Before the hotfixes we were lagging out in high grifts, removing area damage points helped but the lag was still awful. This was in solo and group.
Now I have no lag, something must have worked..
Before the hotfixes we were lagging out in high grifts, removing area damage points helped but the lag was still awful. This was in solo and group.
Now I have no lag, something must have worked..
I tested in a few 66's and had 0 lag (huge density in some). This is with points in area damage which I previously had to remove to reduce the lag.
(I play on AUS servers, if that means anything).
I wouldn't expect monks to go live as overpowered as they may be at the moment, but monks/barbs will most likely end up being the top classes this patch either way.
Blizzards design pattern across all of their games is to shift power around intentionally, leaving some classes behind while others get there chance to be top tier (for better or worse).
You pay for the game AS IS. Anything after that (patches/content etc) is a freebie/bonus that they have no obligation to provide.
I really wish the PTR did not exist lol. For me it starts out really exciting, and then like everything it inevitably gets old and a little stale quicker than if it did not exist and the first we experienced these changes was on Live.
Of course I could just avoid forums etc, but that's way too hard =[
I like the fact that it will store the max roll. Over the course of 800 paragons season and 750 non-season I am yet to see a furnace with max (or near max) elite dmg rolls. Same goes for many, many other items.
Too much RNG just ends up killing the game for many. Most friends of mine just stopped playing because of it.
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There's nothing wrong with support builds, and nothing wrong with the concept of the "healing monk".
What's a problem is the sheer ridiculousness that is monk healing at this point. They bring, arguably, too much utility and support to the group. No spec should allow people to stand in just about anything (there are some exclusions) and tunnel DPS.
The spec just needs to be toned down a little, I'm fine with it being required in top grift runs as that's just the nature of the game, but it shouldnt allow the entire group to just tunnel/forget about mechanics (mostly!).
No idea why white space is being removed from the post (paragraph etc).
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Is carnevil WD that strong in 4-player groups that it's worth bringing along to high grifts?
I honestly have no idea, since I'm yet to really get into this season. Last I heard was that WD's were relatively weak in groups.
Healing monks seems absolutely out-of-control though ha, very fun though.
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1. Cheating in sports is the intentional breaking of rules in order to obtain an advantage over the other teams or players.
2. To violate rules deliberately.
3. intentionally programmed or a glitch or coded by the player input by the player in order to achieve one or more of the following:
--snipped--
d. (when coded by the player) to gain an unfair advantage in multiplayer competition
That seems to define exactly what is happening here.
Your edit makes no sense and contradicts the rest of that post.
Also, you said -
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Your logic is actually flawed. It's against the rules of the game, therefore a cheat. Much like ANY game if you don't follow the rules intentionally you ARE cheating.
And your two examples are cheating (both able to potentially give you an advantage). Both would essentially require you to read the games memory, which is not permitted.
Denying that using THUD is cheating is pointless. It is.
It seems like you would be better off discussing whether use of these programs SHOULD be a violation of the terms.
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It does directly effect his in-game experience.
This is a feature included in the game. THUD is not included in the game and violates the terms of use...
Blizzard almost never comments on exploits, hacks or cheats.They've stated this several times. Take HonorBuddy as an example...
Why people use it is irrelevant, however, most people at the top-end use it for an advantage, not just because "features are lacking". There is no grey area here, using it is cheating and against the ToS. Whether or not you agree that it should be against the ToS is another topic entirely.
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THUD gives you an advantage over those who don't use it. This should be clear.
For example, it's extremely useful in high grifts as it tells you what mobs are off screen (affixes etc) so you know what your about to run into and can plan ahead before pulling. This helps a lot in groups with positioning.
It's considered cheating because it violates the ToS (reads from memory blah blah), AddOns in WoW are very different.
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The goal is to complete, for example, something like 45s in 3min or less essentially.
For keys you want to "recycle" them (youtube this, or google it..there are many threads that describe the process).
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1 - Speed grifts
2 - Passive is random yes
3 - Current season items are the only items unavailable to non-season.
4 - Doing grift 50 is fine with any paragon (with decent gear ofc), clearly a very high paragon gives you a large advantage.
5 - Yes
6 - Yes
7 - Unique equipped, ie you can only wear one of the same type. Yes you can spam.
Someone correct me if I'm wrong, hardly play atm.
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http://winmtr.net/download-winmtr/
Download that, run it and use 103.4.115.248 as the host (Diablo's IP).
Let it run until after you experience your lag, post it here if you don't understand the results (there is a copy button in the program).
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ISP? Have you done a pathping/tracert?
I think I've had lag issues once in the last 6 months on Aus servers.
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What reason would you possibly have to complain about this?
Unless you misunderstood and didn't realise it was public games only?
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No game feature should be changed or not implemented because -bots-
Also, a game where almost everything involves RNG will never, and should never have a respectable competitive scene.
I hate bots and cheaters, but you won't ever stop them.
The botters will just bot <16 hours a day, like most already do.
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Instant damage affixes are fine, the damage they deal needs to be looked at and potentially capped at a certain % of max health.
Instant, unavoidable damage is important for engaging game play. A good combination of (a reasonable amount) unavoidable damage and avoidable mechanics is the key to fun for me. If I can easily (core game is designed for casual play/players) avoid all damage the game becomes a bore, but if you throw unavoidable damage at me I now have to focus and think and my choices change etc.
All just my opinion of course!
Edit: Other problems exist with damage in the game as well. There is a very big difference between the threat of a yellow pack with jailer and a blue. The blue pack (possibly 5 mobs) casting jail over and over and over again is just %^$@%^ worthy. Clearly a cap to the damage of jailer affix wouldn't stop it killing you when possibly 5 may be cast on you in a matter of seconds. You're right though, jail itself should't deal damage as being jailed can be completely disastrous to your character (arcane etc).
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Yeah I can roll the vit to either crit chance or socket. Was toying around with d3planner and any of the available options come out very close, the fire neck with vit rolled to socket comes out the highest by a small margin. Not sure how accurate d3planner is though.
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Only two tal's I've gotten, which one would be better to use http://imgur.com/oyMECGl
Not sure if crit or fire damage would be better.