Not really a whole lot of speculation left. According to the Blizzard CS Twitter feed, the only maintenance of any kind scheduled for January 5th is WoW rolling restarts.
From earlier today (1/4):
https://twitter.com/BlizzardCS/status/684207681570254850
Also from yesterday (1/3):
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Doing a quick run through Westmarch shortly after servers came up (looking for Revenant Archers), I came across two Gem Hoarders and a Blood Thief, so I'd say it's safe to say they're out in the world now.
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(1582-1870)- (1932-2325) for 2-handers.
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I get that the drops are independent, but by rolling up a second character, you increase your chances of getting a desirable drop at a level that renders it useless for endgame. The chances of that happening on a sub level 70 character, are whatever that item's drop chance is. The chances of it happening on a level 70 is exactly zero.
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The Incense Torch is a level 50 item. Something like The Furnace, is 31.
How much would it suck, to be leveling a new character, just to "shake things up" with the RNG (that can't be shaken), and at level 36, you have a Furnace drop, or at 59 an Incense Torch?
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The first one is from April 14th, and states the following:
http://us.battle.net/d3/en/forum/topic/12504580894#3
This post is the basis I've seen for people saying it's not worth doing on anything but normal, since normal is the most time efficient, and since Normal and T6 supposedly have the same drop chance, why bother with slower rates on any Torment level.
However, that link is almost always followed up by this one, from March 28th, which involved changes to drops in 2.0.5:
http://us.battle.net/d3/en/forum/topic/12945805104#14
However, today, we now have THIS post:
http://us.battle.net/d3/en/forum/topic/13978407821?page=2#23
Either there's some confusion/misinformation on Grimku's part in today's post, or things have reverted with no notice, or no one really knows what is going on.
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By your suggestion, it would essentially be 49 points of Utility tab Paragon points that are utterly useless. You'd be pumping a point into this every fourth Paragon level until 200, when, *poof*, all of a sudden, it gives you something. That's totally counter to the way the Paragon system works now. Even if you're only getting +1% gold find, or +0.1% Crit Chance, you're gettingsomething for each point you spend. Combine that with the fact that given the way things are currently structured, people are going to feel obligated to put those first 50 points in Utility into Set Reduction, and you're still not getting away from the feeling of "this is mandatory, if you don't have/do this, you're wrong".
Frankly, I see no issue with the RoRG as it currently stands, and I say that not because I have mine covered. I do, in fact, have RoRG's on the characters I want/need them on, but I still run bounties, for a couple reasons. 1) I want better rolls on a couple of my RoRG's. 2) I like keeping a steady stock of key fragments (which, granted, will be less of a concern come 2.1, but still). 3) It's fun. Granted, this is "to each their own", but running bounties is a nice break from the repeated rift runs from time to time. I also don't spend all my play time JUST farming for RoRG's, if you feel that you're bogged down in the search for one, do something else, play a different character, go outside, whatever the case may be. But for me, bounties are something I can do easy enough when also doing something else like watching TV.
The only alternative that would eliminate the "farm" mentality of the RoRG would be to make it crafted instead, but if you do that, then it's "too easy" to get, and people will complain about that, and say "why not just adjust all set bonuses down one, and make the effect native?", and that really gets us nowhere.
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There really should be an Act 5 Keywarden, with an equal drop chance for all four keys (but without the bonus chance, to still push some farming to the individual acts). That way, people would have an alternative to running the specifics. As it stands, I have a pretty balanced number of each key right now, as I'm farming for 2.1 prep, so I'd be happy to just roll through one zone in Act 5, getting a chance at a random key each time, and then even them out from the earlier acts to get enough overall.
I guess the biggest question, if they were to implement it, what zone would make the most sense. For the most part, the Keywardens reside in large zones that take some time or luck to find them, so the obvious choices would be Battlefields of Eternity, Paths of the Drowned, or maybe one of the Westmarch areas, but there's also no reason they couldn't put it in a mid-sized area.
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Instead of having to choose one of each of the four tiers of skills, it gives your templar all the skills.
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The stats are as follows:
20% Fire damage
467 Int
473 Vit
392 Armor
Gold/Health Pickup +2
30% fire resource cost reduction.
For comparison, I'm currently using a Cindercoat with the following stats:
17% Fire Damage
482 Dex
455 Vit
3 Sockets
Gold/Health Pickup +1
25% fire resource cost reduction
Basically, I'm just not sure if what's going to ultimately be a 482 dex loss, due to the natural dex on my current, is worth the gains in the fire damage/resource cost reduction. My brain leans that it's not worth it, and I should keep my current until I find a dex based one that's better, but I can't escape the nagging feeling that maybe it's worth it, so I thought I'd ask smarter minds than mine.
(I'm also holding out the faintest of hopes that Ramalandi's Gift gets opened up to more than just weapons, so I can socket the new Cinder, and re-roll the Int to Dex, but figure that's slim-to-none.)
Profile, if needed: http://us.battle.net/d3/en/profile/Bi0hazard-1411/hero/91777
Thanks in advance!
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