We'll reduce the time spent cubing even more by making the mystic orbs more robust and thus, practical. Instead of +2 required level, it will be +4, and the stats will be increased accordingly. This also allows us to use more precise numbers and make orbs more balanced the one to the other.
Item has room for 5 MOs now because only 10 lvls to max req. So after patch item has room for 2 MOs only and 2 lvls go to waste ?
what? sacred uniques have room for 10x2 orbs now, will be 5x4 after patch, but the stats are boosted.
Norolia42 wrote:There is a fair bit of learning curve involved because there are so many added features and changes from the original game. I felt a bit overwhelmed when I first started and much of that came from the completely reworked skill trees so any kind of streamlining that could be implemented would be great for new players. There's only so much you can do though and in the end I think everyone consults the documentation at various points.
Experience is the best teacher though and much of what I have learned came from playing the game and experimenting.
actually there's a lot that can be done to solve the current spike in learning curve, especially low levels
- shorter skill tooltips. have you seen batstrike? it's just too much. A lot of clutter can be removed.
- lc0, enough said. very unfair across the board. seeing a newbie do LC0 as javazon is just painful
- mystic orbs are not obvious until you have some knowledge on what stats are needed
especially the last point worries me the most. Since patch 2012, it seems you need capped resists by end of act 1. this means a lot of new players will be stuck as early as a2 sewers because they didn't max res. So our goal here would be to introduce honorifics later in the game and balance hatred towards not having maxres.