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It only scales because you have to have a new weapon every 30seconds? How is this good?.. why is my wizard carrying a spear, that he'll never use as a melee weapon? how is this good?
I'm sorry but its a terrible..terrible design. Shouldn't skills scale, by lvl because I put more points into them? Not.. I have a weapon, that i'll never use..
Think of this way: lvling up, putting more points in the skill.. was... wait for it..
wait...
SCALING!?!?>!@!#!$%@^SAJDFSAD!.
*facepalms with a rocket*
Hi there. In diablo 3 you hit maximum level in hell difficulty. For the entirety of inferno difficulty you do no leveling up. Only gearing up. As such only abilities that improve with gear scale up in inferno difficulty.
When you first hit 60 in act 4 hell difficulty, crystal shell for 21k hitpoints is amazing. When you're in act 4 inferno, it is practically nothing. No more leveling means no more scaling, the way you improve your character long-term is GEAR.
It's like none of you know that when you have force armor + diamond skin all the one shots basically do 0 damage for like 1~4 one shots. Depending on your maximum HP
I must agree with the weird scaling. My spells use my 2 handed mace damage (how weird is that) but a defensive ability does not scale the same way. Doesn't make any sense... the inflated importance of gear in conjunction with AH and bad drop rates also bother me.
The stop in scaling should be changed for a few skills in my opinion. They do scale up to 60, but that is about it. Making them tied to your stats would improve this, but finding the balance is hard. Making almost everything gear dependent is a hard and different choice in contrary to Diablo II.
Before Diablo III there was trading too, but the way to get hold of the ability to trade, was a lot harder and comprised by forums and simple in game trading games. Coming to an end with the AH is really difficult, since it is in the end so much easier to simple profit form what a few 100 thousand players find, that to profit from what you and possibly your friends find.
So the AH has its benefits and its downfalls. Increasing the drop rate/chance would be benefit smaller groups of players and still keep the AH interesting. Luckily though the RMAH will not be around the corner anytime soon, until most of the hacking that is about has been dealt with more satisfactory for the players. I guess something like a MUST for an Authenticator if you use RMAH.
The RMAH is an old discussion, still i wonder how it will play out. Greed might win and ruin in the end.
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frygia: "Breastless Player"
Just my opinion... but I feel that Inferno is supposed to be crazy hard. Your level cap of 60, and all skills that go along with that level cap, are meant to get you through Hell and nothing more.
Inferno is more for the D3 equivalent of the old D2 overpowered Enigma/Infinity type crowd to go put their crazy gear to a real test. That and those brave souls who need a serious challenge to keep things interesting.
I do agree with the OP that the lack of scaling on certain things is a bummer, but in light of what I've written above, I feel that Blizzard had good reason to do what they did. They want everyone to get their butts kicked in Inferno.
While scaling and difficulty obviously have some relationship, difficulty, when done well, shouldn't be a result of lack of scaling. It should be a result of more complex, less forgiving combat and enemies. Inferno isn't going to suddenly become easy if they make abilities like galvanizing ward, diamond skin, mantra of healing, or any number of other flat-rate level scaled abilities actually work with gear. The only thing the lack of scaling accomplishes is getting people to drop these skills from their builds all together as they progress further through Inferno, and gear up.
I have a pair of gloves that, alone give as much hp/s as galvanizing ward (as well as int, vit, resists, the usual). Lack of gear scaling on abilities doesn't enhance the challenge of the game, it just makes those un-scaled abilities obsolete.
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