• 0

    posted a message on GR Trial Idea
    @ComparitiveLiterature: A better solution than excessive interfaces would probably be to just actually make keys salable to the merchants for one gold a piece. If we botch a trial and get a useless key we should be able to get rid of it somehow. I would still like to pick my trial level because only my DH can farm keys of the level my other classes are actually running yet my DH can trial much higher than that. If for example I want a 40 key for my crusader I currently have to sandbag the trial on DH. If the game were to pick the trial level I'm not sure how to target the right key level for alts that cannot trial their own keys. I would be pretty content if I could pick my starting trial level and then if successfully cleared the game automatically moved me to a higher trial level but I could just TP out of the realm of trials and stick with the original key level.



    @Bleu42: This is an interesting take on the idea of unlocking the highest level achieved concept. I like that in your system you cannot buy keys of the highest level trialed but only of the highest level Grift successfully cleared. As you said this prevents the spamming of Grifts at a level that is way over your realistic capacity. How would you suggest handling the situation with groups? For example if a group clear a tier 50 Grift and purchase a stack of tier 50 keys what stops them from using those keys later for solo attempts? Or should that be allowed?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on (Vid) Rarity Of Legendaries & Ancients - Drop Rates/Chance Explained Patch 2.11 and 2.12
    This helps clearly visualize the difference in drop rates. I like the spreadsheet format of the video.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on GR Trial Idea
    Not sure why you wouldn't want a level above what you want if the game can accurately assess that you make it in that level, but I see your point: I want X of this level, so give me X of it if I make it. This way, the player only decides what level they get and it removes the game from having to do any of the deciding on the higher end. Good thought. Thanks.

    As I mentioned above, I see the reasoning to losing keystones if you don't make it, but there is a reason to giving them back: qualitatively lowering the barrier to entry. If a player knows they will lose a key by not making it, they may never choose to really push themselves without the game giving them a next higher keystone. Refunding puts it in the players hand to push themselves. Plus, in multiplayer games, a group may think they are stronger than what they really are, and so innocently overshoot their collective ability. Should they incur a cost due to an honest mistake? Well, as you guys suggest, perhaps; and I 'm not totally against you. But, in terms of revamping the system and getting people to use it as much as rifts, the economic cost to players needs to be as low as possible. As it is now, you have to do bounties then rifts before you can even start to do GRs. Of course, this is really only an issue at the beginning of a character. Yet, we as players need to put ourselves in the developers shoes, and the devs are going to design a system that works for the high level guys and is at least accessible for the low level guys. We should understand this. It's the right thing for them to do. It seems to me that no cost to failure is the right way to go, initially. That could change though.

    You are right, Blizz wouldn't want new players with only one or two trial keys to just lose those keys because they cannot guess what wave they can handle. How about at the end of a trial an interface similar to Urshi appears and gives two choices: If you pass the wave option A= rift key of the same level as the wave completed while option B offers you a shot at a higher level wave with the level being determined by your clear speed. If you fail a wave option A= a rift key lower than the wave level you failed calculated based on your performance, Option B= take your gold and XP and go home without a key so you can try again. Lastly if you pass a wave and take option B for the higher wave but then fail the higher wave you will still be offered a key of at least the same level as the wave you had initially cleared.



    This way you are forced to expend a keystone but you are also guaranteed to walk away with a Grift key if you so choose. At the same time you are not required to take keys you don't want.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on GR Trial Idea
    I really like the idea of starting at the trial wave of your choice. I'm not sure about the elite's but even just fighting a single wave for a single key using the same enemies currently in trials would be a MASSIVE time saver and a HUGE QOL improvement. Good thinking!

    edit: After some more thought I'd like it if the trial gave exactly the desired key on success and just consumed the key and gave nothing on a failure, I really don't need more indestructible/unsaleable/nondroppable lower than desired keys clogging up my already overflowing stash.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Crusader Help and Critique thread. - Post Gear/Build queries here.
    Quote from Bormid»
    Hi,

    I recently changed to Stampede from Shotgun.
    This is my profile: http://eu.battle.net/d3/en/profile/Jebe-2665/hero/38720693

    What should I improve on? A single horse is critting for 27-29 milllion. Seems kinda low?

    Thanks!

    EDIT: I mostly do normal rifts. CDR is about 55%. I think the main problem is my Stampede dmg.
    Single biggest thing you need to do is take all of those diamonds off of your armor and replace them with rubies (excluding the helm of course). Otherwise looks like you already know what you're doing.
    Posted in: Crusader: The Church of Zakarum
  • 0

    posted a message on Item Synthesis System (Christmas Wish)
    This is a pretty cool idea. I've been saying we need something like the grinder from Borderlands but your system adds a lot of depth. Nice work, maybe one day.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on CHC vs CHD Calculator
    This is pretty cool, thanks for putting this together.

    also:
    Quote from Bagstone»
    use Chrome or Firefox, please.
    always good advice :D
    Posted in: Diablo Tools
  • 0

    posted a message on Running out of things to do
    If you haven't already, gear up all 6 classes. Getting all your alts setup keeps you busy for a while and once you have them you have a lot more variety to work with. Yesterday I did T6 rifts for hours and hours but to keep it interesting I rotated through the classes as I went along and that helps keep me engaged.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I can't stand the Pony build crusader because....
    I like pony build but I'm totally with you on making the horses semi transparent to other players just like the other pets.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on To season or not to season?
    It really depends what you hope to get from the season. If you want to go for ranking you're probably going to need some pretty spectacular RNG to catch up. If you just want a change of pace for your XP and loot farming or a shot at some seasonal only legs before they become available to everyone then go nuts. If it's fun, it's fun, if not, what have you got to lose?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on SMK Zunni combo vs The Furnace
    Quote from jamesworkshop»
    SMK for pets build

    Furnace for Jade harvester
    Agreed, save the Furnace for Jade and if you don't already have a Firebirds wiz now you have a good reason to make one of those too.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on New haunt in a ZDPS build ? (ptr)
    Both mass confusion and haunt will give 20% more damage but if you can maintain the haunt on elites and the RG it will most likely be superior to mass confusion's ability to apply the debuff to multiple enemies in a single cast. It needs to be tested but it sounds promising.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on This is why I hate PTR
    The funny thing is you found that like 10 minutes after talking about how frustrating it would be to find an amazing ancient item on PTR. I think you have a superpower for jinxing yourself lol.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Just when you thought the devs couldnt be more clueless
    The change to M6 on PTR at the moment is crazy strong and really fun to play. T6 is rediculous, drop sentry, hit cluster arrow, everything is dead, rinse, repeat. My gear is awful but I was clearing greater rifts much faster than on live. Blizz may have to tone down the damage on this set before it goes live but this sure as hell is not a nerf at the moment.
    Posted in: Demon Hunter: The Dreadlands
  • 0

    posted a message on FoH Crusader Build Question
    Your CDR is quite low, I would reroll the vit on the gloves to 8 CDR and keep stacking CDR until you can hit perma-akarat and I would roll the fire dmg to socket on the amulet as well.
    Posted in: Crusader: The Church of Zakarum
  • To post a comment, please or register a new account.