I opened a support ticket on b.net...
wish me luck ^^
I opened a support ticket on b.net...
wish me luck ^^
Can someone explain to me why this is even an issue?
Why do we go from gear swapping in D2 being AOK, to a massive witch hunt in regards to gear swapping in D3? It just makes no sense to me at all...
Regardless, I think the proposed ideas by Blizzard aren't really addressing the problem that they are attempting to fix. If having gear swapping be less tedious is what they define as the issue, then it boggles my mind that they would simply try to make it less of an incentive to do so as opposed to making it easier.
Keep in mind, I don't gear swap. It has never been worth it in any Diablo game, though it has been around since D1. Random drops are random, but at this point there is a perceived advantage. I can't help but feel it ultimately stems from the fact that people believe others will make more money than they will in the RMAH. I know that's just baseless claims, but there's no other reason I can think of for this level of disgust to emerge when it *never* did in this entire series before now. The only major change is the auction house, so it's the only thing I really have to point the finger at.
Regardless, at this point I'm not for or against any change. If there is something done that adds to MF that didn't already, then I benefit. If it stops at simply nerfing the current MF system, I'm not impacted. I just think it's all absurd, and a giant distraction from the real issues facing the game.
My guess is, there's probably a bunch of whines about it on the B.net forums or something. At least, that's what this blue post suggests:
Here's an idea , all that MF gear taking up space according to Bashiok , then give us more inventory space , problem solved :P
And here's the biggie " Ditch shared magic find " stupid bloody idea .
Re: OP... Magic Find, as it was in Diablo 2: Lord of Destruction, was something that you always had to balance against other things that let you either kill faster or survive longer. You had to strike a balance - that was the whole point!
Well, aside from a couple of best-in-slot no-brainers like Harlequin Crest for MF-sorcs - but even then you finetuned the balance with how you socketed it. Even for an item like that, alternatives like Phys Dmg Reduction rune (Ber), versus +Magic Find (PTopaz), versus +Life (Jah rune or PRuby - these would be favourites in a Hardcore setting), versus +Res (Um rune - to make up for resists if your other gear was lacking) made for interesting choices that made a significant difference in how you approached the gear setup.
From this point of view, I find it difficult to agree with the people who argue that you should be able to wear the best possible items for killing speed and survivability while item hunting, expecting to get MF% as icing on the cake.
Now, admittedly, the weapon switch saw a lot of use in D2X on sorcs maxing MF% for the kill on boss runs (Mephisto, I still feel a little sorry for you, remembering how a tiny little moat could so completely take the "oomph" out of a "Lord of Hatred") but the developers claim that is not the game they were building with D3. Did you ever MF-weapon-switch in D2X for anything but the fixed-placement super unique or act boss you were gunning for? I find the idea suspect to put it lightly. And D3 does not need MF-weapon-switch to have a fun item hunt aspect with the premise it has set.
The problems probably lie elsewhere. In my mind, good suggestions to fix them include:
- Improving legendaries to make them less likely to be completely irrelevant and a buzzkill
- Tipping the difficulty balance between HP/DPS of monsters to be more in favor of HP, not DPS to reduce boring kiting
- Doing something to make other stats than mainstat/vita meaningful. Resists? Block? Magic find as an alternative to those? Something else?
With that being said, I can understand your viewpoint. The system i proposed would cause a pretty linear item progression with little to no sacrifices, and some people do enjoy finding balance in their item builds (something I do admit missing and find quite lacking in D3). I just wish the balance item builds were directed in other directions than maximizing MF while having sufficient DPS/survivability. The item builds in D2 that I enjoy the most were the ones that were less linear and were aimed more towards straight battle effectiveness, like Crushing Blow vs straight up DPS or builds revolving around items like Witchwild String because of their awesome, unique properties. Those were a lot funner IMO.
I thought part of the playing the game was Making Choices and finding a balance of efficient vs yeild.
I did gear swapping in D2 but i knew all along it was not the most correct thing to do but it was as easy as a "W" so i didnt care besides seems like it is a build in system. They knew the only main use for W was for MF.
Now in D3 without W they made it clear that is discouraged so i totally ignore gear swapping.
Since there is this NV system, the correct thing i feel we can drop ONE NV stack EVERYTIME inside a period of 10 secs when u change gear.
(While we cannot change skills, we can change gear makes no sense to me and why still give MF bonus to those swapping for mf)
So they player can find a trade-off on the 25GF n 25 MF lost in the process and to hunt a 2 more elites to stack it back or take turns in a team. So technically it will be hard to maintain 5 stacks unless u can kill mobs a bit on MF gear.
Many wont like the idea. ...
Magic find is supposed to be a choice, a balance like between survivability(vitality, resistances, block, dodge,...) and damage output (dps, crit chance, crit damage, ...), so we have 3 directions to pull instead only mentioned 2.
So with swapping gear you remove the 3rd direction, basically you exploited or cheated if you want to call it that.
The solution to all this is supposed to return the 3rd direction, not remove it from the picture. A lot of suggestions (the two in this thread too) do not fix this problem, they just remove MF from this balancing act, suggestions like:
-leave it as is (people are cheating by carrying 2 sets of gear)
-remove it from gear and implement it in some other way (charms, tokens, cap, whatever)
So the only reasonable solution is to discourage (preventing it is a bit excessive) gear swapping in some way. Zero out MF or gradually recovering MF seems to be the best solutions so far and the least troublesome (as is the case with removing NV stacks).
I like the enchant idea, with hard to find/buy enchants.
Or they could make MF+GF a mandatory stat on all gear, but make it harder to roll a big value of that stat.
I must say this is by far the best idea so far. I was considering a system where you increased the Neph Valor Buff to say 50% and make a 300 MF cap (and remove the possibility to switch in combat) so you could make a choise if you wanted to gear for the last 50% or leave it alone without loosing too much doing so. This would make mf valuable and achivable on your normal gear but you would maybe have to sacrifice a bit to get there. However I find the suggestion in this thread better since it would allow blizz to implement new cool stuff rather then just "nerfing" the current system.