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No. 1851719
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>>1851714 >Sometime, I would love an explanation on what this "Theme Park" perception is.
I assume you've heard it by now and just didn't realize what I was referencing, but in case you haven't I'll be a bit more thorough. The idea that all games lie on a spectrum between a "theme park" and a "sandbox". At the sandbox extreme, you're dumped into a world and given no direction at all, but as you move you might find fun things to play with. In a theme park, you board the roller coaster and the game shows you a lot of neat things as you're strapped in for the ride.
Neither of the games in question here are at an extreme, but D3 is definitely more on the theme park side. It doesn't have much in the way of fun toys to discover and play with, but it does have a whole lot of neat things to see and skill challenges to attempt as you're taken for a ride, and the ride is (meant to be) smooth enough that you'll want to ride it for a really long time and watch your numbers go up.
Path of Exile, though, presents a sandbox, the skill web, and lets the player decide what to do with it. Can it be optimized? Are some sets of gear better than others? Yeah, for sure. Choosing some options or combinations thereof on the grid will result in a swift failure, and in that sense your options are far more limited than they seem. The game doesn't tell you what those are, though. It dumps a bunch of parts on the table and tells you to figure out how they get assembled. Again, not a pure sandbox, but closer to that side of the spectrum than D3.
>Life Regeneration. Healing messes up almost everything.
Heh. I learned that lesson a long time ago. I don't remember which game anymore. Maybe Disgaea. There's a reason my first character was a high health marauder and I made a beeline for those sweet regen nodes, though. Just like there's a reason my Demon Hunter takes Brooding even though my friends make fun of me for not wanting to move. Energy shields are an interesting take on things, borrowed from modern FPS games, but they definitely have their flaws. Is that really a problem, though? Nearly every class has access to life regen, energy shields, or both; and literally every class has access to pure life. So even with the heavy emphasis on that defensive strategy, diversity is available.
If you were to compare it to D3, though? I bet I could tell you the stats on your gear right now without even looking. I'd have to reference which stats are available on which pieces, because that's knowledge I just don't have stored in memory, but I don't think a class exists in D3 that doesn't want, in order:
>Crit multiplier >Crit chance >Elemental/Skill Damage >Their main attack stat >Vitality
With other defensive/offensive stats filling in where available. Optimal gear is so cookie cutter I feel like kneaded dough, and optimal gear is required to play even on Torment III or IV, much less challenging Greater Rifts. And that's without taking into account that your six piece class set is pretty much auto chosen for you as a requirement due to the ridiculous bonuses you get from wearing it, though last I heard they were going to add in extra six piece class sets to attempt to give you some variety.
>Meanwhile, if you're a melee class, and you want to kill people with Maces, then you take mace nodes, and you hope you also get a good mace, and then you curse your luck as you start pouring your nodes into making white maces into something that will actually kill things.
That's definitely true to some extent, but there's a lot of crafting options around, ranging from simply using an Alchemy Orb to make a given item into a rare to actually putting specific mods on things in your hideout (though they might not have had those when you last played, 'cause they're definitely new for me). It's also very possible to leave your options somewhat open rather than specializing in a weapon, much like the Witch doesn't need to go put 10 points in a specific element. And while you're also right about needing good base items to take advantage of your percentage bonuses, I haven't felt so far like being a few tiers behind has been especially limiting in terms of game difficulty, though I've only played maybe halfway into cruel so far, so it's not the best comparison if you're talking end game.
>I hear enough whining about people whose class doesn't have skill comparable to X that I feel everyone is feeling the bind when it comes to distinguishing classes in D3.
Suffice it to say that I have never had that complaint and I'm a bit curious what other people think their class is missing. And also curious why they don't just roll one of those other classes, since it takes all of two hours to get to 70.
>Anyway, let me know if that sounds good to you, and we'll have a jam session about what we might try, maybe consider some class synergies in the mix, maybe not ... up to you.
That does sound good. For all my complaints about how D3 turned out, it's a very nice theme park, and I've enjoyed the ride before. Playing it with someone else might let me enjoy it again.
>>1851716 >>1851718
I love this one, personally.
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