How iZombie Helped Me Win at Diablo III

This is a weird one.

A disturbing ritual in Diablo III's Greyhollow Island zoneRecently it came to my attention that Diablo III will be adding a Liv Moore zombie pet, along with a number of other new cosmetics. To make things even better, it apparently drops from a rare spawn named Ravi Lilywhite. Clearly someone’s a slash shipper.

This actually isn’t the first bit of cross-promotion between iZombie and Diablo. It’s long been established on the show that Ravi and Major are avid Diablo players, and the game forms a cornerstone of their famed bromance.

Under normal circumstances, I could not be less interested in non-combat pets in games. They’re just not my thing. But I instantly knew I needed this in my life. Even if I wasn’t a huge fan of iZombie, just look at her.

Excitement overwhelming good sense, I initially misunderstood and believed that Liv and the other new cosmetics were already in the game, but they were in fact part of the next patch and still limited to the PTR.

But by the time I figured this out, I was already in the game, and one does not simply log into Diablo and not murder something.

The Eternal Woods zone in Diablo IIIOn my adventures, I encountered a blood shard treasure goblin. With a sudden wealth of shards, I asked myself what to spend them on. I have been trying to get Andariel’s Visage for my crusader for a while, but for some reason it occurred to me to try to get a few more pieces of my wizard’s Tal Rasha’s Elements set.

Now, some context. I’ve been working on this set since before Reaper of Souls launched. Two of my three pieces of it were still at level 60 (amazingly their stats still beat most level 70 gear even without the set bonuses). I had never had any real ambition to finish it. I was content with dropping a rainbow of meteors on people.

But hey, why not? It’s not like Kadala ever gives anything good.

More context: In all my time playing Diablo III, I’ve never gotten a legendary or anything else useful from Kadala.

Imagine my shock when she gave me the legs to Tal Rasha’s. That got me the four piece bonus.

I’d gotten a taste. The loot frenzy descended upon me.

I spent all my blood shards, got a few more legendaries, though nothing immediately useful. Apparently Kadala had been saving all her good stuff for that one day all these years.

Slaughtering enemies in Diablo III's Ruins of Sescheron zoneI decided to turn to the “upgrade rare to legendary” function on Kanai’s Cube, which I had previously ignored save for using it to get the follower legendaries.

Not sure why I haven’t used that more. It’s awesome. I got several more useful legendaries, including some pants that surrounds my character with a near-constant poison damage aura (I extracted and equipped the power via Kanai’s Cube) and some nice boots that double the damage of Meteor, which I don’t cast directly but which Tal Rasha’s Elements casts automatically.

Before anyone brings it up, I know Tal Rasha’s doesn’t include boots, but boots were the last slot I didn’t have a legendary for, so while I was at it, I figured I’d kill two birds with one stone.

The Cube had one final treat for me: The gloves for Tal Rasha’s Elements.

That brought me to five pieces of the set, one piece away from completion and the final bonus: a 500% damage buff for each element of spell I cast, stacking up to four times for a total of 2000% increased damage.

So close I could taste it.

Running low on crafting materials, I decided my best bet would be to farm bounties for the Ring of Royal Grandeur. The Ring reduces the number of pieces needed to trigger a set bonus by one, so that would give me the six piece bonus.

The loot from an act four bounty cache in Diablo IIII went on to run quite a lot of bounties in act one and four, those being the only source for the ring. I am not going to run out of Corrupted Angel Flesh or Khanduran Runes anytime soon, let me tell you.

Along the way, I continued to try other methods of completing the set, spending blood shards as I got them and upgrading rares as my depleting stores of crafting supplies allowed.

I got two pieces of the Vyr’s Amazing Arcana set along the way, but I dislike archon builds, so that’s no help.

Because RNG is a cruel mistress, I did have another piece of Tal Rasha’s Elements drop… but it was the helm, which I already had.

It did have slightly better rolls than the old helm, so I equipped it. I then stuck the old helm in Kanai’s Cube and used the convert set item function, which resulted in more pants. No help there. Later I did it again, and got the amulet, which I also already have. However, the amulet was one of the legacy level sixty pieces, so a level seventy amulet was an upgrade.

Night fell, and my time ran short. My last run of act four netted me a legendary ring from the Horadric Cache, and I thought my search was over… but no, it was a different ring. One last run of act one with the bonus up, but the shoulders dropped instead of the ring. I despaired.

I realized I could try the convert set item function one more time if I salvaged some of the less valuable legendaries cluttering my stash. So in went my old amulet, my hope spent.

Kanai’s Cube spit out the belt.

The belt for Tal Rasha's Elements, the final piece of the set I neededAnd there was much rejoicing.

Let me tell you: You’d think 2000% increased damage would make a big difference. You’d be right. Before, the highest difficulty I’d managed was around torment III. I can now handle torment VI comfortably, and I could probably go higher — I haven’t done much testing yet.

I never, ever expected to able to finish a full six piece set in this game. I still can’t believe it actually happened. Years to get the first three pieces, then just a day to get the final three.

Praise RNGesus!

I played with the new set just long enough to get a feel for my newly godlike power. Along the way, I found another blood shard goblin. With my wizard fully tricked out, it was back to hoping for Andariel’s Visage.

Kadala didn’t give me that, but I did wind up with a helm that halves the cooldown on Phalanx, which is enough to ensure I’m never without my archers. It might not be 2000% increased damage, but it’s a pretty big performance boost. Zoosader for the win!

And that, friends, is the story of how iZombie vastly increased my performance in Diablo III.

Ravi Chakrabarti in iZombieRavi would be proud.

Tyler Versus the MMO Trinity, Part Three: My Solution

Over my past two posts on the so-called “holy trinity” of group roles in MMORPGs, I’ve discussed my problems with the trinity, and some of the good times I’ve had outside the traditional role system.

My warlock battling Ragnaros the Firelord in pursuit of Dragonwrath, Tarecgosa's Rest in World of WarcraftNow, we reach the end of this long journey as I outline my personal plan for how to “fix” the trinity.

For some crazy reason I decided to do all three of these posts at once. It’s well after midnight, we’re approaching hour three, my fingers are sore, and my brain is fuzzy, but Hell, let’s do this.

First, some caveats:

I was hesitant to do this for a very long time because I don’t like playing armchair game designer. Well, actually, I like it a lot, but I don’t like the risk of being seduced by the idea that I actually know what I’m talking about, or giving anyone the idea I think I’m better than I am.

I am not a professional game designer. I know this. I’m not going to pretend I can do a better job than they can, because I can’t. This seems like a good idea to me, but what do I know?

And I really doubt anyone particularly wants to hear my pie-in-the-sky ideas for how games should be designed, hence why I haven’t done posts like this before now. But if I’m going to talk about the trinity, I think this is a necessary part of the discussion.

My Templar tanking a lair boss in The Secret WorldSecond, I want to stress once again that variety is what I want. What I’m about to outline is a solution to the trinity. It is not the solution to the trinity. I obviously think my idea is good, but I wouldn’t want to see it become the only system used by MMOs. I want a mix. Some games with traditional roles, some with softened or modified roles, some with no roles.

That said, this is a plan that I believe would solve most of the problems with the trinity while preserving much of its virtues. Your opinion may vary.

On with the show!

Where Guild Wars 2 failed:

Unfortunately, Guild Wars 2 has become the poster child for trying to break the trinity. I say “unfortunately” because they did an awful job of it. Of all the games I’ve played with no trinity or a relaxed trinity, GW2 is the only one that fails to provide fun group dynamics. Ironic considering how much of a selling feature it was.

Things are supposedly a bit different now that raids are in, but at launch, Guild Wars 2 essentially eliminated tanks and healers. This solves some problems, but it also made pretty every class play mostly the same. It made a lot of things into mindless zergs, and combined with dungeon design that wasn’t sufficiently removed from that of trinity games, it was just broken as all Hell.

My thief battling the Sons of Svanir in Guild Wars 2But there are lessons to take from Guild Wars 2’s failure. They were in the right neighbourhood, but they chose the run path.

You see, they got rid of the wrong roles. Tanks and healers are fine.

I say it’s DPS that needs to go.

Death to DPS:

Wait, what?

Tyler, you want to delete the overwhelmingly most popular MMO role? The one you play the most? Are you high?

But think about it. There’s method to this madness.

Imagine what happens when DPS is no longer a dedicated role. You no longer need to tune healers and tanks to have lower damage. In a world where no one is a DPS, everyone is a DPS.

That immediately solves the problem of it sucking to solo as a tank or healer.

My Sith inquisitor in Star Wars: The Old RepublicThen think about what group compositions look like in this hypothetical game where there are only two roles, not three. When you can only include tanks and healers in your group, the responsibility is much more shared.

This solves the problem of the disproportionate sharing of responsibility. It’s not just one tank and one healer. There’s several of each. That glorious double tank run I had in SW:TOR? That could be the norm.

In such a paradigm, if you screw up and get yourself killed as a tank, it wouldn’t be a guaranteed wipe. The other tank(s) would pick up the slack.

I don’t know about you, but that sounds tremendously appealing to me.

Similarly, this makes forming groups a lot easier. Tanks and healers obviously wouldn’t be a rarity, and in theory, such a system could be balanced to no require rigid party compositions. We’re getting far into the hypothetical here, but I think it could be the case that if you have more tanks, your party takes less damage and needs fewer healers, and if you have more healers, you can restore more damage and need fewer tanks.

This would necessitate softening both roles a bit. For example, healers couldn’t simply spam heals all day. They’d need to mix both heals and damage.

My group approaches the final boss of the Slaughterhouse in The Secret WorldThis would require slowing down the pace of both heals and damage. Not slowing combat altogether. You know me; even the standard 1.5 second global cooldown feels sluggish to me. But tanks don’t need to be losing half their health every few seconds. There should be time to recover from a mistake, and on the flip side recovery from bad play shouldn’t be one click a way. Healing is at its best when it’s a tug of war.

I’d put heals on cooldowns or otherwise limit them. Not heavily — healing should obviously be a core part of playing a healer. But it shouldn’t be all you do. Like the devoted cleric in Neverwinter, there should be a degree of adaptation based on the needs of the moment. Sometimes it’s about healing. Sometimes it’s about pouring on the damage.

I’d also like to see a little less emphasis on straight up healing and more on buffs and utility. I like The Secret World’s take on buffs — short duration, dramatic effect — and I’d like to see more of that.

So under my hypothetical design, healers would perhaps be more accurately described as support. They keep their parties afloat through a broad toolkit of heals, buffs, and damage.

As for tanks, I’d soften their role a bit, too. I’m not sure I’d do away with aggro mechanics altogether, but I don’t think tanks should be expected to hold aggro on everything all the time. I’d probably make taunts an emergency cooldown rather than a bread and butter ability. Combat need not be total anarchy, but there should be some unpredictability to it.

My devoted cleric in NeverwinterSlowing down incoming damage supports this, as well. With mobs delivering hits that aren’t so massive, healers (or supports) can take a few hits without collapsing, and combat can afford to be a little less carefully choreographed.

Aggro mechanics are one of those things about the trinity that are painfully artificial, so I’d put a greater emphasis on tanks controlling enemies directly through slows, stuns, pulls, knockbacks, and abilities that manipulate the battlefield. Let them physically impose their will on enemies.

By softening the roles this way, you’re providing everyone a broader experience of combat. Everyone is, one way or another, interacting with enemies, delivering big and satisfying attacks, and aiding their team in a crucial way. At the same time, distinct roles aren’t gone entirely. There’s choice and variety.

It even solves the realism issue to some extent. With multiple tanks, it’s at least somewhat plausible that they could hold off enemies from their weaker team mates. Not because Orcs are magnetically attracted to dudes in plate for some reason, but because they form a physical barrier around their allies. I think I could suspend my disbelief for that.

It’s probably not as simple as I’m making it out to be, but to me, a two-role system seems like an option that avoids the worst flaws of the trinity while still offering much of its benefits.

* * *

Thus concludes my epic series on the trinity. My duty as an MMO blogger is done. Agree or disagree, I hope I’ve at least provided some food for thought, or entertainment value.

While you’re reading epic rants on traditional MMO design by yours truly, why not check out my latest article on MMO Bro: The Case Against MMORPG Button Bloat.