All users will need to merge their Diablofans account with a new or existing Twitch account starting Nov 20th. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on What do you think about the new Challenge Rifts mode?

    Honestly i had envisioned this situation before they wen live.


    A random low-level GR with an incomplete/bad designed build is crap. Anyone can clear it, no thinking required, and rewards are pretty MEH. Competition wise, they suck because clears are so fast and anyone can luck their clear out.


    Challenge rifts should be about a 55-65 clear with a thought out build. It doesn't need to be higher so you have a lot more leeway into building, plus it represents a decent entertainment since the run isn't done in 2 minutes. Also, builds should be validated fisrt to avoid stuff like the NA/KR LoN with no ancients build crap.


    There are a lot of fun builds possible in game that just get rekt because GR simply suck ass as endgame promoting the "one and only" mentality for each class. There are synergies working that aren't played just because some others deal 10x damage. While these builds are not feasible for Ladders and GR pushing, they're still a nice change from meta and deserve more visibility.

    Posted in: Diablo III General Discussion
  • 3

    posted a message on Diablo MMO/ARPG?

    I wondered too what it actually means.


    Honestly i hope they don't go the MMO route. They have WoW already, comparisons would be just automatic and community would just split into the ones who like it and the ones who hate it. One thing i would absolutely not like is to have a world/maps full of random people and slow-ish MMO combat; Diablo is absolutely not about that.


    Anyway, some MMO stuff may be pretty interesting:

    - instead of small zones/maps, have a huge persistent world with bigger zones and no loading screens (waypoints still good)

    - more character customization: both cosemtic (model) and though secondary skills like professions

    - tied to above, a more robust crafting system

    - while zones should be istanced for solo/small groups, you can have a central hub (or more) where you can see/trade/chat with other players

    - static dungeons to tackle in solo/small groups; they could add lots of them over time to have more content/rewards to hunt for

    - a gear grind that makes more sense than the one we have in D3 (way too fast, sets defining everything and basically removing nearly all the item hunt)

    - while i don't like it, that is the chance to make trading right


    Basically a fully online ARPG with some MMO structure. Stuff like raids should be avoided like a plague.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on HOTS event with D3 reward

    Well, 15 games are just a bunch - especially you can just group up and go against AI in "hurrdurr" mode.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Akkhan Set Rework Idea

    Honestly i don't like that a lot - but that's more personal preference than anything else.


    I love about Akkhan that the set is pretty generic and everything is tied to a single ability, leaving it up to players what skillset to use - by mixing various legendary items. Putting specific bonuses to specific skills to me is a step back pretty much. But again, personal opinion.


    What i agree is that Akkhan needs some kind of buff/rework to make it more appealing. I support the idea of a perma-champion set, but only if you need absolutely to run with it and other sets have no access to this.

    Posted in: Crusader: The Church of Zakarum
  • 0

    posted a message on Time to buff solo??
    Quote from TheLordOfTerror


    So... yeah, good luck balancing that, if such a feat is even possible.
    That's the point. On paper, there are a lot of ways to make that happen. In reality, people who care about competition will go the most effective way independently from what it takes.
    Only way to make solo players have an healthy and competitive environment is to create a separate one. PoE did it, and it's a literal toggle - nothing in the game changes between modes, you can opt-out anytime (losing the ladder progress) and it's up to players.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Time to buff solo??

    Fixed previous post. The point is not buffing solo since it's pretty muc worthless; give sepearate ladders to solo players so they have equal competition.


    There's no such thing as "people is forced to do X" because ladders are exactly playing 100% optimal to compete - be it solo, 2man or 4 man doesn't matter.


    The fact is that competition between 4man and solo players is bogus and nonsensical. Playing 4man lets you run higher GRs in noticeable less time compared to a "pure" solo gameplay. There's literally no solution to that. Only way to make it count is making a separate bubble for solo players you can opt-in at start and only get out after but thus removing all your ladder records for such solo bubble.


    This way you either play solo and compete against solo players, or plòay as you did until now without no repercussions.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Time to buff solo??


    Or, they could do what PoE did this league. Make a completely separate ladder for characters that have spent 100% of the time Solo, self found.


    This pretty much. Make a toggle when creating a character for Solo, separate ladder, and if you decide to migrate it to standard play you get removed from solo ladders.
    No more balance issues.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on DMO + rimeheart
    Quote from PheX-go-next


    -snip-
    Since you have asked specific question, i'll answer point per point.
    - Rimeheart damage should be increased by LoN. It's a flat overall dmg increase like TalRasja so i don't see why Rimeheart shouldn't be affected.
    - Needs testing to be sure. MH doesn't proc AD, so i'm inclined to think that RH won't proc it either. Anyway i don't recall anyone trying that so it's just a guess.
    - Sure. CHC/CHD affect all procs like normal blows (only exception i recall is the Impale bonus of shadow set that is not affected by Impale runes for balance reasons).
    However. Still RH procs on freezes, so the only actual two skills contributing to procs are Vengeance and Rain in that build. Cold grenades only chill enemies so have literally zero effect - that's the reason why Frostburn are mandatory. Honestly, it's worth trying imho but i'll just dutch rain and aim to 100% uptime of Vengeance (which you should have anyway). Also Calamity is a pretty bad weapon, fortress Ballista is what you want to use for great toughness boost. I'll also suggest to use a follower with the freeze dagger so it's a guaranteed freeze when the monsters have less than 20% hp (but again, only the first hit if they're not being frozen again).
    The problem remains in freeze uptime. While DR should be substantially less due to less spamming of freezing abilities, it's just not enough to have consistent procs. Freeze DR hist pretty fast reducing the uptime by a lot, meaning you will have less chances to proc stuff.
    Another thing: from wudijo theorycrafting about the grenade belt, apparently the cold rune doesn't get the full dmg increase from hit, so it's basically suboptimal to use hit. Could have been a bug and it's been fixed, but again, no one has tested it.
    All-in-all, it's worth trying it imho. Worst case scenario you get stuck at a low GR due to lack of damage/toughness/whatever, and nothing of value is lost. In anything, you have tried a new playstyle that has the chance of being entertaining and viable if everything works as expected.
    Tbh, i think i'll fiddle a little on d3planner. Anyway my biggest gripe is RH proc which isn't as reliable as MH, and should be the big source of damage.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Necro skills

    So the necro beta test is live.
    It looks like necromancers have physical, poison, and cold... and the COE (on the beta test) is cycling through those 3 elements.
    Of course it's a beta- I wouldn't be surprised if we ended up with a 4th (new) element for them... blood power or something.


    Necro Skills: https://us.battle.net/d3/en/blog/20682541

    Well, Blizzard stated they wanted only 3 elements for the Necro, and CoE being more powerful for him as been addressed with "we're going to make even more interesting rings so you should have options and possibly want other stuff than CoE".
    Posted in: Necromancer
  • 1

    posted a message on DMO + rimeheart

    Kind of a tricky question.


    For Rimeheart to proc, you need to hit frozen enemies - which is not a big problem with Wizard due to Frost Nova/Halo of Arlyse or other skills. I can see a setup using Ice Blades for more chance to freeze people, maybe adding an Iceblik gem to make the blades chill everyone automatically.


    However, there are some fundamental flaws on this (and it's not Iceblink though it's a big hit on damage).

    First of all DMO doesn't buff all character damage but only some specific skill damage. So while with an Ice Blades setup you could potentially deal quite some damage, Rimeheart damage isn't actually buffed. Basically, it's not another Manald Heal until you use Tal Rasha (the set buffs all damage including Manald Heal, that's the reason why TR/Archon/MH was strong in S9 and why it is in S10 with Hydras).


    Second, Rimeheart procs on freezed targets - which is bad, because of diminishing returns on CC which hits the uptime of freeze pretty hard. While you can theoretically spam freeze around you, the actual time the targets are freezed is much lower, thus hitting hard the Rimeheart proc. MH is so strong because it procs from a passive and doesn't matter of the stun connects or not, the damage will still be triggered ignoring the CC diminishing return.


    TL;DR: DMO with Rimeheart may work, but the performance won't be good, mostly because Rimeheart is a bad proc mechanic compared to a similar item (Manald Heal)

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on All primals do is dilute RNG
    Quote from BlackcurseLT
    i have to disagree there since dinosaur fossil primal relic ancient items havent been added to the game yet.
    So if i have to stay in the same line, it's not worth using Caldesann on Ancients since we already have Primals. It' just better to not use Caldesann at all to, since we don't know what can be in game in the future.
    Anyway, given the abysmal feedback Blizzard has received on Primals V1, i don't think they're going to add other tiers of items like that in the future.
    Hell, i would prefer real tier sets (different sets) with increasing powers that drop in definite GRs ranges. And i know already that this idea would piss off lots of people.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Which class will you run in season 10?

    barb, because Raekor and then DH for the 6x GR55 conquest. I want to try the new Shadow build.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on All primals do is dilute RNG

    Primals = fail for those who already have caldesann's despair on their gear. Correct me if I'm wrong folks...

    As said above, Primals are completely optional.
    A well rolled ancient with Caldesann on top is very likely to be already better of the "common" Primal. If you manage to get a Primal with all the right stats, then it's worth farming another Caldesann for it imho, since you won't find anything better ingame.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on All primals do is dilute RNG
    Quote from FEIF81go-next

    the only primal u want i prolly a wepon

    Surely the one that can do the most difference, but even that is just an ancient weapon max-rolled. If you farm enough for getting a good rolled one, likely you'll have one regular well rolled Ancient and the difference will be minimal anyway.
    Posted in: Diablo III General Discussion
  • 4

    posted a message on All primals do is dilute RNG

    Then don't farm them. Solved.


    Primals are just a carrot on a stick for players who don't care about ladders and wanted a long term objective. Usually those kind of players don't care much about character power/stats but more about "completion".


    Primals are not needed for competing in ladders, and if you have a badly rolled one it's a shard like any other item.


    Really, they are 100% optional. Expecting to have a full Primal well-rolled character is completely bogus (until you dedicate lots of hours on that char).

    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.