I agree on that. 20% resistance as extra topping to a piece of gear that is already an awesome without the resistance is fine to me.
Glad to hear, should make things interesting for future blazing flame runs.
Where did you read that? Evasion does not affect spells at all! Even physical spells like hateful strike ignore evasion (despite being affected by armor).
Hah! My mistake, must have been mixed up with another rpg. Perhaps you should consider that, for physical spells at least.
If that is true, then maybe consider a kind of enlighten body skill, or something, that would help against monsters/bosses that dish out heavy magic damage.
There will not be a resistance cap because that wouldn't make sense to me. Stacking up resistances always comes at a high cost of other stats and thus is a tradeoff. If you can get almost immune to fire, that's fine with me, as that won't help you that much in level 50 content, even if there is a fire based boss, since you'll need to sacrifice 3 full pieces of equipment.
It's not a problem for the Blazing Flame boss, since there is extra HP on the resistance gear and you have no time limit in this fight. However, you can expect a possible upcoming fire-themed boss to be a lot more time-dependant, so that you will really have to think over it wether you want to sacrifice damage for resistance.
It does come at a reasonable cost but even so, the cost is very minor, considering how much hp the armor gives. The only thing the player loses out on is a small amount of damage. The cost is not exponentially high, though I suppose it would become higher with later fire damage sources. I'll hold back any complaints for future discussion. I personally like the idea of capped resistances, as it avoids players being immune, which to me doesn't make sense.
I like the idea of this new boss, spill the beans.
Just because its not that useful now doesn't mean it will never be. Remember that D3 is not even endgame content and that a HUGE amount of content is coming with 1.2. Expect the difficulty level to increase a lot, especially for later boss encounters.
All in all, the average time needed to kill a boss in D4 will be between 5 and 15 minutes. Compared to like 2 minutes and less for Andrazzar.
As there is no natural regeneration of Mana in Gaias, mana management will become more of a challenge in 1.2, as the cooldown for mana potions is 5 minutes.
Oh lol I never thought it wouldn't be useful, it's a fantastic idea for a skill. However it should come with a heavy mana tradeoff for the bard. Having no mana cost on it seems far too easy to abuse. I look forward to seeing its use in future content.
Higher difficulty curves please me, I'm up for a challenge and I'm sure the rest of the community is more than happy to take what you throw at them. Approaching d3 with these new changes you're bringing in might be an entirely different strategy.
Remember that D3 is a dungeon designed for gearing up, not for running it with gear. It's not endgame content (well, technically, it is, but just until 1.2 comes). The entry requirement for D3 is basicly "all green gear at level 25-27".
Outgearing and outleveling will always render a challenge trivial - and that's totally fine with me, I have to say.
1.1m will come with four important changes regarding D3 difficulty:
- a change to non-linear bonuses on the CON stat
- an add of resistances to WIS
- a lower level cap, as you can not use questing anymore to bypass the +5 level limitation
- a decreased level for all the higher-level bosses of D3, to disallow for "boss xp farming".
All in all, you can expect the current level cap to be reduced down to level 37 - which might not make a huge difference, but remember that it also takes much longer to reach this level (and that you need to farm the bosses to reach it anyway, which forces you to deal with them at a much lower level at first).
D3 is manageable with lower leveled characters yes, but I still encourage more difficulty, which it looks like you're bringing to the table anyway so I have no further complaints or suggestions on the matter. I like the list you have there, it should make the post d3/pre d4 content much more fun if it's below 40.
I'll eat my words on this one since I started ranting about something I already knew, I'll avoid complaints about content that is indeed outleveled in the current version.
I am curious though, will d4 be set for level 50, or have a range like 4x - 50.
I won't change the difficulty of D3 aside from those general balancing changes mentioned above - simply because I feel the balancing is pretty well done for D3 at its current state. There will be new challenges as soon as 1.2 comes out. Some of them being comparable in difficulty to D3, some of them being easier (outdoor bosses), but the majority being a lot harder than D3.
I understand what you mean, I'm sure it will work fine with the new changes I'm just concerned about skills being near pointless, but with lower levels and less resistances, maybe I have no need to be worried.
Just try not to let us reach 100% with too much ease, maybe consider how much resistance players will get with just a few points of wisdom and the confidence aura, things become a lot easier very fast.
Tbh I hope most post d3 world bosses are harder than d3, if the curve constantly went upwards that would be great.
Well now that this 1.1m has taken sooooooooo looooonng i dare to ask will there be like some new boss like idk in sewers?
Lastly, to ring this old bell again, I'd still like to see a 1.1m boss. A pre d3 level 30 ogre boss to help gear people and throw in a few new monk and ranger items. It can easily consist of a few currently accessible drops like the Well Crafted Harness, or it could make use of that blue bow recipe nobody ever builds.
The lack of world bosses after Sanev is pretty lame, with all that terrain to use.
Sewers should be used for more as well but that's up to you sir, maybe you'll find more for it in the future.
All in all, loving the progress and information to far zwieb.