![]() ![]() I’ve also not really seen much issue with taking longer to kill trash mobs as I’ve progressed. Frankly, I’ve even quite liked the mob scaling for the campaign as, when I revisit old areas, the item drops and experience aren’t absolute trash. I could see a world where they shirk the mob scaling until the campaign ends, but I just don’t agree with taking it out entirely. Also, doesn't impact endgame either and can be tuned separately. Then, we know the challenge is increasing but so to viable rewards. Mins on item stats should be raising every level so higher item power gear shouldn't have as many stats lower than gear from 10 levels ago. I currently need to cast ultimate for regular mobs as I am not doing enough damage.Įasy fixes, adjust minimum item level cap mobs can drop. Skills are not enough to get through gear dry spells. This current state punishes players for leveling up. Minimum range and random chance allow for higher level items to be downgrades more statistically than they should. These are all day 0 Diablo III itemization problems. Then there is item stat randomness, so when something drops 10 levels higher than what I am using, yet what I have is better stats still. It would be fine if I was stuck on lvl 40 gear, but it's slow going stuck on level 30 drops. What's making Diablo IV global scaling less well implemented is dropping high level 20 gear, in Fractured Peaks when I am level 44. It's time they think of something else to call it. The idea the enemies increase when you level up defeats the very notion of leveling to begin with. ![]() Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread ![]()
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