We have updated our Terms of Service and Privacy Policy.
Dismiss
  • 1
  • 2
  • 3
  • 4
  • 5
  • Next
  • 0

    posted a message on Against Paragon and stats increase.
    Quote from mechinalgo-next

    A very easy fix to the leader board, tier the paragon at so many levels like 100, that gives everyone a chance at getting the number one slot, instead of pitting someone with say 200 paragon against someone thats 1200 which we all know the outcome of that.

    Sure very easy fix... until you go from 199 to 200, and loose your rank because you are now at the bottom of your range instead of the top... Resulting in people having to stop playing at some point to keep their rank.
    Also, the person that can get the highest paragon 100 rank will become number 1 by default in his paragon range, removing the leaderboard competition for the most active players, focussing even more on the pure paragon grind?
    Giving everyone his own leaderboard (people hit paragon 2000 or so, with a board every 100 paragons, that's 21 per class, good for 126 leaderboards!) is not a solution...
    Would also work great in party setups... Based on highest paragon? Or lowest? Average? Or a million "leaderboards" for every combination?
    So while it might seem easy to do it this way, there are so many issues with it that there should be another better solution.
    Posted in: Diablo III General Discussion
  • 6

    posted a message on Diablo III - Battle Chest
    Quote from soulzekgo-next

    It's cute that you think this game has a future. Just uninstall it and move on.

    It's cute you don't think that but still visit the forums and waste time replying...
    Just uninstall and move on yourself, we'll enjoy the game if we want to.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on An Expansion Developed b Players

    With D3 being online only (on PC, I think on console modding would be even harder because of their copy protection) and any addon/mod/macro being "illegal" (so never supported by blizzard, accounts will even get banned), people would have to write a server first that's compatible with the current (and upcoming) official D3, before being able to make their own xpac.


    Apart from the huge amount of time it takes (there is no official info, everything has to be reversed engineered), having a server available online that is compatible with D3 will result in lawsuits (look at what they do with wow servers). Running a local server wouldn't work either, since it will make any social aspect (grifts, public parties, trading if it would be implemented, ...) obsolete.


    So, the best solution would be to rewrite everything from scratch, without any of the official art or story (copyright again). And while doing that, why reproduce an old engine and the imbalanced mess D3 is, without any official link to the game, only to fix and expand it, if you can just make a new game from scratch without having to worry about anything?


    Last point, blizzard is already working on something in the diablo universe (according to the job postings at least). I'm pretty sure, if your suggestion would ever be started, blizzard will be faster with the next diablo game. They have the money, experience, people (like the art team that's shared between projects), probably a huge part of the story (since there was a 2nd xpac planned, they must have had a big part of the story in mind when they made ROS), a huge codebase they can reuse from and update, ...


    I don't see any way this could ever get launched, survive for a week and be better than what blizzard will come with.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Diablo IV: Who is going to GamesCom?

    When there is more diablo content in the HotS preview than the Diablo interview...

    Posted in: Diablo III General Discussion
  • 0

    posted a message on We need a fix for leveling up gems - leveling 16 gems per character to level 70+ is a pain especially for multiple characters!
    Quote from prrovossgo-next

    removing grift keys would eventually make normal rifts useless and nobody would do them anymore.

    Deaths breath would still remain a thing.
    And hoping they spend their time on giving love to everything but grifts. Currently you only do grifts, unless you NEED some material, like keys, death breath or the bounty mats to cube. Every minute you spend outside the grifts is a wasted minute.
    So, removing grift keys and at the same time make grifts less mandatory, even worthless, would solve a lot. Grift only got implemented to "push your hero to the limit"...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on We need a fix for leveling up gems - leveling 16 gems per character to level 70+ is a pain especially for multiple characters!

    Augments don't FEEL like something to keep us occupied, they ARE to keep us occupied.


    People were complaining they couldn't upgrade their main gems anymore (after doing them 1% upgrades), and there was no use to upgrade the others. So... they gave the others a use.


    And they did so in a smart way: everyone gets stronger, in a linear way (people that play a lot get higher augments, but they also had more paragon and better gear, so they increase their power with the same %), more "casual" players will use lower level gems as their "end" augment without the real need to upgrade as many gems as often, while the "hardcore players" will go through multiple sets and augment their items multiple times. This way, the balance between casual and hardcore players remains the same (it is a grinding game, someone playing 1 hour per day should not be as powerful as someone playing 12+ hours per day), and everyone will have to put relatively the same effort to keep that balance.


    Also, people do not leave the game because they have to upgrade gems again after augmenting an item, since playing the game means upgrading them anyway. However, making it easier/faster to upgrade them, even if only a few levels, will make leave some people sooner, since "there is nothing left to do". So, changing the process would hurt the player base, not increase it.


    Lastly, if it would get changed, it would need to be tweaked every season, because of the powercreep. I see suggestions now to speedlevel to 50 since we run 70-80 solo, so still a lot to upgrade. Well, on PTR, people are running 90+, so the speedlevel would have to be set to 60. Now what if there is a build after the patch that makes us jump a lot higher (I don't think last seasons static charge monk or this seasons twister wizard were planned, looking at how they get nerfed/destroyed in the next patch), do we change the number again mid season? Else people will complain again they need 50+ upgrades... And a core game mechanic (which this would be) that changes every season, is just bad. Imagine if they suddenly say "because of high paragon and augments, every point of mainstat only increases your damage by 0.5% instead of 1%", and the next season 0.4% because we have more again...

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Set Paragon Req when joining public grifts

    I think I'd rather run grift with a P200 player that has the right setup, than a random P1000+ group with a random setup. Imagine 4 P2000 support barbs... Or twister wiz.


    I know you would remake those, but you can do the same when someone is P200 and you don't want to run with them.


    Or you can join a clan and communities, and look for a group.


    Being able to put a paragon cap would solve nothing. Public grifts would still be bad.


    And the worst thing is, people using this will probably be the weakest link. Like you often see "Looking for group. P941+" The strange number is because that's their paragon, and they don't want anyone with less than them... Forgetting the 3 other will have to deal with that now.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Legendary Gems Idea (leveling and stash space)

    And then it conflicts with the caldesann thing...


    I got multiple sets of gems (like every gem 4 times or so) at different levels, upgrading them depending on the group/difficulty I play. I do need multiple sets as well, since I'm playing multiple classes, and multiple setups with them (monk dps and support, wiz, wd dps and support, sader, was planning to spend time on DH but I'm afraid it's not gonna happen, who knows).


    When the gems would show up 1 time in the cube, I could only level 1 "set" at the same time. In some groups (my IRL friends are undergeared, we can run 70-75, upgrading my 50-70 and new gems in those groups), I would not be able to upgrade anything. Same goes for my solo pushes (81 on my sader, monk and wiz atm). Because my gems would be 90+ from my XP runs in 90-100.


    On top of that, how would the game handle the use of a gem for caldesann? If I have gem X equiped in my sader, but try to use it on my wiz his item, would it check this, or just use it, or make it easy for me and use it but still keep it on the sader? And can I "lock" a gem? When trying a new gem now, I keep the old in the inventory of that char. This could get destroyed because it's not in use.


    Last point, stash space will always be an issue. The suggested way, you get like half a stash space more than we have now. However, we gained 2 extra stash spaces this season, and 1 when ROS launched. And we will gain 1 more every season. Nobody ever thinks we have enough of them, we keep asking more. Having that half free stash tab is not going to change anything...

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Screen lag issues.

    Try to set your power options to performance. It might be D3 running on your intel graphics instead of your dedicated graphics card, because it's not correctly detected to need the power.


    (removed a part about amd drivers since you have an nvidia card lol)

    Posted in: Technical Support
  • 0

    posted a message on Way to encourage build diversity?

    I don't think this would open up any new builds, and would only make things worse.


    If you look at the builds, they are all around 1 damage skill. All other skills are to survive, boost damage, move faster, worst case generate resources. No build is running 2 skills just for damage.


    You points:


    1) While it might be boring, it is less boring than turning it into "just a multiplier". It also makes it a bit harder to gear, since your bracers and amulet need (name your damage type) instead of (all damage increased by x%).


    2) Decisions are what makes a good build. Again, you build around 1 skill, that's the element you will use. While the fire version of a skill is (often) the highest damage%, other skills or runes can be better. In the end, nobody forces you to do less damage, you just need the gear for it.


    3) Again, only 1 skill matters, at least in 99% of the builds. The other skills you pick for their function, not damage. Their damage is also so low (because of set and other buffs to your damage skill) that you can ignore it in your damage calculations, the elements doesn't matter (unless to proc something, but that's how you pick your support skills).


    The fixed element on runes also gives the option for scaling. As I said before, fire generally has the highest damage rune. Cold often has the lowest damage%, but it does slow (procing trapped gem), and can do other stuff, like freeze with frostburn and enable cold blooded passive on a wiz. This is a big damage boost overall and crowd control (=survivability) you gain, for giving up a bit of damage. When you can pick any rune and turn it into any element, people just run the highest damage and get the advantage from the element.


    More examples? Wizard lightning+paralysis. While not used, it is a theme, and the control effect "costs" some damage. Conflagration and temporal flux, all themed around the element, damage or control. And these are just the wizard passives.


    So, letting us pick the element on a skill would not give build diversity. It would only slightly increase the damage, since all support skills will benefit from the elemental bonus. And it would remove some tradeoffs between control and damage, remove the flavor of skills (to stay on magic missile: turning "glacial spike" into a fire skill would be so wrong), and make the gearing a bit easier again.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo 3 Ranking Site - DiabloScan

    Site looks nice and clean. However, I suggest the following:


    - Change the name on the main screen to represent battletag (name#number instead of name-number).


    - Add region next to player on the main site, easier to get an overview.


    - You have a graph with records for each day, and you also track the gear/skills/cube. Would be nice if we could click on any day in the graph and see the setup for that run.


    - You don't show gems equipped. Would be nice to see at least the legendary gems, and preferable to see the others.


    - Add the clan somewhere. Maybe even on the mainpage, so you can see if they are part of a "top clan" or not. While at this, make the clan name clickable and show all highest rankings for a certain clan. And you can even show what clan someone was in on what rank, so we can see if they got recruited because of their performance.

    Posted in: Diablo Tools
  • 0

    posted a message on Terminated Game are we down?
    Quote from chantal7go-next

    Is this why the game is super laggy today??? The botters, or whatever is going on?


    The botters should never be the reason for lag. While I do not approve on their actions, if the servers lag because botters are back, it blizzard being cheap and not providing the server capacity needed according to the number of licenses they sold.


    It's weird to me how everyone keeps talking about botting, while we clearly have a bigger issue. Last week, "warden" got an update, and the 2 biggest (that I heard about) bots went down. In those days, even on prime time, I did not have lag. It looks like the bots are up again (and the panic about bans have go down), and we have lag and disconnects again.
    So to me, this shows the lag issues are not related to "too many calculations", but to "not enough servers for the active accounts".


    For me, it doesn't matter if the server is busy doing calculations for a legit player or a bot, it matters if it's lagging for me or not!


    Why did nobody write an open letter to blizzard about the servers being completely stable when a huge part of the active accounts go inactive, rendering the game unplayable (as this post shows) when more accounts become active? They did when "botting is ruining the game" for a few top players that make their money playing the game (able to schedule to play at night), while the game is ruined for everyone by not having enough servers.


    Banning bots would solve the issue, for a short time, until they have new accounts. Adding more servers would fix the issues permanently. But I guess the first option makes money (if they ever ban...), the second would cost money...


    Sorry for the rant, just don't get why everyone is blinded by the "botting" thing and doesn't see the bigger issue. (Both are an issues, not being able to play is worse than not being able to get leaderboard because of a bot)

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Ess Of Johan on follower

    Cooldown only works for the skills, not for items. You can not make EoJ trigger more often.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on What about a new mode of play for the anti-paragoners

    Quote from Philipposgo-next

    Quote from yurmygo-next

    This isnt a new game mode, this is what D3 was like at launch. Simply allow the self-entitled everything for me type of people to login to vanilla servers.





    back when D3 was fun and not dead, yeh make it like Vanilla



    How is that fun though? That's my question to the people that want D3 to be like this.


    Why would you want LESS options for your character builds? Why would you want no reason to play after hitting level 70 and finishing campaign? Why wouldn't you want grifts?


    If the complaint is that you don't like sets because they force you to play a certain way, why would you prefer yellows? Wouldn't that essentially give you NO options to build with, forcing you to just pick the highest dps abilities with gear that essentially does nothing? Why is that more fun?


    Why would you want there to be literally NO end game after campaign? Why would you want XP to be completely useless after reaching 70?


    Is this really the ideal setup for a game like this? You play 10-20 hours on a character, get him yellows that offer the highest dps, hit 70, finish campaign and that's it? Why? Why are you opposed to MORE options and MORE things to do in endgame?

    If I could, I would play vanilla again, don't have to think about.
    Why would vanilla give you less options? There were multiple builds for every character. You can say there are multiple builds as well now, but they were a lot closer in vanilla (or there was a lot less to worry about being perfect, compared to leaderboard now).
    As for now wanting to be forced and only prefer yellows, that's something from OP I don't stand behind. In vanilla, you were looking for the best item, often being legendary or set. But, yellows could still compete. For builds like WW barb, and maybe even more for CM wiz, you had to get your "build stats" first (attackspeed and crit breakpoint for both), just to make it working. After that you would start adding damage. And CM wiz was welcome in any MP10 party, even if it didn't have damage... Once you got the build working, you could start to increase your damage. Compared to the "here's your 6 piece, the build works, now just look for a green damage number" we have today.
    You would grind with your starter gear to get better items. Even if you only collected gold at the end of a session, because of the AH, you could get a better piece (over some days). Currently, it's hard to find an upgrade after 1-2 weeks. There are only 4 primaries, compared to up to 6 in vanilla, and you can even reroll 1 of them. Legendaries drop left and right, literally out of thin air from time to time, making the progression so easy. I still remember my first legendary (in my case set item) in vanilla. Can't even remember my last now... The only progression you get after 2 weeks, is XP. And with no limit to the XP and gear so easy to get, there is literally NO OTHER endgame for 99% of the players now than in vanilla: compete against yourself, since leaderboards are only for those who can play 16+ hours per day because of paragon.
    So, I'd rather play a game where I can see progression in items, where every drop can be an upgrade, where I don't feel I've maxed out my char, where I can compete against myself and friends without being pointed to someone doing 20 levels higher than me, where I can try builds and still be allowed in parties, where guides would go into breakpoints for builds and streamers would do set builds and useful gearchecks, where people didn't hide "secret builds" to push last day of season but put them out their and make some name for themselve, where people did legendary run competitions for charity, ... Then a game that literally gives you a full set at max level, almost maxed out gear after 2 weeks, people/leaderboard forcing you into a build, the enless boring paragon grind as only form of progression, while at the same time preventing you to really compete.
    So what MORE options and MORE things to do in the endgame are you talking about? I see 1 build (per char and group setup) and grifts only. Anything else is a "waste of time", In vanilla you could pick whatever you wanted to do.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Does the gem type influence the bonus when yu use it in your gear ?

    I think the question is related to caldesann's despair.


    And the legendary gem does not matter for that. You get 5 stat points per level, and the type of normal gems determine the stat you get.


    Please note that some gems cap out at 50, so don't invest in levelling those if you don't want to use them in your rings/amu.


    More tips: when you are getting low upgrade chance for your gems, "hide" some in the inventory of another char. This way, a new lvl0 gem drops and you can start upgrading that one. Once you can do higher grifts, you can continue on your levelled gems. You can also overwrite the caldesann's despair effect with a new one. If you found the perfect item you can use a low level gem, and use a high level later for more stats. The new enchant will overwrite the old, so they don't combine. Be careful since you can also use a lower level than you had used in the past. And you can add a different stat (needs gems ofcourse) than before as well (for example rings without mainstat you want to use on another class).

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Logging in, in Season 5

    For me, organizing my non season items is easy: Put them in inventory, run to blacksmith, salvage, put mats in stash. The only thing I keep are "hard to get" items, where you have to target farm. With this I mean Rorg, avarice band, hellfire amulet, glove of worship, basically anything bounty (since nobody likes to run bounties on PTR, more on this at the end) and hellfire amulets.


    This sounds drastic, but I'm at the point I don't care about non-season anymore. The only time you can (at least in my experience) find someone to play with non-season, is when the season ends until the next season starts.


    And that's also the point where they apply the patch and add "300% skill damage" rolls on the items (just thinking about monk with the sweeping wind belt, fist of az, tzo krin's gaze, ...), give new items that you need for the set changes to work (forcing you into these items anyway, think about any non-LON build and there is probably 1 or 2 of the new/updated legendaries in there, if not more), or make the worst items you would never have kept good (who would keep an ancient LON set with cooldown, area damage and strength, and think about looking if it had thorns damage?).


    On top of this, builds only start to develop some time into the season, forcing you into last season meta anyway in non-season.


    If you want to mess around with builds, you better play on PTR (when it's up). Here you will get the latest items with their updated rolls, and with 3000% droprate you pretty much have full ancient gear in no time on there to test builds.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Follower and DTE (damage to elites)

    The only things you get out of your follower:


    - 20% of its XP bonus (like on hellfire ring and leoric signet). If I'm correct, any xp bonus is disabled in grifts now, and xp farming outside grifts is worthless.


    - 20% of it's magic find. Magic find only applies for 10% of it's value to increase your chance for legendaries (so 50% MF on follower will give you 10% on your sheet, but only 1% more legendaries), while it increases the chance to "upgrade" a white to a blue, and a blue to a yellow (I consider this negative, since you will get an imbalanced number of yellow from grifts, and disenchanting yellow gives you less mats than disenchanting blue or white). Pretty bad trade in my opinion, maybe early season when you really need those legendaries.


    - 20% of it's gold find. With empowered rifts might be useful again. However, you will probably give up some useful stats or items for this (sunkeeper and kymbo's gold have higher gold find than normal I think, but there are better items for these slots).


    - He will deal it's own damage. From quickly looking at the skills, enchantress has the highest damage skill with "forceful push", 410% every 5 sec. Getting a follower over 2M (and I'm going on a high number here, didn't really check) is hard, and with their crit damage cap (150%), their damage output is close to 0, even when they crit, and you stack elemental and elite damage on them.


    - Their skills. They provide damage or healing aura's, stuns, ... Cooldown reduction is working on them, so investing in this stat is valuable.


    - Their item procs. Things like thunderfury, solanium, ess of johan, freeze of deflection, oculus ring (procs even when you kill something), ... all work on them. Getting the most out of these procs is the best value they bring. Stack attackspeed on them for more attacks (=more procs), crit chance if you want healthglobes from solanium (or broken promises ring, I think this one works), block chance (on relic, shield and maybe justice lantern) for freeze of deflection, or any other stat/combo that can be good for them, ignoring their damage. They don't benefit from set (lon set, F+R, endless walk), and legendary gems do not work on them.


    - Unity+"can not die relic" on them, unity on yourself (or cube) for 50% damage reduction. Probably only used with endless walk set, since F+R or LoN will use both ring slots+COE in cube.


    TLDR: Only use good proc items with attackspeed, cooldown, maybe goldfind, unity combo, and always follower can not die relic.

    Posted in: Diablo III General Discussion
  • 5

    posted a message on When do we have 'appear offline' mode?


    There is a million reasons to have it, even more if it would be a battle.net function and not diablo only.


    Examples:

    - B.net, playing a quick hearthstone game, maybe even during your break at work.

    - Go offline while pushing your Grifts, so people don't randomly ask you to join a party, or even worse, request to join your party. It would also hide all clan chat, including people IDing stuff during your push.

    - Streamers, people might start to talk about personal or other stuff you don't want to show.

    - Grinding your mats while watching a movie on your second screen. Clans often "demand" you on their voice app when playing.

    - For some people pushing really high, try out some secret builds without people actually knowing your are testing.

    - Play at times you shouldn't, like a sick day or at work (their are jobs where it is perfectly possible).

    - Just because you don't feel like showing online, just like any other chat app (battle.net has that function) has.


    And plenty more I can't come up with.


    -First one, don't reply to people
    -Go to options and disable the dropin feature and just ignore any requests
    -Most streamers can easily hide their chat with overlays
    -Tell them "busy" Is it really hard for you to tell your friends/clan members that you're doing something else?
    -Doesn't matter anymore, they can't inspect what you're wearing unless you logout with it or they are in close proximity for an updated feed
    -Why should being sick have anything to do with your ability to play games, i do it all the time... if people expect you to do nothing when you're sick, screw them

    Offline mode does not actually provide people with anything other than what you can do yourself by not responding. If you can't be bothered to talk with people, just don't talk to them. Offline mode provides more to the people who want to cheat and not be known online, can't be reported.
    - Rude
    - As I said, while pushing grifts. I want to see the IDing when normally playing. And ignoring the request is not easy, the "ping" sound and popup distract you, might be in the way, can can kill you. Granted, maybe a small chance it will actually ruin a run, but it can.
    - With how big the chat box is (with 2 different locations depending on menu or in game) and the use of greenscreens, it might give them an option.
    - Telling 1 guy "busy" isn't hard. Telling 20 is harder. Actively looking at chat while mindless grinding to see the messages is annoying.
    - It does matter. Example: Monk is being used in groups as support. You can logout with support gear on him. But when you play him solo people can see you are in a solo game. There are people where this matters.
    - My job doesn't require much more effort to do (physically) than playing a game does. I do have colleagues on my friendlist that I play with. If I call in sick but I'm able the play, it can give issues. Screw them isn't that easy. If you actually have to spend most of your awake time with those people, you don't need to piss them off.
    For me, Offline mode would provide a lot. Most of your answers come down to "screw them", I try to be polite to everyone and have people on there I know in real life. Being offline doesn't provide anyone a way to cheat that isn't there. If they don't reply to your wispers, they aren't botting but just don't want to talk to you. You can still see hour played in the profile, to see if they "play" 24/7 or not.
    So, offline mode might not be needed for you, but it's at least a quality of life change for some people, and doesn't hurt people that have no need for it.
    Posted in: Diablo III General Discussion
  • 6

    posted a message on When do we have 'appear offline' mode?

    There is a million reasons to have it, even more if it would be a battle.net function and not diablo only.


    Examples:

    - B.net, playing a quick hearthstone game, maybe even during your break at work.

    - Go offline while pushing your Grifts, so people don't randomly ask you to join a party, or even worse, request to join your party. It would also hide all clan chat, including people IDing stuff during your push.

    - Streamers, people might start to talk about personal or other stuff you don't want to show.

    - Grinding your mats while watching a movie on your second screen. Clans often "demand" you on their voice app when playing.

    - For some people pushing really high, try out some secret builds without people actually knowing your are testing.

    - Play at times you shouldn't, like a sick day or at work (their are jobs where it is perfectly possible).

    - Just because you don't feel like showing online, just like any other chat app (battle.net has that function) has.


    And plenty more I can't come up with.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Reforging Old but not Legacy Items

    I don't have a PS myself, so I can't confirm this 100%, but that's how it was said to be working (and working for sets).


    However, I read you can backup you save game on PS. Why not do that, try it, and if it rolls "the old way", you can just restore your backup.


    This way, you have 100% confirmation about it working or not, without any risk.


    If it does roll great, you don't have to restore your backup either.


    Please post back the results :)

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Reforging Old but not Legacy Items

    On PC:


    - Reforged items will roll act like a new drop. This includes 10% of being ancient (no matter if it was ancient or not), rolling with the stats the items can currently have (like sash of knives used to roll 40% fan of knives damage, reforging will remove that roll but add the legendary power).


    - When a set bonus is changed, this change is applied to all compatible pieces of that same set, even when they dropped before. Apart from 1 or 2 items (like the furnace), changes to legendary affixes will only apply to newly dropped items, leaving the old drops unchanged.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Week for news

    Best bet imho is to use the follower, as it is specifically a solo player tool; since speed running is tailored around having 2 XP/sup guys, Blizzard just needs to find the average XP bonus you get with this setup and make another follower relic that has the "you get XYZ% more xp" special and you're done. If you're speedfarming, you're not interested to have the follower always up (as soon the relic bonus stays active) and solo players will get a decent tool to farm XP by themselves without feeling underpar.
    The actual party XP bonus is actually les of impact and can stay as little advantage to party players. It's just that the difference has to be greatly reduced.
    Until people figure out it is "bugged", and all 3 support start running asheara 4 piece, having 3 follower * 3 for 50% of the time, giving a lot of increased XP :) You just know they will forget a follower item in groups, especially if it's based on a crafted (not important and tested before) set :)
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Streamer goes to sleep. Bots openly on stream.
    Quote from FEIF81go-next


    Quote from FEIF81go-next

    how can he be so stupid to have his stream on while botting...deserve to get banned BIG TIME



    As they said in his channel: he didn't get banned for botting, he got banned for streaming...

    how can he get banned for streaming? His account is banned here is his new toon http://us.battle.net/d3/en/profile/RedX-1598/hero/69066606
    It was some sort of joke. He was botting, the ban says it's for botting, but if he hadn't streamed it, he would not have been banned (now). Blizzard does bans in waves, and he was the only one banned at this time. So, effective, he didn't get banned for botting, he got banned for streaming...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Streamer goes to sleep. Bots openly on stream.
    Quote from FEIF81go-next

    how can he be so stupid to have his stream on while botting...deserve to get banned BIG TIME

    As they said in his channel: he didn't get banned for botting, he got banned for streaming...
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Hero rotation

    People are not pushing, they are farming XP.


    Any chart you see now about "only 1 viable class", any ranking on the leaderboard, ... might be wrong. I'm not saying it is, but in season 3 the wizard only showed up for the last few weeks, when people started pushing.


    So before you say only 1 or 2 classes are viable, we will have to wait until the end of season, when the pushing is over, and people used their "secret weapon".


    For now, it looks like monk is strong. But on EU, 1 monk has done a 78, 1 wizard has done a 78. Considering there are a lot more monks (and barbs, that didn't even get that high) "playing" than wizards, monk might not end up being the best class (I think Quin was saying this on PTR already, monk is the strongest overall class, but wizard can do the highest and fastest clears in the end game when phising for the best Grifts).


    As for your WD example, people do look for dart docs, but it's hard to find a good geared one. HT just lags too hard, but the damage is there (so better make a "fix server" topic than "only 1 viable class").


    Also, crusader is coming up in 4 player parties. I admit, as support, but it is a viable class now. So you "one or two" is up to 4 already that are actively played in 4 player groups (monk, barb, wd, crusader), and as the leaderboards show wizard has potential, basically leaving out only DH. That's potentially more diversity than other seasons (again, wait for the final charts, current charts might show a wrong picture). And on a personal note, after 3 seasons I'm happy DH has a break.


    Apart from that, solo player ranking is also part of the end game. So every class, even "the worst", can push, because it only competes against it's own class. Who cares you are pushing 20 levels lower than other classes, if everyone on that class has the same problem?


    PS: With how fast you can powerlevel and gear up a char these days, switching class should not be a problem. It took me under 4 hours to gear up a procsader, and I had almost no crafting mats when I started, so that's in 4 hours of farming.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Ideas for End Game?

    Paragon 152 and bored of the current end game, while playing 4 chars? Pretty sure you don't have your full set on any of the chars, with the supporting items for that set, let alone ancient. Collecting the items, gearing up your chars, is the end game of a loot based game...


    The fact you find (g)rifts and bounties boring (this early), maybe shows the game is not your type of game.


    As for your idea: You just invented Grifts in a worse way.


    You collect a key, do the run, with leaderboard, getting better times (and higher levels) as your replayability. The only difference is, grifts "end" after 15 minutes, your run goes on "forever" -> not good, you never know how long it will go on, it can be unhealthy (depending on how long you go on).


    As for higher incoming damage (including from monster affixes), higher healthpools, more and better loot: that's already in grifts, since you get more drops the higher you clear.


    The last part doesn't make sense to me, since the would indicate clear speed, while it is never ending, you keep adding time to your timer and kill monsters as long as you have time.


    Don't get me wrong, there is a lack of end game other than "get paragon", but if you hit that wall at paragon 152, I think the game is not for you. And this suggestion has no added value to what is in the game already. Would be better to explore the current game, to really see what is in there, what is good and bad, and start from there. (suggesting 100 bloodshards are highest rank? speedgrifts currently give 350+...)

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Stash Space. The Struggle is real. - Updated comment.

    Stash space is an issue. Seeing how we went from 3 to 5, and people still find it an issue, adding more is not fixing the issue.


    We need a new method of item management. Not sure how, but "1 for each class, 1 for..." is not working.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on hi, cubing questions here

    I would guess, because of the random passive.


    The HF ring (and any other item I think) always has the same legendary effect, with a random value.


    The HF amulet comes with a changing "legendary power".


    This might confuse people when reforging ("completely resetting all stats as if the item had just dropped"):

    - HF amulet does not drop, does the legendary power become part of the item? Because you actually craft "Hellfire amulet of int/str/dex", and they are all called "Hellfire amulet", so they might actually be "Hellfire amulet of skill X"?

    - Legendaries don't change legendary power, but HF amulet should since it is a random roll?

    - On the item database, hellfire amulet only mentions mainstat, socket, 3 random magic properties. Since it is not stating the legendary power as a "stat", rerolling does not change the legendary power?

    - Would a crafted "hellfire amulet of strenght", called "hellfire amulet", come with an int roll when reforged on a wizard?


    So, if it becomes to complicated (both from logic point as programming point), just disable it :)


    PS: I did not try to reforge HF ring. It is possible you can not reforge any crafted items (including HF ring, amu, and blacksmith item).

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Reply to Buff bar problem. (ITS SIMPLE BLIZZ)
    Quote from Bleu42go-next

    In my example I gave above you'd still be able to see the buff if you mouse over the consolidated 'always on' buff icon.

    Some things you don't want to mouse over to see if it's active or not. I've seen screenshots of some 3rd party program and how they show buffs. If someone can do it with a program, it should be easy to do it in the game itself.
    I want to be able to see all my buffs/debuffs at any given time, putting my mouse over something in the middle of the fight is not an option.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Reply to Buff bar problem. (ITS SIMPLE BLIZZ)

    I don't know why people say some buffs, like mantra's, are not important.

    If our healmonk doesn't stay with the group for whatever reason, everyone runs back or dies. So actually seeing the buff is pretty important, to see if you are in range.

    You could argument to make all mantras 1 icon, but what if there are 2 monks without inna, it will be harder to see if you are in range or not.


    I agree some buffs are not important, but I think that the importance depends on the player.


    Showing every buff would be the easiest way to fix it I think, else we need a way to select what buffs we want to see.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Reply to Buff bar problem. (ITS SIMPLE BLIZZ)
    Quote from ProTeczgo-next


    you'd still find it hard to reach 12


    That's where it went wrong to start with, it was hard to reach 8 when the game was created.
    Currently we have (in groups): 3 mantra's + inner sanctuary from monk, war cry, ignore pain from barb, strength in numbers from group. That's 7 already.
    Consider you are playing archon wiz: ice armor active+armor stacks when being hit, COE, chantodo stacks, carried over archon stacks. 5 more.
    I don't think it's that hard to reach the 12, since every buff I mention here is actually used, and an archon wiz might be able to be the dps in the party at some point.
    Now try to add 1 or more shrines, a debuff like spider web, maybe sprint from the barb for speedruns, the yellow globes, and we are at 16+ buffs.
    Again, these are buffs/debuffs that you actually use, not just a bunch of things thrown together to show it is possible to pass 12.
    And this is done with just 3 classes, imagine adding another class or build into the mix, depending on what the meta becomes (this or following patches).
    The real fix would be to have 12 icons (or 8+3 for buff-space-debuff) in a bar, with unlimited bars, so every buff will get shown.
    Oh, totally forgot about EP monk: F+R, COE, momentum, bane of the powerful, dashing strike, SWK, mystic ally, +7 from group buff, getting way past the suggested 12 already in the current meta...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on How to farmer / equip my char?

    It's all random. Not many things you can do.

    Just keep doing runs, gambling and upgrading, things will come.


    If you're really that unlucky for good items, look into support builds. The gear requirement is not as high on them as for the dps, and many people don't like running support. This way you get into a group easier to farm higher difficulties (=more shards and drops), and you gain a lot of paragon.


    Except for the weapon/offhand, ancient items are not that important, since paragon can make up for it.


    And as you progress, you'll get your items.


    PS: try to run a support version of your main class, since you will be getting items for that class. Also, try to focus on 1 class.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Death's breath goblin maybe?
    Quote from erav2000go-next
    But if you still belive you can run out of yellows/blues before you run out of DB then riddle me this - why do many people have stacked other mats in a few piles of 5000 while they can barely keep 1000DB?
    Greater rifts have a lot to do with this. They don't give any DB, but do give other mats and bloodshards, so more mats. And people mainly run these for XP.
    Also, the way you use your DB: Do you use them on the cube, or on the mystic? I got people in my clan that have plenty of DB but running out of other mats.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Death's breath goblin maybe?

    I vote not to this goblin. Reasons:


    - There are already multiple goblins dropping them. To make him special, he either has to drop a lot, or other goblins have to stop dropping them. Neither seem a real good solution to me.


    - Goblins are random. Getting a DB goblin would give you a boost for some time, and then you run out again. A constant flow is better than random burst in my opinion.


    - Since ROS, people have been complaining that DBs are worthless, not picking them up 1 week into the season. Now there are special builds to farm it, people complain they always run out, and come with suggestions to "fix" this (just like this topic). The entire idea is to make them useful, wanted. If they drop the cost and increase droprate, you will stop picking them up again. I really like the current situation (and yes, I do run out, currently have less than 25 since I can't upgrade a rare in the cube).


    - Current situation gives a new playstyle. Using sage set (even if you don't like the set, not everything has to be just damage, it's still a looting game), do difficulties lower than you normally would so 1shot elites instead of skipping elites, run rifts instead of grifts (so please don't put DBs in grifts), using skills you normally wouldn't use (faster movement, cooldown skills you can spam because in-geom, ...). You build your char around what you are going to do, no more 1 build fits all.


    Something that would work for me, is all bosses in story mode dropping a lot the first time you kill them (new char, or complete story mode and reset it). Maybe some people would play a bit of story mode, trading xp and drops for more DBs.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Trolls or idiots? EDIT:hahaha im an idiot

    I didn't play in a public today, but have done so in the past.


    What I noticed:

    - Many AFK'ers trying too leech. They even go to the point where they open a public game with 2 or 3 so you can't vote kick them

    - Bounties are not efficient (low xp and legendary drop), making people not do them. When they do, people have no idea what bonus is.

    - People hating some acts (5 the most I guess), doing any random bounty (or the fast bounties so they can say "I did x number, the rest is for you") so they seem busy and don't have to do the bad acts.


    On top of that, if they know what the bonus act is, they don't realize you can start other bounties before this act is complete, so you end up with 4 people on the same bounty.


    So, unless you really can't find a group, I would avoid public games for it.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Future of gold
    Quote from Ashesgo-next

    Quote from Twoflowergo-next

    Quote from Ashesgo-next

    Some very interesting suggestions! Would be nice if prices could be somehow balanced for both casual and 'no-life' players. For some 10m is a lot, for other 10b is nothing.


    Could relative prices be a possible solution? Something like: X% of gold with minimum of Y gold.





    I think we dont need gold sinks for people who think that 10m is a lot. Gold sinks are for the people who have waaaaaaaaaay too much. People who dont even have 10m are still busy with upgrading gems and whatnot.



    I totally agree with you, but can you imagine the shitstorm if they add storage panes for 10b each? Not that it wouldn't be fun :)


    If it is supposed to be a gold sink, or even a reason to farm gold, there shouldn't be a "shitstorm" :)


    Just look at the current situation with crafting mats (db). Until now, people stopped picking them up because they were worthless. I found like 10k in my non season stash, and haven't picked them up in a long time. This season people are even making builds with the sage set, just to get more of them (me included).


    We have so many options in the game for gold: goldfind, goldskin, gladiator gauntlets, puzzle ring (cube->vault), boon of the hoarder, maybe some things I forget. Wouldn't it be nice if they made gold so important people would actually use those items? It would also make use of avarice band, rondal's locket, profane pauldrons for the pickup radius, so even more unused items that become useful. It might even make some people go with a WD (thing of the deep) that would never touch the class, like many people are running barb/monk now for xp and gem levels, but pushing on other classes.


    That being said, I don't think buying stash space is a good option, since it's a 1 time thing (I would love more space, but would not fix the gold problem, just make you farm crazy until you unlock them, then stacking up gold again for no reason).


    Also, I hope they wont give some of the (temporary) buff option (like 10% more defenses, or the just suggested +1%cd, atk spd 1%, cc 0.25%, area dmg 1%, 2 to all stats), since they would become mandatory, making your character weak when you run out of gold.

    I really like the ideas to "buy random set items", "buy addition gem upgrade chance", or the post about kadala her brother with bags (where you can get crafting mats/bloodshards/gem upgrade item). Add an option to turn xp outside grifts equal to grift X (where you pay more for a higher level), and people might actually do something else than XP grifts over and over, since you can get the same advantage doing bounties, normal rifts, even story mode! On top of that, changing the focus from "highest possible damage" to "most efficient gold farm" also fits the original diablo 3 (the big item and gold farm), and might make some currently bad skills and items useful.


    So, I really hope they will put high prices, not relative to level/paragon/gold you have. Maybe some things with an increase system like rerolling (example: Buy set item, first will cost 1M, with 30 increase for every additional purchase. The "gem bags" can contain a "reset gem"), while other things have a fixed price (gem and mat bags).


    Some of my suggestions to spend gold:


    - After you defeat Greed (more puzzle ring value!), you can hire 1 or more of his minions for a specific time (1M for the first hour, each additional hour costs 30% more than the previous? Time stops when not in game. Does not work in grifts). Possible minions: Odious collector = Pick up all white/blue/yellow items and salvage them (also picks up the materials), and put the mats in your inventory; Malevolent tormentor = Looks at your dropped legendaries, has 10% chance to turn a non-ancient into an ancient; Blood Thief = Chance on killing an elite to drop bloodshards; Gem hoarder = Chance to increase the quality of gems dropping, with a chance to drop an "upgrade legendary gem material" (this would take the chance of the highest grift your cleared to upgrade your gem; might make broken crown an option, since you can drop 2 of those materials); Gelatinous Sire = Important mobs (Rift guardian, key guardian, ubers) split into 3-5 smaller versions on kill (each additional enemy has a chance to drop his rare material just like the original=extra grift key; extra uber portal; extra hellfire material); Gilded Baron = Doubles all the gold you find, drops gold at random; Insufferable Miscreant = Spawns goblins at random and increases the chance for a goblin rift/shrine; Rainbow goblin = Will instantly reveal the "secret" location of a bounty target when you enter the map; For the very rich, you can hire snitchley (the big goblin), giving all previous effects and dropping 1 "item" when killing an enemy (item can be anything the killed enemy can drop: 1 pile of gold, 1 stack of random crafting mats, 1 white/blue/yellow/legendary item, ramaladni's gift, but also a portal from the keywarden, grift key from rift boss, crafting mat from uber).


    - Buy/remove bounty bonus act. At the start of the season, you will run some bounties for than others for an item (Ring of royal grandeur :p), giving you a lot of those mats. When crafting items, you'll use some materials more than others. This results in a huge stock of 1 bounty material and a lack of another, so you might want to skip or target a specific act. Now you have to wait until that act becomes the default bonus act, do an act you don't need so the bonus changes to another, or take no bonus for the act you want. For a bit of gold, you can set the bonus to the act you need, or make the one you don't want the last in the row (and do the other 4, leaving the last untouched).


    - Vendors have a chance to sell legendaries (traveling merchants have a higher chance, check Market Research achievement for the list).


    - "Bribe" the smartloot gods into another class. With the introduced smart drop system, it is almost impossible to gear up an alt. You either have to gamble bloodshards on your alt (a lot of swapping), use the cube to upgrade rare items (expensive for no reason), play on low difficulty with your alt (boring, low drop chance) or go leech mode (often in publics, destroying the public game experience). For a good amount of gold, you can pick the class the game will smart drop for, so you can play your alt when you feel he is ready! The amount of gold can be fairly high, since this would be a real gold sink, and is targeted to make alts when the power between your main and alt would be too big to enjoy.


    - "Record game". I'm not sure how much work this would be (if even possible), but in some situations/for some people it would be nice if your run gets recorded (youtube upload when pushing grifts, keeping the ingame sound but not the cursing on chat program with your teammates) without putting any pressure on your hardware. Because it is not a pure screen capture, it can clearly show what action is taken (light up the skill when pressed, put an arrow when move action is started), and even make a PoV for every party member.


    - Make an inventory slot or item protected. Often you will disenchant legendaries very fast. If you swap some items for different things and keep them in your inventory (ex: nemesis bracers, homing pads, pieces for rifts vs grifts), you can protect those slots or items from salvaging, in case you go to fast or miss click. (yes, there is already a confirm window, but most people I know click the item+enter).


    - Add item description. Often, I keep something "to make this build but I need ..." or "I might use this for ..." or "I have to cube this legendary power but don't have the bounty mats" or ... Then I start cleaning out my, and wonder why I ever kept that item, ending up salvaging it. Adding a description to it, would help me keep track of everything I kept.


    - Hire pets (Buy pets would be a 1 time fee, not working as a gold sink. Having a pet does cost money, so it will drain a bit of gold when you have it at your side). They don't even have to add new pets to the game, we already have 2 dogs (1 from expansion, 1 from season journey), the goblin from puzzle ring, fallen lunatic from nagelring, murloc from murlocket, and a lot more that can proc from all weapons. All pets would be only cosmetic, giving no advantage.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Disappointed with 2.3

    After reading the patchnotes, I guess he was using COE (conduit is no longer affected by the lightning proc of it).


    But still, getting mad like that about the PTR (@OP: PTR is to test, find bugs and "balance" skills, damage, items, procs, ... Even when they are not perfectly balanced beween classes they seem to get closer every patch) is just... sad. Posting it on a fan forum is even worse :D


    Some people should not be allowed to PTR I guess :)

    Posted in: Diablo III General Discussion
  • 2

    posted a message on Disappointed with 2.3

    Don't worry. If barb (and not your barb) can't kill a rift guardian without conduit, and conduit only kills a GR65 rift guardian for 20%, nobody will kill it, and you can compete for GR64 :)


    EVERY class has some limitations, and on the solo leaderboard you compete against your own class. So, it will still be competitive, don't worry :)


    And yes, you will probably have to "fish for conduit", just like every class will have to fish for something to compete for the top spot.


    On top of all this, barb seems to be very good in group play, so you can still rank high on the 2-4 player leaderboards (compared to other classes/in the past).


    Another problem is, people don't think out of the box (or can't due to PTR lag). All barbs just keep going for WW, while blizzard is pushing hota and ss. Sadly, those builds don't really work currently because of lag, but they really have potential, also for single target.


    Last but not least, most "top builds" only show up like a month after the patch goes live, or even the last day, to keep them hidden and have an advantage. So be prepared to see some really strong builds coming out :)

    Posted in: Diablo III General Discussion
  • 2

    posted a message on What to do new season

    I'd suggest to go with season, unless you got a reason not to (friends, only few hours for the entire season, ...).


    Why:


    - Every season, they change stuff, making 90% of your current items basically useless. You will have to farm for the new set, changed item, ... anyway. So you don't "loose" as much as you would think. Also, you can keep your "old" char untouched like this, showing you the evolution of builds over the patches maybe?


    - The make the levelling and gearing process faster and faster. On this PTR (test server), before the xp and drop buff came in, I solo levelled a char 0-70, geared him up and farmed T10 (T8 efficient) in about 20 hours. I must admit, it is a monk :) But most important: the levelling experience felt good for once, with useful and a good amount of legendaries dropping, exciting loot the entire way, a bit of crafting, ... I actually levelled a WD 1-70 later on, because I wanted to doublecheck if I would get the same experience, and it really was fun.


    - Maybe the most important thing: If you can start when the season starts, the multiplayer experience is amazing (for the first few weeks), everyone trying to level and gear up, looking for items for their builds, sharing loot, ... Not the "look how OP I am" chars in public games that make you feel weak, worthless and bad (and make it so you don't get to hit a single mob), or the other way around "I'm new and want as many items as possible to I'll leech in T6/10soon", but a nice friendly talking and sharing community :) -> this will stop as the season continues, since there will be more "OP"/"Leecher" chars (depending on how much time you played), people starting to compete, you don't find upgrades anymore, ... but that's even worse in non-season :)


    - Season items. Sadly, even though a lot of people wanted ladders (else they were not introduced?), those same people need a reason to play season, resulting in season only items. Often, they are not just "fun" items, but mandatory, almost "a set piece that is not a set piece because we don't add legendary powers to set pieces". So, on non-season, you'll be missing out on the latest build, and you might never get to change a build because of changes next season.


    - Rewards. You get some transmogs. I think some banner patterns for season only achievements. But in S4, you can get a pet, new frames around your hero, a lot of patterns, ... While they don't give you any advantage, some people do like it.


    - Fun! It's free to start, you don't loose anything non-season if you start season. Give it a try. If you don't like it, you wasted a few hours (playing a game, made for wasting time?). If you like it, you have more fun :)

    Posted in: Hardcore Discussion
  • 0

    posted a message on Patch 2.3: Botter's Heaven?


    however they shut down the AH for several reasons, one being that players played the auction house and not the actual game.

    Sorry, I had to respond (and troll a bit) on this :)


    In vanilla, people complained about the droprates being bad and stuff, but I can't remember posts for new game modes (apart from "we want PVP, you promised!"). Seems story mode, ubers and economy simulator (AH) was enough to entertain people :D


    Now we have story mode, bounties, rifts, grifts, kadala+mystic+cube (coming), still have ubers (even 1 more), vault, "not the cow level" (coming) and people still come up with different things they want because "they get bored".


    So it seems there is a big demand that got filled by the AH in vanilla, but can't be filled by "epic loot runs (rifts)", "exploring and getting rewards (bounties)" and "compete against yourself, friends and the world (grifts)"? :D

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Patch 2.3: Botter's Heaven?

    I did not read through all of this, but botting will be a huge part of the game and affect a lot of people negative.


    This is what is going to happen (in my opinion):


    - Some people (the "no lifers" that are on the top spots already and really play 12+ hours per day) will continue to compete for the top spot. To have an even bigger "advantage" than they have from just the amount of hours they (can) play, they will buy bot accounts, say 50. Since this is their hobby (or even income, not saying streamers do bot, but having high rank does help with viewer numbers for example, so it could be a reason), the price is not that high. The bots will run what they need for materials (either bounties to reroll items, rifts for shards and keys or keywardens for hellfire amulets), and the "real" account will join the games to pick up the mats/run ubers with the botted machines.


    This will be a huge advantage: getting grift keys take some time, being able to "farm" 60+ per hour saves you a lot of time. All the bloodshards (I guess easy 20k per hour?) for gambling your full set, with an unlimited supply of bounty materials to reroll them in near perfect ancients and roll it with kadala into the perfect item.


    - This will result in the leaderboard being completely impossible for the more casual player. If he cared to start anyway, it will have an impact.


    - Maybe worse: this will impact droprates (in later seasons) "because it is too easy to get items", and increase the cost to reroll items, making the game more and more a grind for the more casual player.


    I know these points are probably already mentioned, still wanted to line them up and repeat.


    Now the worst part: banning bots is not going to help the situation (a lot)! As I explained, the "real" account jumps into the bot account games to collect rewards. (To be 100% sure, bots are running on other computers on another IP, not physically linked to the main account). Blizzard can (try to) detect bots and ban them. But on what ground are they going to ban the main account? Because it gets a lot of invites and doesn't do any work?


    You would just reply something like "People in my clan are trying to super boost me to see how far we can go", "I added those people from *whatever site* that I had a secret trick to get #1 and they wanted to be my friend and help", "People from my stream keep inviting me to grab a cache", ... As long as the main account is clean, I bet it will be very hard for find a legit reason to ban you. (I know the TOS says they can ban you for whatever reason, but I know from experience that the invites do happen *a lot* on stream, banning a legit streamer for that might backfire big time.)


    So, they would have to start limiting when/how you get things. But how?

    -Idle to long -> what if you're playing with friends and the baby starts crying, they'll understand and continue, you don't get a reward (while you did put some effort in there). Or any other reason ofcourse, personally I sometimes go make food while friends are farming caches in the game (would not do it in public games), or go out to have a smoke, or ...

    - If you didn't take part 51% of the run -> Bounties you have to do bonus act, splitfarming with 4 will give nobody a reward since everyone took part in only 2/5 bounties?; What is taking part? Good luck you poor WD to hit 51% of the mobs in a rift when there are 3 WW barbs running in front, no key or shards for you! And no more splitfarming, making runs longer again for legit players. No more optimizing/rerolling gear while your friends start already, ...

    Basically ANY idea can be shot down to keep it as it is.


    The only effective "fix" would be to make drops solo player only, cheaters will have to bot their real account (and hopefully get detected and banned, in a perfect world), will have less advantage, and even less people would care since the game will turn into a solo player game and loose a huge part of the player base :)


    For now, I predict a nice upcoming "sale" on diablo, with a lot of copies sold, a huge increase in player base (botting will give some real advantage again, for the first time since ROS). Happy farming for everyone, or should I say "happy gambling", since a lot of items wont come from farming anymore :)


    PS: Since the banwaves seem to happen between seasons, many people don't even care if their account get banned. Next season you have to start over anyway, doesn't matter if it's on your old account or a new one (that you can pick up for 30 euro, not bad for 3-4months of game time :p).

    Posted in: Diablo III General Discussion
  • 0

    posted a message on PTR 2.3 Monk - Uliana's Stratagem Set Explained (Video)

    I don't think the lion's claw is changed at all. If you look at it (in game), you see the "7" in blue, as if it could be another value. From the datamined things, the remove "c_magic" from it, as for as I can tell making it a fixed (white) "7".


    As for the build itself, I'm not sure but personally feel it will be the new speedfarm set (with in-geom), where the generator build might become better in high grifts.


    But time will tell, lets wait for the patch and hope they wipe leaderboards, to really see what happens.

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on wtf?!?! plvl req for torment difficulties...

    I like the new level requirements, they might even be a bit high.

    I started a new toon after the ptr wipe (so no xp or drop buff) and had a "good levelling session", about 24 hours I think.


    In that time, I levelled 0-70, mostly solo, geared up (again, solo), was around P190 and was farming T9-T10.


    I might have been lucky on the drops, I might have some better tactics than the "casual player" (considering I did some research and played the game a lot), but you'll progress a lot faster in a group, where you can lootshare.


    So when people say p500+ for T10, it is completely out of line, even 250 seems a bit high with the current drop rate (farming t10 without the 2000% buff felt almost the same as farming t3 with the buff, I hope this get lowered, making 250 more realistic).

    Posted in: Diablo III General Discussion
  • 0

    posted a message on weapon damage

    While the information in here is correct, I want to add there (probably, I read about this but can't find an offical source) was initially a reason for different kinds of damage. From what I read, this was both the case in early D3 beta as well as ROS beta.


    They wanted to add a special proc depending on the damage type: arcane would have a chance to charm, fire would (if I'm correct) do a bit of AOE damge (like area damage works), lightning had a chance to stun, cold a chance to slow/freeze, can't remember what holy and poison were intended to do. This is (no source, going from what I heard/read) the reason "cold weapons" in vanilla had lower damage ranges, and "black weapons" at some point were higher damage range.


    Back in vanilla, the elemental damage types were also bad, because some items (like soj, zuni boots, stormcrow, trium virate, probably more) had +x% elemental damage. This did not work as it is now, but would add that damage to the "black" non-elemental part of your weapon.


    However, I heard this was too hard to balance and got dumped completely. Still wanted to add this information, since there are rumors about another expansion getting announced "soon", and they might have another look at this concept and try to bring it back. While this is something pretty small, I think this might bring many changes by itself to how we play the game and build our char (DH go with iceblink gem to proc cull the weak and bott, imagine them rolling weapon damage to cold to proc it, now nobody cares about it).

    Posted in: Theorycrafting and Analysis
  • 1

    posted a message on PTR 2.3 - Buff Barb (#1 2player leaderboard)

    I can not check the leaderboard at this point (don't have ptr installed on this computer) but:


    - It is the highest (real) rank on the leaderboard at this point. Partly because not many people are "pushing" at the moment, but the next spots are 2 dps chars. If a monk can do this solo (again, I can not confirm) it seems 2 monks can not do it in a party for now. If anything, this does show the buffs are as good as a 2nd dps in the group. Also, multiple grift 67 failed because of the massive lag, so this 2man setup could and will go a lot higher if the servers were more stable (if you want to see what I mean, I can lookup a part of the stream, but ping goes over 2sec, impossible for the monk to survive).


    - The items on this barb are far from perfect, if you can even call them good. At the point of recording, the barb had less than 15 hours of playtime, and those hours were before the 2000% drop buff, so that's the gear he would have "on live servers" (a bit higher because powerlevelled and carried on T10). I think the toxic gem isn't even level 25 in this video, basically missing another 10% group damage :). The monk had around 30 hours of playtime, most of it also before the buff. It is mentioned in the video 1 of his weapons doesn't have mainstat, and I think the other wasn't even ancient. You can not compare the run to someone with high paragon and perfect items, so the potential is even higher.


    - Support chars always get better the bigger the party. As said before, the buffs from the barb are enough to replace a 2nd dps char. This means that 3 monks + 1 barb will "equal" the damage of 6 monks (I know this is not correct, but shows that it should in theory outperform a 4 monk group).


    - Apart from looking at pure damage, there is also the huge toughness boost, a good amount of "normal" crowd control as we know it now (the stun) and the "introduction" of the charm, that is not affected by the crowd control immunity on the current ptr build. This will only increase in value as the difficulty goes up.


    - The monk running in this video is also being theorycrafted. While he does run the "default" SSS build, this was the 0CC version with broken promises cubed and probably some sub-optimal passives and runes because of testing. This monk could not do a grift 66 solo. When we have time, we will check what he can do solo, to get a baseline.


    - There was no "phishing" or "try-harding" in this video. This came from a streaming session with following actions: farm T9 (easier to get in than T10 because of queue) to get a grift key for the barb (again, very new char, he literally had no keys), use the key for grift, repeat. I think this 66 was completed on first try, it might have been the 2nd. Not saying the solo monks doing this level are try-harding already, but they might, and it might not be a fair comparison.


    But since we do not have a baseline at this moment, I do appreciate your feedback that it looks like the value of this barb is low. At least, that's how I understand your comment. And that's 1 of the reasons why we wanted to put this post up: see how other people feel about the build, if they think there is value in it, get some input on different items to use, ...


    So, while I was hoping for more in-depth feedback on the entire build, pointing out that the support build is not really doing anything for the party is very valid feedback :)


    However, as I mentioned in all the points before, I think we should ignore the real difficulty that has been completed, and look more into how this would compare to other support chars, how to improve the build (both gear and skill) and maybe even think if there is still place for support in this game.


    Anyway, please feel free to ask questions, drop your suggestions or plainly criticise the build, any feedback is greatly appreciated and will be taken into account.


    Riff;-

    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on PTR 2.3 - Buff Barb (#1 2player leaderboard)

    Hi,


    With the changes to perma crowd control in 2.3, Emitz and I decided to theorycraft about a new support class and setup.

    Because the new threatening shout-falter and the change/fix to ignore pain-mob rule with pride of cassius, we came up with the "Buff Barb".


    As expected, this is still a work in progress. We even made some changes already after making the video: wrath of the berserker has been swapped for rend-mutilate (Because better gear and paragon, toughness from wotb was not needed and 10% damage is a nice boost. Illusory boots are not needed with WW, added WW boots and currently trying st archew's gage).


    The original build video can be found here. A video with the updated build should be coming soon.


    To show this is more than a fun build, we used this with a 0CC Uliana monk, and got the #1 real spot on the 2 player leaderboard season (the first 3 spots are not from real runs). You can check the run here.


    Please comment, give feedback and suggestions.


    You can find our streams here and here. You can also check out our clanmate Dev for more theorycrafting or the build in action here.

    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Need help deciding what will provide more dps

    As said before, go with lightning belt now.


    Also, don't look at the dps too much on a monk, with the right gear/skills you are able to blow up entire screens with pretty low sheet dps.


    In general, any damage coming from attackspeed is fake paper damage. And you will need a set to start really do damage. Once you start to collect them, check out the builds on this site :)

    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Just coming back!! Need advice!!

    Going over gr30 should not be a problem on any class, so pick the one you would enjoy the most.


    This late in the season, if you're not gonna get powerlevelled, I would suggest levelling up in bounties on low level, skipping as many mobs as possible to get riftkeys. While this is not the fastest way to level, you get plenty of keys.


    Keep all lvl70 survivability items, even shield. Join public T6 rifts with your keys, and loot. There will always be a WW barb running way faster than you killing most of the mobs, they wont even notice you're not doing any damage. You'll have your sets (and trial keys) in no time.


    From here, you can level you gems. You probably will have to do it solo, since people do inspect for grifts. But again, if you aim for 30, it shouldn't take more than 20 hours after hitting lvl70 this way :)


    Good luck and enjoy.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Gibbering Gemstone fix?

    I don't think it ever was really bugged, but the spawn rate was really low.

    I remember them increasing the spawn rate a few patches ago.

    Also, you might have been lucky to get it on first run, not sure how the drop rate is now.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on What changes would you like to see in future?

    It might be country related, google.com keeps sending me to the local version. Also tried it with incognito mode, a clean install of firefox and project spartan (Win10) in a virtual machine.

    To be sure it was not related to my IP, I logged on to my dedicated server in France, and tried it with (unused) chromium, and still no diablo 3 on the list :).

    However, I only get 4 lines (like your signature), not 10 like your screenshot.

    When I go to youtube, over 50% of suggested videos are about D3, so it's weird that I don't see it in google.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Login Survey

    Well, after a long day at work, when coming home and wanting to let out the aggression by smashing monsters in the face, being forced to read a bunch of stuff (in another language, I speak Dutch and blizzard does not support Dutch) and picking some values might annoy people, resulting in picking random values, or even removing the game (and not buying expansions) if it happens too often.


    You can call it sad, but people play the game for the game, not for surveys.


    For comparison: When you buy things online (like food delivery), they often send you a survey about the service they provided. Think for yourself how often you did complete them (I can say for myself, only when I had a complaint or could win/get something). Now imagine everything you want to buy something on that site again, you HAVE to review your previous order with 10 questions. Would you enjoy this experience or be annoyed by it?


    This is why an opt-in with some kind of reward would (I think <- very important) provide more valuable information.


    PS: Fictional example to show why people would not like surveys.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on play your way LOL

    Everyone knows that paragon points are strong. The worst levels are 600-800, since they only add a little power per 4 levels.


    The increased MF, GF and xp/kill I've never heard, and I'm not sure about it. It used to give MF and GF in vanilla. Then again, only 10% of your MF adds to legendaries, and at high paragon (where it would matter) nobody cares about gold anymore :)


    Also, as paragon gets higher, the items get stronger. In S1 I think they ended around Grift 50, S2 Grift 60, now they are passing 70 already, with not that much more paragon (reset in season). They introduced ancient items and the new sets that multiplies your damage by a lot, and now F+R rings. So the paragon value is getting less every patch.

    Posted in: Diablo III General Discussion
  • 2

    posted a message on Login Survey

    I think I would get annoyed if I have to complete some kind of question list before I can play, while I do post on the forums.


    While the idea is good, it will feel annoying to some players, and will provide a lot of false information from players selecting random things to be done with it and start playing.


    And, those things often get abused, you can prove anything with statistics, if you use them correct :)


    If they would do something like this, don't force it on people, but put it in the battle.net launcher (instead of that add I have now to buy D3 for PS4, why would I get a PS4 and the game again?), and maybe give a pet or pennant to everyone who participates.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on play your way LOL

    Never has been funny.


    Also, how often are you gonna repost that?

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Competitive Players Thoughts on Diablo 3

    I stopped reading after the "itemisation" part, because I totally disagree on this one already, giving me a feeling you didn't think through all the points (oppinion, don't want to be rude or insult you):


    - XP gear: While it might add some advantages using it, I often see the "leecher" providing the keys. This means he uses time to farm bounties, T6, trials, to get more XP in the Grift, resulting in some kind of balance? (I did not do full calculations, so that's why I added a questionmark). If it still ends up giving more XP, you can say the same for people that have a ton of time to play, so should we put a "daily XP limit" as well? Also, for every leecher, there are probably 3 non leechers (or 2/2, I don't think its efficient if you go 3/1), so if you are competitive you would need 2 groups: 1 group of "retards" that let you leech, and 1 group of people like you with high paragon to push high Grifts, else your average "party power" suffers, you would have to rotate, and it balances out again. And "worst case", if you want to be competitive, just look at it as an investment playing another class, other people that compete do the same so you are on the same level again. No matter how you look at it, if you compete for the top spot, you have to do what is needed (like top-sport where you have to train all day, an for example swimmers would run a lot as well). This is written assuming "competitive" means going for top spot, not 5 levels or more behind first place.


    - Ancient weapons: I agree they are a problem for competitive play, but so are all items (I just can't get any good F+R set, while I got every ancient weapon I want). But that's the downside of a casual grinding game where they added competition in the first place. As long as they don't make up their mind about a competition game or a grind game, we're going to have issues. But, for competition, I agree they should somehow fix this.


    - Old sets: As you said, they are working on it. However, don't forget there are different kind of players and "things" in the game, not everything should be competitive for highest difficulty. Example: I heard (did not try this, can't confirm) that firebird is the fastest wizard build for T6. Having different setups for different actions is a good thing, since you will have to run rifts/bounties from time to time anyway, and it will give you a completely different playstyle. Also, at the top level, 1 build will always outperform another ("best" is unique, there can only be one), maybe only on that 1 type of monsters and rift guardian, but you will need perfect conditions anyway for the top spot. So, changing old sets might change your build, make the class stronger overall, but at end game everyone will be running the same thing anyway.


    - Unused legendaries: While it would be fun to have an affix on every item, it wont change much. F+R rings are too strong, sets are to strong. That's 8 slots taken. If you are lucky your sets have "weird" items (tal rasha amu/belt, ik belt/weapon, ...) and you can try to fit in a 2nd set. After those "fixed" slots, there will (again) always be 1 best item. Doesn't matter if there is 1 item for a slot or 1000, end game you will only be using that 1 item. As long as they don't fix the overpowerness of sets, nothing will compete (I was trying some things on a different server, levelled to 70, was doing T2-3 with 5 set pieces, found the 6th and jumped into T6, no other legendary would have given me that power). PS: I would love to have more affixes, since you can have fun with it on T6, again an answer to competitive play.


    - New hellfire items: Sounds fun, but bad for competition since it add another layer of RNG. First you complain about how hard it is to get a good ancient weapon, then you want to add another random item that would only make you (and everyone you are competing with!) stronger. Does it matter if every competitive player goes for Grift 40, 60 or 1000? In the end, for the top spots, you would need that 1 additional item/roll/whatever, resulting in new "too much RNG" topics :) Again, I would love something like that, but it's a weird thing coming from a competitive player ;)


    - Your example with Mortiks Bracers makes totally no sense to me. For competition you need BiS items. It doesn't matter if they are just "better than the rest" or "crazy OP". In other points you were even asking to balance sets and legendaries to open more possibilities, now you ask for something nothing can compete with, forcing every competitive player into this item. Especially bracers is 1 of those slots where you do have some options (since nothing is really good), making the example even worse IMO. And it would make it even harder to balance classes. While this doesn't matter for solo (you compete against your own class), people complained every group was WD/Crusader/DH/DH, now the Wiz competes with DH. Those crazy stupid OP items would probably make the difference even worse, forcing you to play a specific class (and you don't want to be forced to play something to get an advantage, see your first point :p)


    So, this is where I stopped reading, since a lot did not make sense to me (I might go over it later).


    Again, I'm not trying to insult or attack you, just giving my opinion why I think the points are not valid.


    Long story short: All the points mentioned are the same for everyone competing. If you want to be at the top (in whatever you do), you will have to sacrifice things to make it there. Whatever you change, there will always be 1 most efficient way, and you will be forced to go that way if you want to compete.


    Even if you would remove paragon (or give everyone the same amount), give everyone the same gear (or a way you can pick what you want with the stats and value you want), make every grift layout and mobs the same, ... There will always be 1 BEST build, forcing you (and everyone else) into the same build if you want to compete :)

    Posted in: Diablo III General Discussion
  • 0

    posted a message on keep timing out

    Try restarting your router. Check the official forums if others have the same issue. If help needed, post on official forums, blizzard can not help and will not respond here.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on What changes would you like to see in future?

    Nice write out, have to agree.


    As for your image, don't forget google makes a personal bubble. The image just shows you google a lot for diablo. When I do this, I get other sugestions.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on What changes would you like to see in future?

    @Gorok


    While I do agree on a lot of your comments, I think you are missing the big picture: OP offers some affixed that (in most cases) fit the theme of the name.


    You can not expect someone to give themed solution for every item (blizzard has a team to do that, still after 3+years vanilla/1+year ROS a lot of items have no affix), put it all with the correct wording (also blizzard team fails at this; best known example the "follower can not die" relic from follower, making him take no damage... so token should say "follower takes no damage", since this is what enables the double unity combo), describe what every affix does in detail (you mentioned the maximus yourself, it says "Chance on hit to summon a Demonic Slave", how high is this chance? how much damage does the demonic slave do? where does it mention there is a fire chain between you and the slave?) and balance all the numbers (blizzard runs PTR for this, and often still fails, so in a brainstorm session, you get ideas, not balance).


    A lot of the suggestions can be fixed with lowering numbers, giving an internal cooldown, have "chance on hit" instead of "your attacks", ...


    Other things can serve as a starting point. Example: Flesh Tearer, you don't like it summons mini butchers, because he is an iconic boss. What about those dogs from act 5 that want their piece of meat, shaking the enemy around? Even when they wouldn't do damage, it would be a funny affix! Or a chance to cast the WD piranhas skill? Or even combine it: when the dog is shaking the enemy, he takes 15% (same as piranhas) more damage from all sources. I think this example would still somehow fit the item name, be funny, pretty easy to implement (since all graphics and methods are already in the game), make the item somewhat useful while not being OP (or easy tweakable if it is, again "chance on hit" and internal cooldown).


    So to summon up: Yes, a lot of the things are unrealistic or OP, but a great list as a starting point :)

    Posted in: Diablo III General Discussion
  • 0

    posted a message on sorry for raging here

    TurboHUD can get you banned, so be careful with that :)


    Anyway, whatever tool you use, some things will result in failing a Grift. If not because the mobs are too hard and uncontrolable (anarch, those jumpers, or just electified affix), because there is no progression to be made (sand wasps). All videos with high grift completion show the same kind of mobs, often zombies.


    Good news is: next patch, no more trials.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on What changes would you like to see in future?

    When I opened this topic, I was expecting a discussion about what's bad, resulting in whining and no suggestions :) So I'm happy it turned out different.


    You really did put a lot of effort into this list, and there are a lot of nice ideas on there. While not every suggestion would make the item usable (the troll ones), I like how most of them are themed with the name.


    That being said, some of the suggestions should never make it (for example your suggestion for Dawn, forcing people to play at certain times), and a lot of them will need to be tested A LOT.


    As for the gems, I do agree we need changes, but I don't like the suggested changes. Just a % damage buff in weapons feels "lazy" (it would allow for different gems to be used, but the effect remains the same as crit damage). A single resist in other pieces would only be helpful for monks, other classes will probably roll off the sockets to all res (since you are missing lightning, and probably only have 5 sockets for 6 types), unless they give a crazy high value (ancient chest+pants with added resist is 200 all res, so each gem should give 200+ resist and your item will need to roll lightning as a secondary to be better). For the helm, they sound more inspired (special effect), but would make the balance solo-party even worse, as you would let other people benefit from it as well. However, I really like the idea with the diamond, since you could go full tank now that they remove perma crowd control.


    As for your wish that multiple things should be viable, they are working on that, and you can already see it. Different things already require different setups (in-geom monk for speed farm, the hated "xp leech" monk for speedgrifts and I think FD build(?) for high grift solo or exploding palm build(?) in groups; DH I read a lot of UE vs nat builds; at some point barbs were trying different weapons/set combos; wiz has the serpent vs teleport wand, tal rasha vs dmo vs combo, even the rings I saw discussion between F+R vs Halo of arlyse/convension of elements/rorg; and probably a lot more, haven't really gone into S3). However, 1 setup will always be "the best", and in high Grifts where every second is important, you can't make items perfectly balanced (I even read about monks changing a skill, not sure what, making it so that they have less chance finishing a Grift in time, but will clear faster if they have the right mobs/map/boss).


    On your suggestion of Grifts (remove timer), I don't see how that would work. Why would you kill trash mobs if completion time=time spent/number of bosses? People would just run fast builds (teleport, dashing strike), hope for small maps, and kill the boss. Get a small map with only 3 levels and 3 times stonesinger=#1 leaderboard. So while it might seem fun if you play casual (more loot, yay!), it would destroy the game for people trying to get on leaderboards (after 3k hours, you don't really care that much about loot anymore).


    Anyway, thanks for the write up, and hopefully some blizz dev will see this, if only for some inspiration.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Cannot Pass Grift 28 - Your Opinion please! TY

    When an item drops, you can share it for 2 hours (unless you reroll) with people in the same party. So it doesn't matter in theory if you play public games, games with friends, clan mates, ... They can all share. However, in public games people often don't share, while in a share clan you have a higher chance.


    As for ruby vs diamond: as soon as the ruby reduces your effectiveness, go for diamond, as it will compensate by being faster. If you really want XP, build an XP monk or sader :) Either way, using a ruby in helm for more XP while playing alone is wrong (each party member gives, I think, 10% increase XP).

    Posted in: Demon Hunter: The Dreadlands
  • 0

    posted a message on 100% CC Griftboss

    As far as I know, only with pre-ros items 100% CC is possible, but I didn't really look into it in season 3.

    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Time for shared experience gained ?

    Oh, never knew they fixed the gearswapping. Are you sure that's done in D3? Because there are people that still do it with gold find when they get the vault. Or does it only apply to MF?

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Time for shared experience gained ?

    Not the first post on this, not the last, but at least a well worded post with a solution, and not a whining post.


    Because of a post on twitter some time ago, I don't think blizzard sees this as a problem, and I don't expect it will be fixed next patch.


    Next patch is also going to change perma crowd control, with probably reduction in the mob damage to compensate, making support builds less needed in speedgrifts.


    On a personal note, I also don't see the real problem with this. Nothing stops you from going with this setup yourself. Nothing stops you from not playing with "leechers". And most important: most of the time, the leecher will provide the keys. So, he will need to invest time into a 2nd character to run bounties, T6 rifts, trials, and then find a group where he can leech. While the dps'ers can just invite another monk/sader to the party, running speedgrifts all the time reusing their keys.


    So, unless your friends/clan/viewers (in case of streamer) want to help you by doing all the work for you farming the keys and letting you leech in the party, I think it somehow results in the same XP/hour if you calculate everything. You also get less bloodshards and probably less drops (because of trials and bounties with lower drop rates, and I *feel* you have more chance for ancients in grifts).


    Another "problem" with the solution, is that it might work the other way. In the past for magic find, it were all random drops (or AH). For the full XP builds, you have to craft a hellfire ring (spending time doing key guardians and ubers) and specific sets, using a lot of crafting materials (and time farming them), as well as "destroying" potential good items by rerolling (leorics crown for example, that needs other stats for support than dps).


    So, they will have to look into a lot before actually changing all this, because (as I try to show in this post) there is more to running a support "leeching" build than you think, and it might be balanced already (apart from some people that get boosted, but they'll always be there).

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Item Discussion – Arcstone (Video)

    You say it ticks twice every 2 seconds, but I couldn't see 2 high crits at the same time in the video (I might have missed it).


    I would expect the "double tick" is once for you, and once for the follower, making only 1 of them useful, since followers have low damage.


    To be sure about this, you should try it with 3 or more players, or with the set that calls all your followers. But I would expect it to tick once for everyone using it every 2 seconds.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on What effects Slow Time damage?

    Well, we don't have to argue about anything.


    DMO 4 piece: "Enemies affected by your Slow Time take 2000% weapon damage every second."

    It doesn't say anywhere that Slow Time deals damage, enemies affected take damage: so it's a debuff on the mobs.


    See the difference when it was worded "Slow Time deals 2000% weapon damage every second to affected mobs".

    This would turn slow time into an attack.


    And since 4 and 6 piece tal rasha is proced by attacks (and not dealing damage, like the 2 piece), it should not proc by DMO 4 piece.

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on What effects Slow Time damage?
    Quote from Okakerigo-next


    Teleport-Calamity and Frost Nova-Icy Mist have damage on the skill itself. Slow Time does not. Same like M6 turrets don't proc calamity. Or fetishes with carnevil don't proc the stun. Their attacks are considered set procs that don't proc anything else.



    Both Sentry Turrets and Fetishes are pets. Hydra is currently in a fairly weird state currently, as it behaves more like a damaging attack that benefits from pet bonuses (Tasker and Theo, for example) then a true pet, which is one of the reasons why it took a while to get a number of things that affect other pets to also affect the Hydra (Like Tasker and Theo).

    Doesn't really matter if they are pets or not. Spitfire turret rockets (if I'm correct) do proc the calamity affix, while turrets don't with M6 "attacks". Showing that the set bonus does not proc other effects.


    Another example (sadly again "pets"): inna 6 piece damage is not multiplied by swk 4 piece on a monk: 1 set does not proc another set.


    So, following that reasoning, slow time is not an attack (the bubble does not do damage, it procs DMO to do damage), so it should not proc talrasha 6 piece.

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Will Vyr's set ever be good?
    Quote from smiLeyEUgo-next

    Why did they ruin archon and cm build btw?


    They could have just made some adjustment to make the build viable even though they had to remove critical mass..


    They take away the fun and bring it back 1-2 years later :) btw, we can expect to see Vyr's become powerful soon.. the rumor has it.

    They don't like perma anything. CM build could perma freeze (if it can't it would be bad/worse than other things and nobody would play it, CM passive would mess with the cooldowns), archon give high damage and survivability boost, so they dislike the perma aspect of those builds.


    In 2.2, they also removed perma-invulnerability, and 2.3 will "fix" any perma-control builds, probably even preventing different control methods (freeze, stun, blind) from different sources from overlapping (some sort of crowd control immunity).


    On the other hand, they introduced the zodiac ring (works a bit like the CM passive used to do) and gave barbs perma-wotb, so not sure what they are really thinking, if at all... Lets hope it's time for archon to shine, seeing how strong wiz already is, it will take the number 1 spot if archon is even better :)

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Your highest crit in 2.2?

    Why do people even care about high crits? I care about high DPS (not sheet, but effective, after skill% and all multipliers), tested on Ghom for example.


    High crits might have a lot of wasted damage (doing a 160b crit on a 200m health mob feels bad) and will probably be only once every so often, so with high health mobs it gets "averaged" anyway with lower damage from other skills (since you probably drop other damage rolls for crit damage and use burst skills with some sort of cooldown to achieve the high crits).


    Never saw the use of those "how high are your crits" question for a build.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did Greater Rifts get harder?
    Quote from Hldemigo-next

    No

    There is a bug introduced with 2.2.1, making 2 guardians harder for melee. Seeing his small sample size (he might have had those 2 on all runs) and missing information (is it the entire rift of just the bosses that feel harder, melee or ranged), you can't just say no.


    Info on the bug: http://www.diablofans.com/blizz-tracker/topic/59470-rgs-harder-now-after-patch-2-2-1


    So, while they did not change anything to damage/health, this bug might make it feel harder for melee (and I would suspect easier for range, seeing the bug is the tornadoes stay around the guardian).

    Posted in: Diablo III General Discussion
  • 0

    posted a message on sgdhy

    We really have to look into this, you might be on to something. Can you provide some more details?

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Why does everyone on leaderboard have Ancient BK?

    Gambling for weapons is not a waste imo, I would even say the opposite.


    Once you do have your set pieces, weapons (and offhand is used) give the biggest DPS upgrade, since they "double dip" from ancient: both the min-max and the mainstat increase by 30%. Other pieces only give you 1 30% upgrade for damage, but would give you double thoughness (vit and all res).


    Since you don't need that much survivability for T6 and speedgrifts, and the limited item pool for non-weapons compared to the weapons, I would gamble for weapons as soon as I got the set pieces. The other pieces will drop pretty often while doing speedgrifts. By the time you have your ancient weapons, you probably have a close to full ancient set dropped.


    Weapons are the hardest thing to get, and they just have to have to correct rolls. Since they are the base of your damage, every statpoint (mainly min-max) you miss on them, is multiplied so much, you want to have them perfect. The other pieces doesn't matter that much if they have "half way" rolls.


    So, while it may seem a waste to gamble for weapons (higher cost, less items for your shards), you increase your chance to get the 1 (or 2) mandatory piece(s) by a lot. As you say, most people on the leaderboard have both of them ancient, showing this is (almost) mandatory. The other pieces are "nice to have".


    PS: Paragon 600 HC wiz, never dropped a serpent sparker but managed to gamble an ancient one, gambling for it from the start. Same last season with my ancient torch on monk.

    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Game Breaking WD Carnevil bug as of 5/19/2015

    Make a video and report it on the official forums, here nobody can help.

    Posted in: Technical Support
  • 0

    posted a message on Life per wrath spent? How does it work?
    Quote from drizzt_go-next

    Good news about the wrath returned from the Flense, but i have read (can't remember where) that the LoH have been nerfed, no matter how many targets you hit with 1 blow, you only recover the fixed amount of LoH you have in your stats. Am I wrong?

    I'm not sure if you have to call the LoH change a nerf. You only get it once per attack, no matter how many targets you hit, but you always get it when you hit at least 1 enemy. In the past, it did depend on the proc chance of skills.


    As an example: sweep attack has a 25% proc chance (all runes), so on average, you had to hit 4 enemies per hit to get the same LoH as you get now. Also, it got more consistent now, you know you will regen on every hit.


    Proc rates (might be outdated): http://www.d3maxstats.com/procrates/crus/

    Posted in: Crusader: The Church of Zakarum
  • 0

    posted a message on Convention of elements + follower (templar)

    Still have to test, didn't have the time and ring :)

    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.