Not all Legendaries are made to be top-tier, and that's fine. There have to be some "entry level" ones so they can drop legendaries more often without just skipping everybody straight to endgame.
I think the public reception of patch 2.0.1 speaks for itself - nobody misses trading. The reason why it's possible for loot to be like this is because of BoA. Otherwise a new auction house would emerge, just on a third party website somewhere.
2.0.1 with ah up is not a issue. Gear bought will be outdated asap when you start leveling up.
I doubt it is next week. But week after that for sure
What reason is there for them to do that? Just to get out a week or two earlier? It's simpler for them if they don't have to support the AH on a new patch at all.
Even Paragon XP sounds pretty useless now compared to what you earn at 70. Having level 60 alts ready to go might be nice if you don't have all five classes yet, but then again it'll be faster and more fun to level alts in RoS. In other words nothing matters at all, just do whatever you want.
almost hoping you are a troll but it doesnt look like it so here goes
compare the dmg of whirlwind to the other skills in the same slot. the damage for the skill is much lower than rend, HoTA and seismic slam due to the ability providing the utility of being allowed to move while attacking.
now being able to move and attack at the same time is great, but in the barbs overall kit it isn´t really anything you need. it was op as hell with wrath yes, but without it? and without infinite fury?
what you have then is something that slows you down, doesn´t really kill anything all that fast and wastes alot of fury and has a medium sized aoe. all that on top of taking a precius skillslot.
and no i don´t feel its the reality for every other build in the game. i believe the demon hunter has a similair ability. difference is she gets to keep the 100% ms rune, has larger AoE and according to the numbers on live, it does more damage than ww (to lazy to dig for datamined info on a class i don´t intend to play so im going by live numbers on this since it is likely to be buffed to the same degree as ww dmgwise).
The damage per fury is a bit more than HotA with a larger radius. And it doesn't slow you down - moving while attacking is better than standing still while attacking. Maybe it doesn't suit your preferences and that's fine, that's how balanced skill choices are supposed to work. Demon Hunters are a squishier and more mobile class so it makes sense they would have the damage + speed advantage. Worst case scenario if the skill is a little bit weak, they'll buff the damage a little bit; it's not the end of the world.
Whirlwind's damage was increased from 145% to 275%. What was nerfed was the insane synergy of running at full speed while invincible and immune to crowd control and full on fury, killing things without even trying. What you call "useless" is simply the reality of what the game is like for every other build.
Yesterday and a few hours of today, I've gotten 13 or so legendaries. This is at 60 though, not on the ptr or anything. Don't know if I'm just lucky at getting drops, but unlucky on the rolls since 90% of them are terrible.
"Terrible" at level 60 means something very different than "terrible" at level 70 thanks to the auction house, and legacy loot with 6 primary affixes.
You're being ridiculous, Barbs were never designed to require perma-WotB in the first place. If (big IF) Barbs actually are underpowered in RoS, they can be buffed without re-introducing a mandatory imba skill to use as a crutch.
Yeah, and again, I'm not sure how much I trust him. The cynic in me says that "roughly 2 hours per" might mean 2.47 hours per, rounded down, and that might be part of the disparity that many testers are seeing versus what they're expecting. If people are expecting one legendary every 60-90 minutes and they're experiencing one legendary every 150 minutes, but Blizzard is reading that as "roughly one per two hours" then everything starts to make a little sense, doesn't it?
My major concern was that even on MP1, with a p100 toon, I could very easily see more than 1 legendary per hour. This is with the AH and with trading which, by all accounts, mandate lower drop rates.
Fast forward to the PTR with BoA, no AH, and I'm wondering why I'm not at least breaking even there, or close to it. I realize that the legendaries are generally of better quality, but even with the enchantress, there's still plenty of need for legendaries to crush to use her services. Arguably, unless you obtain PERFECTLY-ROLLED items, every legendary really needs two more legendary drops to "make" it. At one per two hours that means each legendary actually takes SIX hours to "make" and another four hours per additional re-roll you have to do. Two rerolls? That's TEN hours of hunting. Seven re-rolls is THIRTY hours of hunting. For ONE item.
That seems a bit obtuse to me. The enchantress was supposed to clean up all those crap items, right? So who cares if the drop rates are a bit more generous? You know what that's going to go to 99% of the time? A few more item re-rolls. Is that horrible? For me the answer is a resounding "no" because finding more items is always going to feel better.
I would rather see infrequent Legendaries that are consistently good than tons of them that are just used for scrap. They already said they're adding other sources of legendary crafting mats to make them easier to enchant which I think is a better solution than drastically increasing the droprate of Legendaries themselves.We saw the consequences of too many Legendaries dropping in the F&F beta already - people complained about it constantly. There's no excitement in finding a Legendary when you know at first glance that it's probably just vendor trash. The really good ones lose their luster when every single person who wants one finds it within a week.
I feel like I haven't seen much about legendary plans in the beta - can you craft droppable legendaries, or are they separate like today? If the latter, do we know which ones are craftable?
Another change to Paragon I haven't seen mentioned much is the new stat distribution:
Core: Primary Stat, Vitality, Movement Speed, Max Resource
Offense: Attack Speed, Cooldown Reduction, Critical Chance, Crit Damage
Defense: Life, Armor, All Resist, Life Regen
Utility: Area Damage, Cost Reduction, Life on Hit, Gold Find
I feel like I haven't seen much about legendary plans in the beta - can you craft droppable legendaries, or are they separate like today? If the latter, do we know which ones are craftable?
Core: Primary Stat, Vitality, Movement Speed, Max Resource
Offense: Attack Speed, Cooldown Reduction, Critical Chance, Crit Damage
Defense: Life, Armor, All Resist, Life Regen
Utility: Area Damage, Cost Reduction, Life on Hit, Gold Find
Exactly the point of killing CB. Hopefully we'll see somebody at least attempt that now.