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    posted a message on Breaking the Meta...

    Seem's blizzard have actually thought about this,


    First, we’ve been looking at the prevalence of Barbarians in group play beyond Greater Rift 80 and how they’re being used. While many classes bring party-based buffs, the damage reduction of Ignore Pain – Mob Rule combined with Pride of Cassius is currently a clear outlier. As a result, we’re reducing the party benefit of Ignore Pain – Mob Rule from 50% to 25%. To ensure this doesn’t harm the overall viability of group play, we’re also reducing the damage of monsters at high Greater Rifts. This allows not only groups with Barbarians to remain near the same levels in terms of incoming damage, but it affords alternative group compositions greater survivability.


    http://us.battle.net/d3/en/forum/topic/20742694680 - source

    Posted in: Theorycrafting and Analysis
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    posted a message on Problematic Public Problems
    Quote from Bagstonego-next

    I don't use public games.


    I think if you care about efficiency, class roles, or "pushing" (i.e., you can't finish the rift if one person leaves), you should not use public games at all. From the people that told me are running public games, they use it for stuff where they can hold their own weight (i.e., running a T10 rift in which they don't care if they have 3 AFK people). Once you get past a certain threshold and actually want to have people that use their brain when playing with you, you're looking at communities.


    The playstyle of D3 in organized groups (support roles, following a certain "meta", support classes) and the range of variety (105 GR levels, 2000 paragon levels, bounties/ubers/keywardens/rifts/GRs) makes it almost impossible to have enough dropdown menus and qualifiers to make public games useful. Also, the "meta" changes every season - a group finder would have to be flexible enough to support a variety of changing metas and variables.


    Would it be feasible to make such a thing? Probably. Will Blizzard ever look into it? Unlikely.


    Let's brainstorm. What should such a tool offer such that I would use it?


    • Define a paragon min level requirement.
    • Specify a certain mix of classes that I'm looking for.
    • Let me enter a desired range of GR levels I'm looking to run.

    Even if you include that - already difficult enough to implement, probably - it would still not guarantee success.

    Yea agree with all the above i have not used it since pre-season's diablo :(
    Posted in: Diablo III General Discussion
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    posted a message on Problematic Public Problems

    Hey guys/girls


    Thought i would throw a poll up to see who actually uses the public group finder, or opens groups upto the public? Mostly to find a solution to help improve the game. (this doesnt include "communities") just the public tool.


    Here is the current problems i find with public finder atm


    • Group composition is always a mess, triple dps or even no dps.
    • Skill gap is a problem, since there is no "ranking" apart from paragon/hours getting matched with a person with 400+ hours and somebody with say 40 hours is going to lead to a bad experience.
    • If you find 1 bad apple who rage quits during a grift it usually forces the team to "leave game" which also leaves party.
    • The kick tool is too friendly towards the bad apple, for example going afk in rifts/bounties you need all 3 to vote kick where if the bad apple is grouped with a friend you cannot remove them. even with 2v1 vote kick.

    Ideas?

    • Add a class/role selection to the public tool when joining?
    • implement some sort of matchmaking 1-400 401-700 -701-1000 paragon or something along those lines.
    • Add some sort of CD on jumping between public groups to leechers/people kicked.

    what do others think about improving this tool?

    Posted in: Diablo III General Discussion
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    posted a message on What about a new mode of play for the anti-paragoners

    Personally i would not play it, as like to be rewarded/unlock items for my time spent playing, But it could be some sort of npc/option to disable paragon point and just have a general score,


    You know kind of like the old paragon system when it was just magic/goldfind, but basicaly give nothing but its still nice to receive the points/score.

    Posted in: Diablo III General Discussion
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    posted a message on Do Mass Confusion work on Rift Bosses ?
    Quote from Bagstonego-next

    To the best of my knowledge (haven't actually tested it in 2.4):


    The 12 seconds is only the time the Shaman is around; if you re-cast the spell, the first Shaman is unsummoned and a new one appears, which also means the pigs of the previous Shaman break. Therefore, you should not "spam" Hex but cast it only every 12 seconds.

    This might have been changed in 2.4 but you can have multiple shamans via the hex spell at once, even mimics can stack upto 4-6 shamans.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Armor/All res/Vitality Balance

    Dont forget about the augmentation on ancient pieces to increase your life, even throwing a bunch of mid level gems on is a boost, remember that the gem level is equal to paragon - level 60 gem augmented = 60 levels worth of vit via paragon.


    Also your passive choices on your wd can be a huge change to your stats, i have 2500 all res out of combat but as soon as in combat surrounded by mobs i get around 7900~


    Also keeping mana pool at max for the aquila chest buff can be crucial at certain points, ive seen a few wd's spam piranha and stay perma under 90% mana and never keep the 50% dmg reduction buff.


    Hope this helps :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Pig Sticker used by supports in groups

    Its also used by the wizard in no boss kills,

    due to the extra roll on the weapon usually ias%

    Posted in: Diablo III General Discussion
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    posted a message on Breaking the Meta...

    If you guys played Reaper of Souls expansion at Beta Stage, you will remember we had buff potions for rifts like extra damage bonus or damage reduction etc like op's mentioned. But they removed those after sometime, I don't know why they choosed to remove those options, but yeah.


    In my opinion, at least for Season 5;


    Not gonna happen.

    Yea good times ^^
    Dont think anything will change to be honest was just a discussion we were having on ts, mostly from my friend who has ended up playing support barb each season and said it deserves a break haha! and this is what i came up with basically.
    Posted in: Theorycrafting and Analysis
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    posted a message on Breaking the Meta...
    Quote from ranky26go-next

    What about changing monster HP scaling per player from 50% per player to at least 100% (i.e. rather than 100/150/200/250 it would be 100/200/300/400), meaning that the retarded zDPS support builds would no longer be viable.

    Thanks for the input, but i think that would just increase the grift level to higher and not the team composition, maybe if the monster damage was reduced tho?
    Posted in: Theorycrafting and Analysis
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    posted a message on Banwave for botters incoming ?
    Quote from Shapookyago-next

    Quote from method777go-next

    All this talk about the warden detection, and im sat thinking... the list of players using Thud/bots is going to be so large i think the actual d3 team will be shocked and wont know what to do.


    It's actually very simple:
    24-72 hour ban for everybody with a warning that the next offense will result in a permanent ban. Sure, the amount of players using all kinds of 3rd party tools is very high, but it's only so high because Blizzard didn't do anything against it for years. The amount of players who'd still use such programs after a warning shot is definitely way lower and people won't just quit the game because they've been banned for a weekend.
    Even at that the amount of people offline for 24-72 hours will be funny :P
    Posted in: Diablo III General Discussion
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    posted a message on Banwave for botters incoming ?

    All this talk about the warden detection, and im sat thinking... the list of players using Thud/bots is going to be so large i think the actual d3 team will be shocked and wont know what to do.

    Posted in: Diablo III General Discussion
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    posted a message on Breaking the Meta...
    Quote from Draknoxgo-next

    Continuing to use the Ignore Pain buff as your example. With your idea you would like every class to be able to make or use an item/ consumable to allow them to use this skill. It sounds interesting at first, but do you not think that would just create a new "meta". You would still have the most efficient group of 4 but now they must have this "new item" to give ignore pain to the group.


    All classes already have some % Damage reduction they can give the group. The "meta" has just found the most efficient way of using those buffs. We do not need an item to do what classes can already do.


    I like that you are thinking outside the box, but your idea would just create new problems.


    That is why I said in my previous post, the issues are with the community not the game. I wasn't trying to take a jab at you specifically, sorry if you took it that way.

    I agree that they will always be a meta of some sort, but its more about the meta just evolves around which solo dps is the most powerful, I use ignore pain in the example as its the most seeked buff ingame past and current in most tier 2/3/4. Was just thinking of some sort of way to address that its a class needed nearly every season now and adding some sort of function to bring another class even say a impale dh with the ignore pain buff if u get what i mean with this? I want to be able to play with my friends who dont fit into the meta, for example a helltooth wd or a impale dh, but they will most likely quit cus they get kicked/told its the wrong class or are unable to get into anything above g70.
    Posted in: Theorycrafting and Analysis
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    posted a message on Breaking the Meta...
    Quote from Draknoxgo-next

    This season the "meta" is 4 different classes. That is a better than previous seasons.


    The problem is not the "meta", it is not buffs and debuffs that classes have to share with the group.


    The problem is the community. There are too many "sheep" just following what they see on the leaderboards and think it is the only way to play.


    I play with 3 other friends and none of us wanted to play support. So we don't, yet still have managed to make it to GR 90 and could push higher if we fished. That is higher than 90% of the playerbase is doing.


    So stop blaming "the game" for the shortcomings of the community.

    I never blamed the game? im simply throwing some ideas out to make gameplay more diverse, nor do i think it will stop a meta style of gameplay as every game has a meta, its more the playing around a buff that i think is the issue, as i mentioned it was a similar problem in wow which they addressed and made changes.

    but well done on the g90 with no supports, me and a friend are currently messing around in 2s without a barb/monk.
    Posted in: Theorycrafting and Analysis
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    posted a message on Breaking the Meta...
    Quote from adambjjozgo-next

    You could even take this a step further and instead of adding an extra slot of strength/vit via Calderon's to every item - you could instead add a buff/debuff to the item instead.


    This would effectively allow you to solo OR group the way you wanted, with ANY class, in high-end GR's.

    Thanks for the reply,
    You mean like augmenting/enchanting a item to "gain effect of ignore pain" etc?
    Posted in: Theorycrafting and Analysis
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    posted a message on Breaking the Meta...

    Hey all, Been playing diablo throughout each season and aside from all the paragon/botting/thud arguments *please keep those comments for another thread ;) The next issue people seem to be upset with is the meta of the 3zdps and 1 dps. Mostly because they are not able to play the class they wanted to.


    The main point id like to emphasize on is the buffs certain classes bring, for example barb = ignore pain, monk = inner sanc, and the wd's buckets of dmg%


    thanks to @Wudijo for the dh support build that can be found here. This is another example of trying to break the meta as people want to play a class not play a walking buff.


    Since it feels like were now just bringing a buff/debuff to the group and nothing else "Where is ignore pain?" playing a barb feels like your only wanted for that one ability no matter your skill level aslong as you keep the uptime on that buff for the party. Same goes for the monk and inner sanc etc...


    The same kind of feeling was back when i played World of Warcraft, when certain classes were only brought for the buff they provided, Shaman for bloodlust/heroism for example.


    To combat this "meta" the wow team spread the buffs across other classes, i know thats not a possible solution in diablo but what WoW also did was create craftable items that would give this buff, for example if you had no shaman you would bring the item to the raid that you crafted to give the buff.


    So what im trying to think is certain ways to gain these buffs without having to just a random player from anywhere for it.


    For simple sake lets just talk about ignore pain to begin with 50% reduced damage.

    To begin with would be some sort of idea on how we can handle the buff in the state of the game during a grift (no items usable etc) So what i have come up with is the idea of a "consumable with X charges" (lets say 20, just as that many deaths in a grift is usually a fail) similar to the potion either in your bag or somehow added to a slot in the ui. This is because the buff would need to be handled as close to it is now, it would be nice to have a one charge item with say a one hour duration but i think that would be wishing for too much given you loose all buffs when dead so some sort of recast would be needed, that came the idea of the charges, not too little so it doesnt last a full grift so you would be forced to leave without finish but enough to be comfortable enough to recast when dying.


    The only other idea i had would be a "Zone" specific buff, that only exists inside a grift, this would need to be tuned to how many you can have per player/group, my thoughts would be 1 per player so 4 in total max, and for 1/2/3 players you would be still able to buy 4 max as its limited to the grift zone only.


    A few ideas i thought to gain the consumable would be;

    • a recipe for the cube - "add X gold/materials
    • even a new artisan to craft the the consumables - could even extend on this idea to craft ramaldini or follower exclusive loot such as weps/jewelry with follower effects.

    Non consumable ideas;

    • A NPC that you can pay gold to gain the buffs standing next to Kadala.
    • A ui integration similar to empowering a rift you can also pay for the buffs

    I would love to hear what other people think, please comment and let me know if you have had similar thoughts or ideas :)

    Posted in: Theorycrafting and Analysis
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