I think a lot of people are misunderstanding how this works.
Kill x5 unique mobs then kill x4 bosses, but keep in mind we do not know how long the buff will last for,if killing a new mob adds to current timer. And from what i have read i do believe aside from lvl60 to do it. As well its exclusive to inferno difficulty.
Now the only possible exploit i see is as follows
Group of 4=4 teleport areas.
Group sets portals at unique mobs (3 people)
1 person set their portal (flag) at a boss.
Group kills uniques then hit boss. Or group clears dungeon to boss, get 1-x unique mobs then go kill the 3 flagged ones then hit boss.
Either way i think this system is nice. Creating more teamwork, better options away from pure mf builds, great way to diversify the game giving more replayability which is key to longevity of playing.
And from what i have read i do believe aside from lvl60 to do it. As well its exclusive to inferno difficulty.
Official Blizzard Quote:
Quote from "42403032675" »
Quote from "42406330452" »
Does "kicks in at level 60" imply inferno only?
No, it kicks in at 60. Once you hit 60 you have access to this buff regardless of difficulty. You can use it and go back to Hell to help you gear up for Inferno, absolutely.
If thats what you're talking about there, there's your answer.
Well i just hear a lot of people complaining about it when we as a community only understand tbe THEORY of the nephalem. And people just like to go on a wimb assuming things.
You have to keep in mind that unlike Diablo 2, you don't keep your way points if you join in a game that's on an earlier quest. This means you can't just rush all the bosses in one game session like you could in D2.
I remember rushing to kill all the act bosses using all the high end waypoints, was fun at first then it just became a repetitive job. In this system, you have to actually quest up to the bosses to kill them again so you can't skip, and if you leave the game to try, you lose the stacks anyway.
It's something that will make me want to play the game longer. Idk about you guys, but I got sick of Baal runs and chaos/baals after about the 5th run. At that point of D2 it really became just following someone who killed stuff for you instead of actually playing the game.
I don't mean to sound like im comparing this buff to world of warcraft, but it reminds of Zul Aman bear runs. The timed runs of that dungeon and the Nephalem buff i think have alot in common. Whereas in ZA you were against a timer, and in D3 you will be against the duration time of the buff, from champions/unique mobs to bosses. Neph valor also encourages people to work together as a group as opposed to one person running off killing everything. Personally, i cant wait to get some friends together to try and keep the buff up as long as possible in a playthrough. It definitely adds one more fun factor to the game.
The soft lock on skills aspect of the buff is nonsensical, the design has been geared towards the ability of being able to adapt to fights and make use of many skills now recently it would seem all the aspergians have gotten their way with their overwhelming desire for player restrictiveness, with the inclusion of both this and specific skill items.
It gives the implication of bailing out the designers from needing to present enemies requiring adaptive skill changes.
It may be a step forward in one aspect of game play but it seems like a step backward in the other.
The gearing option made sense encouraging more gear gathering but this lock attached to the buff is overkill and is restrictive in that it is the 'correct' thing you will need to do to operate in the game.
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Kill x5 unique mobs then kill x4 bosses, but keep in mind we do not know how long the buff will last for,if killing a new mob adds to current timer. And from what i have read i do believe aside from lvl60 to do it. As well its exclusive to inferno difficulty.
Now the only possible exploit i see is as follows
Group of 4=4 teleport areas.
Group sets portals at unique mobs (3 people)
1 person set their portal (flag) at a boss.
Group kills uniques then hit boss. Or group clears dungeon to boss, get 1-x unique mobs then go kill the 3 flagged ones then hit boss.
Either way i think this system is nice. Creating more teamwork, better options away from pure mf builds, great way to diversify the game giving more replayability which is key to longevity of playing.
Official Blizzard Quote:
If thats what you're talking about there, there's your answer.
I remember rushing to kill all the act bosses using all the high end waypoints, was fun at first then it just became a repetitive job. In this system, you have to actually quest up to the bosses to kill them again so you can't skip, and if you leave the game to try, you lose the stacks anyway.
I don't mean to sound like im comparing this buff to world of warcraft, but it reminds of Zul Aman bear runs. The timed runs of that dungeon and the Nephalem buff i think have alot in common. Whereas in ZA you were against a timer, and in D3 you will be against the duration time of the buff, from champions/unique mobs to bosses. Neph valor also encourages people to work together as a group as opposed to one person running off killing everything. Personally, i cant wait to get some friends together to try and keep the buff up as long as possible in a playthrough. It definitely adds one more fun factor to the game.
It gives the implication of bailing out the designers from needing to present enemies requiring adaptive skill changes.
It may be a step forward in one aspect of game play but it seems like a step backward in the other.
The gearing option made sense encouraging more gear gathering but this lock attached to the buff is overkill and is restrictive in that it is the 'correct' thing you will need to do to operate in the game.