This episode of the Diablo Podcast covers Greater Rift exploits and their ramifications, fans opinions on the most-needed Gambling fixes, if the game needs Torment 7-10, and what keeps you playing when gear upgrades are done? Featuring Amedon, N3rdwards, and Flux Click through for approximate segment starting times: Amedon and N3rdwords. 0:30 — Intro to […]
Creating good random map generators is a difficult task in video games, and something we’ve seen done with relative success in all of the Diablo games. Diablo 1 had four dungeon types with quite different maps for each area, though all were just big squares with different arrangements of the pieces within them. (The Hellfire […]
- This side up on that’s about age or 56 or 57
- What are your favorite gems?
- Silent Blues = Blizzard is Preparing for Blizzcon
- Etdlahq Memorial Bar - your shelter from forum…
- What Was Your Best Drop Today?
- Patriarch Dervish, Whirlwind Barbarian (Exceptional…
- Danger Side Effects of Neuro3X YOU MUST READ FIRST!!!
- 2014 Football World Championship thread
- A "Could Be Useful" Amulet - Item Find Thread August…
- Most epic piece of classic/romantic music ?
- RoS: How are you Crusaders doing?
- Berzerk and....Berzerk and...Berzerk and what?
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?