Patch 2.3.1 on the PTR made a lot of changes, especially to the Witch Doctor. Much discussion of that class, plus Reflects Damage changes, Kanai’s Cube tweaks, Paragon 2000 is broken, and more. Featuring Xanth, Empty1, and Flux. Click through for more details and segment starting times.
Unlike the new and enjoyable Season Journey which is composed entirely of Achievements you’ll “earn” through the (more or less) normal course of play, each Season also has some Conquests. These are like super achievements, e-peen style, requiring special efforts and a lot of end game grinding to achieve. Conquests required some powerful characters to […]
One life to live: Post patch HardcorePosted 22 Feb 2013 by
It should come as no surprise to you that Patch 1.0.7 dropped earlier last week, and as we revel in the post Valentines glow and the Playstation announcement, it’s time to look and see how the patch has shaped our Hardcore world.
I have to admit I’ve had a hard time prying myself away from Diablo 3 to write. At the moment I seem to have a great balance that keeps me logging in. I’m pushing my monk to new heights on the Paragon system, finding legendaries on a consistent basis and crafting to my heart’s content.
Having seen the occasional item from the PTR I was excited to craft items I could actually use. What I didn’t expect was to end up replacing some of my hard earned legendaries. With the potential for huge stats in tandem with great rolls it’s hard not to gamble on it. I am not alone in picking up crafting as Tomb of Secret prices have risen to 10k and gems are on a steady incline as well, by managing to pick up 100 or so tombs a night I can tack on an extra million to my stash and be closer to my goal of one billion.
The downside of crafting appears to be the market deflation of what was once considered best in slot. Suddenly items that were once near priceless are worthless due to the ready availability of crafting. Amulets are probably the worst for resale value now with everyone still appreciating a well rolled Lacuni or Vile Ward, but choosing to play the crafting game for the amulet that fits their needs. That in turn has shifted our economy. The Auction House isn’t as large of a bastion for good items anymore now that you can craft items that are better. Items now will sit on the AH for days that would have normally sold in minutes, the path to riches now falls on good drops in prized slots and selling consumables. It’s still possible to make money on the AH but the market has shrunk.
Crafting for Hardcore fits a great niche, and that’s the niche of losing your items. I would scour over my dead characters and knew I couldn’t get those things back, and I would agonize over the RNG of finding a new one as close to it as possible. With crafting however I know I can roll up a few items that could get me going right away, and tide me over until the next good craft or I stumble upon RNG luck. Suddenly gearing back up after a death is a little easier and perhaps a little less stressful, are legendaries still king for some slots? Of course, but now we can strive and thrive without needing them.
Monster power got a boost with new experience gains and I found myself stepping my game up a bit for the first time. I only ventured into MP1 but have been plowing through it at enough of a clip to consider going up a notch. The only reason I had even considered doing this was for the extra experience gain. Not having that before provided no incentive for the extra risk it held. However, as I’ve moved upward in paragon levels so has the time it takes to gain them so any chance to chip away at it quicker seems like a good one to me.
I’m going to be blunt, I did it once. Not to say it wasn’t fun but without a system to draw you into it for that specific purpose it seems out of place. I like the old type of pvp style where you would queue specifically for it. I’d love to try this further but right now it’s just not something I’m going out of my way to do, which might be tied to..
Maybe if I was playing with other people I would be brawling, or maybe I still wouldn’t. I can’t actually say however, since I haven’t had any incentive to do so. I’ve written a lot about this before but Diablo 3 still lacks a reason for me to play with other people. At the moment I lose magic find from my follower, I kill at about the same rate, and I risk someone else making a mistake that kills me. None of that seems right, to top it off the interface itself pushes you towards solo play, the chat channels are small and unused, and the community is stagnant since you only communicate with friends. What we need is system for us to meet new players, exchange ideas and opinions and to play games with others. D2 had a great system, and while it may be outdated, I met more people from looking at avatars hanging out on a pasture than I have from randomly joining games in D3. D2 had the option to join random games but even those were named with objectives, and you knew what you were getting in to. In tandem with a new interface there has to be a reason to join. Increase the magic find rate with a party, or increase legendary drop rates, or experiance gain, any sort of carrot on a stick to get us playing together. It is much more fun to play the game with others, but at the moment it is still just to effective to not.
Playing solo shouldn’t be the best way, and with all the changes made to the game so far I’m confident we will see this fixed as well. That being said 1.07 is an exciting addition to the game and I’m loving every second of it. Each patch is pushing the game forward and I look forward for what the next one brings us.
How is patch 1.07 treating you?
One Life to Live covers the Hardcore play and life style in the Diablo community. It is written by Xanth and published weekly. Post your comments below, Follow me on Twitter @HCXanth or contact the author directly. For all the archived news about Diablo 3 hardcore check our Archives!