![]() if you look at prydaz against the newer necklace in diablo that increases damage. it would need to be a legiondary type system where the legendaries drop much more often and actually have game play changing effects. Wow could probably support a diablo style loot system but it'd take much more effort than the team is willing to put in. throw in the the poor class design with many classes being boring to play and more skilled players don't have much room to work their skill and the game becomes really bland to play. it's just powerful passives which means it's just boring loot. wow loot doesn't EVER have those game play changing items. diablo works because the loot is meant to be interesting because it changes how you play and leaves many paths of playing. if you try to use 20 people instead of 10, the fight becomes intensely harder.īasically, wow has had the diablo systems shoved into it and doesn't have the game design to support it because the devs have to support an mmo that wasn't originally designed and wasn't intended to have diablo loot. ![]() wow may have flexible raiding below mythic but blizz has shown time and again that fights are easier or harder with the amount of people. one is designed for tons of loot and scaling difficulty with other people and the other is setup to have set difficulty and class design to work around the difficulty. What really is the difference between them playstyle wise these days to you?i'd say the difference is one game was designed from the ground up with the ideas and systems in mind and the other had them shoved in. But beyond that, both have lots of repeatable solo play and small group content with progression systems.
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