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It's intentional. We don't want a game where the most effective way to play is to dodge in and out of enemy attacks. It's not that difficult to do, and it's just not a very fun way to play. "Most effective" and "not fun" just can't be in the same sentence when describing part of the game. We want combat to be based on use of abilities, putting thought into builds, building up offensive and defensive stats, etc. Skill is absolutely a part of all of the systems you'll use, and kiting can be too, but it'd be ridiculous if you could avoid all of the systems that make the game the game because you can time dodges of enemy attacks and negate every other factor.
Also think about just running past enemies to rush through an area and never being hit. Anyone looking to rush would love it! Which is why it's not a good idea from a design perspective. It's not something we'll be changing.
Lagi....
Pomiajam juz ze lagi w singleplayer to fail nad failami.
Smiej sie do woli - dyskusji nie wygrasz wiec zostaje ci tylko napisac wlasnie cos takiego.
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Ktos tu chyba nie pamieta drop rate'ow na dobre itemy w d2 - 0.151% itp anyone?
W D2 takie drop rate mialy najlepsze itemy w grze (NAJLEPSZE) - w D3 taki drop chance jest na jakikolwiek upgrade dla twojej postaci przez cala gre i nawet na legendary ilvl 15. Nie wiedzisz roznicy? Nigga plz.
Do tego drop jest tylko z mobkow i rare - named nie dropie, skrzynie nie dropia, breakables nie dropia. dalej nie widzisz roznicy? To do lekarza wypierdalaj.
W D2 jak zabijales bosa miales w chuj chance na unikat/set - w D3 mozesz sie pociac a i tak nei dronie. Nie widzisz roznicy? Skocz.
Reszta posta nie zawiera zadnego argumentu oprocz 'napisalem ci" wiec nie komentuje. Tak jak pisalem - poklic sie z bashiokiem i panem wilsonem bo widocznie wiesz lepiej od nich jak i na jakich zasadach jest ich wlasna gra zrobiona.