• 1
  • 2
  • 3
  • 4
  • 5
  • Next
  • 0

    posted a message on 2 skills
    Yea, you only have 2 skills until level 6. Its not bad. Obviously not as good/easy as more skills, but if they let you have more early on you'd be able to have the majority of the skills available to you.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Act Bosses Speculation
    Quote from MonkManD3

    Quote from kemid

    i have an feeling that we might fight an angel dunno in which act but still i just got this feeling :)
    I really hope so!! It would be a nice change if we would fight an angel for once. But the story leading up to the fight must fit, otherwise no. Maybe a corrupted angel?
    Well you don't really need that much of a story buildup to kill an angel in D3. Its not like angels are as they are in the Bible. In Diablo they only have their own interests in mind, and a lot of them see Sanctuary and the humans that live there as a threat that should be eliminated (ie Imperius). So even if an angel isn't corrupted, they may be one of a group of angels that wants to exterminate humanity.

    As far as Izual goes, I'm pretty sure that either in the Q&A or the Lore panel they confirmed that he is making an appearance.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III Lore Panel
    No, Belial and Azmodan, along with Andariel and Duriel, are the Lesser Evils. Diablo, Baal, and Mephisto are the Prime Evils. However, as far as we know, we've killed everyone except for Belial and Azmodan, who have been fighting for control of Hell in a civil war. Azmodan's confidence points to the possibility that he won that civil war, or maybe the Black Soulstone cinematic takes place after we also defeat Belial. Either way, Azmodan wants to become the sole Prime Evil (as he says in the cinematic) but currently he is still a Lesser Evil.

    As far as Azmodan's lieutenants, since he is the Lord of Sin he has a lieutenant for each sin. The only one we know of right now is the Maiden of Lust, and like they say we'll only face two of them in D3. Although these lieutenants are probably very powerful, they aren't Lesser or Prime evils, unless they have reclassified who is a Prime/Lesser evil after the defeat of Diablo, Baal, and Mephisto.
    Posted in: News & Announcements
  • 0

    posted a message on Act Bosses Speculation
    I would bet you don't meet Azmodan's lieutenants until Act 3 when you're fighting off his invasion. Other than that I'd agree with most of the lists.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III Open Q&A
    Well I thought he brought up a good point while talking about builds that guilds make it so you have someone to answer to, which can restrict experimentation. I'd definitely say guild support would be good, but just talking to people through battle.net and using chat channels isn't terrible, just obviously not ideal.
    Posted in: News & Announcements
  • 0

    posted a message on Never ending wrath of berserker throw build
    Yea, but the matter then is that its only never ending against guys you'd destroy anyways haha. Also, I would throw in Leap Attack somewhere for both a movement skill and another Fury generator.
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Never ending wrath of berserker throw build
    Well the War Cry is on a 30 second cooldown, and the 30 fury from that gives you 2 more seconds on Wrath. After that, all you have is Frenzy (which is best for generating fury because of the attack speed) but the thing is you'd have to get in more than 3 or so attacks per second, even with those passives, in order to make Wrath never ending, and the Frenzy effect only stays up for so long. If you were in a situation where you could pretty much consistently kill people with Weapon Throw, it would probably work. But in general it would definitely make Wrath considerably longer though. Cool stuff.
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Cinematic Preview
    IMO its probably the Siegebreaker. If its still in the game, it would probably be early in game during your time in the Cathedral, and for some reason to me the small portion of the upper torso looks like the Siegebreaker to me, just with a redone head. From the looks of it its at least a similarly-sized monster. I'm pumped to see the rest of this cinematic.

    Edit: Well, actually, the quote that goes along with it makes me think its related to Belial, or at least one of the Lesser Evil's we'll see.
    "Man's pleasures give way to pain. His truths are buried in the shroud of lies. It is this time when Hell shall reign. While all of man dies."
    Posted in: News & Announcements
  • 0

    posted a message on More than one of same random effect on one item?
    I don't know about your question specifically, but one time I crafted a quiver that has 12-17 Attack and +2 random properties and one of the random properties I got was +Attack, so it ended up being something like +34 Attack and one other property thats escaping me at the moment. So thats kind of similar.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Peer Not Into the Shadows of The Hells
    I'm sure its a cinematic but what do you mean cinematics like Ubisoft? Blizzard has been known for its cinematics since god knows when.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Monsters only drop the first 4 ranks of runes???
    I'd assume they're going to work something like gems do, which probably means that the D3 team was having issues with too many runes being available. Interesting stuff. Add it to the list of BlizzCon topics :P
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Is Blizzard getting it wrong with the Diablo III beta test?
    If Blizzard was really expecting insane amounts of hype from an hour or two at most of gameplay, then yes, it has failed. However, I seriously doubt they're that naive. They've already stated that this isn't the most recent build of the game, so that explains the lack of bug fixes/damage updates.

    The stated intent of the beta is to test servers. None of us can possibly know how well that is going, as none of us know how many people or how much time they need to do that. So only Blizzard knows if it has failed in that regard. Also, saying the hype is "dead" when our own beta contest clearly drew a lot of interest and there are probably thousands upon thousands of people signing up for the Facebook sweepstakes seems a little premature.

    In my opinion, if Blizzard really wanted to have the kind of hype that surrounded, say SC2 or any other multiplayer beta, they would've included a PvP element. Thats not to say they won't in the future, especially seeing as Bashiok has said the content of the beta will change while also stating that Act II will not be included, but thats really the only way they could expect to have any lasting hype. I would bet that they are fully aware that people will get bored of under an hour of gameplay quickly.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on DotA Reference in D3
    Yea I was actually just about to edit the post. Nevermind. Move along, nothing to see here :P
    Posted in: Diablo III General Discussion
  • 0

    posted a message on DotA Reference in D3
    So I was just going through the item pages, and I don't know if anyone has already mentioned this somewhere, but Messerschmidt's Reaver is making an appearance in D3 apparently:

    http://us.battle.net/d3/en/item/messerschmidts-reaver
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Is Blizz using Beta as a marketing ploy?
    Many factors (mostly the fact that their using a later version internally) make it pretty obvious that the beta is much more for server stability than anything else. You don't need the latest version or all that much of a beta in terms of content to test servers, so its pretty self explanatory to me.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III Beta Key Sweepstakes
    They've said they will keep continuing the opt-in process. This just increases the amount of people that will be getting in, and the opt-in waves will keep going out.
    Posted in: News & Announcements
  • 0

    posted a message on Diablo III Beta Key Sweepstakes
    Thanks GroggyWTF. I also just updated the front page with the reason behind why some countries are excluded, so if you're confused as to why you can't enter, be sure to either check out the first post of this thread.
    Posted in: News & Announcements
  • 0

    posted a message on Diablo III Beta Key Sweepstakes
    Blizzard posted information about a sweepstakes on Facebook today that puts fans in a position to win one of two hundred beta invitations each week, in addition to a second key to every fourth winner.

    For those of you that weren't fortunate enough to get into the beta yet, it's simple: All you have to do is sign up for the drawing through Facebook.

    The drawing is running today through December 12, so get to it!


    Official Blizzard Quote:



    Want to lead the charge against the minions of the Burning Hells before the game releases? Then join the fight for the fate of Sanctuary by entering the Diablo III Beta Key Sweepstakes!

    Starting October 17, we'll be randomly selecting 200 winners each week to receive a key to our exclusive Diablo III beta test. In addition, every fourth winner chosen will receive a second key to share with a friend! Drawings will occur every Monday for eight weeks for a total 2,000 keys.

    Interested? Good! Signing up is easy. Simply follow Diablo on Facebook and complete our official entry form between now and December 12 for your chance to win. For more information about how to participate, check out the sweepstakes rules and eligibility page. Good luck!
    Thanks to Molster for posting this in his status!



    UPDATE: For those of you wondering why your country or province was left out of these sweepstakes, Zhydaris was able to provide an official reply to those concerned. Apparently sweepstakes such as these are classified differently in different places, which fortunately provides an explanation, but unfortunately means that the countries allowed in the sweepstakes is unlikely to change because it is a legal issue.

    However, every country is still able to participate in the Beta Opt-in, so if you don't have that set up on your Battle.net account, be sure to update your settings!


    Official Blizzard Quote:



    Hey Aice, I can perfectly understand your point here. You're correct, some countries are usually not able to take part in some of our promotions / offers / deals / sweepstakes.

    First of all, I would like to point out that there is no benefit to us to not offering these promotions in all European countries. We always try to reach out to all of our players and we definitely don't want to keep countries out of the loop. Unfortunately, this isn't always our call.

    Every country has different legal restrictions, and this restrictions will determine if a particular offer or initiative will be available to a specific country.
    I cannot go into details because there are just too many examples, it's impossible to examine them on a case by case basis.

    Long story short, some of our initiatives are classified as "gambling" in some countries, as "pyramid schemes" in others, and so on. Some laws just state that any promotion, deal, or offer that allows additional benefits to be gained as a result of bringing further people to the game would be classed as unacceptable.

    As you can imagine, it's a difficult situation, but we're definitely aware of the fact that all of our players would like to have the opportunity of taking part in our initiatives.

    We don't care about the number of players we have in a specific country, we just want to involve as many people as possible.

    If you believe that we may be missing out a country that would indeed allow this kind of scheme without issue then you’re welcome to contact our legal team purely to draw their attention to the situation.
    Posted in: News & Announcements
  • 0

    posted a message on 125%+ Crit Chance Blizzard
    Kind of just glossed over the responses, but my main criticism is that in order to guarantee a crit on Blizzard you probably don't even need the Frost Nova proc. Just on the beta alone, on my Barbarian with 5% crit from passives I had 11-12% crit, so seeing as thats level 13 I'm sure you'll get more than 10% more crit by level 13. Either way, its interesting to see that crits can be essentially guaranteed from runes and skills alone.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on D3 moon = Earth moon (Head Explodes!!)
    Clearly Blizzard is trying to imply that the Moon is the key to human life on any planet. Clearly. By which I mean they're lazy when it comes to loading screens.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on The New Changes to the Wizard...
    The % damage from wands would still make them plenty viable, and they could simply make it so that wands have high damage values, if they are even going to make this kind of change to Wizards anyways.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Azrael - The Archangel of death
    A bit off topic, but I just kinda realized that the quote from Rob Pardo doesn't actually confirm that Diablo is the end boss. It confirms that Diablo's in the game, but it doesn't say it ends with him. All it says is that you can go all the way through, and that involves killing Diablo. Maybe I'm reading a bit too much into his language, but he doesn't actually say 'You can play through to the end where you kill Diablo' he instead says 'You can play through to the end and kill Diablo.' Just sayin.
    Posted in: Lore & Storyline
  • 0

    posted a message on Longest Kill Streak of All Time - 368 monsters killed! +3630 XP Bonus
    Awesome stuff. But why soooo much auto attack and why are you using only 3 skills at level 13? JEEEZ!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo Cutscenes rated by BBFC
    Quote from HabeasPorpoise

    Aww man, only 32 minutes? I was hoping for some MGS4 cutscenes.
    I lol'd

    Anyways, looking forward to 32 minutes of pure win.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Question to players who are in the Beta, regarding randomization.
    I think people might be misunderstanding a bit here. The only time the drops you get degrade is after the first kill of a boss. At least in the beta, the Skele King automatically drops a rare (sometimes even 2) when you kill him for the first time, and after that he drops magic items. It doesn't keep degrading every time you kill him, just the first time. After that, you can still even get rares from him, but its pretty, well, rare. I've killed him many times on certain characters, and he continues to drop the same quality magic items, its not as though if you do it enough he'll only be dropping common and trash items.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Question to players who are in the Beta, regarding randomization.
    Yea, the only time you get a guaranteed rare is with a first kill. After that, the Skele King becomes just as good for loot as a champion/rare mob. Maybe a bit better, but not noticeably in my experience. I like it though. It makes it so that even though boss/dungeon/event runs are still the way to go, you have a reason to stop and kill mobs other than just the necessary ones.

    You don't just skip to a boss. You might skip some regular monsters, but its worthwhile to kill champion or rare mobs when you see them. I hope its not just for beta, and it certainly fits in with the mentality the D3 team has expressed before in regards to boss runs.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Monk names
    JackieChan is currently my beta Monk's name :P Plan on keeping it for release too.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Skill Swapping and Rune Changes
    With the release of the item page on the Diablo III official site, questions were raised about how the rune system will work once the game is released. The presence of unattuned runes on the item page seemed to suggest that the team was going ahead with the implementation of the system Jay Wilson explained at the late July press event (be sure to check out Force's video of the explanation, along with many questions on the system from our own Sixen here). However, in response to a thread on the Diablo III forums, Bashiok was sure to point out that the system is not fully implemented yet, and is still very much up in the air.

    Official Blizzard Quote:



    We have no idea how the unattuned system is going to work. Or if it'll end up working at all. We're trying out some different options, but we're not likely to reveal much until we're more certain. Maybe it'll be something we feel comfortable discussing at BlizzCon? ... maybe not.
    So fingers crossed for a full on explanation at the upcoming BlizzCon. If there are any updates on the runestone system at Blizzard's annual convention you can be sure we'll let you know.

    In the same post, Bashiok went on to explain a potential change to the skill swapping system currently in place that would prevent people from swapping skills in the middle of combat.

    Official Blizzard Quote:



    On a slightly related (?) note we're playing around with having skill swapping locked to being in-town only. We're definitely not sold on it, but it could appear at some time in a beta patch, so FYI. Just be aware it's only something we're trying, and not a permanent solution.
    Obviously this town-only restriction, if implemented, would still allow people to switch skills before a boss fight, which has been a point of much contention. However, it would still force players to be bound to a certain build during their time in a dungeon, unless they wanted to go back and forth from town in order to switch skills.

    The second half of Bashiok's post caused a shift in the discussion occurring in the topic towards Diablo III's skill swapping system. Many people asked why the team simply would make it impossible to switch skills in combat, which led to this response from Bashiok:

    Official Blizzard Quote:



    As a follow up, there's no concept of 'in combat' or 'out of combat' in the game, so that's not something we can just hook in to. There could be. We could take programming time dedicated to other features and design and build out a 'combat state' system, but that's programming time away from something else.
    As a result, it seems as though restricting skill swapping to town may be the simplest option. However, this obviously leads to some problems with experimentation seeing as in order to test out a skill after leveling you'd have to go back to town, and if you don't like the skill you'd have to switch it back in town once more. However, some people may see this restriction on the current ease of skill swapping as a good thing, and I think we can all agree that there needs to be a solution to swapping skills while in combat.
    Posted in: News & Announcements
  • 1

    posted a message on What if we don't want Runestones skills!!
    There is usually a rune that makes it so that its the same skill just with a damage boost/cost reduction. So if you like how the skill functions, just use one of those runes. Obviously that won't always be a choice, but it will be a decent amount of the time.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Mantra Changes
    Alongside recent changes about the DiabloWiki.com - Demon Hunter Demon Hunter's Hatred regeneration and how damage is calculated across all classes, Bashiok recently responded to a question about the DiabloWiki.com - Monk Monk's Mantras, specifically why they need to be refreshed instead of simply toggled.

    In order to give players an incentive to refresh their Mantras (which, if you didn't know, currently function almost identically to Auras), there has been talk of implementing short term bonuses to Mantras when the player first activates them.

    Official Blizzard Quote:



    I thought one of us had already posted on this but I'm having trouble locating it... NO MATTER!

    We're toying around with making mantras more of an active ability currently. Right now it's just a really short duration buff, which isn't very cool, as stated. What we think will be cool, is that when hitting the button to cast a mantra you get a super-mega buff (or effect) for a short time, and then the buff would lower to its normal levels after.

    You can see that design currently on a couple skill descriptions on the site, they're just not reflected in-game.

    Keep in mind it's still all of course in testing.

    This gives mantras a more 'use oriented' flavor. So while it's a short duration that's OK because you want to hit the mantra button more than once every two minutes, it becomes an active skill. So far we think it's working pretty well.

    What we don't want is to have long duration buffs or toggles, because then it may as well be a passive. We want our active skills to be active, and so hopefully this change achieves that.
    As with the reworking of the Demon Hunter's Hatred regeneration, the Mantra changes are up on the Monk's official skill page, but the change has not been implemented in the current build of the beta. If they were implemented, the skill descriptions would be changed to match the current ones on the Diablo III site:

    Mantra of Evasion - Recite a Mantra that grants you and all allies within 40 yards a 30% chance to dodge attacks. Lasts 120 seconds. Dodge chance is doubled in the first 3 seconds.

    Mantra of Healing - Recite a Mantra that causes you and all allies within 40 yards to gain increased Life regeneration by 106.4 Life per second. Lasts 120 seconds. Life regeneration is doubled in the first 3 seconds.

    Mantra of Conviction - Recite a Mantra that causes all enemies within 20 yards of you to take 20% additional damage. Lasts 120 seconds. Additional damage is doubled in the first 3 seconds.

    Previously the sections about the first three seconds weren't included in the skill description, and the change to the other mantra, Mantra of Retribution, is currently unknown. Each skill currently has a cooldown of 30 seconds, so this change would most likely make it advantageous to simply use the Mantra every thirty seconds.

    These changes have also raised questions about the DiabloWiki.com - Wizard Wizard's Armors and the DiabloWiki.com - Barbarian Barbarian's Shouts. Although the Barbarian gains fury from some of his shouts, the Wizard currently gains no bonus from refreshing her armors, and it seems as though a similar incentive could be used for both classes. If that happens, and when the Mantra change is implemented, you can be sure we'll let you know.

    So what do you think about the Monk's Mantras? Should they just be passive skills? Should you just toggle them on and off? Or do these changes provide enough of an incentive to refresh the Mantra every 30 seconds? Be sure to discuss your opinion in the topic below.
    Posted in: News & Announcements
  • 0

    posted a message on Monk skill Way of the Hundred Fists
    I'm sure it won't be the exact same animation, and I wouldn't be surprised if he spent a bit more time during the second stage of the attack, but they probably won't make it so that you're all that more vulnerable than you are during the normal attack. The idea of the rune system is only to enhance attacks, and if it just made you a sitting duck people would easily pass up the Indigo rune in favor of a different effect.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on How does the +Life from Revenge work?
    Same. I'm sure that it'll have diminishing returns at the least.
    Posted in: Barbarian: Bastion's Keep
  • 2

    posted a message on Pushed back release date and consoles (and swtor)
    I'm sure it has nothing to do with SWTOR or consoles and everything to do with the fact that this is a Blizzard game and they are currently undergoing changes to the rune system and a beta that has revealed flaws in their skill swapping system. We always knew that the late 2011 window was based on an extremely smooth beta and if there were kinks in the beta the game would get pushed back. Based on the discussion about skill swapping and the fact that the unattuned rune system is in the process of being iterated upon and worked out, I don't see why any other explanation is necessary.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Monk skill Way of the Hundred Fists
    Right. The rune still definitely boosts the damage of the attack by adding those 14 extra attacks, but you won't gain extra spirit because you only gain that spirit for each stage.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on How does the +Life from Revenge work?
    Yea, I was just looking through the items that are currently available and theres more life leech (well, technically damage converted into life) than I expected. However, I'd be willing to bet that you reach diminishing returns with that, as the percentages probably don't stack just through adding the percentages together.
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Monk skill Way of the Hundred Fists
    Monk combos generate 6 spirit for each stage of the attack. So every time you hit the button and it corresponds to an attack, you get 6 spirit. So as awesome as it would be, you don't get 132 spirit with the Indigo rune of Way of the Hundred Fists.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on How does the +Life from Revenge work?
    Well the way you were describing it, in order to gain a large amount of life through a % gain, you'd need to have a huge life pool in the first place. Which would imply that you'd be sacrificing Attack in order to stack Vitality. Thats where the damage decrease was coming from.

    I also wouldn't declare any skills as 'mandatory' at this point. I'm sure they wouldn't intentionally make it so that every Barb needs to be a tank in order to survive on Inferno. The idea of the game is that everyone is a damage dealer, and while I'm sure you'll need to be able to take hits, especially as a Barb, you probably won't absolutely require any specific skills. You'll most likely need a few 'tanky' skills, sure, but I don't see any one specific skill being the one each barb needs.

    Also, correct me if I'm wrong, but life leech doesn't seem to be present on many items. The main way people will probably gain life is through active and passive skills, not stacking life leech through items.
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on How does the +Life from Revenge work?
    I'd say its probably the first scenario. Keep in mind that in places where it really matters that you just gained some ridiculous amount of life (ie bosses) you probably won't have many enemies around you except for phases that are designed to allow you to grab health globes and the like. So its not like you'll be able to save yourself over and over while tanking a boss.

    That being said, even if this does make a high-vitality barb extremely hearty, you'd still be sacrificing damage and even then it wouldn't be a huge deal seeing as skills such as these are really the only way to gain life, as theres no healers or anything. So in the end its something a tank would need in order to survive.
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on Build a Combo Monk
    This is actually something that I'll be very interested to see whether or not it works. When the Monk was first announced, the fact that you could mix and match combos was one of the most exciting things about him IMO, but with only 6 active skills I don't know if it'll be viable to rely on more than one or two combos. I'd definitely like to see it work, as thats probably the way I'd build my Monk as well.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Revamped costs/skills for DH
    One would think they'd test out the new DH system seeing as it seems to be a result of beta feedback on Hatred regeneration. However it hasn't been implemented as of the latest beta patch.
    Posted in: Demon Hunter: The Dreadlands
  • 0

    posted a message on Lack of offensive passives.
    Exalted Soul (increases spirit by 100) and Chant of Resonance (1 Spirit per second while a mantra is active) could both be used offensively. Also, Mantra of Conviction is essentially an offensive passive, and when combined with the Golden Rune (heals players when they use melee attacks on a enemy effected by MoC), it makes it so you wouldn't have to refresh Guiding Light.

    Also, @Diablo said that the amount of skills is likely to change before release, so I wouldn't be surprised if the Monk got some passives we haven't seen yet. Especially since he has 2 less than the Barb. That being said, passives across all classes seem to be more for utility/defense/regen than offense.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on Is on-line hack free experience still possible?
    Waves of Blizzard bans will probably go out based on how common the hacks are. Since its also all server-side, it will make it even harder to hack the game. Its not a widespread, or really all that noticeable, problem in SC2 or WoW, so I'm sure we'll be fine.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Opt ins being invited!
    Quote from Sinke

    Quote from Jackzor

    Yea I don't know what you meant by that but there's never going to be an open beta. Its always going to be invite only. As unfortunate as that is, it's true.

    didnt they opened the beta for SC2 just before the actual release date of the game? like, a week before?

    imo, think they will do that with D3 beta...
    I'm pretty sure the SC2 beta ended something like a month before release. And they've said that they don't want the D3 beta to be anywhere near the size of the SC2 beta.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Opt ins being invited!
    Yea I don't know what you meant by that but there's never going to be an open beta. Its always going to be invite only. As unfortunate as that is, it's true.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on DiabloCast: Episode XXVII
    Huh? Force has full beta playthroughs with all five characters.
    Posted in: News & Announcements
  • 0

    posted a message on Diablo 3 Has Officially Been Pushed Back
    Well judging by the software bugs that have been reported they're at least something of an issue. Not to mention that they probably want to test the AH extensively before release. And beyond that they seem to just be rolling out a major overhaul of the runestones system (which, at the earliest, started right after the press event and we all know how Blizzard is with iterations).

    Lets not forget that the earliest realistic estimate for release was around Christmas, so delaying to early 2012 really isn't a big deal. It doesn't really need any explanation beyond something like, I don't know, the new runestone system. This is Blizzard we're talking about, they delay games all the time. The idea that some 'higher power' or WoW influenced a Blizzard delay is more than a bit ridiculous. Did we all forget about SoonTM or something? They're notorious for this. IMO its pretty clearly a result of their development process, nothing more.
    Posted in: News & Announcements
  • 0

    posted a message on Diablo III Closed Beta: Lore Character Revealed
    Its most certainly not established what the falling star is. Although there are some hints through artwork that it could be an angel, we really don't know. And @phranx, only the Sin War books are canon, the other books aren't. That being said I think the civil war between Azmodan and Belial does play a role in D3.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Change, It's Only Natural
    Apparently Hatred generation was also decreased.


    Official Blizzard Quote:



    Yes, but the rate at which it regenerates is about half of what it was previously. By using a skill that generates Hatred you can get it back faster, though.

    About a year ago we began to realize that the way we were making people depend on their resource for some classes just wasn't very fun, and so we began to roll out a new skill cost philosophy. Essentially the overall idea is that at any given time (within reason) you should have some option to use a skill and be able to do something, even if you're out of resource. What that means is we can't just have skills that depend on resources to use, but there needs to be a mix of skills that do cost resources, potentially resource generator skills, and some free-to-cast skills (maybe with a cooldown).

    The witch doctor has had mana recovery skills since forever, the monk has almost always had spirit generators, so it was really just a matter of rolling that philosophy out to the other classes, and demon hunter was the most recent (and visible now that beta is live and we're exposing all that data).

    Bonus! It makes demon hunter build diversity explode like woah.

    Posted in: News & Announcements
  • 0

    posted a message on Level 60 set items not the best items?
    Well for starters it can have up to 362 dps while the best weapons other than that have about 500 or so dps (as you mentioned). With just the first set bonus you get 30% damage, which boosts it to 470 DPS or so, and with 4 pieces of the set you'll have extra crit damage as well.

    Keep in mind that the sets aren't supposed to be the best individual items (in order to offset the fact that they give bonuses), and even as a group they aren't supposed to be what everyone strives towards. Otherwise you'd just see everyone running around in the same sets. Obviously these sets will be extremely powerful, especially for certain builds, but they aren't supposed to be the only option.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Any pre-orders with a beta key ?
    Blizzard has said that they want the beta to remain much smaller than the SC2 beta, and something like this would expand it greatly. I'm all for it happening, but it doesn't seem terribly likely, and if it does happen, it'll probably only be for a smaller number of pre-orders.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Make The Most Of Your Beta
    Yea the people who got in through beta opt-in are certainly few and far between. It seems as though most of the people who got in this wave are press and the like and not much else, although there certainly were a few lucky people who got in randomly. As Winged said its the first and (probably) the smallest wave of invites we'll see. Obviously you'll here it from us if suddenly a bunch more people start to get invited, but as of right now its still a very limited beta.

    It should be noted, though, that this is going to remain very small throughout its duration. Its never going to get up to the size of, say, the SC2 beta. So although future waves of invites will hopefully be larger, that doesn't mean its ever going to get all that big. Hopefully, because of the limited content, Blizzard will have to send out many waves of invites in order to maintain the amount of active people they are aiming for. That's just something we're going to have to find out about as time passes.
    Posted in: News & Announcements
  • 0

    posted a message on What exactly is D3's endgame?
    PvP is going to be pretty casual in D3, and the development team has pretty readily stated that they expect it to be imbalanced depending on what builds are discovered. The endgame is currently going to be Inferno difficulty, which is where every monster is level 61 (while the character cap is 60) which makes it so they all have the same drop potential. How I'm assuming that will work is that you'll end up going through the entire game on Inferno and then redoing bosses (along with their relevant dungeons) for loot. They've also stated that bosses and monsters will gain new abilities and affixes, along with the expected increase in health and AI, in Inferno difficulty. Its also the only place you can get the best loot and level 7 runestones.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo 3 Beta: Day 1
    Quote from TheDFO

    So...two things

    1) Does it strike anyone else that the whole hatred/discipline split energy would make more sense with the Monk? He could used Discipline to close distances quick, hatred to deal a lot of damage, and then discipline out again to avoid damage. It just doesn't strike me as that useful for the class that had ranged attacks...that let it attack...at range, from mostly melee monsters.
    I think it works well for the DH, but we're just not getting a good look at any real Discipline skills. It makes sense that traps and damage would be separated into two resources, and as Force points out in his DH Let's Play, it makes it so that it doesn't need as many cooldowns for things like Vault since they can allow you to run out of one resource. I guess it could make sense for the Monk, but Spirit is just exactly what works for him. Combos to build up spirit, and big finishing attacks to spend it.

    2) Did Blizz just give up with the idea of not making anyone choose between damage and MF? I mean, sure, maybe MF no longer takes the place of damage dealing attributes, but you still have the choice of "Do I want the MF attack belt of fire, or the Super attack belt of fire?" Unless it is on an item that NEVER affects damage (charms?), or one that someone can jump to your newest item, then it will always factor in which item to use, alongside damage. And that means...we're right back where we started?
    From what I saw there was definitely a decrease in other stats if an item had MF or exp gain on it. Like you'll find a belt with +4 Attack and another with +2 Attack +2% MF. If thats what you have a problem with, then just forget I said that :P

    What they said about MF is that they didn't want it to be something people stacked to the negligence of power. And in places (ie gems) that only carry one stat, they didn't want gem slots that give power to overlap with the ones that give MF. But obviously that doesn't mean they can just have an item with +4 Attack be the same level/value as +4 Attack +4 MF. Obviously there has to be a trade off, or everyone would just always take the one that has MF as well.
    Posted in: News & Announcements
  • 0

    posted a message on What happend to the stress test Blizzard?
    From what I can tell there haven't been (m)any invites from opt-in. I think that even though technically the closed beta has started, its still mainly F&F and press.

    Also, the only sensible way to do a stress test is to ramp it up over time. If what you're testing is server stability, you're clearly not 100% confident in it, and as such you can't just immediately push it to its limits. So I'm sure the beta will grow over time, but never to something on the scale of the SC2 beta unfortunately.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Cauldron of Jordan and Nephalem Cube lore disappointing?
    I guess you could say that for the CoJ, but as far as the Cube goes I think its explained entirely. Its when you first get access to the Blacksmith, and you need the Cube in order to use him. Really, you need all three of those in order to easily navigate dungeons, and as such you have to get them early on, so they're not going to seem like something you have to work all that hard for. At least in my opinion.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Closed Beta Has Begun!
    I've gotten complaints from people for including the looks of items in articles I write. As such, it would make a lot more sense to have a lore video. Spoilers piss a lot of people off (granted, those probably aren't the same people who are watching beta streams/videos). Lets not forget that Force's Diablo Lore series is one of the better ways to get caught up on the lore behind the game, so you can hardly say he doesn't care about lore. He's going to have another four videos on the beta (one for each class) and was talking about how he was going to have a rundown of the crafting available in the beta. I'm sure you'll be able to hear the conversations at some point.

    Also, as other people have pointed out, him not showing exactly what you wanted to see doesn't mean it isn't good. He still paused for most of the lore books, and video and audio quality like his was extremely hard to find up until now. Obviously you want to see what you want to see, but understand that your views aren't always the same as everyone else's.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Cauldron of Jordan and Nephalem Cube lore disappointing?
    I wouldn't count out editing because of spoilers, but really I think that even in the beta the ways you get them make sense. You get the CoJ after going down into Adria's Cellar which has a cauldron in the middle of it, and you get the Cube after recruiting the Blacksmith, which needs you to be able to salvage things.

    Assuming these quests are final (which could very well end up being an incorrect assumption) I'd bet that the Cube plays some larger role simply judging by its name. Either way, as I said before I think you get them at appropriate times.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Lots of Armors and Weapons

    I don't know... are these mock ups or the real in-game look? I'm confused because in another post on battle net they were saying these weren't the real thing. I was sort of expecting the tiers to have a higher quality texture or something (see character pages such as this - http://us.battle.net/d3/en/class/barbarian/, animated barb beside the lore that has a nice deal of lustre and sharp detail) That tier 17 Barb armour looks like something you'd see on archlord :/ jus' sayin <_<>

    As a side question - One of the pics is a DH with blue/silver armor, with the helm having 2 tusks. Is this a set? Because it sure isn't a tier from what I've seen! And it looks sweet :dh:
    Yea I don't think these are at all finalized. For example we saw the WD 'tentacles' armor set at BlizzCon, and the tendrils looked black and more snake-like, as opposed to the weird green they show in these pictures. Theres also a few sets with absurd amounts of clipping going on, although I guess thats a possibility even on finalized sets. Overall, the textures and such just don't look like they're done.

    Seeing as a lot of the datamined stuff that was revealed early on during the beta ended up seeming like it was from a build or two ago when compared to the skill calculator, I wouldn't be surprised if these armor sets are also from a similar amount of time ago.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo 3 Beta: Day 1
    Player skills can't harm other players or the person who used them. Unless it says so in the description (ie the WD's passive that splits mana costs into life and mana costs).
    Posted in: News & Announcements
  • 0

    posted a message on Interaction between Traps and Characters
    Quote from Zero(pS)

    If there was any penalty, I'd literally never use the falling walls as a Barb or Monk. Ever.
    Wouldn't it involve an interesting decision, then?

    Isn't it a still good tradeoff 95% of the time? 200 area of effect damage on 5-8 monsters, killing them in 2-3 seconds, for a 2 second 30% slow (for instance).
    Sure, but from what I see most people don't really even notice them until they've killed the monsters. Most traps I've seen have maybe 5, mostly less, monsters below them. And I feel like it could even seem less reasonable. Right now its 'oh, they've obviously done that for gameplay reasons' whereas if they added some puny effect, it would be 'oh, this effects me in an entirely different way than the monsters around me.'

    And the main point of my last post was that the effect would only apply to Barbs and Monks, even if the trade off is worth it, that just doesn't sit well with me.

    They added the destruction in to help immersion and I cheered, it looks great and is a lovely extra touch. I do really feel that they need to add some kind of repercussion to the player that gets caught by them too though.
    But the problem is that for melee characters its not 'getting caught.' Its using the trap and not leaping/dashing away from it (and, most likely, the combat in the area as well).

    Also, we have no idea what traps in other areas will be. Its extremely likely that there will be traps that the only 'realistic' way to punish the player for being in the area is by damaging them. Even if its a minuscule amount, I guarantee plenty of people will die as a result of them. Even if the trap doesn't land the killing blow, some griefer could simply trigger them any time they see a player in the area, and especially if that player is the tank, it could get them killed.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Interaction between Traps and Characters
    Voted no. There are plenty of areas where there are traps near champion/unique/equivalently hard monsters so really any penalty could get you killed. And thats just simply not good, especially when you have melee characters whose only option is to run up and hit the trap in order to make it fall. If there was any penalty, I'd literally never use the falling walls as a Barb or Monk. Ever.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on The Ultimate Icon Thread!
    Quote from slamaskin

    the last 3 grades of gems look kinda ''weak'' IMO, the rest of them are pretty much awesome, and who shares opinion that would be logical since we have a jewler that rings and amulets should have sockets ?
    They can have sockets. At least amulets can, idk about rings.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Teal
    Well you did say you'd love it if Blizzard dropped it from their palette. I personally think the teal gives a very eerie and ghostly feel to the dungeon, and in order to fit in with the dungeon, Leoric has to have a similar color, and the color suits his ethereal theme.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Speculation on Better chance of Beta with old or new spec PC???
    Quote from Twistedpandora

    Quote from NeoPhythe

    its not a gameplay beta, its a server strech test... so it doenst matter.

    thats true but they said the MAIN purpose is the strech test. it would make no sense for them to stop compatibility tests unless there 100% sure they need to, which is basically when the game goes gold.
    Yea they've said that compter specs still play a factor. Even though server is the main focus, they're not going to just pass up the opportunity to test the game on a wide range of systems.

    That being said, I'm banking on my Mac OS X Lion to get me in :P
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Teal
    I guess I see what the OP is saying, but to me the photoshopped white version explains why they didn't do it. Besides, if they were looking to have Leoric's colors fit in to the rest of the dungeon (which I think they pretty clearly do) then they'd have to make the dungeon white as well, which would probably just lead to it looking like heaven.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Skills and Guns
    @Diablo and Bashiok broke a period of silence to give us some useful and interesting information today.

    In regards to skills, @Diablo had this to say in response to a question about the available number of active skills per character.

    Official Blizzard Quote:



    Diablo: @crafty_deluxe Wizard has the most with 25, the rest have either 21 or 22. Currently. Abilities will likely change before release.
    Whether or not this will mean different skills, a different number of skills, or only different rune effects is unknown. Chances are that no skills will be removed, and seeing as this comment is in response to a question about the number of active skills, chances are that not all skills have been revealed or there are skills still in development. As soon as there is any elaboration on the subject we'll be sure to let you know.

    Yesterday, when the class pages went up on the Diablo III official site, some people noticed that the DiabloWiki.com - Demon Hunter Demon Hunter's page seemed to suggest that they were able to use guns. Although skills such as DiabloWiki.com - Evasive Fire Evasive Fire's crimson rune effect mention the use of bullets, Bashiok cleared up the issue completely and let us know that guns will not appear in Diablo III.

    Official Blizzard Quote:



    Demon hunters are able to pepper the battlefield with scores of arrows and projectiles, or snipe distant enemies with a precision undreamt of by other heroes. Their arsenal includes longbows, guns, grenades, hand-thrown weapons, and even dual-wielded crossbows.
    Today, Bashiok cleared up the confusion that resulted, breaking a stretch of silence from the blues other than replies to technical issues.

    Official Blizzard Quote:



    There are no guns in Diablo. Shame on anyone who wants otherwise! SHAME.

    It's an error in the text, and will be corrected.
    So fortunately for some (hopefully most) and unfortunately for others, the Diablo III team has reaffirmed its view that guns don't fit in Diablo. Are you disappointed or happy that whole scare is over? Let us know in the thread below.
    Posted in: News & Announcements
  • 0

    posted a message on Damage Booster
    Yea I had thought of that but I guess I didn't post it in this thread yet :P Obviously that would nerf this quite a bit, but fingers crossed! Although I'm pretty sure its not going to be flat percentages.
    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on Question on gameplay controls
    Its how you described, but you only have 6 skills so they are only assigned to 1-4, although I think you could assign one to two different places if you wanted to use 5 for a skill instead of potions. IIRC you can bind your skills to whatever you like, so you could make it so that everything is bound to your mouse if you wanted.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Damage Booster
    http://us.battle.net/d3/en/calculator/monk#UiRQfa!fca!cZbaZZ

    So golden Mantra of Conviction + Guiding Light Passive = 16% increased damage and enemies take 20% more damage
    Obsidian Exploding Palm = 10% more damage taken by enemies
    Obsidian Breath of Heaven = 20% more damage for allies
    Resolve = 10% less damage dealt by enemies
    Total = increase of 36% more damage for allies, enemies take 30% more damage and deal 10% less damage.

    Would be awesome for a group. And I took Mystic Ally to just add another damage source and put the crimson DoT rune in Way of the Hundred Fists and Inner Sanctuary for the same reason. I figure the more damage sources, the more things benefiting from enemies taking increased damage.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on When we're in Beta.
    Well they've specifically said that it won't be as big as the SC2 beta, so a giveaway that large might not happen. Not that I wouldn't love that, but its not a guaranteed thing.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Guns in D3
    Skills like Evasive Fire say they use bullets. And the datamined items make no mention of guns, nor does the DH's weapon mastery. So its, in all likelihood, referring to certain skills.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Much Ado About Colors
    Quote from Spockblock

    It probably fits the lore in a good way, but for the majority of people, mana isn't something south pacific tribal concept, but rather something we associate with wizards and holy casters. So I feel it doesn't really matter what it actually means or where it originated from, because for the majority, it has gotten a brand new meaning. Now I'm sure they won't change the mana or the colour, and I think it will grow on us. But right now, it just seems kind of like the easy way out, and I'd like for a blue to answer why they chose the tried and true mana, instead of something new for the WD (which is a brand new concept and pretty far from standard classes).
    Right, but what I was also saying was that not only does it fit the original definition of mana, but it also fits really well with the WD's class. The WD page on the official D3 site describes how it makes it so that the WD has to watch what he/she is casting in order to not run out of mana, but the amount of mana available to them makes it so that they can whip out a bunch of skills if they're in a bad situation. So clearly that is the play style they were trying to promote with the WD, and obviously that fits in well with the Mana we know from previous games.
    Posted in: News & Announcements
  • 0

    posted a message on New Class Pages
    Yea I don't quite know why it says that, seeing as there are cooldowns for skills like Seven Sided Strike, but there are only a few and the cooldowns aren't long. There's a passive ability that makes it so Seven Sided Strike, Lashing Tail-Kick, and Wave of Light don't have cooldowns, but it increases Spirit costs for those abilities by 50%. So that summary is accurate in that the Monk seems to have smaller/less cooldowns, but its a bit misleading at the same time.
    Posted in: News & Announcements
  • 0

    posted a message on Magic Find and Boss Hunting
    Well in the beta there is a 'repeat quest' option, so would be an easy way to kill bosses repeatedly.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.