• 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 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 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 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 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 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
  • To post a comment, please or register a new account.