Had to post this link here to make sure more eyes are on it. I think it
is a very interesting and extremely important conversation to be had,
something all Diablo fans and the D4 devs should read and consider.
I believe itemization is the single most important (yet hardest to
accomplish well) aspect of an arpg. If the D4 devs can nail itemization
as well as the D2 devs did, it will greatly extend the longevity of the
game.
I had it wrong. I just jumped on and it's actually 96%. I didn't realize yours includes the default 100% that you have without bonuses. I guess that just threw me off a bit.
mp1, single player, 0 NV, hellfire ring, 29% ruby, follower hellfire = current bonus XP of 196% on the calculator site.
I'm not in the PTR right now, but I recall last night it was 150.9% or somewhere around there.
They didn't seem to match up!
Here are my thoughts for what would be a great change to legendaries (might not be the first to post something like this).
All level 60 legendaries would include the following (w/ possible values of each stat varying by item slot):
1. Magic Find
2. Resist All
3. Vitality
4. Str/Dex/Int
5. 3-8% damage to specific skill
6. 1-3 other miscellaneous "fun" affixes
Also, the base damage and armor of all level 60 legendaries would be buffed to be better than 80-90% of magic/rare items (so only the more perfectly rolled magic/rare items are higher).
The one problem I see with this is legendaries would probably be so powerful to the point that no rares would be better, even perfectly rolled rares. I think rares should always have a chance to be the best item in the game, better than any legendary, so the top end values for rare affixes would have to be buffed as well for this to work I think.
Leave legendary drop chances the same (maybe increase it a little bit?).
This sort of a change would definitely get me more excited to log on and play.
For those of you who plan on moving quickly through normal, nightmare, and hell, do you have any strategies in mind for what would be the most efficient way, in your opinion, to go about this?
Here are the ideas floating around in my head currently as I look forward to release, and they can be summed up by the following standards:
1. Have 10 items up for sale at all times on both auction houses (assuming there is a limit of 10 per).
Reasoning: Maximize gold, duh
2. Get as far as possible by using as little as possible.
a. Survive on item drops alone as far into each difficulty as possible.
b. Save as many crafting materials and gold as possible until the end of each difficulty.
Reasoning: In a perfect situation (although completely unreasonable to expect), I would get to the end of normal having spent no gold and used no crafting materials. Assuming the jump from normal to nightmare will be a bit of a shock (and the same for every subsequent jump in difficulty), and due to the fact that nightmare will have completely new crafting materials, I can use everything I have collected in normal (without hesitation or feeling like I need to save it for later on) to "gear up" by leveling my artisans and crafting new weapons and armor.
In my mind, it's a pretty simple strategy, and so far those are the only standards I've come up with to go by. I know point 2 is not going to work out where I can save everything for the end of each difficulty, but you get the idea, save as much as possible. Any other ideas out there?
Who knows what it plays like at later levels than the beta though, it could have been too powerful. Although, I agree, the first thought I had when seeing the changes to the lower level skills was that WD will be the last class I play after release.
Wow, totally thought I was late to the party, but I just got my key! Thanks so much for posting about these giveaways!!!!!!!!!!!!!!!!!!!!!! I can now bare the never-ending wait!
Happen to remember how long the tweet was up when you RT'd it?
It was about 5:45 GMT, so whatever that comes out to, it was well over an hour later.
Wow, totally thought I was late to the party, but I just got my key! Thanks so much for posting about these giveaways!!!!!!!!!!!!!!!!!!!!!! I can now bare the never-ending wait!
This is what I'm going to do with my Barb. I plan on playing with groups at all times so hopefully I can fulfill a solid support role with this build. Thanks for this opportunity!
Co-op all the way for me. Playing alone can be just as fun at times, but generally it's a lot more enjoyable for me to be playing with others. I almost begin to feel lonely at times playing alone, knowing I could be playing with other people. It definitely keeps it more interesting. Plus, there are huge advantages of playing with others and the biggest disadvantage has been taken away with drops working the way they do. I probably will ONLY play with other people in D3. What are the advantages of playing alone?
If someone is actually able to make $200 in a single day, I would be very surprised. I think people are greatly overestimating the price at which most items will sell. Maybe in the first couple of weeks after release I could see people making up to $200 in a day if they played all day long and sold just about everything of value. At the same time though, I doubt anyone will be farming Inferno in the first couple weeks, so this may not be realistic either. The real money to be made will be for those who begin farming Inferno first, but once a decent portion of players gets to this point, nothing will be worth the amount necessary to reach the $200 limit very quickly.
This is the computer that was purchased for me. I tried to negotiate up the video card and memory as much as I could. How will D3 perform on this? I'm really hoping it will be close to max settings at the very least
CPU: Intel Core i7-2600 processor(8MB Cache, 3.4GHz)
RAM: 8GB DDR3 SDRAM at 1333MHz - 4x2GB
GPU: AMD Radeon HD 6770
HD: 1TB Serial ATA 2 Hard Drive 7200 RPM
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https://www.reddit.com/r/Diablo/comm...uld_be_asking/
Had to post this link here to make sure more eyes are on it. I think it
is a very interesting and extremely important conversation to be had,
something all Diablo fans and the D4 devs should read and consider.
I believe itemization is the single most important (yet hardest to
accomplish well) aspect of an arpg. If the D4 devs can nail itemization
as well as the D2 devs did, it will greatly extend the longevity of the
game.
I'm not in the PTR right now, but I recall last night it was 150.9% or somewhere around there.
They didn't seem to match up!
All level 60 legendaries would include the following (w/ possible values of each stat varying by item slot):
1. Magic Find
2. Resist All
3. Vitality
4. Str/Dex/Int
5. 3-8% damage to specific skill
6. 1-3 other miscellaneous "fun" affixes
Also, the base damage and armor of all level 60 legendaries would be buffed to be better than 80-90% of magic/rare items (so only the more perfectly rolled magic/rare items are higher).
The one problem I see with this is legendaries would probably be so powerful to the point that no rares would be better, even perfectly rolled rares. I think rares should always have a chance to be the best item in the game, better than any legendary, so the top end values for rare affixes would have to be buffed as well for this to work I think.
Leave legendary drop chances the same (maybe increase it a little bit?).
This sort of a change would definitely get me more excited to log on and play.
Edit: what horrible math, there are 24 hours in a day... 372.5 hours... not sure I can do this now.
Here are the ideas floating around in my head currently as I look forward to release, and they can be summed up by the following standards:
1. Have 10 items up for sale at all times on both auction houses (assuming there is a limit of 10 per).
Reasoning: Maximize gold, duh
2. Get as far as possible by using as little as possible.
a. Survive on item drops alone as far into each difficulty as possible.
b. Save as many crafting materials and gold as possible until the end of each difficulty.
Reasoning: In a perfect situation (although completely unreasonable to expect), I would get to the end of normal having spent no gold and used no crafting materials. Assuming the jump from normal to nightmare will be a bit of a shock (and the same for every subsequent jump in difficulty), and due to the fact that nightmare will have completely new crafting materials, I can use everything I have collected in normal (without hesitation or feeling like I need to save it for later on) to "gear up" by leveling my artisans and crafting new weapons and armor.
In my mind, it's a pretty simple strategy, and so far those are the only standards I've come up with to go by. I know point 2 is not going to work out where I can save everything for the end of each difficulty, but you get the idea, save as much as possible. Any other ideas out there?
It was about 5:45 GMT, so whatever that comes out to, it was well over an hour later.
http://us.battle.net/d3/en/calculator/barbarian#fZXkhP!ZcS!ZZZcZZ
This is what I'm going to do with my Barb. I plan on playing with groups at all times so hopefully I can fulfill a solid support role with this build. Thanks for this opportunity!
CPU: Intel Core i7-2600 processor(8MB Cache, 3.4GHz)
RAM: 8GB DDR3 SDRAM at 1333MHz - 4x2GB
GPU: AMD Radeon HD 6770
HD: 1TB Serial ATA 2 Hard Drive 7200 RPM