The second part of our analysis of every Legendary Gem newly added to Diablo 3. We cover the last 11, discussing all of their strengths and weaknesses, what type of build they’re best for, twinking uses, melee-bias, and more. Featuring Flux, Katniss, and Ynzerg. See part one of this podcast for all the basic info […]
Almost everyone on my friends list and in the IncGamers HC West clan is playing Seasons now, so conversation has been focused on that reality. How long will Season One last? Are Seasons going to run a consistent amount of time? How much warning will we get before one ends and the next one begins? […]
- Dislike option on Facebook
- The Very Vanilla Homemade Mafia Game - Signups
- RoS: How are you Wizards doing?
- Diablo 3 Patch 2.1.1 Testing: Goblins, Gambling, and…
- Patch 2.1.1, thoughts on notes?
- Big Changes to Diablo 3 Legendary Item Gambling
- OT: Days of our Lives aka the Beacon's Billboard
- Disbanding and Reforming the Clans
- Blizzard has cancelled the Project Titan MMO
- Diablo 3 Patch 2.1.1 Notes
- Gambling Odds for Diablo 3 Legendary Items --…
- Undocumented changes and issues with Patch 2.1
Bonuses from Kills = Multiplayer IssuesPosted 20 Nov 2012 by
A fan asks about the LAEK (Life After Each Kill) property on items and how it works in multiplayer games and gets some Blue food for thought.
Lylirra: No, you don’t receive a return in HP.
On a larger scale, this is something we’ve been discussing how to improve. We definitely realize the way Life on Kill works right now isn’t very co-op friendly. When you’re playing with a group of people and sharing your killing blows, the affix just doesn’t have as much value as it does in solo games, and that can be a really poor user experience. We also recognize the same applies to various skills, such as the wizard’s Archon ability.
We still want players to feel like they can gear/build their characters differently for solo vs. co-op, of course, and we think there will always be some affixes and skills that are better in one more or the other. But, at the moment, the degree of advantage seems like too much of a swing (I imagine a lot of players would agree). We’ve been discussing possible solutions for how we can bring LoK/Archon/etc into better balance between the two game types, but haven’t settled on the best course of action just yet. This issue is absolutely on our radar, though, and we’re certainly open to your feedback in the meantime.
The deal with Archon, for those of you who don’t play a Wizard, is that every enemy killed while in Archon form adds 1 second to the duration of the transformation. Of course that’s “killed” not “injured” hence the issue with using the skill in multiplayer games.
Lylirra doesn’t offer anything other than assurances that the devs are aware of this issue, and that it’s something worth debating. Anyone got any clever ideas for addressing this matter? As the Blue says, they want some mods to be better or worse in MP than in SP, but things that only proc on kill, rather than on damage done, are clearly uniquely handicapped by party play. Maybe LAEK and Archon in parties could just use math, and trigger on every X amount of damage, where x = the average hps of the monsters being battled?