I'm hoping that in this one special case they consider rewording it and retroactively applying the change. "Lightning ball moves 60-70% slower than normal." In all the topic scrounging on reddit and the official forum there is no official answer so far.
- Detruncate
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Member for 10 years, 2 months, and 17 days
Last active Thu, Sep, 6 2018 21:24:02
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Jun 25, 2015Detruncate posted a message on Blue Post Summary; Patch 2.3 Blue Posts Round-UpPosted in: News
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Jun 25, 2015Detruncate posted a message on Blue Post Summary; Patch 2.3 Blue Posts Round-UpPosted in: News
It will be account wide relative to game mode(seasonal, normal, hardcore). Once it is unlocked it's like any other artisan.
Nope. No something else. You have understood the description correctly. Currently one legendary effect from each equipment type(weapon, armor, jewelry) can be active at any one time.
the thing that really needs to be clarified is this 1/1/1 limit, is it simply you can only have 1 legendary power active on a ring/amulet slot, or can i have 1 power on all 3 of these slots, is it slot restricted or simply 1 power per item in that slot, like in the quotes above it says "want a second immunity on an amulet, go do it" does this mean i could have say a mara's and then infuse it with a star of azkaranth, and then i'm locked out from using anything on my rings, or can i use this power setup, then put one on each of my rings, similarly does the same thing go for main armour slot items, can i equip say a legendary power on all my armour slot items, just i am limited to 1 power on each item only, or is it 1 power regardless of slot type, so i have to choose if i want it on my chest say, or boots, but not both, and will it work for all weapon slots as in can i get a power on my main hand weapon, and then have one also on my wizard source, or do i have to pick one slot and be done with it? soo many things to clarify, so little time!
Each equipment piece fits under a larger group. Jewelry encompasses both rings and your amulets. Weapons cover anything that can go into your main or offhand(that includes shields, quivers, mojo's, sources etc). Armor has the largest pool and that's everything not covered by the previous two. You can only have one active legendary effect from any of those pools at any one time.
In the example Travis Day posted that you can cube an immunity amulet and then equip another immunity amulet on the character. He was not meaning to imply that he was also cubing the second amulet.
Hope that clears things up a bit. -
Jun 23, 2015Detruncate posted a message on Patch 2.3 Preview and PTRPosted in: NewsQuote from shinjiIkari666»
haha oh was that first line a quote or you work for blizz.? other then typical lets see mode....i will maybe taking time out of trying to push 65-70 for ptr...we all know you cant get into 70 without a explode monk.......which brings trials into question.....because we can trial a 70 with a monk yet it takes rng to get the clear.....
lol - I was agreeing with you. It is an overwhelmingly powerful addition. Rockets on skates sic. *sheepishly* Y-You really think it's good enough to get me into Blizzard's PR department? Should I include more "soon"s?
As for the rest - Did they say that we have to start from one with the absence of trials? Previous GR clears ignored?
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Jun 23, 2015Detruncate posted a message on Patch 2.3 Preview and PTRPosted in: NewsQuote from shinjiIkari666»
lol...no way this will go live...but if it does. ill be happy i dont need to farm for that GG krider...1 garbage roll will do..LOL. this is leaps and bounds beyond mortics brace...really.
Yes. It is overwhelmingly powerful... However unlike Mortic's we're looking at a baseline adjustment all around rather than a single class. And superficially speaking difficulty is being expanded upon. So the goal posts are moving slightly but we're strapping rockets to our skates.
What I really dig about this system is the potential ability to test things without having the equipment in storage. I'm curious what they intend to do with items whose legendary effect changes at a later date? Will we have legacy legendary passives?
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Jun 22, 2015Detruncate posted a message on D3's Biggest Problems?Posted in: News
Hmm... Biggest problem with D3? Personally speaking it is the disparity between single player and multiplayer. That is what feels most immediate to me.
@MeatHeadMikhail: Although this is the second time I watched this video I never before commented on it. I hadn't ever considered the amount of content we skip for the sake of moving to what is deemed worthwhile. Everything is now eclipsed by Greater Rifts but perhaps that's how it should be. The end game. It would be great if there were more reasons to jump into Bounties or Story Mode if only to break up the monotony, but I do not see them becoming more than a diversion.
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Jun 5, 2015Detruncate posted a message on Rank #1 Playtimes, Firebird's Finery RevisitedPosted in: News
Those are some eye popping numbers from my perspective even when ignoring Necro's statistics.
Cool video MeatheadMikhail. I still have Firebird though I haven't visited Wizard in a while either >_>
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Apr 16, 2015Detruncate posted a message on Trials will be removed in a future patch!Posted in: News
Terrific news! I hope the solution to the trials issue is an elegant one.
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Feb 19, 2015Detruncate posted a message on First Look: Patch 2.2.0Posted in: News
Sort of... but I just can't get past the utter dissonance between the armor on the legs/arms and the spandex(?) elsewhere. I can't tell if it's a piss-take, or a glitch, or just really janky art direction. It's like they deliberately turned the biniki armor trope up to 11... but if they did, they should have gone full ham and called the set something like "Bkini's Relentless Gaze" or "Mi'driff's Triumph".
I really hope the male version is just as daft, but 100% for the lulz, not the Tumblrinas.
Hahaha. +1 https://www.youtube.com/watch?v=OTGh0EMmMC8&t=2m38s
Looking forward to 2.2.0
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Sep 4, 2014Detruncate posted a message on Changes to Leveling Bounties, Major Hotfixes!, Fresh Meat N' Greet, Round 3 Livestream VOD, Vita UEE Off-Screen GameplayPosted in: News
Yes sir indeed.Quote from onecolaplzso those higher drop chances are alrdy on live?
Really digging the hoarder being triggered by pets. Mas oro por favor! -
Jul 3, 2014Detruncate posted a message on Explosive Palm, Furnace and Rimeheart, Greater Rifts' Rewards, Channeling Spells, Barbarian Changes on the PTRGlad to see the channeling spells losing the initial cost. The pessimist in me foresees that this advent change in mechanics is going to suffer from a negligible amount of damage at start. Cheers if not.Posted in: News
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Hahaha. You got me thinking with that last part... Turn all that freed space into additional storage for everyone else!
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I did not expect much more than a wag of the finger coupled with the hotfix. Not really sure how I feel about it.
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No, I do not think you're wrong. There's just a divergence in complicit behavior I guess? I would go so far as to say that you have a more healthy mindset on what to keep and what to recycle. At least in relation to me from the sounds of it. I have nearly one tab devoted simply to bracers of various elemental/main stats. Slave Bonds and Reaper Wraps. One and a half tabs devoted to the various items I listed before. The gems, potions, tokens, keys etc. Leaving, I feel inadequately, four tabs for six classes to muzzle over. That's excluding the gear I store from the heroes that enter the season. It's a bit of a juggling act.
My true hope is for a solution that goes beyond storage expansion or sidesteps it. I know it's been dropped from the long term plan but integrating various mainstays into the UI like has been done to bloodshards or perhaps even finding a leveled strategy to solve that fear I spoke of before. Until then I remain rearranging a suitcase; debating on which part of the teddy bear I want to excise.
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It's due in part to fear.
Skills changes that result in different elemental damages or a particular skillset receiving a boon to viability via set bonus that's currently defunct(helltooth soon?). Non-conforming set items relative to expansion or outright replacement. Eg: The creation of legacy items offering flavors currently unavailable. It's not simply sentimentality that inspires a hoarder to drag along items in this game. The designers have found a middle ground in this idea and I feel it insinuates a nagging thought to withhold destruction of items.
The above alone is a stretch to make someone believe there's a lacking in space. But there are also - Legendary gems. Potions. Tokens. Keys. Machines. Materials. Gems. All of them necessitating storage. I'm almost sure I'm missing something else. For me these items require a couple pages. The biggest offender is, I have been led to believe, multiclassing. Multiple characters not of the same type. Each class features various items all beholden to the fear stated above.
I wholeheartedly agree that it should not be this way. Items upon discovery should be seen in a vacuum, absent of impending alterations and dealt with appropriately. The idea that an item can become valuable through future invalidation is a rather broken mechanic. No doubt this beast is tangled with many times over in the design room.
I'm not particularly eager to see microtransactions enter into the world of Diablo as I am a dinosaur of sorts but I would not mind a free in-game hurdle or quick pay option to have more storage space. A la the Tavern Talk's "Chinese Platinum" methodology. I must admit that I did wince a bit while writing those last two sentences.
Cheers,
[edit] Realized I ignorantly missed replying to the OP. Sorry about that blakehew.
One shared storage tab and relegating the rest to character specific storage would be a god send. Not the first time I've seen it mentioned of course but through repetition ideas take root and gain traction. I assume the current "share everything" philosophy is based primarily on there being a server space restriction. And if that is the case, money is sadly the most logical solution.
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I get that finding them is... difficult. I've only come across 6-7. That being said items that do not stack that have exactly the same function without distinction is not, in my opinion, good design.
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Watched the video and I liked the automation idea for materials and the like. But I would like to harken back to what others spoke earlier, specifically Jrobb1107, regarding those materials. Insofar that they still intend for materials, gems, organs, keys etc. to be integrated into the UI. That in and of itself would be a great boon to storage capacity. At least from my perspective - that's a whole tab. I commented on another topic regarding storage before and disregarded the cost it would place in terms of data storage. Admittedly it doesn't come to mind that it would be a huge request but I cannot for certain make that declaration.
So thinking on it some more after seeing the video here's a different idea assuming Blizzard still makes the material UI thing a... thing: All items take one square! All items. That's 70 items a tab. Now potentially the idea suffers a few drawbacks that I foresee.
First would be media blitz. Being inundated with so much information at once makes it muddled. Never a good thing. But I believe in practice and user familiarity the benefits outweigh this temporary issue. Secondly, seeking out the item you actually want would be a chore. So I propose more tags on items in storage. You already have the transmog tag so why not include an elemental tag beside it? Outliers would be triumvirate and possibly other items with multiple elemental boosts. There's already tiny 12x12 elemental icons in the game on the shield tab. Why not recycle the assets.
Here's a screen shot of what the new method would look like compared to the current (forgive cheesy photoshop):
It would require a rework of item drawing of course but it would alleviate a lot of hoarding stress on the user.
That all being said. One more tab. There should be one tab devoted to each class. And one tab for all the junk that isn't considered a material. Legendary gems, legendary potions, follower tokens, ramaladni's gifts and the like.
Sincerely Detruncate,
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On a personal note I'd like to have something non-skill related, helpful but more importantly odd! My suggestion is a new legendary health potion that increases damage up to 20% for 5 seconds based on the amount of normal potions you currently have. I believe they stack to 1000 now? Unsure if that's the case though. Hitting the 20% cap would occur at 500. Bottomless Potion of Magnitude.
FinalFencer also made a well formatted thread featuring a whole slew of new legendary items not too long ago. Figured this would be a good thread to tie in.
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Are rifts your best option for getting good equipment? Yes. Both rift types feature higher chances of legendaries during the run but also the blood shards mentioned above. So multiple avenues for betterment.
Best set for Barbs? I would say Raekor's. Charge can be a bit dodgy but it can utterly destroy groups of elites or mobs if you're not all thumbs like me. I personally have a mish mash of both Raekor and Immortal Kings set at the moment.
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So perhaps it could alter the accessory in some other fashion? Maybe some additional underlying legendary effect that's to be unlocked akin to the legendary gems. Or as you mentioned elemental damage - tack on an elemental damage roll that can only be reworked as elemental damage would be a boost across the board.
Keep generating interest in the gifts russell3773 because even though I've only found two of them, I'd love to see them have more applications than what they do now.
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I remember grudgingly toting around two vastly different weapons to take on... *dramatic music cue* Reflect Damage.
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[edit: correction]
[pushes glasses back up bridge of nose so there will be no excuse for misunderstanding the OP]
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I believe the powers that be will take measures against the offending parties. I can't believe they would sweep it under the rug. They did take actions against the AH gold abusers after all. Although that was much more immediate. Perhaps they are unsure of the rectification or punishment? Guesses on my part but I do not feel justified in going wholly cynical about it just yet.
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The topic title epitomizes it. That to me eclipses the issue of the drop buff because it only exacerbates the true issue of an indispensable item. The title wasn't "Mad Monarch/Leoric's Gorget drop buff" after all. It's scary to think where to go from here. I would fervently abhor its removal as I am a slow plodsome player with limited skills that wouldn't be able to run T6 otherwise. Change it? Introduce something greater? Options that are potentially just as dramatic and damaging... I'll think about it.
Regarding the actual buff. This in my opinion would make a great time limited buff. As of now I think they swung for the fences and now they are off searching for the ball. Hopefully they'll take another look at this and move on from there.
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How many more gadgets and frills must be implemented before backtracking and solidifying the foundation? This is where my personal sentiment of "splunge" derives. I like that they want to experiment and attempt progress but it always feels like the additions are implemented at an indeterminate location antecedent to the finish line. Malformed, released and possibly never to be corrected. As Shurgosa mentioned in his post I too can stretch that malaise across a multitude of features. Brawling("PvP"), bland legendaries, gems, CHD/CC... They are personal to me but it has made me realize that I would be far more excited to see more looks at certain fixtures - rather than adding seasons, new legendaries and greater rifts. They have so many frills to contend with and not nearly enough time.
It's this monster now.