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    posted a message on 2.5 DH changes/additions

    I see the bane set is permorming very good in the PTR, is the reason in that quiver ?

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Area Damage

    everyone who has experienced high lag due to area damage would like to see it removed.

    Posted in: Diablo III General Discussion
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    posted a message on [Rant] Hardcore is dying

    as a former HC player, I think another reason for HC dying is that is the too high number of difficulties.

    To play in HC it was exactly like SC, except that we run TVII instead of TX at start, than GR70 instead to farm GR80 as they did in SC. So you are still efficent, thing you do are more boring, you only fear the lag.

    The only "fun" part, when you actually risk to die is when you push, activity than in HC obviosly you do only the last few days of the season.

    In addition, when you character die for some reason, you don't have the feel you lost something unique, but just X hours of grind. Because getting item and rank gem is so boring that you actually can foresee how many hours of grid you'll have to do to have another char with the same stats of the old one;

    Posted in: Hardcore Discussion
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    posted a message on PTR 2.4.2: "Twisters will now despawn if they stop moving".

    well, the real fix would be "in any way you cast tornado, it won't stay in place'" :)

    Posted in: Diablo III General Discussion
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    posted a message on PTR 2.4.2: "Twisters will now despawn if they stop moving".

    it is funny how apparently they weren't able to fix it, so they just applied a workaround ^^

    Posted in: Diablo III General Discussion
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    posted a message on [2.4.1] Full list of Demon Hunter Builds and Guides by Philos
    Quote from onklengo-next

    Thanks for the nice build overview :)


    I've been considering going DH for season 6. One thing that puts me off is the end game LoN build. It brings too many memories of the very boring LoN crusader bombard build.


    Is there any chance any other DH setup will be competetive or is LoN definitively the only end game build?


    Thanks in advance :)

    ahah fun, because for me it is the opposite. I hope the LoN build to be the best (or at least competitive...since it is the only one unbuffed from 2.4) because I like the playstile gather mobs + one great shot. But I never played crusader bombarb build
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on [2.4.1] Full list of Demon Hunter Builds and Guides by Philos

    for pushing all build with prefix GR are ok or there are some that perform a lot better than the others? When I say "a lot" I mean double damage or so, or in other words 2 or 3 GR...

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on lag fixed?

    is lag still a big issue with 2.4.1? Or they fixed it?

    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 PTR 2.4.1 Leaderboards and builds (online)
    Quote from Bagstonego-next

    Quote from Irenjago-next

    Hmm I thought people would be doing more than 93 from what I see is best for far,how recent is this update?


    There was a leaderboard reset with the patch earlier this week. Also, some testing is done on season, some on non-season; season hasn't ended yet on PTR so everyone is just testing on whatever mode they have the gear they want to test (while you might have all the gear from S5 on your season char, many people have thousands of keys, mats, and some gear on NS). I assume OP will add non-season as well, or at least hope so ;-)
    cannot they just be merged? since there are not differences anymore regarding items, the only difference is in paragon, but I suppose is not that high ... or I am wrong ?
    Posted in: Diablo III General Discussion
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    posted a message on Message from Drahque

    it is the law of great numbers, every "VIP" on the internt is hated by someone. When this start, even if there is no really reason, it can easily became a trend. For example cristiano ronaldo, justin bieber or, in d3 world gabinator. Probably it started for you because you seemed a little to "see this last great achivement" and you expose yourself in a taboo subject like cheating.

    Posted in: Diablo III General Discussion
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    posted a message on Poll: Patch 2.5 Wish List (Google Doc Poll)

    imo the survey should be more like 'very important/important/not important/cosmetic'.

    It's clear that everybody would like to have the stonefort bridge fixed, but for sure is not that important. This was it seems more a plebiscite than a real survey.

    Posted in: Diablo III General Discussion
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    posted a message on DMO ET - sticky twister tips

    it seems that the spots where you can let the twister stick are the same ones from where you can teleport while holding "force movement". Those who play with numlock will know...

    Posted in: Wizard: The Ancient Repositories
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    posted a message on 4-man Greater Rifts: Strategy Tips

    I bump the topic to ask a question about monk cyclone.

    The monk in my party tell us that when in 4men group, he can't often move mobs more than once or two, while when playing alone he can do that much more.


    I read the comment abouve done by bagstone "the monk should only cast CS once per pack that you're fighting"...but then how to handle mobs that run away (like wasp, phantoms, goblins and many others)? just skip them? to kill them separatly is not good them in term of progression, even when farming at low level.

    Posted in: Diablo III General Discussion
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    posted a message on Is progression too fast?

    I agree. Sure right now with the new recipe there are more things to do (you have to level 15 gems instead of 3) but add 500 int on a item doesn't give a real sense of progression.

    Would be nicer to have to ramp from T1 to TX slowly, like it was in S0, when obteining set was very long (no gift, no craft recipe, low drop rates), then gear your main in 10 hours and then have to farm as a support for the rest of the season.

    Posted in: Diablo III General Discussion
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    posted a message on Banwave for botters incoming ?
    Quote from Shapookyago-next
    Or, you know, you could just play with other players who do not bot, who also farm bounties and keys. "Everybody bots, so I have to bot" is no excuse and not even true.


    Yes, like if to change all friends is that easy...

    Posted in: Diablo III General Discussion
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    posted a message on Banwave for botters incoming ?
    Quote from Sevjgo-next

    Rea

    lly, people stopped playing because others people bots ? Just for leaderboard and paragon ranking ? And I'm the one who are not capable of thinking longer than my nose ? You are the one to affirm things without doubting, not me ;)
    I think you got issues @ reading, I said "who might cause this game a premature end". Do you know the meaning of "might" ?



    It is not just about ranking.
    You need to farm keys and bounties, and you are alone botters don't need to manually do those activites. while you do that you feel like losing time, because those activities are not that fun, especially when done alone...then you want to play GR but clanmates have already formed a group and even if not, they are 200 paragon above you and have gear better than you...

    Of course after few days you quit or start botting

    Posted in: Diablo III General Discussion
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    posted a message on Banwave for botters incoming ?

    a friend that used to be in a botters clan just reported first bans of his old clanmate (4 bans, he said), have you similar news ?

    Posted in: Diablo III General Discussion
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    posted a message on EU HC meta

    hello,

    yesterday I checked HC seasonal ladder in EU and it seems the meta there is completly different.

    For example in 3s someone (in particular rckstr guild members) runs wiz (arcane orbit, not twister)+crus dps (LoN) + barb supp; in 4 double crus+barb+wiz support.

    Obviosly those setup record is many tier lower than their SC better knowed counterparts, but maybe they as good to farm


    Have you idea why those differences? it is just that the SC setup is too squishy and laggy or maybe there are other reasons ?

    Posted in: Diablo III General Discussion
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    posted a message on 4-man Greater Rifts: Strategy Tips

    the progress awarded by minion is the same of a normal mob of the same type ?

    Posted in: Diablo III General Discussion
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    posted a message on 4-man Greater Rifts: Strategy Tips
    Quote from DarkokraD

    • Boss are hit & miss for us atm... Shrines help a lot by spawning a pack (=area damage & more globes/AP) but possitioning a boss where the twisters stick is the ultimate dream and goal. We have not yet found a very consistent way of doing that.

    the best way, that works even with ranged bosses, seems to go far away in order to force him to teleport. the initial loss of time worth it.
    this doesn't work that well with bosses that move or teleport (because they'll run away from corner). corner it is great also for mana, because arcane power x crit will proc more.

    Posted in: Diablo III General Discussion
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    posted a message on Items with flat percent increase to skill X damage

    this is an argument i don't understand very well. sure those items limit our choices.

    But with LoN we have 12 "free" slot, even if one is occupied is not that bad; at least compared to the standard situation using set, where at least 6 are taken.

    Posted in: Diablo III General Discussion
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    posted a message on Season 5 (Least Pleasant Season to Date)

    I loved the fresh start, the hunt for the set etc.n but I disagree, because old seasons were also bad also from this point of view: the first one in your friend team that close the set, become the god, and all others his followers. If you are unlucky, you can be the followers for half a week (playing only evenings). For the God it was not that fun also, because he have to use his time to help friends rather than progress.

    So, I prefer having the set and focus the item hunt on complementary items.

    Posted in: Diablo III General Discussion
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    posted a message on current metagame - need some hints

    I play in a small guild, we don't play enougth to test new setups so we rely on metagame, and I'd like to understand it better.


    Currently the "top setup" for ladder is wiz+3 support. However, this setup requires boss fishing (one with adds or a pylon to spawn other mobs with nemesis), which is ok for record but not for our current goals.


    Our goals is to go as high as possible to exp and upgrade gems, but we don't have to enter ladder now, so what we need is just a solid setup that doesn't need to fish to much, not the one with the highest peak performance with perfect layout+monster+pylons+boss.


    So, I suppose the best options are something like:
    1-wizard 2-single target +2 supports

    my doubts:
    -the best single target seems to be DH impale. I suppose WD dart and CS roland are viable options also, am I wrong?
    -the first support is for sure the barb, the CC immunity is necessary, no doubt here
    -for the second (and last) one it seems a close combat between monk and wd, with crus as third; but all seems viable options
    Wd brings more buff damage
    Monk more defense, globes and grouping utility
    Crusader is the last option, it is like a monk but with some damage buffs instead of defense one.
    -the wizard seems in every team, my only doubt here is why do they all use the build that needs globes? Do the build with disintegration+sigil (used in single or 2 players) is that behind in dps? It will allows more freedom to support and allows wiz to spam at boss.


    Thanks for help!

    Posted in: Diablo III General Discussion
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    posted a message on so... wiz only class to be dps in 4man groups

    the problem is not wizard too strong, is that 3 supports is the best option, so actually only one dps class spot is available. And the spot usually doesn't go to the best, just to the one that fit better with this support playstyle.


    This happens because bonus to party each class can bring are really high that it is better to create an invicible dps + 3 support (with the task to create a giant pull and let other players able to survive) rather than a balanced party of dps (where each dps try to do dps and bring grup utilities)

    Posted in: Diablo III Class Forums
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    posted a message on The Unofficial Top 100 Rankings

    I'd remove the time element.

    Without consider the paragon element, the formula about time is:


    900 - PL1[TIME] + 100 * PL1[GR]


    this means that GR 70 done in 900 seconds (15 minutes) is the same of GR 69 done in 800 (13.20) or GR 67 done in 600 (10 minutes). This seems quite arbitrary.

    Posted in: Diablo III General Discussion
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    posted a message on Paragon vs Leaderboard Placement

    1000 paragon are around +50% dps, that is between 2 and 3 GR level in term of damage, you can approximate to 2 to take the toughness into account. So if the leader with 80 have 2000 paragon, one with 1000 paragon should be able to do 78 with the same skill+effort+gear+fish time.

    Posted in: Diablo III General Discussion
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    posted a message on Against endless Paragon Level.
    Quote from Solmyr77go-next

    Your first point is more tricky, that's where the core of the issue lies and where Blizz went so extremely far in the wrong direction (in my opinion, that is). You can't tune the game so that any 4 player grp will be as effective as a solo player. Now the starting point for multiplayer balancing would be: each monster gets its hp multiplied by the number of players etc (not the damage). Then 4 equally geared and skilled dps classes would be as effective as each of them solo. Now what do you think, are there more players who are able to outperform this bar by complementing each other and applying some teamwork or are there more players who would not make that for whatever reason (gear/skill discrepancy)?


    The problem imo is that some synergys are just to good. If today we do a party of 4 dps who can do GR70 in solo, each one using his solo build, I bet all together they can do max GR72. Their benefit is only that they'll be targeted less often and that every dps after the first only add 50% monster HP. But, when spec for group (cyclone, strongarm,skill that give damage bonus to all party...) and add support class the shared bonuses start to be too good and you go up until GR80.

    This is why I welcome heal monk nerf as a good news. I'll be able to play with n00bs friend and at the same time I won't have to feel like if I'm wasting time if I play alone.

    Posted in: Diablo III General Discussion
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    posted a message on Against endless Paragon Level.
    Quote from Solmyr77go-next

    In my opinion the baseline should be equality, let everyone play how they want to play and not force them into either solo or group



    the problem in case of equality (4 playing together earn the same as one player alone) are the followings.

    1-ungeared friend and clanmate: sometimes the other player are not well geared...if you play social you can't simple say no to when they ask to play with you.

    2-different activities...sometimes your friend want to do something that is not what you need the most...if you play social you can't simple leave saying "do by yourself I'l play alone"

    So, imo to incentive the social play the gain in group play should be at least 2x or 3x compared to play solo

    Posted in: Diablo III General Discussion
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    posted a message on So...Monk

    I'm saying good, but I'm perfectly aware that reaching 83+ requires skill and that without monk heal we were running at least 5 GR lower.
    I'm happy because:
    -if higher GR require skill, this is not true for lower one (speed farming) that are currently quite boring
    -this will further reduce the distance between group and solo, in term of top GR reached, and this is a good news for me (I like solo GR more than group)
    -the gap between a casual setup (4 random dps) and a "meta" group will further reduce (there is also the nerf to XP gear). I'd like to use my class for more than TX farm and solo push (I play wiz this season)

    Posted in: Diablo III General Discussion
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    posted a message on Against endless Paragon Level.
    Quote from Bagstonego-next



    In any case - for me neither of that (farming 2000 paragon levels, or farming for 13 gem of 80+ for augmentation) is a desirable endgame goal. I want Diablo to be about the item hunt. I want to hunt my King's Staff of Haste again. Yes, not getting an ancient Serpent's Sparker ruined the fun in Season 3 for me. But I still kept playing for a long time. Getting all ancient weapons (thanks to the cube) in the first week ruined Season 4 for me, however - to an extent where I stopped playing. But I have accepted that I'm the minority (and apparently the vocal one), but so be it. I'll enjoy the game from time to time when new changes arrive, and see if it ever takes a different turn.




    I agree. But Shouldn't be the single ancient weapon item hunt (like in S2 or S3), or even worst the ultra rare item drop (like S1 - furnace?), more likely the item hunt for a set of items and, during the hunt, do your best with what you already found. However, when you complete your hunt, you shouldn't be 100x stronger of the rest, like it happens today with sets.

    This cause "the hunt" ends where the first player of your group close the set. For the rest of the hunt, you are his follower.

    Posted in: Diablo III General Discussion
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    posted a message on Legacy of Nightmares theory craft builds

    for wizard, we'll probably have a situation similar to s3 tal rasha, that was an "open" set.

    viable skill were meteor (nilfur, damage *2 or *3, and two staffs for CC or more damage/rcr) and idra (t&t+serpent sparker, total damage *3, but using 2 items)

    generator side, magic missile has a good multiplier (*3 mirrorball, *1.5 new belt) while for control electrocute offer stuns (camaral, miken)

    twister offered control with ranslor and now some damage (new weapon, 75% damage per twister is a lot, may be better than meteor, but it will requires rcr and some ats)

    explosive blast has wand of woh, but in s3 it wasn't used a lot...the weapon slot is precious.

    other damage skill seems behind, and anyway it will be difficult to not use bubble (with elm), an armor, teleport and magic weapon.

    Posted in: Diablo III General Discussion
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    posted a message on Against endless Paragon Level.
    Quote from pjladdgo-next

    No based on that math it will stay the same or be less.. xp gear is 90% nerfed so on that front no more 100-150% more xp for grp.. more like 10-15%.. but who would wear it then?.. ofc 50% more xp across the board. and yea maybe we will be able to go higher abit again so then that will make up for the lost 100%+.. but i guess its less or same to now.



    yes, it depends on what we'll be able to farm, I just wanted to point out that the removal of XP gear is not a bit hit for the Paragon.
    it is intended to make casual setup viables

    Posted in: Diablo III General Discussion
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    posted a message on Against endless Paragon Level.

    Given the preview, I suppose next season will be even worst:

    -no more XP gear: XP*0.5 (XP gear give around 200%; so total of 400% for the group that, on average, double the XP for each player)

    -monster XP baseline increase: XP*1.5

    -power creep: let's say we'll farm 10 lvl higher due to new sets, items and recipe XP*(1.08)^8= XP*2.15 (1.08 is the XP multiplier for each XP level)


    total XP*0.5*1.5*2.15=XP*1.6

    Posted in: Diablo III General Discussion
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    posted a message on Against endless Paragon Level.
    Quote from Kallizkgo-next

    Quote from giovaxgo-next

    This season there won't be people quitting because they reached the cap, but for sure there are a lot that already quitted because they don't feel competitive againts people with +50% dps due to paragon. If 1 paragon=1stat it would be fair, 1000 paragon = +10% dps instead of +50%.

    in general, quit is not a problem with season, everybody quit and start again with the season.





    1000 extra paragon lvls do not give you 50% dmg lol, mainstat gains are additive.
    For example: from 10k to 11k mainstat you get like 10% dmg, but from 13k to 14k you get around 7%, as i said before in this post.
    The new recipe will close the gap by alot while giving us something to keep farming, kudos to that.
    I'm not saying i don't agree with +1 mainstat after 800 in fact i suggested it already in this thread and several times in the past.

    TLDR: Capping Paragon is bad.

    I think it is around 50%: stat is usually around 10k with 800 paragon, with 1000 paragon you add 5000 to main stat, and 15000 stat compared to 10000 means 50% damage.
    Posted in: Diablo III General Discussion
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    posted a message on New Community - No Meta for both NA/EU

    well, with those ring things will probably get A LOT worst...balance sets has proven to be hard, and there are few degree of freedom (because the set is at least 6 items and you are forced to use few skills). with no sets, the degree of freedom are a lot more.

    Posted in: Diablo III General Discussion
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    posted a message on Against endless Paragon Level.

    This season there won't be people quitting because they reached the cap, but for sure there are a lot that already quitted because they don't feel competitive againts people with +50% dps due to paragon. If 1 paragon=1stat it would be fair, 1000 paragon = +10% dps instead of +50%.

    in general, quit is not a problem with season, everybody quit and start again with the season.

    Posted in: Diablo III General Discussion
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    posted a message on Patch 2.4 means nothing, without abolition of paragon slavery

    I also think what announced isn't enough. Even with no XP from gear, assuming we'll be able to farm the same GR level as now (= first patch without power creep) paragon farm will be mandatory. And support will be also, because right now paragon are good not only because they bring XP gear, but also performance wise.

    Posted in: Diablo III General Discussion
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    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.


    I agree that this is a big issue, along with the paragon endless grind.

    The solution you propose is simple and easy to develop, but I think the things is not only about exp, it is also about GR push (in solo record is 80 vs 88 in 4 men, and this is revelant for gem level) and general farming (even not considering XP bonus, in 4 you run faster thanks to all group bonus and mechanichs (like pulls)

    Posted in: Diablo III General Discussion
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    posted a message on Support wizard GR 76+

    tnx for sharing!

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Would this solve botting?

    Botting is bad, but the real bad things are those for which people bot: need of hundreds of keys to fish the godly GR, and by a lesser amount need for paragon and better gear.

    Than the other problem is: suppose that in the next patch Blizzard will balance paragon and GR (to balance monsters progression, pylons and layouts), we'll find ourself with nothing to do after 3 weeks.

    Posted in: Diablo III General Discussion
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    posted a message on Seasons and Paragons

    I agree about the paragon being a problem.

    I like ranking in leaderboards and I feel I can't compete when I see first ranks with lvl 1400+.

    Also, as a wizard, it is impossible for me to exp using my class.

    However, it is true that right now gear farm is too easy, so if they remove paragon, we won't have anything to do after few days. This is due to power creep also, because being able to run TX in the same time of TVI and craft an item per run doesn't help.

    Posted in: Diablo III General Discussion
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    posted a message on Open Letter against Botting
    Quote from ImANCIENTgo-next



    --> Will the majority of the actual player base quit the game because some enthusiastic players are botting? No. Will they cry about it? Yes.

    --> Will the majority of the actual player base (including botters) quit, when blizzard decides to do smth against botters? Yes. Will a lot of innocent players be negatively affected by blizzards actions? Yes. Does Blizzard want to earn a lot of money? Yes.

    Sorry, how do you know ? I know some people that already quitted to others botting, and botters that bots because they "have to" and will be glad to stop.

    Quote from ImANCIENT


    Blizzard is not going to harm their business. Botters will always be there. That's how it works now.


    Keep in mind that for every business, the reputation is maybe the most important thing.
    And Diablo having the reputation as a bot paradise is not good to their reputation.
    Posted in: Diablo III General Discussion
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    posted a message on Sick of fishing for that perfect grif.

    Here sick too. I'm currently pushing 70 with wiz. The combination of mob type/map layout/density make me actually play 1 rift over 5 opened. Then, during while playing the fish continue: need conduit in a high density area, eventually a 2nd floor good as the first one, a good boss.


    Anyway, imo they have done a good work with rift balance in 2.3.

    Before that problem was partially covered by trials (when it take half an hour to build 10 chances you don't quit after 30") but I remember was mandatory to find zombie/unburied/pony. And above all there was Saxum with 1/3 HP of others...


    Right now the only mob that I feel far better than any other are white zombies, skeletons and scheleton masters. They don't deal a lot of damage and have small hit box (=more density). Ghosts are an auto-quit for me (too much unavoidable damage), dangerous mobs and ranged in general reward should be increased: in high density situation only few melees can deal damage, while all ranged always do, and ranged are very difficult to gather, too.

    Elite and champions reward should increase; affixes are fine except maybe ice (the explosion usually fills half of the screen and the damage is too high, considering it also freezes).


    Map layout is still an issue. Here the real isn't the layout but the need for density, which is related with game mecanics: all build usually have one spender and one generator, I think no build uses a skill for single target and a skill for multi target. Also, no stats boost the damage vs single target and at the contrary there is a stat that boost damage vs group (area damage). They are aware of this: many new items are good vs few target (Nilfur's Boast, Bracer of destruction, raekor 2set bonus, drakon lesson, bane of the striken) and they already planned a DH set strong vs single target.

    Posted in: Diablo III General Discussion
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    posted a message on Numlock trick not working for multiple skills

    with wiz frost nova and EB.

    with monk the mantra and epiphany

    Posted in: Diablo III General Discussion
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    posted a message on Numlock trick not working for multiple skills

    I always use numlock with 2 skill. I also learned the trick from that video.

    Posted in: Diablo III General Discussion
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    posted a message on split exp bonus

    I always assumed that if you have 100% bonus, another one 50% and the other two 0%, the average bonus will be 150/4=75%

    Posted in: Diablo III General Discussion
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    posted a message on Archon Wizard and Deflection on high Greater Rifts

    well 10728 shield per attack is not bad. I suppose it is similar to 10728 life per hit when you take costant damage (that is what happen usually), and we already prefer life per hit on weapon instead of 10% damage or 7% aps

    With 4 APoC if you shoot to 2 mobs your mana won't go down, if you shot to the group you'll be able to shot AND teleport continuosly.

    At boss, I finish the arcane power often but usually when I already have more than 15 chantodo stacks and few seconds to archon, so the lack of mana cause me just to wait one or two second.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Vyr's: Why use Deep Freeze over Bone Chill?
    Quote from Atmogo-next

    Blizzard should maybe adopt the wording used in Path of Exile:


    10% increased damage (additive)

    10% more damage (multiplicative)


    as well as


    10% reduced damage (additive)

    10% less damage (multiplicative)

    More likey they should give name to bonus...each bonus is multiplicative with other names and additive with similar name...
    so for example:
    FROST NOVA: +33% general bonus
    STRONGARM: +25% general bonus
    ARCHON+ +6% per stack general bonus
    %SKILL ON GEAR: +15% general bonus with that skill or +15% pet bonus with that skill
    AUDACITY: +30% audacity bonus
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Open Letter against Botting

    it is only me that, after having tried shortly THUD, have decided that it is useful but nothing essential?

    Posted in: Diablo III General Discussion
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    posted a message on GR variation idea: the Championship

    Here an idea about an alternative way to play GR, based on weekly fixed map, combined together to create a Championship


    HOW IT WORKS:

    -Every week there is a GR fixed map (layout, mobs, elite affixes, boss)

    -You play the GR using a standard GR key, at the level you want

    -The reward (keys and gems upgrade) are similar to a non-championship GR of the same level

    -At the end of the week, you earn a number of championship point based on your rank on the GR

    -At the end of the season who has more point won (summing all scores, or the best X scores to allow people to skip some weeks)



    PRO:

    -it will engage from start till the end of season, avoiding things like "I'm unable to do better than my current rank, so I stop until next season" and "let me farm paragon 3 month and try to rank the last week"

    -we will play those maps/mobs that currently we close after 10 seconds (when pushing)

    -it will allow a nice build variation (at least for classes that have more than one viable build)

    -developer side, it will allow some experiment (e.g. GR with very low density, elite that grant double progression, 3 boss instead of 1 with less HP)

    -it can be played with few hours a week of dedication, or investing more time (learning map and try different build)

    -Being a very short competition, will be hard to copy/past builds and playstile from the internet


    CONS:

    -when the GR is good/easy, it will be a must-do farm environment for that week

    -the immunity amulet seems to strong when you already know what boss will come out

    Posted in: Diablo III General Discussion
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    posted a message on World Rank 1 Solo Wizard Rift Tier 66 (Seasonal HardCore)
    Quote from Limdulgo-next

    Has there been a clear verdict yet concerning to what extend Gaming keyboards/mice are frowned upon? Doubt you can call a driver third party software.

    not a clear verdict, and I think there will never be. I remember I founded a blue that explained that simple macro, like a macro that press multiple buttons at once, are allowed; macro that automate are not.
    Posted in: Hardcore Discussion
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    posted a message on [Suggestion] Versus mode and Ranked rifts

    It is a nice idea.

    I think the main difficult may be find an opponent with a similar rating/class (for solo)/team members (for groups).

    May be interesting also a feature without queue or rating system, just to play agains friends

    Posted in: Diablo III General Discussion
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    posted a message on Problem with pugs in 2.3 (mini rant)

    Quote from eplego-next


    I see that the FoTM-part of this problem lies with the "heal-monk", and it's reasonable from a "WoW-pug" perspective.

    But Diablo never had tanking or healer roles like you find in MMOs.

    Even though a "heal-monk" spec suddenly becomes fotm, then Blizzard should acknowledge that spec as the problem,

    and fix it so the "wow-pug" community don't consider it to be as mandatory.



    It will simply be replaced with some other specific spec that people will "require" for their party. Unless they follow the D2 model, where the highest difficulty isn't really that difficult, and thus opening up a large number of potentially viable builds, there will always be a small subset of specs that are considered mandatory. In an infinite scaling game mode like greater rifts, it'll always be the case. The best Blizz can do there is try to buff up more builds and slighty (and I mean slightly) nerf any outliers, so that more builds are closer in line. That'll make speed runs have more options that are "efficient", but pushing will always basically have 1 or 2 combinations that reign supreme.
    and IMO, tanking/healing/support roles are really good for the game a the high end. Even though there isn't a high skill cap for using them, they require some amount of coordination (and make groups want to stick together). Without them, everyone is just a DPS cannon, and there is less room for synergy and cohesion. The heal monk does need to be nerfed some though, just not sure how much would make it useable, but not OP.

    yes i totally agree about the scaling. now is that every GR level give you a lot...around 8% exp and a lot more in term of gem upgrade; and the cost to enter is the same (one key). obviously everyone want to research the max efficency; run a 55 when you can run a 68 feel like wasting time.
    About last sentence, probably you have right, but I have to say I'd like, soon or later, to push GR level in a comp with no support.

    Posted in: Diablo III General Discussion
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    posted a message on Fire Vyrs Wiz - Rank 8th U.S

    are u back to "standard" build? i dont see hydra in your profile

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Finished my journey :D

    gz; i'm stucked with lvl 70 hc now. do you levelled it "manually" or is there some trick to do it faster?

    Posted in: Diablo III General Discussion
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    posted a message on Cosmic Strand

    talking about maximizing, what is better, solo or group? since loot is required, split is not that useful and on the other side monster are more difficult to kill

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Firewall optimization, best joke ever heard

    same :/

    maybe have they to do something server-side?

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Let's try this again..making Diablo 3 competitive

    it is a nice idea to make the game competitive, but...is this what we really need? I can't imagine myself playing a 0-RNG map more than 10 times after I reach my limit

    Posted in: Diablo III General Discussion
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    posted a message on paragon farming - XP scaling in GR

    thank you, but actually I was searching another thing, I'll try to explain using an example: suppose I get 1M XP from killing an unburied at GR60, how much XP I get killing an unburied at GR61?

    Posted in: Diablo III General Discussion
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    posted a message on paragon farming - XP scaling in GR

    Hello,

    I searched for information about paragon farming. In particular how many %XP more you can expect by going up by one level.


    In 2.1 the multiplier if I remember correctly was 1.08, that means double XP every 9 level: do you have have more updated data?

    Posted in: Diablo III General Discussion
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    posted a message on New GRift and Paragon ranking website

    Clean design. Looks good. Works well.


    I'd love to be able to see more than just 25 rows per page. 'Lazy loading' would be great to have. You could probably show first 50 by default and keep adding the next 50 / 100 rows as users scroll down (instead of having to click repeatedly).


    In such a case, it'd also be nice if the filters were always visible (scroll down along with the page as users scroll down).


    And yes, a wildcard search would be very helpful (as suggested above).

    yes I suggest this also. Sometimes I go to rank 200, then to return to rank1 I have to click many times, so usually I prefer to reload the whole page and apply all filters again
    Posted in: Diablo Tools
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    posted a message on Mythic rhytm explained (video)

    this power pylon shapshot thing will start a fish fest, because an early one will allow a very fast GR close; am I wrong?

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Mythic rhytm explained (video)

    ty for the video, just a quick recap, please confirm because I'm not sure I have correctly understood.


    1-when you punch 3 times multiple mobs, you spread the EP debuff: one of those EPs is buffed by MR, and is impossible to know. So if you SSS the group, you don't know if the good one is spreading.


    2-to be sure of this, you punch 3 times, so you apply EP and also get the MR buff up. This also cause you to have the MR buff up. You run away and apply EP manually, then you spread it.


    3-further punch will only refresh the EP (keeping the buffed MR EP)

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Calculator - Fist of Az: Should I use X or Y?

    isn't the EP palm explosion calculted only on the main hand damage?
    in case, the explosion damage doesn't change when the off-hand dps change. However, the overall dps does, because there are other sources of damage

    Posted in: Monk: The Inner Sanctuary
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    posted a message on The "Help me Re-roll" Thread (Demon Hunter)

    isn't an option also 8% to 10% dmg ?

    edit: mmm, I think not, 8% to 10% is only around 2% dmg, so not worth it if disc is +3%

    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Which class has the best build for speedfarming Death's Breath?

    I bet on wizard and DH because their "old" sets are better than other's classes old set

    Posted in: Diablo III General Discussion
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    posted a message on What is the best 4 player team?
    Quote from Bagstonego-next

    Quote from Tunafishgo-next

    3 Barbs 1 Monk or 2 Barbs 2 Monks.



    Yeah. Well, that is "what everyone's playing at the moment". This is not necessarily the "best 4 player team".


    @OP: Currently, everyone's playing monk+barbs exclusively, but as season goes on and people start looking into other builds and classes, new stuff will most likely emerge. Last season the strongest group composition only surfaced about a few weeks before the end, for about 4 months everyone was following a "wrong" or "sub-par" meta. The correct answer is: "no one knows".



    Another important thing is how much you are willing to gamble and fish.

    I mean that team XYZ may achieve easily 72 and have the potential to go until 75 with a perfect rift.

    Team ABC may fail miserably everytime except when it gets the perfect rift, when he can easily get 80.

    what is the best team?

    Posted in: Diablo III General Discussion
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    posted a message on 2.4.2 Difficulty Overview

    a question about XP bonus (ruby, cain). is it multiplicative only in Greater Rift or also in normal rift, bounty etc?

    if it is additive, than it is a point in favor of lower difficults (i'm talking about levelling)

    Posted in: Diablo III General Discussion
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    posted a message on Debo's P.T.R 2.3 Conclusion & Future WD Meta

    thanks also for using the old writing and not the usual video :)

    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on The Problem with DoT Dmg in Endgame Content

    the nice thing about DOT is their playstile, apply and do other thing.

    if they lew them stack, they'll need to be tuned down to match other spell damage (compare haunt and spirit barrage damage). Once nerfed, to do some damage they need to be spammed (like any other spell).


    just like any other spell, the only way to make DOT good is to create a set and some complementary items that, all together, multiply damage by 20.

    Posted in: Diablo III General Discussion
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    posted a message on Paragon 10000!
    Quote from Arydorgo-next

    The group or groups of players who choose to farm/leech experience, usually band together for 8-12 hour blocks and constantly farm. Should this play style be rewarded? Absolutely.

    I agree that time should reward player, but not in way paragon does (adding a flat stat bonus), rather having time to try difficult things again and again.

    After I'm geared, I want to spent my time pushing the GR record, not farming paragon and get my record in few try thanks to my paragon...

    Posted in: Diablo III General Discussion
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    posted a message on Paragon 10000!
    Quote from azakus87go-next

    Quote from giovaxgo-next

    This actually is a problem that insterest most people that we can imagine.

    Me for example: last season I didn't care abount XP and I reached 700. This season, due to power creep and shared XP, I think with the same amount of time i'll be able to reach 900. So, I'll found myself in that non-exponential zone where I'll feel forced to play in that boring (also my opinion) just to increase my paragon.



    You're not forced to play at all :P If game starts to be boring just quit for a while. Why to torment yourself with something that should be some kind of fun?

    yes...actually the last season there was a similar situation for GR keys (trial), and I quitted for a while! but since I like the game I would like to never encounter those "walls", where the only progress is atteinable via hours of boring way of playing ;)

    Posted in: Diablo III General Discussion
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    posted a message on Paragon 10000!

    This actually is a problem that insterest most people that we can imagine.

    Me for example: last season I didn't care abount XP and I reached 700. This season, due to power creep and shared XP, I think with the same amount of time i'll be able to reach 900. So, I'll found myself in that non-exponential zone where I'll feel forced to play in that boring (also my opinion) just to increase my paragon.

    Posted in: Diablo III General Discussion
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    posted a message on leaderboards meaningless and obsolete because of cheats and bots

    TurboHud is very useful when playing in group. The main reason is that you can see if behind the next door there is an elite or only trash: if there is an elite, the WD is required, otherwise rest of the group can safely pull mobs

    Posted in: Diablo III General Discussion
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    posted a message on Patch 2.3 Release Date?

    my guess is end august, because:

    -changes to CC and cube interactions have a big impact

    -there was the game termination issue

    -there august holiday (in USA do you go on holiday in august?)

    Posted in: Diablo III General Discussion
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