Može...Može lock?
Sa biznis strane, slazem se 100% - zasto bi izdali jedan DLC.Isto tako ja mislim da je WoW rupa bez dna . Obrnuli celu priču par puta.
Ko je ispratio šta je sve bilo predstavljanje kroz koncepte da će biti u igri nije ni čudo da imaju materijala za godišnje DLC ekspanziji. Mislim na npr. runeword sistem, set items neke druge endgame aktivnosti, khm zanimljiviju progresiju do lvl 100.
I zašto bi izbacili DLC za 30$-40$ sa recimo 2 nove klase i 30 sati nastavka glavne priče ako mogu da to razbiju na 2 DLC-a i imaju potencijalno dupli profit.
Lično mislim da možda imaju materijala za DLC sledeće godine, ali baš za sledeće 3 godine svake godine mora da budu baš efikasni i jako kreativni.
Lako oni mogu da prate uspeh igre na finasijskom nivou i popularnosti ako krene da opada samo produže produkciju dodaju još stvari, ispeglaju i pojačaju marketing i poguraju igru.
Mada prvo neka odrade domaći zadatak a to je da učine itemizaciju i endgame zanimljivijim koliko je moguće.
Ma D2(R) je skroz drugi nivo u odnosu na D4.Diablo je do diabla 3 bilo ono sto treba da bude.Jedan od najboljih RPG-ova, koji je postavio temelje.Sam onaj zvuk loot-ovanja golda 8bit zvuka u D1/D2 te tera da se upiskis@madafak pa to su ti Diablo igre nemaju "hard" endgame ono da ti igra kaže "Bravo završio si sve dalje nemaš šta da radiš u igri".
Za D2(R) ljudi su izmislili svoj endgame
- Lvl 99
- Holy grail (nađeni svaki unique item, set item i svaka runa)
I usput što bolje iteme tj. BiS a to juriti je ne moguće, jer ultra teško je craftovati neki dobar caster amulet, rare ringove sa dobrim statsima čak i naći eth. armor sa 4 socketa sa što većim Def za recimo Fortitute je baš teško tj. zahteva strašno puno vremena.
U D4 su učinili lvl 100 pristupačnijim, i moguće je stići po T100 dungeon ostaje Pinnacle Boss kao finalni izazov i to je po meni endgame.
Jurenje BiS i da heroj bude jači za 0.2% je mučenje posebno ako moraš da rovariš po smeću itema gde 70% affixa ti nisu korisni i nikad neće biti za tvoj build.
Exponecijalno počinje da bude teže da se poveća Dmg. HP i Defense (ako si već na lvl 100) što si jači, i tako se približava skoro ne mogućem jer sve više vremena treba.
Developer’s Note: We increased the total experience bonus of Urn of Aggression to make the Season Blessing more impactful and to help players seeking Level 100 get there a little faster.
Od sutra i na lokalnoj pijaci.Diablo launching on steam![]()
Ja ne stigoh da gledam stream al procitah jutros patchnotes.Promena u damage-u i glyphovima, koliko sam procitao daje mogucnost da buduci buildovi(i ako ce se ljudi drzati meta buildova al ajde) budu svi oko neke tacke tj "jednaki' za sta god : U ovom slucaju za grindovanje novih bossova.Niko da pomene jučerašnji dev stream. D4 propo
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Diablo IV Patch Notes
We will continually update this article with all patches the development team implements for Diablo IV.news.blizzard.com
Po meni najveća promena je damage. Crit damage i Vul imaju fiksni multiplikator.
Pokušali su to oni nekim sladjom da objasne.
Kako stvari funkcionišu sad:
Damage=(any% crit dmg + any% vuln dmg) x 1.5 x 1.2
50% je fiksni multi od Critical damage.
20% je fiksni multi od Vulnerable damage.
Primer:
An attack deals 100 damage baseline, and critically strikes:
- You have 100% increased damage from various sources (let's say 25% damage to close, 25% damage to CC, and 50% damage to burning, all of which apply for the current attack).
- In addition to the above, you have +50% critical strike damage, which is now added onto the previous bonuses additively, bringing your total multiplier to 150%. Your base damage is now 250
- The static Critical Strike multiplier of 1.5 is now applied to your attack, causing your final damage to be 375.
Ukratko Critical dmg. i Vulnerable dmg. su sa additivni kao i svi ostali.Niko da pomene jučerašnji dev stream. D4 propo
![]()
Diablo IV Patch Notes
We will continually update this article with all patches the development team implements for Diablo IV.news.blizzard.com
Po meni najveća promena je damage. Crit damage i Vul imaju fiksni multiplikator.
Pokušali su to oni nekim sladjom da objasne.
Kako stvari funkcionišu sad:
Damage=(any% crit dmg + any% vuln dmg) x 1.5 x 1.2
50% je fiksni multi od Critical damage.
20% je fiksni multi od Vulnerable damage.
Primer:
An attack deals 100 damage baseline, and critically strikes:
- You have 100% increased damage from various sources (let's say 25% damage to close, 25% damage to CC, and 50% damage to burning, all of which apply for the current attack).
- In addition to the above, you have +50% critical strike damage, which is now added onto the previous bonuses additively, bringing your total multiplier to 150%. Your base damage is now 250
- The static Critical Strike multiplier of 1.5 is now applied to your attack, causing your final damage to be 375.
hese damage types will now always have a baseline multiplicative bonus. Additional sources of bonus Critical Strike Damage, Vulnerable Damage, or Overpower Damage will be additive to your other damage bonuses. Overpower will also receive additional additive damage based on your Maximum Health and Fortify amounts. This change represents an overall decrease in damage output, so we are adjusting monster scaling to ensure that the best Class builds are still as powerful as before. This change is not intended to lower the power of the best builds, but rather allow more builds to reach that same level of power. We have also added a variety of mechanics to classes that encourage them to chase other stats for multiplicative bonuses, rather than always chasing Critical Strike and Vulnerable Damage.
Ovo mi je osvezilo dan.
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