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    posted a message on Group play is really bad in d3

    It seems to me that the simplest solution to this issue would be to create/join a community which has established structure for handling non-meta 4 man groups. I think in practice, it would need to list various known-good compositions and rate them according to their GR clears. In essence, what I am describing is just an extension of the meta, in that it lists the 2nd, 3rd, 4th, etc. best compositions, as opposed to just the top composition (meta). To cater to the free spirited, such a community would probably also want to establish a free-for-all sub-community, whereby anyone just joins with the expectation that any player will bring any class of any build type (possibly with some minimal restrictions, i.e. must be a Set or LoN build), although accuracy in determining the appropriate GR lvl to open would be prone to error.


    The main issue with this approach is that it would require some level of effort to establish. For instance, testing would need to be performed to determine the performance of any given group composition, which involves farming and building numerous sets/LoN setups and then determining the most appropriate GR tier for each. This level of build testing is probably uncommon amongst players who do not take interest in meta (read as efficiency), which I would imagine as being the largest barrier to such a solution.

    Posted in: Diablo III General Discussion
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    posted a message on Question about GR difficulty when playing a "Seasonal" character

    Personally, I have never noticed any difference in the difficulty levels between S and NS. 1 thing that comes to mind is that we are still in the early stages of S6 (patch 2.4.1), in which mob difficulty was decreased (mobs deal less dmg). Due to the nerfed mobs, it should be easier to climb higher in 2.4.1 as opposed to 2.4. So basically, make sure you are comparing NS6 runs vs S6 runs.


    On the topic of One-Shot Monk:

    +% WoL rolls have a huge impact (as does placing the initial cast - pinto's), so keep that in mind.


    If you want to continue with this build for GR (it is usually only used for TX speed), I would recommend keeping nems in your inv and then cubing something else in armor slot (cindercoat for RCR/ magefist for % fire dmg/ aquila cuirass if you can maintain your spirit well enough/ etc.)

    Posted in: Diablo III General Discussion
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    posted a message on RANT (PS3) Why are there asshole players on the PS3 community for this game

    Geez, didn't realise console players were missing so much content.

    Posted in: Diablo III General Discussion
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    posted a message on Quin69 is a Cyberbully and I'm Done With It

    Personally, I think the real answer here is to just mute/mark as spam on messages that don't suit you. What may deserve some attention though, is the extent of any real damages to your business. For instance, did Quin call you out, or your business? are you being harassed on a personal contact, or your business contact? The other thing to acknowledge here is that Quin's fanbase represents an extremely small portion of your potential clients, so having them offside isn't necessarily going to cost you future business dealings. Also worth mentioning, is that anybody with any kind of industry experience is going to know better than to judge your professional abilities based upon a $1000 webpage, which is no longer hosted in its supplied form. $1000 for a webpage is a ridiculously low price, which would never be charged by any legitimate business and therefore does not serve to act as a demonstration for expectations of quality for the client.

    Posted in: General Discussion (non-Diablo)
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    posted a message on How is this possible?

    Even if this is what is occurring, I would still say that a bug is present. If the mob is simply being buffed by an effect (rather than the effect directly interacting with the player), why should the death message reflect that the fire wall has killed the player, when it would be more correct to say that the mob has killed the player. When I kill an elite, it doesn't say "buff/debuff X has killed <insert champion pack name here>" and nor should it.

    Posted in: Diablo III General Discussion
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    posted a message on How is this possible?

    Judging by the image, I imagine the issue here is that the fire wall which supposedly killed the player is nowhere in view and I do not notice any "trap floor" beneath the toon (although my eyes are bad and the floor is relatively dark). So in essence, the OP suffered from SHC (Spontaneous Human Combustion).


    EDIT:

    I probably should also note that the ping appears to be fine (although usually during a lag spike, this is not reflected immediately). The player also stated that they were in the present room for an extensive period before dying; suggesting that lag is not the cause.

    Posted in: Diablo III General Discussion
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    posted a message on RANT (PS3) Why are there asshole players on the PS3 community for this game

    Well, that changes the situation a fair bit. Most (PC) players will tend to avoid campaign (where story is the main reason for playing), unless seasons offers achievements for its completion. Basically, campaign is inefficient - it does not offer rifts or bounties and cube is unlocked in adventure mode (not a spoiler btw). PC players are not often affected by rushing through the story, because they don't play it. Unless there is some additional bonus for playing campaign on console, which I am unaware of, I would have expected the situation to be the same as on PC. Here are some options to assist with your issue:


    1. Ensure that your objectives match those of your team members (i.e. don't party with players who are only rushing for an achievement).

    2. Ensure that all team members DO NOT have the "skip cutscenes" option enabled.

    3. If above options are not sufficient, consider playing the campaign solo.


    As far as I am aware, story/background/"meaningful" dialogue are only available during campaign,and within various "adventure mode only" maps. As for bounties, I believe the objectives themselves were already available within campaign (for the most part), although I may be wrong, as I haven't played campaign since 2014 (RoS release).


    Here is a list of the "adventure mode only" maps:


    Leoric's Gardens (purely a bounty objective - does not provide additional lore)

    Royal Quarters (provides access to set dungeons and a shield transmog)

    The Killing Grounds (a variant of Leoric's Gardens)

    Blighted Sewer (a variant of Leoric's Gardens)

    The Archives (a variant of Leoric's Gardens)

    Ruins of Sescheron (provides access to Kanai's Cube and a range of new events/lore)

    The Bound Keep (a variant of Leoric's Gardens)

    Eternal Woods (provides access to 2 optional dungeons)

    GreyHollow Island (an area laden with new lore and events, which also provides access to a number of optional dungeons)

    The Guild Hideout (iirc this offers no lore, but you get to kill more of those annoying thieves from act 1)

    Nephalem Proving Ground (a variant of Leoric's Gardens)


    Posted in: Diablo III General Discussion
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    posted a message on Conquest: Boss Mode

    My favourite part of the example was when Carol was swapped out for Charlie. Maybe She changed her name? Charlie is a unisex name, so perhaps Carol even got a sex change during this boss run.

    Posted in: Diablo III General Discussion
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    posted a message on DMO Spectral Blade/Arcane Orbit, is it still viable in 2.4.1
    Quote from Zaberious»

    Yeah spectral blades is only used for Arcane Dynamo / Trimvirate (or however you spell it) procs. most of the damage comes from the Arcane Orbs. I'm one piece shy of having Firebirds. the only worry I have about switching over is survivability. I'll love my slow time DR, and My Aqulia Curiass DR. which is quite a lot. once I get the Plume i'll give it a shot. But I don't know how to fix my toughness issue. beside the obvious "DON'T GET HIT"

    I believe firebird's tends to rely on synergy between Halo of Arlyse and Ancient Parthan Defenders (which from what I have read also procs from freeze). This mechanic requires you to stand amongst a huge swarm of mobs, but provides massive dmg reduction by doing so. Blur and an armor skill also tend to add some toughness, giving you time to set your toon up within a pack; magic weapon - deflection can also be used for this purpose, while Unstable Anomaly can be used to add a 2nd cheat death. Other options are available beyond this point, but tend to heavily penalize dmg bonuses (i.e. taking aquila cuirass means dropping swami).
    Posted in: Diablo III General Discussion
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    posted a message on Power Leveling by camping the door in t6 rifts.

    For me personally, I hate that skills are gated in seasons (which I consider to be a replay mode). We see the most build diversity during the pre-70 build up. I do not enjoy going from a full skill bar back down to 1, 2, 3, 4, 5 and finally 6 skills. In reality, rune gating is poorly implemented as it is, with the most obvious selections often being unlocked many levels before the final rune (look at threatening shout - falter as an example). Don't get me wrong, I think the design is suitable for new players who are embarking on their 1st playthrough, but beyond that point, it becomes unsuitable. I would prefer to see a less restrictive skillbar during early season. Ideally, all 6 skill slots would be unlocked from start, with all runes associated with a given skill becoming available at the same time (read as level). As for passives, unlocking slots is fine at the current rate, but I would prefer that the full range be available from the very beginning (i.e. midnight feast - lvl 68 unlock - available for selection as soon as 1st passive slot unlocks - lvl 10).


    Reducing the impact of skill gating in seasons would allow lower level players to contribute more towards group play (as opposed to being forced to stand at entry when grouped with higher lvl players).

    Posted in: Diablo III General Discussion
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    posted a message on DMO Spectral Blade/Arcane Orbit, is it still viable in 2.4.1

    As far as changes between 2.4 and 2.4.1, DMO has not been directly buffed or nerfed (although iirc, it is now more mobile). On the other hand, Firebird and Tal Rasha have each seen significant buffs. I suppose 1 thing to be said for spectral blade is the changes affecting Depth Diggers and Simplicity's Strength, which changed their bonuses from being additive, to being multiplicative - although this does not necessarily earn them a slot in a DMO setup.

    Posted in: Diablo III General Discussion
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    posted a message on RANT (PS3) Why are there asshole players on the PS3 community for this game

    By rushing, do you mean speed farming? If so, I can only assume that console is similar if not "worse" than PC, due to the availability of item hacks (on console). As for the PC community, speed farming is simply what is most efficient and as such, has been widely adopted by the player-base. It is probably also worth mentioning that the game itself is designed for drop-in drop-out multiplayer, with adventure mode content aiming to cost a player no more than 15 minutes at a time (the time limit on any given GR). Clans and communities are also prevalent in-game which reduces seek time for groups, as does the public group feature.

    Posted in: Diablo III General Discussion
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    posted a message on Bane of the Stricken worth it in T10?

    @ OP

    As everyone else has pointed out, stricken is rarely (almost never) useful in TX. Based upon your post, I would recommend;


    Bane of the Trapped, as jade harvester uses haunt and/or locust swarm, both of which should proc the primary. The secondary is also likely to proc the primary due to soul harvest's radius (18 yd; just above the 15 yd radius of the secondary).


    Bane of the Powerful, which provides a fairly consistent dmg bonus throughout the run (assuming no deaths), and offers some protection against elites.


    Enforcer, as you have mentioned that your build has some level of focus on pets. It should be noted that a significant portion of your dmg must come from pets for this option to outweigh Bane of the Powerful, which is unlikely in most jade harvester builds (often focus much more heavily on DoTs, rather than pets).


    As for Pain Enhancer, I would argue against this selection, as Increasing atk spd does not appear to have any effect what-so-ever on the dmg applied by DoTs, such as haunt and locust swarm (as evidenced by D3Planner). In the event that this is to benefit pets, Enforcer would be a significantly better choice, as it offers a multiplicative dmg bonus as well as unparalleled pet survivability.


    Honorable mentions also go to Boon of the Hoarder and Wreath of Lightning for their move speed bonuses, which greatly improve bounty/rift farming efficiency.

    Posted in: Diablo III General Discussion
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    posted a message on set dungeons not enough mobs ?

    @ OP


    You should specify which particular aspects of each set dungeon you are having issues with, so that more helpful advice can be given.

    Posted in: Diablo III General Discussion
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    posted a message on Why is LoN designed as it is?

    If you wanted to go that way, you could simply apply the LoN effect by default on ancients, as Dark_Sol suggests, and at the same time, have it not affect set items. Not necessarily going to be perfect, just offering that constraints can be enforced if devs wished to do so.

    Posted in: Diablo III General Discussion
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