Nephalem Valor Buff

  • #41
    This is a very very very clever idea, and I love it. Impressed.
  • #42
    This seems like a great idea - looking forward to hearing more about it, and trying it out for real.
    It has been said... that in the end of all things... we would find a new beginning. But as the shadow once again crawls across our world... and the stench of terror drifts on a bitter wind... the people pray for strength and guidance. They should pray for the mercy of a swift death... for I've seen what the darkness hides!
    ... I don't think it's safe here.
    Hoping for Pink Chain Lightning in D3!
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  • #43
    Great idea! I was a little worried, that boss runs would become completely unnecessary. Now you can close the run up with the boss kill!
    I am in blood
    Stepped in so far that,
    should I wade no more.
  • #44
    Quote from IAmMegatron

    Great idea! How do you think this will work when in party with other players? Do you gain a collective buff? If so, what happens if one player respec skills for instance?


    My best guess is that each person in the group, in range of the champion upon kill, will receive the buff. If you swap your skills, you individually lose the buff, simple as that.

  • #45
    I like where they are going with it, and I hope they find a good balance. Like it was said, I don't want to feel pressured to stay in the same game for a few hours because the buff I have is astronomical (assuming it does stack), but at the same time, the buff you get should be worth having or else I'll just skip the bosses.

    Maybe the Buff should only persists through one act. That way it will give you a natural break where you can leave the game, switch up your skills, or just take a break. It would also encourage people to play through the entire act, killing the mini-bosses, not just the main boss at the end.
  • #46
    I just hope they don't overdo the buff's effects, but I'm sure it'll be fine. Otherwise, great idea.
  • #47
    I like the idea and everything and I think it's great, but wouldn't this just encourage afkers. Let's say guy 1 killed some champions and had to eat dinner and he doesn't want to lose his buff so he goes AFK in town and screwed the other 3 players that can't kick.
  • #48
    To prevent people from just Teleporting to Champion packs, you could require 70% of the monsters spawned to have been killed before a Champion Pack will Spawn.
  • #49
    A couple questions I have after reading this. When they say Boss, do they mean just act bosses or do they mean also mini bosses like the Skeleton King? I hope they can make it so that people have to clear fairly large areas to get the bonus rather than just like the last WP->the boss which would probably include at least 2-3 rare packs. Really should be needing to clear a solid sized area to get the bonus so people are still encouraged to explore more of the game rather than the last WP->boss
  • #50
    Quote from BombayMD

    To prevent people from just Teleporting to Champion packs, you could require 70% of the monsters spawned to have been killed before a Champion Pack will Spawn.


    In inferno you won't simply "teleport" to champion and rare packs of monsters! Trust me :P if you did I'm pretty sure you wouldn't survive for long :)
  • #51
    Rather indifferent about this. Hope they spend their last strength polishing the game instead of adding new "maybe" stuff.
  • #52
    Quote from Xerlane

    Quote from underarock

    A buff is a buff, sounds cool to me. Does the buff get averaged if you are in a group? Does it apply directly to you and now one else?


    I'm pretty sure just looking at logic here that the buff will be awarded to all players who are close enough to get experience and/or drops from that certain unique to also get this increased gold and magic find. It'd be silly if only one player in a party got it or whoever got the killing blow. If this was the case then it'd be the complete opposite of what the developing team has been trying to achieve so far with this game :P

    And no I don't think it gets averaged. My guess is that it's as viable and rewarding whether you're playing solo or in a 4 player group! (Not really sure about this one though, perhaps you'll get some bonus or increased effectiveness for playing solo)?

    Edit: I know you don't really get experience at level 60 but that example was just a way of explaining that you most likely have to be around when the unique or rare monster(s) is/are killed.




    what I was thinking was if two 60's play with two 59's and kill a rare pack. the 60's would get the NV buff... if it were average everyone would get a percentage of the buff. If that were the case the incentive still exists for killing mob packs then bosses... I don't think it will be averaged either but would love a clarification.
  • #53
    yay people can stop QQing about build devotion/hot swapping on the go and boss loot. hooo-fucking-ra. praise the diablo gods
    "once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
  • #54
    Sounds like a nice idea. It should just stack indefinitely, but with diminishing returns. So, the first instance adds 50% extra MF, the second 25, then 15, then 10, then 5, 3 and then always 1 (or a similar scheme). Upon killing a boss, it resets to half your stacks.
  • #55
    Quote from GladHeHasBeta

    yay people can stop QQing about build devotion/hot swapping on the go and boss loot. hooo-fucking-ra. praise the diablo gods


    It's a good thing we did because I don't think we'd have this change without people upset about it on the forums. Complaining is often a good thing if it's kept constructive.

    Besides the skill UI, D3 is shaping up to be a pretty awesome game though.
  • #56
    Quote from GladHeHasBeta

    yay people can stop QQing about build devotion/hot swapping on the go and boss loot. hooo-fucking-ra. praise the diablo gods


    Its a band aid solution that fixes nothing.

    Some level of permanency shouldn't need to be encouraged, it should just be.

    This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.
  • #57
    Quote from SFJake

    Quote from GladHeHasBeta

    yay people can stop QQing about build devotion/hot swapping on the go and boss loot. hooo-fucking-ra. praise the diablo gods


    Its a band aid solution that fixes nothing.

    Some level of permanency shouldn't need to be encouraged, it should just be.

    This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.


    Agreed, removing permanent choices takes away all meaningful decision making in game. Though I still like this idea to encourage prevent boss farming.
  • #58
    Quote from SFJake

    Quote from GladHeHasBeta

    yay people can stop QQing about build devotion/hot swapping on the go and boss loot. hooo-fucking-ra. praise the diablo gods


    Its a band aid solution that fixes nothing.

    Some level of permanency shouldn't need to be encouraged, it should just be.

    This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.


    uhm.... rofl? how the hell is it a bandaid solution? diablo end-game is entirely about MF and farming so this solution is actually the perfect one. you dont hinder people when trying to test out different builds but when they finally find a build they like to farm with this system makes it so they will stick to their build. man you guys are just so full of hate and will never be satisfied. pathetic
    "once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
  • #59
    stacking would be a good idea, think about it. example: In D2 your end goal was to kill Baal, you would get to him kill him (then complain about the drops because I enjoy playing a zealadin, and severely gear dependent and don't have alot of MF and just get blues) then reset starting the 10 or so minute process again gets boring real fast. I can't sacrifice alot for magic find or i can't kill the boss let alone get to him.

    Now with this, i can play my monk with the smash'em up play style i'm planning on, go around several different zones killing whatever packs i can find, when i either reach max stacks, whatever i feel satisfied with, or have time for; kill all the bosses (lower level boss for alts) sift through my reward and I have just burned 45 minutes i either had time for, or what i planned on playing for that day. cause you would most likely run into some packs on your way to a boss.

    in conclusion, stacking would allow for whatever you to devote as much time as you want/can for the best results. If you can find MF without gimping yourself then I can make a pretty solid character.
  • #60
    Quote from GladHeHasBeta

    Quote from SFJake

    Quote from GladHeHasBeta

    yay people can stop QQing about build devotion/hot swapping on the go and boss loot. hooo-fucking-ra. praise the diablo gods


    Its a band aid solution that fixes nothing.

    Some level of permanency shouldn't need to be encouraged, it should just be.

    This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.


    uhm.... rofl? how the hell is it a bandaid solution? diablo end-game is entirely about MF and farming so this solution is actually the perfect one. you dont hinder people when trying to test out different builds but when they finally find a build they like to farm with this system makes it so they will stick to their build. man you guys are just so full of hate and will never be satisfied. pathetic


    I agree, it's not a band-aid solution, it's a great solution that should satisfy both sides of the fence fairly well. I'm all for meaningful choices and this change is what has finally swayed me into liking the D3 skill system. Finally, we have a meaningful reason to stick with our builds.
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