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    posted a message on My season is over...

    If they ruined drop rates back to RoS release or even D3V 2.0 loot levels and brought back trading it'd be great...unfortunately they don't want third-party bots and chinese making mad stacks.

    Posted in: Diablo III General Discussion
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    posted a message on Arcane dust - For the love of God Blizzard!

    Yes why can't Blizzard give me what I am ignoring from drops. And perish the thought of farming for materials to increase my character potential!

    Posted in: Diablo III General Discussion
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    posted a message on Primary Skills Rework - Synergies With Spenders

    Needs some testing and tuning as said before (Witch Doctor and Wizard especially) but this seems reasonable for bringing primaries back into the realm of useful.

    Posted in: Diablo III General Discussion
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    posted a message on WW Set and build diversity in general.

    Wastes 2p should be removed since it makes the 4p ridiculously moot. Make a Rend+HotA/Seismic Slam build, or some Rend zDPS Set instead.


    The TOP 2 farm builds are Raekor and WW, yes.


    I'm not going to get into the argument of "shoulds" regarding time for building gear. And to answer your aside about BK, the weapons do not make the WW build. The Wastes set does. I've done PLENTY of farming without the BK weps and it is perfectly viable. Best in Slot for speed? Of course not. Not as viable as Raekor, or less viable than other builds? Utter nonsense.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on WW Set and build diversity in general.


    Moving Fury gen from BK would be a travesty. Just forces less build diversification and makes Rend even less useful. I'd just go for 6 WW/4 IK if I could get the fury gen from 2p Wastes.


    Increasing WW time for damage reduc won't change the fact that Rend sucks except for the Mutilate effect.


    Adding Blood Funnel to Dust Devils is just a needless buff to WW, and really does nothing to address build diversification.


    The only way to have true build diversity is to limit sets to 2-4 pieces and add worthwhile legendary effects to many items, rather than a few strong items and the rest being the pseudo-bridge for Torment climbing.



    Conversely, I think it is a must, as they are almost essential for efficient farming. You may enjoy farming 200 hours for a pair of items, but I would rather have a pair of items that allow me to farm efficiently for 200 hours. Right now getting the BK weapons is like getting RoRG before the major increase in drop rates, yet the item was essential.


    The game is going far to much in the essential cookie cutter direction, and I myself am not growing fond of this, nor would I assume that many others are either.


    D2 was a bit cookie cutter, but at least there was 3-4 builds for each class that could get relatively close in terms of progression and efficiency, in D3, it is almost always 1 set for each class. Maybe this is due to GRifts though? Who knows?


    As for myself, I just like to run builds that at least farm T6 fast, progression in GRifts used to be fun, but it is the same old exploit this or that to get lucky and achieve a clear well beyond the means of your gear, and doing this for 100-150 hours each season, yuck!

    As far as I know there are more than 3-4 builds that can clear T6...or is there now some GR benchmark with which you judge builds? D2 had 1-2 builds per class that actually had some reasonable cookie-cutter power. Hammerdin/Zealot, MeteOrb Sorc, Windy/Wolf Druid, Trapsin/Kicksin, WW/Frenzy, Java/Bowazon, Summo/Bonemancer. D3 classes have waaaay more that can clear the game and farm t6 easily.


    BK weapons would be worse off if the fury generation was removed and replaced with Wastes 2p. That would be pointless. Also, it doesn't take 200 hours. I have ~130 hours clocked and have found 7-9 sets worth of BK swords. Unless you want Ancient items. Different story there.


    GRifts were never fun, especially with trials. It's just about who can do the most damage the fastest and avoid death as much as possible, but quickly. So essentially pre-2.0.6 t6 speed running.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on WW Set and build diversity in general.

    Moving Fury gen from BK would be a travesty. Just forces less build diversification and makes Rend even less useful. I'd just go for 6 WW/4 IK if I could get the fury gen from 2p Wastes.


    Increasing WW time for damage reduc won't change the fact that Rend sucks except for the Mutilate effect.


    Adding Blood Funnel to Dust Devils is just a needless buff to WW, and really does nothing to address build diversification.


    The only way to have true build diversity is to limit sets to 2-4 pieces and add worthwhile legendary effects to many items, rather than a few strong items and the rest being the pseudo-bridge for Torment climbing.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on WW Set and build diversity in general.

    These aren't good ideas for build diversity but instead ways of nerfing Barbs into being the least competitive class.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Dust devils break points

    No it's additive. Once you pop BotW you can see your Increased Attack Speed % in the details increase by 25%.


    So let's say you have 25% base ias. .25+.25=.5

    1.5*(weapon speed)=total attack speed

    Notwithstanding other bonuses you may receive of course.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Blind man's bluff

    You already have guaranteed pieces from the Ubers (Nobody doesn't do them on t6); or do you mean ascending grift levels for the uber drop %s; or do you just mean stats on the amulets?


    rhaepso's 100% key + 2 keys per machine idea is good as well, but it'd be better just to make the keys 100% again and buff the ubers to be extremely difficult. Of course since everything is easy-mode nowadays I'm sure it'll go 100% keys, difficulty same as the status quo has shown.

    Posted in: Diablo III General Discussion
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    posted a message on Blind man's bluff

    There is no problem. The Hellfire Amulet is intentionally designed to be hard to get (easier than Star or other amulets though); it's the best in the game. There should be no derivation from its current procedure.


    I would concede for icons where keys drop though. Makes it useful for pubs. Though I also want Ubers to be buffed with minion spawns, debuffs, and the like and bring their hp/damage up to par with Grifts (at this season I'd fathom something like 43-48).

    Posted in: Diablo III General Discussion
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    posted a message on Diablo color problems...
    There's the Blizzard fix JCarrill0 linked (use the wayback machine if the link is dead!) and ALSO, if you right-click your desktop background, open up "Screen Resolution", keep it open, colors should be normal. If you exit it, the colors revert. The registry edit through the link is far more simple and efficient, however.
    Posted in: Diablo I & Hellfire
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    posted a message on Item Synthesis System (Christmas Wish)
    I'm not so sure this would OP items compared to others, even if the resulting items would be "buffed" as other posters suggest. Sets will always be more viable than a large, optimized Ancient Synthesized mish-mash of pieces assuming that Synthesis added more bonuses than leg effects. The current Synthesis idea as well as Ancient wouldn't break legendaries, but rather place them on par with set items, even giving rise to non-set sets/builds, like coupling Leoric's Crown with a Jeram, or Ice Climbers with Irontoes, even Schaefer's with Jace's.



    A great idea, though as Bagstone noted, stash space will be imminent ultimately. The "hoarders" out there will never find a reason not to hold onto pieces, even at the prospect of "legacy"ing old items again. This just gives rise to holding onto more pieces for rerolling/alts. And a reason actually to hold onto items like Irontoes? A reason to keep a Dagger of Darts? What?! Awesome!



    So yeah.
    Posted in: Diablo III General Discussion
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    posted a message on RUNE WORD CONCEPT in Diablo 3 - what do you think about it?
    Neat concept, but perhaps less crafting-oriented and more "effect"-oriented. Maybe going through a quest chain to unlock runes (make them relevant to the game) and then have you do some kind of challenge to collect them, maybe with particular specific challenges that don't amount to "Kill X number of Y".



    The effects of runes don't need to be "X of Y stat" as in D2. That was a huge failure in part because the only use of runes was then the specific items. Rather, maybe adding skill effects like "Your Super Arrow now deals splash damage" or "Whirlwind now coats enemies in tar, leaving them more susceptible to fire damage and lowering their movement speed".
    Posted in: Diablo III General Discussion
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    posted a message on Rerolling Stone of Jordan for posion build
    Roll the int.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Hackers on D3
    Blizzard mainly doesn't gaf because more multiboxers brings in more revenue from games sold. Now that trading is dead, none of your items matter.
    Posted in: Diablo III General Discussion
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