Another thing I would really enjoy is the ability to turn off all of the UI...
Notice how trying to clear stuff top to bottom is a lot more difficult than clearing stuff if any other direction.
Totally agree. If the mobs are in the bottom, which happens to bosses mostly in my experience, are much harder to fight. Time for a bigger monitor maybe? *chukles*
Please jump to <Suggestions> section if you want to skip long post.
<Intro>
I have been playing since launch, and I am a 60 wiz and 60 DH on US logging about 150hrs total and both are in inferno. Also a 28 monk on Asia while the US servers are down. I have a few suggestions to make about the game's user interface and also in general. Feel free to bash / agree / add to this post </Intro>
<Opinion>
Diablo III is a great game so far in my experience. Some mechanics and features needs polishing, but overall the game is intense (especially in inferno which I think is fun even at the current state albeit the complain about mobs damages being too high). The design philosophy to encourage farming elites and chamipions is awesome because boss runs no longer matter - and shouldn't in a random dungeon game - just my own feeling. Maps need more randomness, and the goodness of a weapon being almost solely determined by its DPS is not very fun either... I don't have a suggestion for DPS cheese yet, but just letting you know. BTW, I don't do silly things like spam smoke-screen or abuse pre-nerf-FA or do hit-die-rez-repeat runs because I enjoy the game for what it actually it, but being a range class, a good amount of kiting is always required. Oh, and Diamond Skin with crystallize rune is not absorbing enough... 99% of the time, it breaks the moment it is up lol </Opinion>
<Spec>
The majority of my time was (still is) spent as range class, so these suggestions are obviously based on range-style experience. If it makes any difference, I have a 22" 1680x1050 monitor, HD6950 Catalyst 12.3, Phenom 2 X4, 8GB RAM running Win 7 64bit, and work puts me in an urban city in Southeast Asia. Internet is stable at 8Mbps and regular command-ping to Google and Blizzard in California is around 200ms which is mainly due to the +8000-mile cable distance. </Spec>
<Suggestions>
1. The follower / group member icon in the top left corner - often this icon gets in the way of kiting. I am not going to change my follower's inventory or talk to him in the heat of battle, so if his icon can fade a bit and not get in the way of targeting mobs, that would be great. Maybe it can fade after a 10-second-idle and activate only with the F key?
2. Bosses talking box - this really needs to not get in the way of targeting mobs underneath. The box can still be there because Diablo talking at every checkpoint is actually hilarious, but can mobs get priority over the box (in a layer sense)? I actually want to hear Diablo tell jokes sometimes, but it gets in the way so I am forced to close it.
3. Character stats: weapon damage - Many wiz and DH skills are based on "weapon damage" and not the DPS number. Can Blizzard add an "effective weapon damage" stat in the [details] page so that we can make more informed decision on which buff or weapon to use?
4. Can there be cool-down icons to show every timed active/passive skill in effect? For example, I would like to know how long my hydra or blizzard still has, and also if sharp-shooter buffed my crit% to 50% or 100% (without opening the details stats page) for obvious reasons.
5. Merchant in Act 2 - can you bring at least one merchant closer to the town portal like the other acts? Having to run down the alley and back becomes a hassle after more than a few times (for repair, sell drops)
6. I totally support and look forward to the next patch for locking the skill bar and a NV warning when trying to change skills, and the option to skip cut scenes, too.
7. More of a bug report this one, but NPCs with new conversations sometimes don't have a star above their head, which makes trying to unlock the "hear everything NPC has to say" achievement rather tedious. Please see if this is intended?
8. I understand that you are actively trying to better servers and our experience, but sometimes lag spikes can occur and suddenly there is a +20000ms ping - not great in inferno and happened 3 times last night. I know this is not due to my Internet connection because my router will throw an error (it monitors the ping time to a i-cant-tell server in US). Spike, combined with the incoming 6x repair costs is punishment without crime. How about an instant teleport to town or some sort of damage immune when the ping spikes above 600ms? I realize how this might be a door for cheating, but you have a group that prevents cheating and nonetheless it's a suggestion that you can use for spinning other ideas. </Suggestions>
You have done a good job launching a project of this scale. Please keep improving the game and try not to nerf the range classes!
If I understand correctly, the flow of mechanics are:
1. Incoming damage reduced by armor and resists
2. Take 35% from character HP
3. FA absorbs 65% of HP's worth from damage
4. Subtract the remaining damage from HP
Yes most people are still on the whinning phase of the Force Armor nerf. It has been done and I accepted it as a game balance, but the technical specifics are not very clear:
So now FA absorbs damage over 35% health to 35%, but only up to 100% of health? Or once the damage is over 100% health, nothing is reduced and all the damage goes through? Or just some of the damage goes through?
Is damage compared to health before or after armor and resist reductions? For the damage that goes through, does it ignore armor and resist?
I tried to follow what others are saying in the forums, but everyone seems to have their own formula, that and most examples they give have typos and errors in them... Please Blue help explain this? It is still a good skill to use with the right vitality but the mechanics are a bit confusing. Would be best if you can provide some case examples too... thanks Blue
I bought a digital copy while 2 other friends ordered boxes from local shop. Since Blizzard unlocks installation on 14th, can my friends install the game first if I gave them the install client?
If this gets enough attention in here I will move this post over to the official forums
Totally agree. If the mobs are in the bottom, which happens to bosses mostly in my experience, are much harder to fight. Time for a bigger monitor maybe? *chukles*
<Intro>
I have been playing since launch, and I am a 60 wiz and 60 DH on US logging about 150hrs total and both are in inferno. Also a 28 monk on Asia while the US servers are down. I have a few suggestions to make about the game's user interface and also in general. Feel free to bash / agree / add to this post
</Intro>
<Opinion>
Diablo III is a great game so far in my experience. Some mechanics and features needs polishing, but overall the game is intense (especially in inferno which I think is fun even at the current state albeit the complain about mobs damages being too high). The design philosophy to encourage farming elites and chamipions is awesome because boss runs no longer matter - and shouldn't in a random dungeon game - just my own feeling. Maps need more randomness, and the goodness of a weapon being almost solely determined by its DPS is not very fun either... I don't have a suggestion for DPS cheese yet, but just letting you know. BTW, I don't do silly things like spam smoke-screen or abuse pre-nerf-FA or do hit-die-rez-repeat runs because I enjoy the game for what it actually it, but being a range class, a good amount of kiting is always required. Oh, and Diamond Skin with crystallize rune is not absorbing enough... 99% of the time, it breaks the moment it is up lol
</Opinion>
<Spec>
The majority of my time was (still is) spent as range class, so these suggestions are obviously based on range-style experience. If it makes any difference, I have a 22" 1680x1050 monitor, HD6950 Catalyst 12.3, Phenom 2 X4, 8GB RAM running Win 7 64bit, and work puts me in an urban city in Southeast Asia. Internet is stable at 8Mbps and regular command-ping to Google and Blizzard in California is around 200ms which is mainly due to the +8000-mile cable distance.
</Spec>
<Suggestions>
1. The follower / group member icon in the top left corner - often this icon gets in the way of kiting. I am not going to change my follower's inventory or talk to him in the heat of battle, so if his icon can fade a bit and not get in the way of targeting mobs, that would be great. Maybe it can fade after a 10-second-idle and activate only with the F key?
2. Bosses talking box - this really needs to not get in the way of targeting mobs underneath. The box can still be there because Diablo talking at every checkpoint is actually hilarious, but can mobs get priority over the box (in a layer sense)? I actually want to hear Diablo tell jokes sometimes, but it gets in the way so I am forced to close it.
3. Character stats: weapon damage - Many wiz and DH skills are based on "weapon damage" and not the DPS number. Can Blizzard add an "effective weapon damage" stat in the [details] page so that we can make more informed decision on which buff or weapon to use?
4. Can there be cool-down icons to show every timed active/passive skill in effect? For example, I would like to know how long my hydra or blizzard still has, and also if sharp-shooter buffed my crit% to 50% or 100% (without opening the details stats page) for obvious reasons.
5. Merchant in Act 2 - can you bring at least one merchant closer to the town portal like the other acts? Having to run down the alley and back becomes a hassle after more than a few times (for repair, sell drops)
6. I totally support and look forward to the next patch for locking the skill bar and a NV warning when trying to change skills, and the option to skip cut scenes, too.
7. More of a bug report this one, but NPCs with new conversations sometimes don't have a star above their head, which makes trying to unlock the "hear everything NPC has to say" achievement rather tedious. Please see if this is intended?
8. I understand that you are actively trying to better servers and our experience, but sometimes lag spikes can occur and suddenly there is a +20000ms ping - not great in inferno and happened 3 times last night. I know this is not due to my Internet connection because my router will throw an error (it monitors the ping time to a i-cant-tell server in US). Spike, combined with the incoming 6x repair costs is punishment without crime. How about an instant teleport to town or some sort of damage immune when the ping spikes above 600ms? I realize how this might be a door for cheating, but you have a group that prevents cheating and nonetheless it's a suggestion that you can use for spinning other ideas.
</Suggestions>
You have done a good job launching a project of this scale. Please keep improving the game and try not to nerf the range classes!
Thanks for reading this long post!
If I understand correctly, the flow of mechanics are:
1. Incoming damage reduced by armor and resists
2. Take 35% from character HP
3. FA absorbs 65% of HP's worth from damage
4. Subtract the remaining damage from HP
Is that about right? Thanks again.
So now FA absorbs damage over 35% health to 35%, but only up to 100% of health? Or once the damage is over 100% health, nothing is reduced and all the damage goes through? Or just some of the damage goes through?
Is damage compared to health before or after armor and resist reductions? For the damage that goes through, does it ignore armor and resist?
I tried to follow what others are saying in the forums, but everyone seems to have their own formula, that and most examples they give have typos and errors in them... Please Blue help explain this? It is still a good skill to use with the right vitality but the mechanics are a bit confusing. Would be best if you can provide some case examples too... thanks Blue
Oh the wait...!
You, sir, deserves a medal :Thumbs Up: