Diablo is also a battle where you can squeeze a build and enjoy the taste of your hands, but the core fun lies in "cutting the item."
Drop items come up with options randomly based on pure probability, but even if there is one good option, the other two lines are unfortunate that useless options appear, and as a result, there is a large probability that ordinary items will appear. Nevertheless, there's that unique pleasure that comes when you crawl through that random probability and get an item filled with really good options. Consisting of only good options, even the numbers beat randomness and are high? You can just feel the climax of the orgasm on the spot.
You fight countless battles and slaughter a lot of mobs to get these beautifully attached items. Even a beautiful op-ed with a pure probability that's hard to float, it's going to do tens of thousands of independent trials to make it float. When you look at an item filled with these pretty ops, you can feel the sense of satisfaction beyond the sense of accomplishment. Once you've fallen for this, you're going to grind up to 100 hours and 1,000 hours.
This is referred to as 'shaving an item'.
Because you know how difficult and rare these items are to float, the option well-floated items seem like treasures to Diablo users.
The item itself, which is attached to the top with only pretty options, is the value that Diablo users find and cancel, and the reward for its many labor and management.
Therefore, it is comfortable to think that the proper Diablo play experience is like a pirate looking for treasure.
Kind of possessive? Showing off? Self-satisfaction? A sense of accomplishment?
DIA user is going to go back to work because he doesn't want to have one line option for a good item.
In short, it's the real fun you can feel while playing Diablo and the pride of Diablo users (Victic Street) to walk around with super rare items that only consist of good options that must be overcome the probability of evil.
Usually, people who have never played the Diablo series feel that there is no point in investing anymore after breaking the story.
I'm new to Diarro Diarro too, but after breaking the story, what? Difficulty level of nightmares? Difficulty level? Do I really need to go? It's the same meaningless process that just made you strong?There was a time when it was sealed for about a year.
But after I learned the taste of tempering, I started to play for more than 1,000 hours.
Therefore, if you're new to item farming games like Diablo, you can somehow cross this boundary and enjoy the fun of the New World without losing time.
In order to cross this boundary, you need to have an eye to see which items are well-opened, and you need to have a desire to make a specific build, so you want to get a unique item for that build, which will create a driving force for farming nogada. This is the beginning.
In the case of weapons to present goals,
1. Key stats (will, strength, intelligence, etc.)
2. Vulnerable Damage
3. Maximum damage
4. Core technology damage or all capabilities
Try farming with this attached item as your goal.
Best op configuration in existence.
If you close your eyes and cross this line once, you can have a lot of fun. (Of course, as of now before the season, the number of unique items is not that high, so it's true that you may not have a build that you're attracted to. I think the fun will increase in proportion to the number of unique items added with the season.)
In addition, in this context, the issue of "Diablo is a problem because it has little high-level content" made me tilt my head.
I thought that the fact that there is less content means that there are fewer things like nightmare dungeons, hell waves, and trees of whispers that are lifted at the high level, and there is not much content.
If you call that high-level content, there was no content in the Diablo series in the first place.
DIA4 has the most content compared to its predecessors.
Even if you say "DIA2", you can go back to "MEFYRAN" and "DIA3", you can say "MEFYRAN" and "DIA3", you can go around the cracks and close the cracks and open the cracks again.
On the other hand, DIA4 has the most variety of combat content.
Tree of whispers, hell waves, nightmare dungeons, corps events, etc.
But these things are actually secondary, and the real content in Diablo games was not like this, but "items" in the past and now.
Item farming is the essence and content of the game.
I'm not farming items to fight, I'm fighting to farm items.
In this respect, saying that there is less high-level content makes me tilt my head.
The main content and purpose of Diablo gameplay is to break through the possibility of evil through numerous independent trials and crawl items consisting of only good ops
This "probability-breaking game" hasn't changed whether it's DIA2, DIA3, or DIA4. It's the same.
Oh, of course, the number of unique items being dropped now is small, so there are fewer building options.
Most of the legends are based on boring buffs related to numbers such as numbers and duration.
I think the fun will improve as much as there are many fun unique ops that change the skill itself.
I think this is a problem that will be solved if you add more unique items as the season is added.
Anyway, to continue, it sounded a little strange to hear that there is less high-level content while diablo.
Is there anything else that could be called high level content in a game where my main goal was to just break through the odds and float a good opt-out item?
Or are you talking about people who have never seen Diablo series before? There might be people who haven't played item farming before.
Then the direction of looking at the game was wrong in the first place. People like this are likely to say that DIA2 and DIA3 don't have any story content either.
This game is not like the one where the army commander raid (main content) that can be played by raising the temper level like Lost Ark is lifted one after another.
Relieved boss raid locked until item level 500 is achieved.
Mephisto boss raid locked until item level 800 is achieved.
Diablo boss raid locked until item level 1500 is achieved.
I thought you were expecting this kind of structure.
If you look at it from this perspective, it seems to say that there is nothing to enjoy high-level content because it feels like a flatland without a locked raid boss after pushing the story.
In the first place, the essence of the Diablo series is "items."
It's a game where the items and settings become alpha and omega.
Like Roa, you don't wear the top item to run the raid, but you run the raid to run the top item.
The context has changed.
That's why even during DIA2, users enjoyed without saying anything even if there were only plays like Mefferan and Baalan.
It wasn't a battle, it was a falling item..
Of course, contents like Lost Ark could be added as a season or expansion pack
The essence was an option top item, not a boss raid, which is Diablo's code.
Again, the ultra-high-level item itself with only pretty options is the value that Diablo users find and decrypt and the reward for its many construction projects.
It's like a pirate looking for treasure.
Therefore, there is a high possibility that you will enjoy this game only if you have the ability to distinguish between items and focus on items that fall. Should I say that it's like fishing where I throw scissors every day in anticipation of catching a big fish?
There are definitely days when it's empty. There are days when you catch a big fish.
It's a game where you have to set a line of things to enjoy in this direction.
I hope it was helpful for those who started learning
Thank you for reading the long article.
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