Did they say anything about leaving Cauldron of Jordan out this time, did I miss it? It doesn't make any difference to me really, I was just curious why they left it out this time around.
I didn't get it either and I've been clearing every single nook and cranny of all the maps.
Did they say anything about leaving Cauldron of Jordan out this time, did I miss it? It doesn't make any difference to me really, I was just curious why they left it out this time around.
I didn't get it either and I've been clearing every single nook and cranny of all the maps.
Before the patch, you would get it after you went with Leah to the hidden cellar in Adria's house, on your first character, and every character after that, as soon as you see the Blacksmith he'd just give it to you, telling you that you're missing something very important. Which I also thought was strange to begin with.
Did they say anything about leaving Cauldron of Jordan out this time, did I miss it? It doesn't make any difference to me really, I was just curious why they left it out this time around.
I didn't get it either and I've been clearing every single nook and cranny of all the maps.
Before the patch, you would get it after you went with Leah to the hidden cellar in Adria's house, on your first character, and every character after that, as soon as you see the Blacksmith he'd just give it to you, telling you that you're missing something very important. Which I also thought was strange to begin with.
Yeah at first i just wasn't sure if they placed it somewhere else, but you definitely do not get the Cauldron with this Beta patch - not even with a new character like you mentioned when the Blacksmith tossed it over to you previously.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
Monk's Spunk has been reduced to 150 spirit... You can't even do 2 x Inner Sanctuaries (80 spirit) lol... how stupid
Not even in the patch notes either...
Also the DH is I think worse, at the start I could hardly kill stuff and was actually being forced back... Using the strongest bow / xbox I could find...
Something needs to be done cause it wasn't fun... Now the Barb breezed through and that was fun.
This might not be the best thread to bring it up, but since the new patch changes the way we can switch between skills during gameplay, I thought I what will happen when runes come into play?
So the beta doesn't have runes, since they're only supposed to start appearing in Act 2 or something, but when you put a rune into a skill, how can you change that skill at an alter? I thought you need the help of one of the artisans (mystic was it) to change out a rune from a skill. Does the rune stay attached to the skill, even when you swop out the skill with another active skill?
Also, what's up with all these balance changes? Is Blizz telling us that these changes have been implemented in the main game since they first release the beta, what a month ago? That's an aweful lot of balancing to still be doing.
And whats worse, most of the balancing seems to be a result of beta gameplay. Does that mean the rest of the game will be quite unbalanced when we get our hands on it in Jan/Feb/whenever?
As for the impale change. I'm thinking Blizzard wanted to make melee Demon Hunters viable. With the new Impale, people can run around with 1-hander + shield and not have a bunch of skills that shoot arrows from nowhere.
Not a change a lot of "diehard" fans will be pleased with, I'm sure; but it definitely makes for some more variety.
As for the impale change. I'm thinking Blizzard wanted to make melee Demon Hunters viable. With the new Impale, people can run around with 1-hander + shield and not have a bunch of skills that shoot arrows from nowhere.
Not a change a lot of "diehard" fans will be pleased with, I'm sure; but it definitely makes for some more variety.
That's actually a very good point, I didn't think of it that way. You can conceal knives on your body so it makes more sense than... firing an arrow from your hand.
I wonder what the 'arrow' DH skills look like when you're not using a box/xbow? Do they even work?
Well, originally it would just fire a projectile as if you had a bow/xbow. However it appears to have been changed at some point. Now you can't even use those skills without a bow/xbow (see this movie here). This is an even bigger reason why they changed Impale to be a knife, else you would have to stack a bunch of discipline skills if you wanted to go "melee" as a Demon Hunter.
PS: I don't have sound, so I have no idea what the video poster is saying. I just saw that the skill said "This skill requires a different weapon" @ 0:44
This might not be the best thread to bring it up, but since the new patch changes the way we can switch between skills during gameplay, I thought I what will happen when runes come into play?
So the beta doesn't have runes, since they're only supposed to start appearing in Act 2 or something, but when you put a rune into a skill, how can you change that skill at an alter? I thought you need the help of one of the artisans (mystic was it) to change out a rune from a skill. Does the rune stay attached to the skill, even when you swop out the skill with another active skill?
Also, what's up with all these balance changes? Is Blizz telling us that these changes have been implemented in the main game since they first release the beta, what a month ago? That's an aweful lot of balancing to still be doing.
And whats worse, most of the balancing seems to be a result of beta gameplay. Does that mean the rest of the game will be quite unbalanced when we get our hands on it in Jan/Feb/whenever?
South Africa FTW.
As of now without runestones in the beta, you still swapped your skills in the same manner as before, just now there's restricted areas where you can do so....
Quote from wiki (Note: these are not spoilers...just used it to be neat):
The following portion is still theory for the development team, revealed on August 1st, 2011, after a press event. Jay Wilson described a slightly changed rune system from what fans are accustomed to. Note that this system is still theoretical, it has not been implemented or tested and it is unknown whether it will be released in any form.
The proposed change does not fundamentally alter the function of runes. The core function of socketing a rune into a skill to change how the skill works is still present. However, the "color" system of the runes would be dropped in favor of runes that are "Unattuned". The player would "attune" the rune by socketing it into a skill. Whatever effect the rune would have on the skill would not be known beforehand, making runes sort of similar to Jewels in Diablo II. In addition to this, each rune, once attuned (or identified to follow Diablo parlance) would also have another passive benefit on it, such as an increase to Attack or another stat. This is perhaps an attempt by the development team to add in more customisation after the loss of Charms and the Talisman. Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to "wipe" the rune back to a blank slate.
Socketed runestones will be freely swappable. Players will be able to replace runestones at any time, at no cost and without risk of losing the runestone. The D3 Team has committed to easy runestone swapping in the final game, but they have said there will be some sort of limitation, purely to prevent macro-switching exploits. They want swapping to be easy and forgiving, but not something that can be done automatically by a third party program, which could lead to constant, effortless switching, which they think of as contrary to their intended style of play.
The team has not yet revealed what form this limitation will take, but it could be something as simple as requiring players to return to town, or to use one of the Artisans to switch out runes.
Yeah this is kinda contradicting, dunno exactly what to say...This is basically the only info we have on the current rune system. They are still working on it, it's basically the only core mechanic still in development hence this is one of the main reasons the release date has been pushed back.
17 Oct:
Official Blizzard Quote:
It was changed to better match what (we currently plan) will be most readily available to players. We’re still obviously working on runestones to a fair degree. In fact it’s really the only game system that still has a lot of design work surrounding it. Runestones are an extremely crucial system. We’re spending a lot of time on them to get them right.
Ranks 5, 6 and 7 could still drop, but they would be Inferno-only, and there’s still a potential for some ranks to be crafted-only.
Jay may be able to speak a bit more about Runestones at BlizzCon, but we’re not expecting to have any details finalized this week.
This the only shit about runestone of Blizzcon I could find... BlizzCon Open Q&A:
Q: Attuned runes essentially allow for a ton of specialized runes for each character skill, creating a huge inventory problem with storage. What's being done to address this?
They acknowledged that they are aware of the issue and are thinking of ways to fix it. They believe that attuned runes add an interesting new facet to skill selection, customization, and build commitment, so they don't foresee removing them, but there is definitely an inventory issue that needs to be addressed.
isn't that sort of the idea of a beta.. to fix major bugs and balance issues?
Not D3's beta particularly...the main focus is to test Blizz's server strain. They have had internal testing long before the beta, so most of the mechanic/bugs is fixed. I know there's still lots of bugs reported, but Blizz said this beta isn't for bug testing, but obviously there will still be some...
In that case I was mislead by Blizzard into wanting to play BH from the start. Fuck having to actually aim your arrows.
hehe you said BH bad aim is bad aim...
On a more serious note, this patch looks AWESOME!
I have been watching a few streams already and so far it seems as though the DH is still a bit underwhelming. Then again, I'm not a big fan of kiting, so it could just be the playstyle. Also, I watched a lvl 1 untwinked DH whereas most of the others I have seen have at least had a high lvl weapon at start, so that could have something to do with it.
Hoping to gain some more perspective from more streams/videos and HOPEFULLY a friggin beta invite!
I didn't get it either and I've been clearing every single nook and cranny of all the maps.
Before the patch, you would get it after you went with Leah to the hidden cellar in Adria's house, on your first character, and every character after that, as soon as you see the Blacksmith he'd just give it to you, telling you that you're missing something very important. Which I also thought was strange to begin with.
Yeah at first i just wasn't sure if they placed it somewhere else, but you definitely do not get the Cauldron with this Beta patch - not even with a new character like you mentioned when the Blacksmith tossed it over to you previously.
Not even in the patch notes either...
Also the DH is I think worse, at the start I could hardly kill stuff and was actually being forced back... Using the strongest bow / xbox I could find...
Something needs to be done cause it wasn't fun... Now the Barb breezed through and that was fun.
So the beta doesn't have runes, since they're only supposed to start appearing in Act 2 or something, but when you put a rune into a skill, how can you change that skill at an alter? I thought you need the help of one of the artisans (mystic was it) to change out a rune from a skill. Does the rune stay attached to the skill, even when you swop out the skill with another active skill?
Also, what's up with all these balance changes? Is Blizz telling us that these changes have been implemented in the main game since they first release the beta, what a month ago? That's an aweful lot of balancing to still be doing.
And whats worse, most of the balancing seems to be a result of beta gameplay. Does that mean the rest of the game will be quite unbalanced when we get our hands on it in Jan/Feb/whenever?
It's funny how life goes, huh?
Not a change a lot of "diehard" fans will be pleased with, I'm sure; but it definitely makes for some more variety.
That's actually a very good point, I didn't think of it that way. You can conceal knives on your body so it makes more sense than... firing an arrow from your hand.
PS: I don't have sound, so I have no idea what the video poster is saying. I just saw that the skill said "This skill requires a different weapon" @ 0:44
As of now without runestones in the beta, you still swapped your skills in the same manner as before, just now there's restricted areas where you can do so....
Quote from wiki (Note: these are not spoilers...just used it to be neat):
Yeah this is kinda contradicting, dunno exactly what to say...This is basically the only info we have on the current rune system. They are still working on it, it's basically the only core mechanic still in development hence this is one of the main reasons the release date has been pushed back.
17 Oct:
Official Blizzard Quote:
It was changed to better match what (we currently plan) will be most readily available to players. We’re still obviously working on runestones to a fair degree. In fact it’s really the only game system that still has a lot of design work surrounding it. Runestones are an extremely crucial system. We’re spending a lot of time on them to get them right.
Ranks 5, 6 and 7 could still drop, but they would be Inferno-only, and there’s still a potential for some ranks to be crafted-only.
Jay may be able to speak a bit more about Runestones at BlizzCon, but we’re not expecting to have any details finalized this week.
This the only shit about runestone of Blizzcon I could find...
BlizzCon Open Q&A:
Not D3's beta particularly...the main focus is to test Blizz's server strain. They have had internal testing long before the beta, so most of the mechanic/bugs is fixed. I know there's still lots of bugs reported, but Blizz said this beta isn't for bug testing, but obviously there will still be some...
So what did Monks get?
You click on your banner now.
hehe you said BH bad aim is bad aim...
On a more serious note, this patch looks AWESOME!
I have been watching a few streams already and so far it seems as though the DH is still a bit underwhelming. Then again, I'm not a big fan of kiting, so it could just be the playstyle. Also, I watched a lvl 1 untwinked DH whereas most of the others I have seen have at least had a high lvl weapon at start, so that could have something to do with it.
Hoping to gain some more perspective from more streams/videos and HOPEFULLY a friggin beta invite!