Fun fact: The devs that work on cosmetics in basically every development studio do not have much (if anything) to do with the "actual issues" that need addressing.
- Suriel666
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Member for 9 years, 11 months, and 11 days
Last active Sat, Dec, 1 2018 05:28:14
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Autocthon posted a message on Patch 2.4.1 - Live. There finally will be new wings or not?Posted in: Diablo III General Discussion -
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tw33dl3dee posted a message on Did Quin get banned?Posted in: Diablo III General DiscussionQuinn is literally the only streamer whose guides are accurate and not full of BS and wrong advices. Why hate him?
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chadwx posted a message on Level 1-70; WORLD RECORD (2 hours 19 minutes)Posted in: Diablo III General DiscussionAnyone know the world record for tying both shoe laces? Takes an equal amount of skill
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M_atrix posted a message on Level 1-70; WORLD RECORD (2 hours 19 minutes)Posted in: Diablo III General DiscussionI leveled 1-70 in 4 hours, solo. Yay. My own world record! Kappa face.
Now, where should I get my medal?
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AngryCoco posted a message on New Shen-Long and Uliana sets - Theorycraft and thoughtsPosted in: Monk: The Inner SanctuaryHonestly, Seven-Sided strike and EP are the coolest skills in the game! Well, atleast for me
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Bagstone posted a message on Elite Affixes Types and Damage Reduction MechanicsFor quite some time already, elite affixes were bugged when it comes to damage reduction: melee/ranged reduction as well as certain Mantras did not work to mitigate their damage. This is all very well documented in this official forum post by Nagash. I had another thread bookmarked that was recently deleted (this one), and it contained lots of useful information as well. Therefore I thought it may be worthwhile to post the contents of the other thread here, for a variety of reasons: 1) have a carbon copy in case the other thread vanishes as well, 2) put it in a concise table format (tables don't exist on the official forums), and 3) inform people that don't frequent the official forums but only DFans. I also just feel that this needs much more exposure, so hopefully more people will be aware of these bugs. In case you have an update for any of the affixes as they're currently being changed on PTR, please post in the thread on the official forum! Again, all credit goes to Nagash on the official forums for this thread:Posted in: Diablo III General Discussion
http://us.battle.net/d3/en/forum/topic/12673259125
This was posted on the monk forums, hence the particular focus on monk skills (Mantra of Conviction with Intimidation rune); just to explain what the "Mantra" column stands for.
Effect Element Ranged / melee Dmg red. works? Elite red. works? Block works? Mantra works? Frozen Cold Melee (tics), ranged (expl.) Melee = no, ranged = yes Yes No Yes Frozen Pulse Cold Melee No No No Yes Desecrator Fire Melee No Yes No Yes Molten Fire Melee No Yes (Molten trail, not on explosion) No No Mortar Fire Ranged Yes Yes No (?) Yes Fire Chains Fire Ranged Yes Yes Yes No Electrified Lightning Ranged Yes (not sure) Yes Yes No Thunderstorm Lightning Ranged Yes Yes No Yes Orbiter Lightning Melee No Yes No (?) Yes Plagued Poison Melee No Yes No Yes Poison Enchanted Poison Melee No Yes No Yes Arcane Enchanted Arcane Melee Yes Yes No Yes Jailer Arcane Ranged Yes Yes No Yes Wormhole Arcane Melee Yes Yes No Yes Reflect Physical Melee No Yes No Yes Vortex Physical Melee Yes Yes No Yes
Added info about block, though not sure how accurate the source is: http://www.gamefaqs.com/boards/930659-diablo-iii/69486260?page=1 (seems like only passive affixes can be blocked)
For all those who're interested in the details how the mechanics of elite affixes works, see the list in the spoiler tag below. This was actually the original post that got deleted, for whatever reason...
Frozen = Freezing Orb (!)
- tics within 15 yards
- summon 6 orbs per cast (per mob)
- each orb lasts 4 sec before exploding
- explosion freezes affected targets for 2 sec each (stack up)
- the end explosion can be "dodged"
Frozen Pulse = Chilling Orb (!)
- tics within 15 yards
- summon 1 orb per cast
- homing sentry
- orb triggers after 1.5 sec then searches targets for another 1.5 sec
- each orb lasts 10 sec after triggered (start dealing damage)
- affected targets are slowed by 60% (movement)
Desecrator = Hellfire (!)
- tics within 6 yards
- damage starts after remaining in the fire for 1 sec
- damage doubles per tick (0.5 per sec)
- damage continues 1 sec after leaving the fire (dot)
Molten
- tics (5 yards) in front and around the mob
- leave behind a burning trail for 5 sec (dot 3 yards)
- leave behind an explosive blast upon death (18 yards)
- the end explosion can be "dodged"
Mortar = Fire Bombs
- impact damage within 6 yards
- throw out 3 fire bombs per mob
- this attack can be "dodged"
Fire Chains (!)
- chain damages tics 10x per sec
- chain linked between 2 mobs (activates when 2 mobs are nearby)
- this attack can be "dodged"
Electrified = Shock Pulse
- triggers when mob takes damage (per hit)
- send 4 pulses in 4 different directions (per hit)
- this attack can be "dodged"
Thunderstorm = Falling Lighting
- impact damage and spreads up to 12 yards
- damage on impact > spread, about 2x
- damage can't be avoid
- each cast triggers 5 falling lightning in a targeted area
Orbiter = Lightning Sentry
- tics (30x per sec)*!*
- summon 1 larger central sentry and 5-9 smaller orbiting sentries
- central sentry = 5 yards dot
- orbiting sentry = 3 yards dot
- sentries last up to 15 sec or until caster re-cast
Plagued = Plagued Pools
- tics within 10 yards (stack up)
- damage continues 1 sec after leaving the pool (dot)
- pool disappears when the caster dies
Poison Enchanted = Poison Slimes (!)
- tics (3 yards)
- summon 4 slimes that move in 4 different directions (16 slimes in total)
- summoning takes 2 sec to trigger
- slimes move for 3 sec leaving behind a poisonous trail for 6 sec
- slimes explode after moving for 3 sec
Arcane Enchanted = Arcane Sentry (!)
- tics 25 yards (linear)
- summon 1 sentry per cast
- summoning takes 2 sec to trigger
- sentry rotates for 10 sec (full rotation) before disappearing
Jailer = Immobilized
- cage duration is 2 sec
- damage applies when the cage is formed
- damage can't be avoid
Wormhole = Teleported
- forms two 6 yards circle on the ground
- players insider the circle are transferred to the other one when the circles disappear
- this process takes 1 sec to complete
- damage applies after being teleported
- damage can't be avoid
Reflect = Reactive Armor
- triggers when mob takes damage (per hit)
- dodgeable
- aura last up to 15 sec
Vortex = Vacuumed
- damage applies when the vortex is formed (animation above player)
- damage can't be avoid
For those who skipped to the end of this post - again, credit to Nagash on the official forums for posting this. -
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Alka posted a message on PTR 2.1.2 - T6 Demon Hunter Spin To Win Build (Video)You do not even need a build to zerg anything in T6 difficulty.Posted in: Demon Hunter: The Dreadlands -
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ruksak posted a message on WTB Blizz game that looks like this...It looks nice, MHM. But....so did my ex-wife when I first saw her.Posted in: Diablo III General Discussion -
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Bagstone posted a message on WTB Blizz game that looks like this...Posted in: Diablo III General Discussion
1) Blizzard *never* created a game with top-notch graphics, due to two reasons: first, they want to ensure that many people can play a game, and sometimes FPS shooters with crazy new graphics engines require you to buy a $400 graphics card; second, there are more important things than graphics.Quote from MeatHeadMikhail»Blizz pleeeease give us graphics like this!
2) Almost all Blizzard games in the past had competitors that were released at the same time and had better graphics, but the Blizzard games succeeded in the long-term and were the ones that not only "won" the competition but oftentimes went on to re-define the genre. You know why this is? Good graphics keep you engaged for a week, or maybe a months. Good gameplay keeps you engaged for years.
3) After over 20 years of playing computer games I've noticed (well, not just recently but a long time ago) that my favorite games were never the ones with superior graphics, but those that kept me engaged in terms of mechanics, depth, story, atmosphere, gameplay. For example, Fallout (1+2) is probably my all-time favorite game - although it looked like "shit" from day 1 and got bad ratings because its graphics were not superior. For me, the atmosphere of this game is unmatched. Same applies to D2 that some people still play today. If graphics are your only "selling point", your game is obsolete and forgotten in one year due to the rapid technological development.
As ruksak said, I'm very disappointed to see this coming from you, and I strongly disagree with your thread title - if Blizzard would design a game like this, they could not invest the time and resources into the departments that really matter to make games as successful and awesome as Blizzard games to date have been. I've watched the trailers and was like "yeah, graphics looks awesome, but that gameplay looks like crap and the constant screen shaking, effect overload, and slow fight mechanics would let me uninstall after one hour".
TL;DR: No, thanks. -
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ruksak posted a message on WTB Blizz game that looks like this...Very disappointed in you for this dude.Posted in: Diablo III General Discussion
Fucking micropay bullshit is what I hear.
D3 has it's share of issues, and graphics sure ain't one of them. - To post a comment, please login or register a new account.
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rank 2 barb on PTR .. so you're taking PTR seriously or .. ?
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stash tabs you have 5, one of which goes in (i would say) 99% of players to materials (gems,keys,crafting mats, stones(ruby etc.)). and you don't really need much of them to have it (almost) full.
so there's only 4 slots left for char specific stuff. i use to use them for my main playing chars, but 4 doesn't equal 6, if you wanted to have a personal stash for each class, at least 1. basically 3 chars (if same mode) need to share 1 stash tab then ...
i just can hope he didn't meant it that strict, simply not giving more space to players, because we really need it
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well, byebye Transcendence again, liked you much..
hi 6thS. & Harmony again ..
at least 2. gem power is now reachable ..
//Edit:
@Bhally
i think you should calculate without healthglobe bonus, because 90k is a bit much and not everyone would stack this for only 0.4% use of it
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hopefully the monk is getting some diversity now and can make use of daibos again, maybe barbs somehow too, don't think other classes like WIZ or WD will ever use 2handers .. so your concerns about "nerfing" crusaders and "buffing all others" is not really fundamentional.
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and i really think monk's AS passiv SHOULD compete with other classes' ones, because the competition and similarness just makes similar possibilities to achieve similar results, telling you, these 2 classes are equally balanced and one strong as the other. otherwise you can't ever achieve balance.
if you look at shinnas post, you will see that monks (and other melees) are the weakest, though they should be at least as strong as range classes. and of the melees, monks are also the weakest .. now more than ever with the nerfs to EP. i really find it nice, that EP has now different elements, though they should maybe taken a look at again, but its kind of ok. a bit too low dmg, but i can live with it. but the rest is just .. useless. when did you see one running with bells or SSS without FoE. monk's spenders are just .. oh man. also the passives. for every build i would play or just simply for test, i would choose from exactly the same ~5:
Harmony, Relentless Assault, Determination, Momentum, Beacon of Ytar (maybe unity if you play with innas <-- rofl and/or Exhaulted Soul +2regen, so what pff)
heavenly strength vs fervor is just as it should be, both together would make him just pure imbaness. and it makes sense, but also is overpowered to other melees: he can carry a 2-hander in ONE HAND -> much more damage, or 1-hander and getting +15% AS (like dual wielding but) PLUS 15% CDR. its like 2 passives from monk in each one of crus.
well, hopefully blizzard will see now where the monks stand without EP and they gonna buff other skills like ...
so far my 2 cents
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currently i'm running a CDR build though, amu,gloves and shoulders sunwuko, new madstone, born chest + weapon. this way you get spirit regen from epiphany(soothing mist) and have skill slots for other purposes. with the new madstone i am running with SSS:FO and can clearly spam it (70% CDR atm)
also, it's my favourite build so far from all possible builds.
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this.
don't know if it's a class specific bug, but i think i've tested it with (almost) all my chars, but i'll look again, though it's still a bug, because i want to have it with wd, and not another ;D
maybe it's also a version bug, e.g. that only english versions of PTR have the right one, don't know.
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First of all i apologize for any mistakes that i might make in my writing, because english is not my native language, but i think it's also quite well.
I want to present my version of the build around [b]Sacrifice. [/b]It's my first official build write down, so pls don't expect it to be perfect :P.
So, the build is revolving around[b]Zombie Doges & Sacrifice[/b]as the main damage skill, as it is now on the PTR.About the build: yes, i saw one or two similar builds and mine is not 100% complete and perfect yet, but for my early testings it did quite well, surprisingly. This introduction includes also some theory crafting and i didn't manage to record a video of this build in action, simply because i didn't ever do one (and don't know how to/which progs/no time). Also, I think this build is weighted like ~60% : 40% fun to efficiency. I will show the build with some variations that one may choose to adjust the needs of each one. I came to the idea because my Jade WD is almost perfect geared and i wanted more diversity in my pet builds. Ok, enough of forewords, let's go!
Info about the skills from patch notes (spoiler to save some space in post, sorry if unnecessary):
Weapon damage [b]increased from 185% to 1090%[/b]
If you're wearing [b]The Tall Man's Finger, the damage is tripled to 3270%[/b] weapon damage for sacrificing your doge
- You do not gain additional damage if your giant doge represents more than 3 normal doges
Skill Rune - Black Blood
Has been redesigned
- Now stuns enemies in the impact area for 3 seconds
Skill Rune - Pride
Skill Rune - For the Master
Has been redesigned
- All your doges will now be sacrificed in a single cast for 1090% weapon damage each
Skill Rune - Provoke the Pack
Has been redesigned
Now gain 20% increased damage for 5 seconds when you sacrifice a doge
- This buff gains a stack with each cast and has a maximum of 10 stacks
Circle of Life
Chance to summon a Zombie Doge has been reduced from 30% to 15%
[b]Core of the Build:[/b]
I think the first thing that points out is the nice increased damage. Now it makes this skill more viable than ever before. But it's not just the damage why I chose to try out this skill. It makes much fun for me to blow them up and really deal damage with it. As you also can see, the skill can be used with TMF now, which triples it's damage and creates another nice synergy with TMF. This is also part of the variant of the core build.While almost every rune is interesting (except of pride, because we won't need any mana), i see only two viable choices: [b]Next of Kin[/b] (not touched by patch) & [b]Provoke the Pack.[/b]For the Master is not that effective, I think, because it needs all doges to be by your side for full potential of the rune and because of the fact, that you sometimes miss the shots, you would lose all the doges at once. I personally prefer Next of Kin, because I feel most flexible with this one. It has a 35% chance that a sacrificed doge respawns as a new one, waiting to be sacrificed again! Provoke the Pack can almost double your damage for 5sec but I think you don't benefit from the increase of damage if you just don't have any doges
Now, because of Sacrifice as our main damage delaer, I would focus on Physical element.
Well, let us put up this main spec now and talk a bit about the other skills I use.
This spec is for the normal build, without TMF and i find it slightly more fluent, but I'll talk about the one with TMF later, too (variations).
[b]Skills:[/b]
[b]Passives[/b]:
(1): exchangable skills for your own variations/preferations
(2): change these to fit your needs when you use TMF, for example Gruesome Feast and Spirit Vessel.
There are also other skills that you could use for (1) and (2), for example the active ones could be BBV:Boogie Man & Mass Confusion: Devolution (despite the nerf from 50->30%) and Tribal Rites with Grave Injustice for the synergy of lowering the cooldowns as much as possible, but then you would have to go for another CDR rolls on equip and paragon which could be difficult to maintain enough damage output.
Would look like this.
I have to admit, I have to test this variation of spec a bit more, but for now I would hold on to the main spec.
[b]Itemization:[/b]
The item that really benefits this spec, is the Homunculus, which provides the useful ability to spawn doges continiously every X sec. Best version would be of course with 4sec. I didn't find a PTR version yet, so i can't tell you if it still rolls with fixed Elite dmg reduce and allres, maybe someone knows already and could post here.If you have this, almost everything else is pretty much standard and not too hard to get:
Strongarm Bracers would be a good choice, too, but then you would have to manage other way with Blackthornes.
ParagonPoints / Stats on items:
Simple as with everything else:Core - Movement speed 'till max (25%)
Offense - Crit chance & Crit Dmg > Attack speed > Cooldown
Defense - Allres > Life% / Def / LifeReg -- just fit your needs
Adventure - Area Dmg > LoH > Gold
Gameplay:
Well, gameplay is really simple: cast Piranhado to gather mobs and trigger additional damage, shoot some torpedo doges and white trash should be down (tested in T6 with my char), also similar way with elites. For rift bosses or left over lonely Rambo - elites you would possibly have to shoot all doges and kite while waiting for additional ones to spawn. 3 sec while in Spirit Walk should be enough to avoid damage until the first doge spawns again. Otherwise just use active skill of Zombie Doges, also as a torpedo salve for example: cast all doges on elite pack until originals and respawns are all gone, spawn additional ones by yourself and another salve.Difficulties:
A bit lackluster it gets when fighting Rift boss, you will have to wait sometimes for doges to spawn.
Also the doge torpedos fire from their positions, that means it occasionally will take some milliseconds until they arrive at your target.
The End
TL;DR: Doges everywhere! If no understandiche, just read from the top
I hope you enjoyed reading my build suggestion at least a bit, so feel free to leave a comment for feedback/criticism/trolling.
HF & GL, Stay Metal & Hail Satan \m/,(-_-),\m/