Avatar of Khaoz #1669
Khaoz #1669
PTR experience(1)Category: PTR FeedbackFebruary-10-2014 6:51 AM PST (3 years ago) Go to Blizzard forum post
Hi! I posted this on General Discussion, but some guys asked me to post here.

http://us.battle.net/d3/en/forum/topic/11675497787

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Yesterday I took my D3v HC barb to see how would be the transition to the new patch, and this is what happened.

I just reached inferno and stopped playing (booored), my stats were really poor:
http://i.imgur.com/ACm2reF.png

With these stats in PTR, the best I could start was 'Hard' difficulty. With around 29k DPS, risk something harder wouldn't be good.

Then I played it for 6 hours, and this is what I got:
http://i.imgur.com/Ohe4iKD.png

A total of 7 legendaries, and a bunch of rares that were upgrades as well. With these new stats (not so great DPS [78k], but a good toughness [887k]), I could "tank" Torment1, and kill quite nicely.

With this experience, I'd like to say a few things:

- Drop rates are fine. Every 20-30 minutes I found an upgrade. Every 45-60 minutes I found a legendary. The number of useful gear will obviously reduce as my gear gets better, but these drop rates are good enough, otherwise I'd hit a gear wall VERY VERY QUICKLY.

- The curve of damage reduction from 'All Resists' from vanilla to PTR seems to be very different. I'm not sure about the numbers, but looks like 600 AR in vanilla are like 300 AR in PTR. What I noticed is that I could drop a few items with AR to get more damage and it barely affected my toughness. This helped the transition a lot.

- XP in PTR seems to be high, but I think it is in a good rate. I leveled 20 paragon levels in 6 hours, and the paragon XP bar was starting @ 70% or so (for tests, I suppose?). If you think about the benefit of a single paragon point and the rate you get it (1 point every ~35 minutes, start @ 70%), it isn't fast at all.

- The 'Trifecta effect' still exists and is very annoying. Despite the loot you get be useful and some legendaries have those awesome affixes, I was still looking for the necessary 'CC > CD > AS', and 'Main stat > Vit > AR'. I'd suggest to make 'CC > CD > AS' and 'Main stat > Vit > AR' to roll only on a few types of gear, like gloves and rings, and 'Chest/pants armor', respectively. Since the other pieces wouldn't roll these stats, we could look for other stats that are considered 'crap' in the current mechanics.

- PLEASE, make gems and crafting mats be picked up automatically. I obviously want to get all of them (just like gold and health potions) and it's very annoying to click-click-click them everywhere. Also, all them became fixed items in my inventory. They will be looted anyway and they will stack to 1000, so why bother stashing or w/e? :P

- After playing only 6 hours, I could handle Torment 1. Unless the difficulty through Torment levels scale a lot, I'm afraid the game will need a BIG boost in difficulty. I think drop rates should stay like this so the player can feel rewarded, but the difficulty needs to get way higher on every step.

Comments? Thanks.
Avatar of Grimiku
Grimiku
PTR experience(8)February-11-2014 3:00 PM PST (3 years ago) Go to Blizzard forum post
Thanks for the great feedback summary, Khaoz! I'm glad to hear it was a fun transition, and that it worked well for you. I was sure to read through all of your post, and took notes to pass along.

Posted by: Khaoz

- PLEASE, make gems and crafting mats be picked up automatically. I obviously want to get all of them (just like gold and health potions) and it's very annoying to click-click-click them everywhere. Also, all them became fixed items in my inventory. They will be looted anyway and they will stack to 1000, so why bother stashing or w/e? :P


This is one of many solid suggestions we’ve seen regarding improvements that could be made to the crafting resource management system. On the whole, we agree with your feedback and are currently working on some different ways to help streamline the process of picking up, storing, and using crafting resources.

Let me preface what I’m about to say with the caveat that any changes we make to crafting material management at this point would come after Reaper of Souls ships. With that in mind, here’s a few ideas we’re tinkering with to help get you thinking about some of the cool possibilities:

  • All crafting materials would be moved to a currency-style storage in the UI. Think something similar to Blood Shards.
  • All crafting materials would become auto pickup, except for LEGENDARY crafting material. (Legendary crafting material would still be automatically stored as a currency, but players must click on it to pick it up.)
  • All crafters would pull crafting materials from this storage area for recipes.
  • Crafting materials that the player doesn’t currently own would appear in grey text with a 0 counter.
  • Players could mouse over the icons of all crafting material to get the full tooltip of the item. This includes greyed out ones.
  • Currently, we do not intend to store gems in this way because it would make socketing items feel clunky.


Note that this is all still a work in progress and thus subject to lots and lots of iteration. Again, while this is something that won’t make the launch of the expansion, we still wanted to acknowledge that we’ve seen your feedback, agree with it, and are already starting to act on some of your suggestions.
[Post edited one time, last edit by Lylirra at February-11-2014 4:03 PM PST (3 years ago)]
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