Diablo Insights Podcast Ep. 2: State of the Game in PvE

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  • Опубликовано: 5 сен 2024
  • #diablo4 #maxroll #diablopartner #gaming #diablopodcast #podcast
    Joined by:
    Lurkin: / @lurkin17
    Slott: / @slottm
    Seetod: / @seetod
    AoinoMiku: / @aoinomiku
    This episode mainly focuses on our experiences with each class in Diablo 4 regarding PvE. We discuss what we believe would help some classes feel better to play and how the recently announced spiritborn makes some parts of our kits feel old and clunky. Timestamps of the episode will be added in the future.
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    Maxroll Website: maxroll.gg/
    Maxroll D4 Branch: maxroll.gg/d4/...
    Maxroll Discord: / discord
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    Join the Sanctuary! / discord - The Sanctuary Discord is the biggest public Diablo 4 Discord around and features discussions for every class and all things Diablo 4. It also has an active trading website at diablo.trade/l...

Комментарии • 7

  • @amansidhu6128
    @amansidhu6128 Месяц назад +3

    Keep these going. Subbed + watched last one. Great content

  • @GSX1999
    @GSX1999 Месяц назад

    For Slott, you don't always get animation stuck with rapid fire. It feels more like if you cast a lot of skills in succession the game queues them and you get stuck until its releases all skills form the queue.
    I have yet to find out what kind of combination triggers this situation.
    Someth8ing else to add here, if you play with KBM and hold the stand still button (the default keybind is the Left Shift Key) and you attack and drop a Poison Trap the character will be released from the stand still postion making it move around freely (most of the time ending in you dying as you moved from your advantage positoin) and also breaking the Inner Calm buff. This does not happen 100% of the time but does happen when you cast skills in a quick succession.
    Somehow feels like the same as the animation lock.
    im guessing Evade has a highest priority so it breaks all the queue and lets you recast any other skill.

  • @VienHoang-fm3kw
    @VienHoang-fm3kw Месяц назад +1

    Seems like the philosophy behind getting power is putting friction mechanics to whatever we are used to from classic arpg games. On-hit effects gets dissect into two parts, lucky hit chance and then another chance to proc that effect. I personally am not against this type of design since it requires some investment to acquire such things, but I do wish the investment is more forgiving for other classes and other skills, rogue has been eating good with lucky hit build this season. I tend to not dwell on the bad design because I simply just play the game but you guys make some good points on certain mechanics has too much frictions and somewhat too convoluted to invest in.

  • @FalafelPlease
    @FalafelPlease Месяц назад

    Have the devs told you what's going on with shadow clone? It's actually crazy they let the skill exist in its current state.

    • @Avarilyn
      @Avarilyn  Месяц назад +1

      @@FalafelPlease sadly no information. It is one of the things I frequently report.

  • @thesixwings2077
    @thesixwings2077 Месяц назад

    Are they really changing lucky hit proc from per attack to per cast?

    • @Avarilyn
      @Avarilyn  Месяц назад +1

      @thesixwings2077 the game already calculates lucky hit per damage instance, it's just that the tooltip shows the probability of at least one lucky hit per cast which is not useful. I hope that this is changed so that the tooltips show lucky hit per damage instance to avoid the confusion