Why is d3 online only




















Blizzard disguises this with their random matchmaking algorithm, always putting people together from the same part of the power curve, but it's horribly obvious if playing with friends. No one is having fun with this system, and it makes it really tough to play the game with friends.

Too much scaling between characters. Enemies scale in the same fashion, increasing in health and damage as time passes at an almost ludicrous rate. I'll reuse this example from last year:. The gameplay has been deliberately set up so that players must sit around and farm gear at the beginning of new Acts until they have enough new goodies to deal with the massively scaled up opponents.

Or they can simply buy what they need online if they get tired of farming for better gear, and you don't have to be a cynic to see that D3's gameplay is very obviously intended to push players in this direction. Can't players who are really good at the game just get past obstacles with lesser gear? If only that were true. That brings up to the last and most important section of this review. D3 is one of the most blatant examples of fake difficulty that I've ever seen in a game, and it's an intentional product of the game's design.

First of all, let's define what I mean by the term fake difficulty. From the TV Tropes webpage:. If the challenges requires a lot of skill, the game is hard to win. If it doesn't require much skill, it should be an easy game. However, some games that should be relatively easy are actually quite hard. It could be due to shoddy programming, a Game-Breaking Bug, poor implementation of gameplay elements or time constraints, or the developers threw in something which makes the game harder, but which has nothing to do with the player's or AI's skills.

This is fake difficulty. Most of the time, fake difficulty refers to poor programming or amateurish game design, with things like terrible controls or a game that has some impossibly cryptic plot token needed to complete the game. In the context of D3, it refers to the last sentence quoted above: "the developers threw in something which makes the game harder, but which has nothing to do with the player's or AI's skills. D3 differs greatly from its predecessors in downplaying the action elements of the game in favor of emphasizing the gear elements of the game.

In prior Diablo games, it was possible to complete all three difficulties with severely underleveled and underitemized characters, simply through incredible player skill level and deep knowledge of game mechanics.

This easily carried over to Diablo 2, with crippled variant characters poking around with all sorts of crazy stuff and still managing to complete the three dot run. Everyone expected the same kind of gameplay to carry over to D3 as well. The whole variant community was in for a rude surprise. In D3, it is not possible to overcome weaker gear through sheer player ability. D3 is full of unavoidable damage at every turn, monster attacks that simply cannot be dodged and have to be tanked through.

I noticed this while playing myself; no matter what I did, and no matter how carefully I played, I would still take damage constantly. This was of course made much worse due to the changed potion system in D3. In past Diablo games, your characters had a belt full of potions, mapped to the number keys on the keyboard, and intelligent usage of potions was an integral part of the gameplay.

I have watched highly skilled Diablo and D2 players take severely underpowered characters through seemingly impossible situations by knowing exactly when to drink through a belt of full rejuv potions. Careful resource management and timing of potion use was a crucial ability that separated the skilled from the unskilled.

But none of this is possible in D3, which replaced a belt full of potions with a single "potion slot", with the potion slot going on a 30 second cooldown after each use. The mechanic works decently in Normal difficulty, since a potion will give you a full health restore equivalent to drinking a full rejuv in past games, but by Hell and Inferno difficulties, the potions don't even come close to restoring your health, and the 30 second cooldown never goes away.

They are virtually useless altogether in Inferno. All of the gameplay centered around the tense and exciting "full belt fight" from prior games ceased to exist Oh, and by the way, this was another gameplay alteration that had everything to do with making console ports easier down the road. Check out the screenshots from the XBox or PS3 versions of the game, and note how the "potion slot" is mapped to a controller button instead of a belt of potions mapped to the numbers on the keyboard.

Blizzard, if you want to go make a console game, then go make a console game! Don't screw with your PC game design because you're lazy and want to make console ports easy. Past Diablo games simply did not work this way. D3 makes it impossible to dodge many kinds of damage, and removes the ability to mitigate damage through skillful potion usage by nerfing how potions work.

You can't even Town Portal out of bad situations because town portal scrolls have been removed from the game, in favor of the innate channeling portal ability Once you reach a certain point in late Hell or Inferno difficulty, all of that unavoidable damage will one-hit kill your character if you don't have the "correct" gear to continue progressing. This is known as a "gear check", and it necessitates farming up an entirely new set of equipment to reach the point where your character can move forward again.

Then, if you're willing to do that for Act I of Inferno, be prepared for another gear check at the start of Act II Inferno, and another round of entirely new items that you absolutely need to progress but won't drop in any earlier locations of the game, and so on. Rinse and repeat for each new area until the game is over. Each of these steps will take untold hundreds of hours to complete if you plan on farming the items yourself, while being subject to the whims of what happens to drop from the game's random number generator.

And the whole time there's an auction house sitting there online that allows you to shortcut the entire process. If you're willing to spend your money. Everything about D3's design has been meticulously set up to funnel players in this exact direction.

It's actually quite brilliant, in a diabolical way, how D3's gameplay has been so carefully crafted to force people into using the online auction house. Because of the game's incredibly hard scaling rate, players absolutely must upgrade their equipment early and often, and players are forced to do so over and over again as they progress throughout the game.

The items that drop naturally throughout the game fall woefully short of what players need, at least once they start to reach Hell and Inferno difficulties. At this point, players are forced into a choice: spend untold hours farming the same areas in the hopes of getting the drops that they need to progress, or venture onto the online auction house, where Blizzard gets a cut of every transaction. Players will be faced with the same choice with every new Act that they reach as they continue on through the game.

Playing D3 on Inferno is a Sisyphean task, endlessly pushing the boulder up the hill in search of better gear, only to come crashing down again with each new area reached. How anyone could enjoy this sort of thing is beyond me. D3's challenge is the worst kind of fake difficulty, based entirely on whether or not players have managed to achieve a high enough level of gear.

While player skill level does play a factor, it's far lower than in any previous game in the series. D3 actually resembles a traditional turn-based RPG in many ways, where character levels and equipped items are the main factor in determining victory or defeat, rather than the ability to dodge skillshots and kite mobs the way one would expect in an action game.

Have the "correct" items for this level of enemy? Congrats, you win! Don't have good enough gear? Sorry, it doesn't matter how good you might happen to be in terms of player skill level, you get hit with unavoidable damage and die.

This guy isn't doing a darned thing in terms of tactical play. He walks right into the middle of enemy mobs and uses Whirlwind. But, because he passes the "gear check" for this particular area, he wins every battle.

It's an appaling example of fake difficulty, and it's completely intentional on the part of Blizzard. D3 has been deliberately designed to function in this way, to force you into the auction house at every turn. This is the feeling that has gripped so many people playing Diablo 3, even if they weren't able to articulate exactly how or why they weren't enjoying the game.

D3's design intentionally forces players into a boring and unsatisfying treadmill, where it's essentially impossible for them to find useful or interesting gear, and where their personal skill level has little impact on the challenge level of the game.

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About The Brand All-Clad All-Clad was founded John Ulam, a renowned metallurgist whose inventions transformed the automobile, aerospace, and mint coin industries. Shop All-Clad. You could use those same arguments to contend that D4 should be exclusively sold as a game streaming service. Single-player play is the purest way to experience the diablo universe and if you are truly worried about cheats and exploits than single player play is the easiest way to avoid them.

A less easy option to avoid cheaters is for blizzard to never release client side code and sell D4 as a game streaming service. Regardless, the possibility of cheats and exploits due to an optional offline mode is a petty excuse for blizzard to have more power than they deserve.

Offline games empower the players, where online-only gives blizzard all the power. Imagine any game design change that may ruin the game forever for a player that really enjoyed its original form.

Offline mode is needed General Discussion. Oh I doubt it will be bought by tens of millions. See support for details.

Actual price may vary. See retailer for details. Nintendo Switch Online membership sold separately and Nintendo Account required for online play. Not available in all countries.

Internet access required for online features.



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