MXL: Sigma Announced

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benutzer193
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Marco wrote:
Food wrote:
chiko420 wrote:are the skills still thesame?

Marco said he's concentrating on areas right now. Also from what I gather skill and item rebalance will not happen immediately but rather in a later moment or incrementally during the first sigma releases


Actually suchbalance is working on items now, and these will see quite a big rework in the first patch as well. Currently the problem is that there are too many sacred uniques but very few are actually usable, and there is a lot of power creep too. The other problem is that about 60%+ of the tiered uniques are complete trash which has made the early game rather repetitive: get Jitan's Kamon and Deadfall.

Here is what happens:

- For each itemtype, 1/3 of the Sacred Uniques will be removed. We feel the "sacred unique" spot is too precious and there are currently too many items that do not belong here. Items that lack a good concept will be scrapped. Yes, it's important to understand this, the focus here is in the concept, not in the strength; since stats can always be re-adjusted. Sacred uniques are meant to be meaningful, original and interesting.

- For each itemtype, all tiered uniques that are complete garbage (sadly there's too many of them) will be removed. The empty places will be filled with some of the scrapped sacred uniques. The focus on tiered uniques isn't on "how good/interesting the concept is" but rather, here's something that works and will help you reach endgame.

- In both cases, the stats of the items are being re-adjusted. You can expect to see certain stats less often on uniques: mainly the affixes that contain the word "resistance". So, while the total pool of uniques is being lowered; the total amount of viable options is expected to increase considerably.

- Finally, the tier system will be reworked to only 4 tiers. The tier system is somewhat ancient; a concept from median 2008 when sacreds didn't even exist, and where it made much more sense that you would go through the full upgrading. Ever since sacreds were implemented, the tier system always felt like "too much". Needless to say, 4 tiers doesn't mean tiers 5 and 6 are removed; the new tier 4 will be the equivalent of today's tier 6.



@Skills rework: I cannot comment much on this yet; but skills will always be changed in future patches. There are certain things that have a higher priority because they create incompatibilities and other issues.


I can't wait for this update, that gives the items suchbalance...
cnoltz
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Sweet jeezus every time I read through the updates for this I get anxiety for this to be released ha-ha. Great job so far Marco and everyone else involved! I assume the docs page will be re-written to include new users/challenges/items etc.? Is there going to be a portion of the game that won't be in the docs and kept "secret" for people to discover (similar the the secret runeword concepts)? :twisted: :twisted:
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Rishab
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cnoltz wrote:Sweet jeezus every time I read through the updates for this I get anxiety for this to be released ha-ha. Great job so far Marco and everyone else involved! I assume the docs page will be re-written to include new users/challenges/items etc.? Is there going to be a portion of the game that won't be in the docs and kept "secret" for people to discover (similar the the secret runeword concepts)? :twisted: :twisted:

cant comment on docs really but i think new stuff is not gonna be in docs rightaway.. people gonna have to stumble into them and figure out stuff themselves, just how it has been for any new uber that used to get added.

And m quite sure u can count on having realm-only stuff in sigma just like current version.
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yup, there's gonna be a bunch of stuff that's not in the docs. it would be stupid to ruin the fun by revealing everything.
"but if it's simple it's not that hard" - Quirinus 2017
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Icegod101
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Marco wrote:
Food wrote:
chiko420 wrote:are the skills still thesame?

Marco said he's concentrating on areas right now. Also from what I gather skill and item rebalance will not happen immediately but rather in a later moment or incrementally during the first sigma releases


Actually suchbalance is working on items now, and these will see quite a big rework in the first patch as well. Currently the problem is that there are too many sacred uniques but very few are actually usable, and there is a lot of power creep too. The other problem is that about 60%+ of the tiered uniques are complete trash which has made the early game rather repetitive: get Jitan's Kamon and Deadfall.

Here is what happens:

- For each itemtype, 1/3 of the Sacred Uniques will be removed. We feel the "sacred unique" spot is too precious and there are currently too many items that do not belong here. Items that lack a good concept will be scrapped. Yes, it's important to understand this, the focus here is in the concept, not in the strength; since stats can always be re-adjusted. Sacred uniques are meant to be meaningful, original and interesting.

- For each itemtype, all tiered uniques that are complete garbage (sadly there's too many of them) will be removed. The empty places will be filled with some of the scrapped sacred uniques. The focus on tiered uniques isn't on "how good/interesting the concept is" but rather, here's something that works and will help you reach endgame.

- In both cases, the stats of the items are being re-adjusted. You can expect to see certain stats less often on uniques: mainly the affixes that contain the word "resistance". So, while the total pool of uniques is being lowered; the total amount of viable options is expected to increase considerably.

- Finally, the tier system will be reworked to only 4 tiers. The tier system is somewhat ancient; a concept from median 2008 when sacreds didn't even exist, and where it made much more sense that you would go through the full upgrading. Ever since sacreds were implemented, the tier system always felt like "too much". Needless to say, 4 tiers doesn't mean tiers 5 and 6 are removed; the new tier 4 will be the equivalent of today's tier 6.



@Skills rework: I cannot comment much on this yet; but skills will always be changed in future patches. There are certain things that have a higher priority because they create incompatibilities and other issues.


Please remove ogden's sign and other bad uniques that are sig'd in an instant ;)
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Icegod101
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Marco wrote:
Tomorrow I might post some pictures of Caldeum, which might sound familiar to those who played D3.


Belial?
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Stealthmaster
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Icegod101 wrote:Please remove ogden's sign and other bad uniques that are sig'd in an instant ;)


Lol, what will you sig then? Spare Danmakus and Stormflyers? :D
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Icegod101
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Stealthmaster wrote:
Icegod101 wrote:Please remove ogden's sign and other bad uniques that are sig'd in an instant ;)


Lol, what will you sig then? Spare Danmakus and Stormflyers? :D


We still have sets to sig keep in mind :)

(Marco pls buff sets)
Edited by Icegod101 8 years.
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Rishab
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Icegod101 wrote:
Stealthmaster wrote:
Icegod101 wrote:Please remove ogden's sign and other bad uniques that are sig'd in an instant ;)


Lol, what will you sig then? Spare Danmakus and Stormflyers? :D


We still have sets to sig keep in mind :)

no need starting a discussion on what su/tu to change/remove. Its already getting taken care of and any suggestion wont really change anything.
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Myth0s
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We just need to wait for more awesome screenshots. And then hope Marco chooses us for testing. :P