LOL, now I'm imagining what D4 would be like if it was just a copy/paste of D1's content. Millions of players would be complaining that the game is only a few hours long and there's no "end game". :D
NightSicarius
Yep, I've been enjoying it quite a lot. I don't see much fun in eliminating 99% of the character development side of the game by just blindly following a build guide.
Yeah. In D4, I'm happy just having a single build for all content. I haven't found any need for a farming build or a push build or anything.
So it's only when I want to try something, experiment a little, that I really hate the lack of build storage. I can't just park my ice build and respec into fire just to try out that cool new item I just picked up. It's a painful process and then if I want to go back to my main ice build then I have to go through the whole process again. It's almost like they wanted to us to build up multiple characters instead of experimenting with builds. But I really can't find the time to grind up another sorcerer to level 70 just to try out that level 70 item I found.
When I played D2, there was no respec'ing at all. Honestly, it made for painful character development as you couldn't invest in the shitty early skills to get you through the levels. Instead, you had to suffer through the levelling process only putting 1 point in these early skills because they were prerequisites for your final skills. Then you finally hit level 20 or whatever to unlock the skills you want and suddenly you can start spending skill points. Then if you wanted to try a different build, you made a whole new character and went through all that grind again. But it was the only option we had, so we lived with it.
D3's system was entirely flexible and you could switch at any time, especially after they added the armoury to store complete builds. I think I got spoiled by this and now I don't see any good reason that we shouldn't just be able to switch easily between farming and pushing builds.
D4's system is halfway between. You can fully respec your character... but they've designed the UI to be hostile to it. It's easy to refund all your skills and reassign them, but it's impossible to refund all paragon points except by clicking through them all one by one. It feels like a big step backwards from what we had in D3. All this does is discourage experimentation in builds. Even if they don't want us to have an armoury to easily manage multiple builds, why on Earth haven't they provided a "refund all" button for paragon points when we have one for skill points? The cynic in me says "so they can put Scrolls of Amnesia in the in-game store".
With a map and a pre-planned route, you can bang them out in an hour or two while watching Netflix. But yeah, it's just a little extra tedium.
Still doing campaign at level 55? No wonder it's feeling grindy. Monsters cap out at level 50 in WT1/WT2 so you won't be getting much in the way of experience and you won't be getting better items.
Rerolling item affixes is done at the occultist (where you extract and inscribe aspects) and is called "enchanting". You unlock this at level 25.
it feels like work to dutifully collect all golds just to sell without even looking at them because i only care about legendary, which are rare and mostly not even useful for my build.
That's not quite right. Legendaries are usually only useful for their aspects. The rares are the ones you want to be looking at. You find a rare with 3/4 good affixes, reroll the last to something good, imprint a legendary aspect on it, and you've got an excellent item.
They were originally going to have everything be a clean slate, as I would typically expect for a seasonal start. Reportedly, they changed due to "overwhelming community feedback" so that's why we have this awkward "keep the map visibility and altars" solution.
The first build-up is slower, usually takes about 5 hits. But once I've got enough for a hammer and go berserk... it's all just a combination of stats. Fury cost reduction has HotA at 65, still looking for more reduction there. I have a lucky hit chance to gain 20% fury and lunge/HotA both have 50% lucky hit chance, so I'm guessing that procs quite often especially in large groups with Ancestral Force applying it in decent AoE.
I don't see fury generation bonus listed in the stats page (probably because it's only applied when berserking or after using HotA) but Prolific Fury is boosting fury gain by 18% and Enhanced HotA gives +30%. So that's around 50% increase so I should be seeing 15 fury from each lunge. Combined with the lucky hit to restore fury, I'm almost guaranteed to get 20 fury (30 if berserking) back from each hammer as long as I hit a decent number of enemies. So HotA effectively costs 35, so two lunges at 15 each gives me 65 fury to spend again.
Sometimes I get unlucky and it stalls a little, usually when there's only one elite left and I'm not getting the lucky hit proc from HotA, but then I can always use Rallying Cry (9 skill points) to gain an additional +92% fury generation which makes each lunge gain nearly 30 fury and the lucky strike then gives me 50 fury each time, plus the 20 bonus fury from Rallying Cry... which again might also be affected by +% fury generation from other skills? Honestly no idea at this point.
Hmm, I never really mathed it out before and now it seems really complicated... but I think it makes sense.
I'm doing HotA and my basic rhythm (ignoring shouts) is "Lunge, lunge, hammer. Lunge, lunge, hammer."
Then if I add shouts into the mix, it basically becomes "lunge, hammer, lunge, hammer, lunge, hammer". It feels good. :D
Increasing attack speed ups this tempo to insane speeds. At one point I had an aspect that would increase attack speed by 25% after a core skill crits. Accelerating aspect, I think.
I'm not sure if I'll ever get to the point where I can just hammer constantly. I still need something to generate rage between hits even if it's just a single lunge. Groups of mobs just die almost instantly and combat mobility is insane thanks to lunge - shamans don't stand a chance.
So Blizzard has no plans currently. Doesn't mean plans won't be made the minute after the merger goes through.
Cinder drop rate is a confirmed bug, so at least they'll fix that.
The mystery boxes were definitely worth running if you were looking for legendary aspects. 2+ legendaries per mystery box, I usually got 4 or 5. It didn't take very long to get 175 cinders and you collected lots of obols at the same time.
Now at 250 cinders it's just going to be slower. Ugh.