content.
          • Still provided a challenge to the best players.
        • Paragon levels to provide a form of continuous progression.
        • Ubers to have one more thing to do.
      • Console version
        • The Console Team was given the liberty to challenge the old assumptions, mostly loot.
        • How to compare items? How do I know which item is better?
          • Damage/Toughness/Healing metrics of today were developed.
          • But they were only removing a symptom, not the problem.
          • Too many items, too many affixes, too much randomness.
            • At one point, before the Beta, there were some weird affixes.
              • +% Increased damage to Wizards
              • +% Casting Speed
              • +Attack
              • +Precision
              • +% Sell Value
          • Affixes were grouped into Primary and Secondary to give a guideline.
        •  This was basically Loot 1.5
      • Auction House
        • Was intended to protect players from dodgy third party item sellers like they exist for Diablo II.
        • Instead, became the primary way of progression, even for players who would have not otherwise used it.
        • It destroyed the entire reward-loop, essentially making the game pointless.
        • Thus, it was a non-winnable scenario for Blizzard.
        • The Meeting
          • Hearthstone and Heroes of the Storm prompted changes to the Diablo AH's structure.
          • In a meeting discussing possibilities, Mike Morhaime noticed that Josh Moshqueira hadn't said anything.
          • Being asked, Josh said that he honestly though that killing the whole thing was the best thing they could do.
          • Within 20 minutes, basically everybody agreed and the removal was announced shortly afterwards.
      • Replacing the AH
        • Removing the Auction House would leave a gap in the game as people had become so reliant on it.
        • How to close that gap?
        • Loot 2.0!
          • Items tailored specifically to your class.
          • Game-breaking Legendaries
            • and a realistic chance to find them.
          • Smart Drops, Affix Groups, Legendary Affixes, displayed roll ranges and the Compare tooltip all work together.
        • Adventure Mode
          • Helped reduce flip-farming from Vanilla
      • Sets
        • The Jade Harvester Set
          • Built around the idea of the WD placing DoTs on everything and then watching them die.
          • What if you could make those DoTs simply explode?
          • Now, the formerly weak WD was considered stronger than every other class.
          • Instead of nerfing Jade, all other classes should get equally powerful Sets!
        • The Marauder Set
          • Good in theory but very boring gameplay.
          • New philosophy: No power without gameplay!
  • Future items
    • Legendary Affixes are being added to existing Legendaries in the future, the goal is for all Legendaries to be worthwhile.
    • A look at some new items visuals.
    • Sets like Natalya's and Immortal King's will be getting a 6-piece bonus in the future.
    • New iteration of the Raiment of a Thousand Storms Set
      • 2P: The damage of your Spirit Generators is increased by 100%.
      • 4P: The third hit from your Spirit Generators grants a charge of Dashing Strike and the amount of charges Dashing Strike can store is increased by 5.
      • 6P: After using Dashing Strike, you Dashing Strike shocks all nearby enemies for 3000% weapon damage as Lightning.
    • Reworked Skull Grasp (ring) with "Increase the damage of Whirlwind by 441% weapon damage."
    • New Belt: Omryn's Chain with "Drop Caltrops when using Vault."
    • New Belt: Belt of the Trove with "Every 6 seconds, call down Bombardment on a random nearby enemy."
    • New Helm: Crown of the Primus with "Slow Time gains the effect of every rune."
    • New Wizard Set: Delsere's Magnum Opus
      • 2P: Casting Arcane Orb, Energy Twister, Magic Missile or Shock Pulse reduces the cooldown of Slow Time by 1 second.
      • 4P: Enemies affected by your Slow Time take 1250% weapon damage every second.
      • 6P: Enemies affected by your Slow Time take 500% more damage from your Arcane Orb, Energy Twister, Magic Missile or Shock Pulse abilities.
    • New Demon Hunter Set: Unhallowed Essence
      • 2P: Your generators also generate 2 Discipline.
      • 4P: Gain 40% damage reduction for 4 seconds if an enemy is within 20 yards of you.
      • 6P: Your generators and Multishot deal 10% increased damage for every point of Discipline you have.
    • New Barbarian Set: Wrath of the Wastes
      • 2P: Rend lasts three times as long.
      • 4P: Rend deals triple damage.
      • 6P: Whirlwind deals tiple damage to enemies affected by your Rend.
    • All these are subject to change!
  • The Legendary Workshop
    • A Legendary Item was designed live on stage with ideas from the community and some members of the audience.
    • The process had three stages
      • Gather: Brainstorm all ideas. Even bad ideas usually have a cool core.
      • Refine: Pick the best idea(s) and turn them into design(s).
      • Reflect: Talk about why ideas were rejected or picked.
    • Chosen idea: A Wizard Source which switches the element it empowers.
      • Selects a new element every couple of seconds.
      • The selected element deals double or triple damage.
      • Empowers Wizard as a master of elements.
      • Could be applicable to other classes as well, on form of a different item.
    • Rejected Ideas
      • WD carries around shrunken heads, so why not have him blow up his own head into a bunch of bats and replace it with one of the ones he carries.
      • Monsters caught in WD's Grasp of the Dead area would explode.
      • A belt which would grant you random skills from another class. Goes against design tenet "Concentrated Coolness" which means that no other classes can steal your cool skills.
      • Offensive Potions. Goes against "Clarity of intent" which means using things when you need them, in case of potions that is defensively.
  • Community Q&A
    • Q: Matchmaking for Public games so that high and low Paragon players are not matched together.
      • A: No plans yet. Is not regarded as a crisis yet. Some players might like carrying others.
    • Q: Some vanilla items like Witching Hour are still better than anything found on level 70.
      • A: Those affixes will not come to new items, instead new items should get Legendary powers which make them better.
    • Q: Double Unity is mandatory for higher solo GR.
      • A: Unity is a great item. The problem isn't that it's too strong, the problem is that it has no competition. So, make other items just as strong!
    • Q: Mighty Weapons feel weaker than other classes' weapons
      • A: Acknowledged the problem. Mighty Weapons will get cool new powers, just like all other items.
 
Evolving Reaper of Souls Panel



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