The rebalancing was necessary. Acts 2-4 inferno weren't really that fun and that's the yardstick of success imo.
Coop was difficult in inferno act 2-4. Not everyone has furbished gear. Hell was still tolerable but once you took that step into inferno, especially act 2+, what was previously safe for a wiz (2-3 hits to die with force armor), became a one shot death as damage exceeded the low force armor treshold. The increased incoming damage really encouraged defensive builds which became increasingly hard to maintain as more players joined. In a 4 player game, a player who could maintain a reasonable defensive build while solo might find it just isn't working. Not everyone has a 1k weapon in their hand either, the dps requirements to burst down elites before they used their enrage timer made it difficult to use coop as having allies just made it harder to meet the enrage timer. A rebalance is definately welcome to make inferno act 2-4 more fun.
The drop rate change really helps. Currently you can roll really powerful ilvl61 items in act 1 inferno that can help you steamroll act 2 but the probability is very low, so low that people are grinding act 1 and seeing limited results. It is more efficient to grind gold and buy upgrades than hope for a ilvl61 rare with 4-6 good affixes.
Item rebalancing is necessary as well. Currently any weapon, even an ilvl63 one, without at least 2 of the 4 dps mods will not be worth a damn. You need a huge +fixed dmg affix, +ias, +%dmg and +mainstat. Of all the 4, the mainstat is the lowest priority. Outside of your main weapon +ias and +crit (only with enough) far exceed the dps potential of +mainstat and +fixed dmg to the point where they are arguably necessary in an item because you wouldn't swap them out with any other affix.
I trust Blizzard to balance and change as needed to make this more fun. Currently I just farm act 1 inferno and raise alts because the rest of inferno just isn't fun.
- Tsukishima
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Member for 15 years, 6 months, and 7 days
Last active Wed, Jan, 23 2013 19:13:17
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Apr 20, 2012Tsukishima posted a message on Open Beta Weekend!From my experience, the installer isn't linear and some parts of the 100% take longer than others. I'd recommend to just leave it on.Posted in: News
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Apr 20, 2012Tsukishima posted a message on Open Beta Weekend!Congrats! I'm so happy for you all.Posted in: News
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Apr 16, 2012Tsukishima posted a message on Class Spotlight - The MonkThe holy trinity in a single class, if you want to be able to do literally anything this might be the class for you. Tank/DPS/Healer-support roles are all avaliable.Posted in: News
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Aug 30, 2011Tsukishima posted a message on Diablo 3 Beta: What to ExpectTo add on to the graphic benchmark test. Would like to see what are the different graphic settings (like SC2's low to ultra) and what hardware is needed to hit 60fps. If you don't have that many different hardware profiles to switch around, a benchmark of fps with your current system on different settings over a modest period of time will really be useful.Posted in: News
D3 might be Nvidia friendly, ATI friendly or even processor friendly.... -
Aug 2, 2011Tsukishima posted a message on The Auction House ExplainedEconsfag here. Take it from someone who spent too many years studying Econs, that Blizzard is hitting some serious platinum in this idea.Posted in: News
Gold. Resource generated by D3. Tradable for money.
Money. Resource generated by the banks. Tradable for gold.
They are going to create a system by which the virtual goods (gold, items, etc) generated by D3 is given a money value.
1. Every item, gold piece or rune you find in D3 has an equivalent money value. You will earn real money when you play D3!
2. Due to arbitrage and the gold/money exchange rate, they will be able to generate a stable market. The central bank has tricks they can pull if there's too much or too little money, Blizzard has tricks they can pull if there's too much or too little gold too. They are gaining the powers of a central bank with respect to gold.
3. This is all going to be financed by people who put real money into RMT. These people, are going to be giving you money by financing this system. Previously they paid 3rd party sites, now they pay you.
TL;DR -- D3 lets you get richer when you play it and gives a stable economy for both gold or RMT trade.
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So in simplier terms, Wilson has full authority over D3. Rob has full authority over Wilson in a supervisory role.
We can thus safely blame Wilson for all the D3 launch problems. Rob's part is more on how well he supervised Wilson.
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When prices are low, its a good time to buy. What you find will sell for less.
When your clear rate is fast, you'll find more loot. This is profitable no matter if prices are high or low.
TL;DR. Try to increase clear rate. If prices are low buy to boost your gear, If prices are high, sell to fund your spending.
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1. There is a rule saying that reporting players should be done through official channels and not to call them out by name. The OP broke this rule and was punished.
2. There is a case of alleged scamming. It involved using item swapping of a similarly named item. This is covered by the scam policy.
"A scam is the act of acquiring items or any other possession from another player through misinformation, confusion, or fraud. In short, using any sort of deception to gain at another's expense. If you are unsure if your particular case fits the criteria of a scam, contact a GM in-game and they will be able to assist you."
Given the above, the OP is best served by contacting the in game support tools to attempt an item recovery. While his actions might be altruistically motivated, calling out players by name is a violation. I wish him well in his attempt to recovery from the scam and hope that he retains his desire to help others through this difficult time.
There is a place for calling out alleged scammers and it is not the d3 official forums.
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Qn: What is this POE? Is it like D3?
Ans: Its a POE man's D3.
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There are many times, what people say they want is not actually what they need.
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You are only as successful as your customers are willing to let you be. WOW found a great increase in playerbase and profitability moving towards LFR, LFD and other casual friendly options. Every player in WOW can realistically get their own personal legend in pandaland just following the LFR and Wrathion questline. Some don't like it and choose to walk away from the game of course but as a whole there are a lot more happy players than unhappy ones. You give the customer what they want as long as it doesn't hurt your profitability.
You can't please everyone but ignoring the majority (which is made up of the unskilled and casuals) is not a good profit maximisation strategy.
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OT. Laughing at someone's misfortune is not good people. It could happen to you or your loved ones one day.
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Ok. So we are trying to find which MP level is the most efficient in giving loot.
The first assumption is for a controlled experiment. Nothing odd there.
The second assumption assumes the additional damage doesn't kill you. As monster dmg can increase up to 371% of base dmg, this assumption is not really safe. Death reduces the efficiency of loot (as it increases the time taken).
The third assumption assumes that the only consideration with more monster hp is more time taken. This is reasonable only if assumption 2 is. For bursty builds that do not expect to engage enemy units for long, having them live long enough to counterattack is a big difference. The resource constraints for each class also make it such that classes that can run out of resource in extended combat will experience more problems than other classes. Furthermore this assumes that the base damage is low enough that there is a significant increase in time. If a player can attain overkill in most of the monsters this assumption would be violated.
Proposal: MP4/5 give the highest additional bonuses per additional monster health.
This does seem so yes.
The limitations of this theory are as follows.
1. Does not take into account resource constraints (assumption 3)
2. Assumes that incoming damage is trival (assumption 2)
3. Assumes that the positive correlation in mp level and time for run is significant (assumption 3)
So when would this theory work? For a player who has no significant resource constraints, is largely immune to enemy damage or resilient enough that the chance death is low enough to be ignored and whose damage is not high enough to overkill enemy mobs across different mp levels.
Even with enough gear and player skill to avoid the first 2, I don't think assumption 3 is reasonable at all.
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