It really depends what type of gear you are aiming for, and if you're playing SP or on battlenet.
For SP:
Spawn a good hell map for close durance2->durance3 for quick mephisto runs. He's generally the best to run for the majority of gears because he's the easiest (or can be) to get to.
If you are targeting normal to low level elite uniques, andariel is a good boss to farm because she is bugged. She always drops a quest drop, which means higher chance of uniques.
For runes, you can do lower kurast runs. Study the map tiles, and recognize the one that has huts with super chests (chests that drops tonnes of stuff) then spawn a map with at least 2 pairs of huts.
Pit/hidden sewer runs are only done for top lvl elite uniques, meaning the highest lvl gears. You don't really need them, but they are nice to have, like windforce, tyreals might. Chances of getting gear is not very high though. Boss runs are always better for general items.
Baal runs and pindle runs can be effective, but they can be hard sometimes. For a zon, pindle should be easy.
After the many updates I can't remember anymore, but did they remove leeching from act bosses? Also, are you testing on skeletons? Skeleton type undead cannot be leeched from.
If you want a tank, don't put points into grizzly but put them into direwolf. Putting points into grizzly doesnt increase grizzly HP, but putting them into direwolf does.
A reasonable way of taking down physical immunes is to have a nice elemental damage weapon with high attack speed on switch, like a Baranars, or gimmershred. Another option is to find a way to cast amp damage on them, as amp damage usually breaks the immunity.
I'm sure most are tired with this argument already, and personally, I agree with Bill that the design style is different (not so photorealistic)
However, I also believe the new art style is the best way to go, for now. The reason being, photo-realism art style doesnt really work with today's technology, simply because we are at a point where we can create very realistic objects, but the human eye can still tell they are not "right". In the past, the lower tech covered up for this, by pixelating everything, and our imagination filled in the blanks. However, nowadays game graphics leave little to the imagination, and we end up finding more faults, the more "Realistic" it gets.
Check out this links if you don't understand what I mean:
All that said, I wish D3 kept to life-like proportions, and realistic graphical representation of items. But I also accept that it probably wouldn't feel as nice to play.
I skimmed through the thread and couldnt find any mention of the zeal bug (except for the fend bug post, which is closely related)
I guess most of you elites wont remember this bug as it only affects range 1 and 2 weapons on a pally (and most on realms would have BOTD Zerker or something which is ranged 3) where sometimes the zeal skill doesnt trigger and you end up doing normal attacks unless you reposition yourself. In the new hell mode playing untwinked, it's a matter of life and death.
1. What's the point of the "skill bar" since skills are assignable to keys in Diablo 2 LOD anyway? It appears more like a step backward as from the current UI there are less asignable slots than in D2 LOD (14 IIRC). It cannot be only to allow pure mouseclick gaming can it? Diablo series is supposed to be an action RPG...
2. The potion belt in D2 was actually pure genius as it limited each character to 16 pots max before they had to retreat. If this has been done away with, does this mean a direct key bind to healing/mana potions in the inventory (as in dungeon seige), and if not, does this mean we have to share slots with skills in the "skill bar" which even more limits our character flexibility?
3. D2 was famous during its time for getting rid of loading times (besides loading your character). Would D3 require extensive load times between areas due to it's more complex nature?
4. The barbarian had to leap over the collapsed walkway. Does this mean the background levels are fully explorable by other players who may have to go down instead of accross? If so, does Diablo 3 do away with levels in dungeons?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Oh one more. Firebombing people after you leave them with 1 hp using poison LOL.
For SP:
Spawn a good hell map for close durance2->durance3 for quick mephisto runs. He's generally the best to run for the majority of gears because he's the easiest (or can be) to get to.
If you are targeting normal to low level elite uniques, andariel is a good boss to farm because she is bugged. She always drops a quest drop, which means higher chance of uniques.
For runes, you can do lower kurast runs. Study the map tiles, and recognize the one that has huts with super chests (chests that drops tonnes of stuff) then spawn a map with at least 2 pairs of huts.
Pit/hidden sewer runs are only done for top lvl elite uniques, meaning the highest lvl gears. You don't really need them, but they are nice to have, like windforce, tyreals might. Chances of getting gear is not very high though. Boss runs are always better for general items.
Baal runs and pindle runs can be effective, but they can be hard sometimes. For a zon, pindle should be easy.
For battlenet...
I've got no idea. HAHA.
A reasonable way of taking down physical immunes is to have a nice elemental damage weapon with high attack speed on switch, like a Baranars, or gimmershred. Another option is to find a way to cast amp damage on them, as amp damage usually breaks the immunity.
However, I also believe the new art style is the best way to go, for now. The reason being, photo-realism art style doesnt really work with today's technology, simply because we are at a point where we can create very realistic objects, but the human eye can still tell they are not "right". In the past, the lower tech covered up for this, by pixelating everything, and our imagination filled in the blanks. However, nowadays game graphics leave little to the imagination, and we end up finding more faults, the more "Realistic" it gets.
Check out this links if you don't understand what I mean:
http://technology.timesonline.co.uk/tol/news/tech_and_web/article4557935.ece
http://www.gamespot.com/features/6153667/index.html
http://www.psu.com/forums/showthread.php?p=167451
http://www.digra.org/dl/db/07312.11004.pdf
http://nerve.com/CS/blogs/61fps/archive/2008/11/10/crossing-the-uncanny-valley-part-1.aspx
http://www.edge-online.com/blogs/video-the-uncanny-valley
http://www.destructoid.com/gta-iv-the-uncanny-v-and-good-graphics--39172.phtml
All that said, I wish D3 kept to life-like proportions, and realistic graphical representation of items. But I also accept that it probably wouldn't feel as nice to play.
I guess most of you elites wont remember this bug as it only affects range 1 and 2 weapons on a pally (and most on realms would have BOTD Zerker or something which is ranged 3) where sometimes the zeal skill doesnt trigger and you end up doing normal attacks unless you reposition yourself. In the new hell mode playing untwinked, it's a matter of life and death.
:cool:
2. The potion belt in D2 was actually pure genius as it limited each character to 16 pots max before they had to retreat. If this has been done away with, does this mean a direct key bind to healing/mana potions in the inventory (as in dungeon seige), and if not, does this mean we have to share slots with skills in the "skill bar" which even more limits our character flexibility?
3. D2 was famous during its time for getting rid of loading times (besides loading your character). Would D3 require extensive load times between areas due to it's more complex nature?
4. The barbarian had to leap over the collapsed walkway. Does this mean the background levels are fully explorable by other players who may have to go down instead of accross? If so, does Diablo 3 do away with levels in dungeons?