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    posted a message on Putting skill point in passive skills
    Quote from soulzek»

    You should probably research Blizzard's stances on its design changes from Diablo 2 to Diablo 3 back in 2011 when the beta was running because this is just going to repeat that information.

    Yep.

    They aren't going to budge from this stance. They've moved WoW away from the point system as well. Current design philosophy at Blizzard is to keep it simple, but ensure that stats are arcane.

    Posted in: Diablo III General Discussion
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    posted a message on Fixing Unity/SOJ to bring them into 2.1 Standards
    Quote from Inferis
    Some items will always be the best. That's just how it is.

    That is correct. The fact that about 65% of the top 25% of players use the RORG is a sign that something is wrong. That, of the top three rings of each class, Unity, RORG, and Stone of Jordan shows that something is really wrong.

    There are legendary rings with only 4 stats. Why not dump a stat and put an interesting effect on them? I don't care if there are obviously better items. It would be nice to have options. At what point could I use a Bul Kathos Wedding Band as a component of a build? Why would I take the Wailing Host set?

    There are some rings that are choices over the others. Wyrdward is amazing on a lightning character. That's a great ring. Avarice Band works really, really, really well with Goldwrap and the Gem of the Hoarder (or the entire gold related item set). Even Krede's Flame could be interesting. But rings like Broken Promises, Manald Heal, etc. It's one thing to have a bad ring or two, but almost every single legendary in the game that's not part of a top level build is redundant because it just gives stats. The fact that yellows are better than some legendaries is something loot 2.0 was supposed to fix, and it's still a problem.
    Posted in: Diablo III General Discussion
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    posted a message on Fixing Unity/SOJ to bring them into 2.1 Standards
    Quote from Firecrest

    Quote from Credge

    RORG, Unity, and SOJ are just too dominant. We have ring sets that are garbage. We have rings that are completely pointless. We have rings that have really interesting abilities, but they just don't have any synergy with... anything. At all.
    This is by design. Seriously. The whole point of loot is to have this be the case. Have you never played games or what?
    Lol.

    Loot is to promote build diversity. I've been playing video games longer than you've been alive. Try to keep up.
    Posted in: Diablo III General Discussion
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    posted a message on Fixing Unity/SOJ to bring them into 2.1 Standards
    RORG, Unity, and SOJ are just too dominant. We have ring sets that are garbage. We have rings that are completely pointless. We have rings that have really interesting abilities, but they just don't have any synergy with... anything. At all.



    • Bul Kathos Wedding Band
    • Hellfire Ring
    • Rogar's Huge Stone
    • Band of Hollow Whispers
    • Focus/Restraint
    • Compass Rose/The Traveler's Pledge
    • Litany of the Undead/The Wailing Host
    There could be some really neat things there. Maybe even just increase the power of some of them. Rogar's Huge Stone would be great if the value was doubled. The Hellfire Ring could be great if the damage on the fireball wasn't garbage. The Band of Hollow Whispers would be neat if it casted Haunt on crit. Bul Kathos Wedding Band would be great if the percent life you gained was based on how many enemies were around you instead of a flat 1% (0.2% per enemy around you, for example).
    Posted in: Diablo III General Discussion
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    posted a message on What is the point of using Zuni set in patch 2.0.5
    Wouldn't the point be to not rely on that passive and open up another passive slot?
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on What will you be replacing Firebats with?
    Dots are very effective. Remember, it's not on cast, but on damage. Using Piranhas and the AOE Spirit Barrage skill, I get 15 up instantly against a pack.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Not Stoked About The Gargantuan...
    Use the Hex with Toad of Hugeness for good damage. He can suck up elites now. Dots you cast on the elite while they are sucked up still damage them.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Attack speed with pets and dots.
    Thanks man. I appreciate the info. Time to get really focused in my build.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Attack speed with pets and dots.
    I've noticed I get the biggest Damage stat boost from attack speed when spending paragon points. However, I've read mixed reports about attack speed in it effected pets and dots. Anyone have a link with some good info on stats as a whole? Breakpoints, hard and soft caps, etc?


    Thanks.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Diablo III, Featuring BoE
    Quote from "Zoobi" »
    No single item in the game would be worth a high rune if there weren't dupes. I don't think Blizzard understands that dupes are what make the diablo 2 economy fail.


    This. Remove dupes, the economy is fine. Items naturally lose value as more of them exist.

    There's a reason SoJ's are the currency of choice in Diablo 2 :|.
    Posted in: News & Announcements
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    posted a message on Diablo III, Featuring BoE
    I've lost it. Blizzard has no idea what they are doing. BOE is a mechanic that is used when you don't want item decay to exist but you still want items to disappear over time so you don't have huge inflation on an economy and eventually end up with an economical oligarchy.

    Except that will happen anyway because of the random nature of the games loot. BOE makes sense when X mob has a % chance to drop an item. This way, a player, or group of players, can farm said mob until everybody gets what items they want and then they turn around and sell the leftovers for profit.

    So, unless Blizzard is telling us that Tal-Rasha has a 15% chance to drop Tal-Rashas Whip of Ancient Wrappings with this, they've essentially started down the path of an incredibly broken in game economy, an uninteresting small-group environment where hand-me-downs function to create equality amongst members, and a slightly less interesting single-player experience where a handed down item might complete a character build.

    A better solution is to just have all items be BOP and completely ignore the economy altogether.
    Posted in: News & Announcements
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    posted a message on "Weapon Swap" Down for the Count
    Cool, looks like I won't be playing anything like my amazon who switched between bow and spear, my Barbarian who switched between dual wield and a 2 hander, my Paladin who switched between sword and board and a two hander...

    What a bad decision from a gameplay standpoint. I care not about PVP nor do I care about ladders.
    Posted in: News & Announcements
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    posted a message on Properly Proportioned Pauldrons
    If you're 7 feet tall you don't need massive shoulder pads. You need shoulder pads that are proportioned correctly for your size.

    Just because somebody is a giant doesn't mean that they use things that don't fit on their body. Those pauldrons were larger than his head.
    Posted in: News & Announcements
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    posted a message on DiabloFans Exclusive: Jay Wilson
    Jay Wilson: In regards to the female counterpart, she'll be released soon. As far as exact dates go, I really can't talk much about them. A little news about the Skill Tree system should actually go up on our Twitter page pretty soon. About that, we've decided to remove the tree-type architecture and we are moving into a purely skill-based system. This new system is still in the development stages and if it does not work, we still have plenty of options to fall back on. Right now, we're just trying different things and getting a feel for the few ideas in regards to the skill system that we have going on right now. It differs from the World of Warcraft/Diablo II type hierarchical styles and is more of a skill pool/path than a tree per se.

    In other words, you have trees for each skill.

    K.
    Posted in: News & Announcements
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