![]() This doesn't eliminate the luck factor entirely, however, though the chase for a coveted drop that can take a build to new heights is arguably the most satisfying moment of a given Diablo session. It's done through skills, Legendary Powers, and effects. Whereas other builds like the Barbarian, with Berserk, he has to get into this "berserk" state, which is a buff on the character and there are various ways and skills to do that, but there's not really an item that gives you berserking. As an example, if I have a build focused on critically striking enemies, I'm obviously going to want crit chance on every piece of gear because I want to get that effect more often and get the benefits of whatever that build is giving me. This is done on purpose to give builds different textures and different progression systems and how you're going to interact with them. ![]() They can be synergistic with each other, but we don't have that "gear set" concept.Ĭertain builds are more or less dependent on getting certain stats than other builds. Generally, every legendary and unique power gives some effect that's standalone and really good. We don't have the idea that you get a bunch of pieces of gear and unlock a set bonus, and you need all the pieces to do that. In Diablo 4, players won't need to rely so much on luck to appreciate a particular playstyle. This means that players have to spend a lot of time hoping for a chance to "unlock" that playstyle, rather than spending time enjoying it and making it more powerful. ![]() Prior to collecting that gear, that build's playstyle isn't even close to as feasible. Certain builds in Diablo 3, such as the Demon Hunter's Marauder Sentry build, require players to gather at least four and ideally six pieces of a set that only drops in Torment difficulty. ![]()
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