Many people are talking about breaking the balance. In my mind, there is no balance in PVE, but when it comes to the Diablo series, it seems unreasonable not to talk about balance at all. After all, so many players play together in this game. However, Diablo series is different from MMORPG because there is no main city. Even if you dry your equipment, you can only go to the forum. Even if you open PVP, you can be an independent pure PVE player or even a stand-alone player. Here are thoughts on the PVE balance between Diablo 2 and Diablo 3.
Analysis Of Balance Between Diablo 2 And Diablo 3 PVE
There is one thing in Diablo 3 that puts most players on a scale, which is ah. Then think about balance, start from ah. Ah is a place for exchanging equipment materials. The more people need equipment, the more expensive it will be. Players who can play such equipment will gain more. People in the forum complained about the drop rate, MF effect and expensive equipment. All these complaints illustrate a problem, that is, the equipment selection standard is single. You can easily determine whether a piece of equipment is good or bad, and the best equipment must be the highest level equipment. This is the model of Korean online games. Most of the best products are players who rely on their bodies to wear the best products.
Let's see what mechanism leads to this situation. Why don't you feel tired after MF for a year in Diablo 2? You feel very tired after MF for two hours here?
In fact, it is the contradiction caused by the way of formulating the affix level
First, the affixes of Diablo 3 and D3 are parallel to the equipment level. The highest affixes are 63, and the most advanced equipment is also 63. A level of equipment can hold up to 6 affixes equal to or lower than its level. This creates a problem. Level 63 equipment takes everything. This is to tell you that what matters is the goods, not the affixes on the goods, so you don't need to identify at all. When you see the equipment falling, it has been decided whether you should be excited or depressed. In fact, when you identify low-level goods, you are just a routine, just a prelude to throwing them into the store or decomposing them, which has no practical significance.
For example, if you want to get a weapon to hit back 900, you can only provide 63 weapons. After selecting a single piece of equipment, players will feel that a large number of equipment are unnecessary items. Naturally, fatigue will double in MF.
Let's talk about Diablo 2. The item level of D2 is equal to a cup. The affix is all kinds of flavored water. For example, you like to drink pineapple soda. As long as you have a cup, you can load pineapple soda. The difference is how much, not whether you can or not. This difference is very big.
Many friends may not know Diablo 2, so let's use the affix of D3 as an example. For example, the affix of hit back 900 is a level 15 affix, the affix of blast injury 66 ~ 100 is also a level 15 affix, and then the weapon acceleration 11% is a level 10 affix, and the affix with hole is a level 5 affix. Then if we want to get a return strike 900 weapon, it may appear on level 15 weapons. If we want to get a return strike 900, explosive damage 100, weapon with acceleration and hole, it may appear on level 45 weapons. Then, in the process of MF, you will have a much larger range of equipment to identify with hope and much less natural fatigue. Moreover, although the final high-level equipment is always the ultimate goal, it is obviously much more realistic and interesting to pursue this goal by holding a 45 level top grade.
In terms of affixes and equipment levels, I think D2 is more balanced and interesting. In fact, in D2, few people complain about drop rate. The word appears, which generally indicates that the selectivity is single, and can be summarized by drop rate.
It can strengthen the decentralization and centralization of characters' items
In D3, there are only a few equipment columns. All attention is focused on those equipment. The weakness of one or two parts may lead to the failure of the whole character's attributes, making it difficult for you to move at a certain stage. In addition, related to the formulation of affixes and equipment levels, some players will despair in the face of low drop rates.
Then in D2, the overall character attributes can be adjusted through many SC and GC. Our biggest wish is not to obtain a certain best product, but to make so many more equipment columns. This also allows you to maintain a slightly excited state at any time in MF. It's not so excited to open a SC with 6% MF, but it will at least suggest that your next life is 7% mf20, rather than curse yourself when level 55 yellow falls to the ground. The existence of D2 Rune makes MF achievements average, excitement points diversified and fatigue weakened.
Character remolding
In D3, if you practice a profession, you have all the forms of this profession. You just need to move the mouse gently, and a new way of playing arises at the historic moment.
In D2, the character is not remodeling. The character will appear in front of you in the same face from birth to del. In earlier versions, a character can only adapt to that set of equipment.
It seems that D3 is a lot more advanced in this issue. In fact, did D2 recall that it found a favorite build in the forum, then went back to collect equipment, formulate amulets, and sit in the bus Cow Level. In fact, this is not only a kind of adjustment for MF tired, but also an important way of interaction between players in addition to trading.
In fact, this is caused by the imbalance of the equipment system, or the formulation method without development potential. In order to continue to stimulate everyone to play equipment, in this equipment formulation mode, only higher-level equipment can be produced, such as 62 suits, 63 rings and necklaces. When everything is 63, drive 70.
Finally, I want to say that as a Diablo series, I am not afraid of the imbalance between players, but also the imbalance between equipment, because Diablo series is an equipment game.
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