It's short, the story is painfully bad, not even like 'oh i'm not playing for the story so I don't care' bad, but 'we went out of our way to make it terrible' bad. Boss fights are inconsistent, act 2 has a tougher and more developed villan than act 3. Enemy difficulty is increased by random effects that are often more annoying than difficult like 'high hp, teleports'. Higher difficulties are completely unbalanced, I mean they got the best players they could for inferno, and then doubled the difficulty when they said it was hard enough? How stupid can they be?110million
The story isn't as bad as people made it out to be. It is serviceable (About what you would expect from a game involving the black and white battle of heaven and hell), self aware of its own cheese and sprinkled with gorgeous CGI. Pretty much what you would expect from your average Blizzard game. With that said, the monster lore, journal entries, and side quests were more interesting than the main mission, and did a wonderful job with the worldbuilding.
As for boss fights, none of the boss fights were tough. All were interesting, however, and provided a break from right clicking things to death. That is all the bosses needed to be and they succeeded.
Higher difficulties are not imbalanced, just gear dependent. In a game about loot, things tend to be balanced out by loot. The biggest problem currently has more to do with how itemization is handled, especially at the higher levels.
As for the whole "doubling the highest difficulty", lets face it; people are trying to figure out the game in a few months, write guides, and have it farmed as badly as Baal runs in D2. It would have been sooner if they kept it as it was in internal playtest due to the increased pool of players that you'd get from a retail release.
Making the randomized Elite Packs a central aspect of endgame means that there is no set way of tackling them. You'd have to play each pack by ear, taking their randomized affixes into mind every encounter. It will take a very long time before even the hardest of the hardcore can write guides on every endgame affix combo, let alone be geared for every encounter, keeping endgame Elite Pack gear runs from stagnating like D2's endless Baal runs.
Not to mention you don't even need to bother with loot because someone else probably got something better than you, and isn't even charging too much for it. If you feel the need to manually limit yourself by not using the AH, you're just going to fall behind.110million
Which could be said about any online RPG involving loot as an important resource that can be traded and bought. In fact, it was much worse in Diablo 2. The flipside of this is making top gear bind on pick up, trivializing the randomized item system, reducing the AH to a stale economy focused on commodities (like WoW). Anyways, I suspect that we will see less great gear in the gold AH when the real money AH is released, and the rate in which people will be geared will stabilize since most people are not willing to shell 10 bucks for an online sword.
It's fun, but only because these things can be overlooked when playing with friends. I would never have played this is a solo experiance.110million
It is not that these things can be overlooked with friends as these systems are in place with multiple people in mind. Again with Street Fighter, its like overlooking it's crap campaign mode since you can play with other people when versus mode was the entire point of SF to begin with.
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