what it should be instead is they should make you redo a super high top 10 solo gr clear so the noobs can see it takes much more than just gear and paragon to do a high lvl grift. would also be muich more fun, competitive and challenging this way.
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Jun 30, 2017AnaheimDanger posted a message on What do you think about the new Challenge Rifts mode?Posted in: Diablo III General Discussion
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Arydor posted a message on Was it worth all the complaining? PrimalsPosted in: Diablo III General Discussion
Actually, your logic is flawed. By design, Primals were meant to have higher stats, and ergo would "always" be an upgrade. However, the way in which they increase stats on Weapons changes them from 'a cool thing to have' to mandatory. With v2.0, at least they're a cool thing to have and not mandatory. Also note that 30% stat boost never negates having the wrong stats. If your build is predicated on having high CDR and your Primal rolls without it, you HAVE to roll for CDR, meaning if the (weapon) rolled with Area Damage Life Per Hit and say Attack Speed, and your build doesn't proc Area Damage, you don't care about LPH, and Attack Speed is somewhat decent, you can't fix the item. You'd roll the AD into CDR and be running around with a stat stick because it's Primal, not because it's good. In the other hand, 10% Damage on a Primal makes the weapon range even higher, and in most cases today, an Ancient item is good and all, but you also want 10% damage on it if you're really trying. These are arguably the best reasons that Primal v1.0 was a horrible idea. It's not fun nor is it entertaining to run around with a super uber weapon, when there is an item that makes your build work 10x better, but Primals deal more damage.Quote from Hellgate2038»
I have no idea what you're talking about and I'm not sure you do either.
Now, with v2 the right stats must roll...in v1 a 30% stat boost would sometimes negate rolling a stat you didn't need at all.
V1 primals were way easier to get a guaranteed upgrade considering the ranges for stats were higher than a perfectly rolled ancient, so I am sorry sir, but your logic is flawed.
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Clean240 posted a message on I am baffled by Blizzard's incompetencePosted in: Diablo III General DiscussionI am baffled by the fact that you took the time to write that. Your hero doesn't fit the group meta. Is that really a big deal? How you made the mental leap between you voluntarily playing a build in a setting that makes it boring and Blizzard as a whole being incompetent, I will never know.
I've been lurking on this site since it started and I've seen a lot of pointless posts full of misdirected anger and accusations but this is one really takes the cake. I mean really, do you have deep and intimate connections with the barbarian class that warrants blanket negative generalizations of an entire company that you need to share so that I can understand the depths of your irrational rage?
It is a game. Just a game. One that has probably already yielded you more hours of entertainment per dollar spent than almost any other activity in your entire lifetime. Is there really that much to complain about, much less be enraged over?
You are free to roll a class or build that fits the current group meta, play alone and enjoy yourself, or even play a different game. Whatever you do, realize that your silly posts here or anywhere elseand won't change anything. You are just keeping yourself upset by trying to put a square peg in a round hole and then calling people names when it doesn't work. Stressing out over this and posting angry rants is literally bad for your well being. Not worth. Good luck finding emotional peace in your Diablo journey.
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Bagstone posted a message on Much better GR push with 2.4.1?Posted in: Diablo III General Discussion
Akarat's is the spell. Akkhan's the set ;-)
LoN Bomb did change :
- The damage bonus granted is now multiplicative with other sources of bonus damage
Akarat's gear isn't used in a LON Bomb build. -
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Midknite posted a message on d3 meta brokenPosted in: Diablo III General DiscussionAbsolutely.
Beware: Someone is going to come in here and have something to say about "you don't have to play the meta" etc etc and all the other stale discussions that come with it, but it really does get boring not being able to play what you like while still being competitive and being able to play with others without scrutiny (just in general).
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Bagstone posted a message on Speed Farming & Grift 1-80Posted in: Diablo III General DiscussionFor solo I'd go Crusader. You can start with Invoker's, which is fairly easy to gear and has quite some potential (getting to GR70 isn't that hard, probably easiest of all current builds in a relative sense; and someone cleared GR89 with an Invoker's+Akkhan build) and if you play it a lot and find some well-rolled ancient items you can switch to the LoN build which lets you "speed farm" GR75s. However, no class is completely pointless in a sense that you won't be able to at some point speed farm GR60s or so, so if you have a strong preference just go with whatever class you like the most. The difference in the end comes down to a few GR levels. The crusader has the highest solo potential but as of now has no spot in groups (not even as support); if you ever want to go for GR85+ you can pick one of the four support classes (monk, barb, WD, DH in that order).
Barb has the benefit that you can get lots of the gear for your LoN crusader on your barb as well - some stuff even easier than on a crusader (shield, bracers). The belt (Belt of the Trove) is the only must-have item in the LoN build which is a crusader-only item. So if you decide to go for crusader for solo, Torment, and low GR speed runs, and play barb as support in groups, that'd be a pretty good synergy. (Of course you can also play monk/WD support but then you'd have to find a group that's fine with you switching classes to gamble every 3 rifts, should you go for solo crusader.)
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Bagstone posted a message on D3 player basePosted in: Diablo III General DiscussionThe question is: What do you define as "active" playerbase? A player who logs in every day? Every week? Every season?
Blizzard only mentioned the D3 player numbers once - at some point in D3V - and seemed to indicate that "monthly players" were important to them. Since the season is one month old, let's have a look:
Diabloprogress only lists the top 50k for every ranking. For example, for paragon season 5 softcore the current rank #50k has paragon level 596. For EU the same is 678, for Korea it's 280 (not too surprising - Korea has always focused more on non-season). No data for China on Diabloprogress, but those numbers are already telling - there are more than 100k players in EU+US above paragon 600. Now add
- All players that are not listed on Diabloprogress (some of my paragon 400-500 friends are not)
- All players that play HC only (you can't combine SC+HC since we don't know the overlap)
- All players that play non-season (more than you think - casuals who don't want to restart when they come back, or don't even know what seasons are)
- All players that are below paragon 600 and only play occasionally which is probably a significant amount of players - given how Blizzard incentivizes seasons and makes no efforts to establish any short-term two week goals or something like that.
None of the public databases scan each player - Diablo3ladder and Diablorank have far, far less than Diabloprogress, and even Diabloprogress doesn't get all (I can't find a friend of mine who's paragon 450ish in S5 and he's been playing on and off since vanilla). It's impossible to tell how many players exactly there are and define activity on our own, unless Blizzard comes forward. But based on the Diabloprogress numbers we know for sure that there are way more than 50k players on season 5 softcore in each region, probably way over 100k if we include all the low-paragon players, and including all game modes and regions it's impossible to say how many, but I think anything below 500k would be a ridiculous understatement. Given how the numbers surprised us last time I'd assume the number is higher than we all imagine.
Besides: Please stop extrapolating from public games, communities, forums, and those kind of "soft data". It's like looking out of the window in New York and guessing what the weather in London is like at the moment.
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Fitsu posted a message on Hexing pants with LoN crus buildPosted in: Diablo III General DiscussionQuote from Jelloslock»
No Ancient item is 100% increase per item. No single item is worth using as a non ancient with this set.
I'm pretty sure hexing pants would multiply the damage, so if you had ancient in every other slot so 1200% then non-ancient hexing pants would effectively be an upgrade of 1.25x making it a much larger damage increase than just wearing any old ancient pants as that would simply take 1200% to 1300%. For example if you hit 100 then equipped 8 ancient pieces that 100 would become 800. Now if you were to equip another ancient slot, that 100 becomes 900 yet if you equipped non-ancient hexing pants that 100 becomes 1000 as you take the 100 multiply it by your LoN bonus then multiple that figure by the bonus from your hexing pants (100 x 8) x 1.25. Atleast this is how I think it works, if it didn't then I don't see why anyone would wear hexing as an additional 25% would be rather pointless.
In short, are hexing pants worth wearing even if non-ancient? It depends how many slots you currently as ancient, as each slot diminishes how much of a damage increase you gain per ancient in comparison to how much u gain from hexing. -
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TrueColdkil posted a message on 2.4 Roundup - Eternal Woods & Royal QuartersPosted in: Diablo III General DiscussionThe clickable door "unlocks" if you correctly follow the ghost of the queen around the quarters.
Nice lore behind the shield:
- Lachdanan was the royal guard that has slain Leoric when he got mad, only to be cursed by him to eternal damnation together with his companions. In D1 you find him already corrupted but still lucid under the Tristram cathedral, and he gives you a quest where you have to find an elixir to free him from his damnation. You find all the diaries through the cathedral in D3 and you can witness the scene when he killed Leoric in the royal crypts by clicking the sword.
- Stormshield was a unique shield in D2; the skin unlocked is a replica of that item
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PrvtPile posted a message on [Idea] Custom RiftsPosted in: Diablo III General DiscussionA possible way to implement something that has been suggested by many people before (with pics!).
Custom Rifts
[TL;DR: Inspired by Community-created 'challenges' such as: https://www.reddit.com/r/Diablo/comments/3r3y0z/season_3_rdiablo_billions_of_misfortunate_builds/ Custom rifts would allow the creation of specific Rifts to support and facilitate such Community-created events to provide an alternative end-game than GRift Fishing.]
Custom Rift Settings
Game Play Options
Mob Types (default, all selected): Select which mobs will be present in the rift, based on which act they originate from. Tired of wasps? Remove Act 2 mobs.
Mob Density (default, 3): Select from preset mob density values e.g. 1 = minimum density, 6 = maximum density.
Elite Types (default, all selected): Remove Yellow or Blue packs.
Elite Affixes (default, all selected): Remove certain elite affixes.
Timer (default, selected, 15 mins): change the duration of the timer, or remove the timer completely.
Deaths Allowed (default, unselected): unselected means infinite number of deaths allowed, as per usual in Softcore mode. But if selected, then only a certain amount of deaths would be allowed before the Rift was automatically failed.
Mob CC Resistance (default, selected, 95%): This is for mob CC resistance cap. Currently in patch 2.3 it has been increased to 95%, up from 65% of the previous patch. This value wouldn’t change the inherent CC resistance gain and decay stats of patch 2.3: 10% increased resistance per 1 second under CC, and the decay of 5% resistance per second while out of CC e.g. if this value was set at 0%, then mobs would have no resistance at all to CC effects and could easily be perma-stunned. If set to 100% then mobs would increase their CC resistance by 10% per second of CC, up to 100% and then be immune to all CC effects, until their resistance decayed. 65% would be similarish CC-effects of patch 2.2.
Misc. Opts: Remove health/nephalem globes entirely if desired. Allow gold drops and clickables to make use of items like http://us.battle.net/d3/en/item/goldwrap, http://us.battle.net/d3/en/item/harrington-waistguard, and other interesting items that cannot be used in GRifts simply because gold drops and clickables have been removed from them. (To prevent people cheesing and farming gold you could make it so that any gold picked up in the GRift doesn’t go to the player’s account).
Remove all sources of healing, from abilities or item stats etc., so that you only have a starting health pool and that’s all you have to work with.
Item Options
Item Types (default, all selected): Disallow Ancient items or Legendary items. Disallow sets, or restrict the amount of set items (per set) you can equip e.g. so you can only equip 2 set items per set. Or change the amount of sets you can equip, e.g. only 2-pieces from a set, and only 1 set allowed. Can remove Legendary gems, or just restrict the level the gem can be, to avoid group-leveled gems from dominating.
Item Slots (default, all selected): Want to remove jewelry? Want to force builds that don’t have pants? Go nuts.
Map Options
Maps (default, all selected): Select which map types you want in the pool. It may be impractical to list all the individual maps, so maybe just a selection from Act I, II, III etc.
Rift Guardian (default, 1, all selected): Select which RGs you want to be available to spawn. Or remove the RG entirely. Or maybe you’re insane and want more than 1 RG to make the end of a GRift more like the Uber battles.
Pylons (default, all Pylons selected, no Shrines selected): Select which Pylons/Shrines you want to be able to spawn.
Difficulty Level Range (default, 1 – 100): Set which GRift level range the GRift starts at and maxes out at, to allow a range of difficulties, or you may just want to set it at one difficulty. Maybe you want to set the Grift at, say, level 60 and just see how fast people can complete that difficulty level.
Rift Level Range (default, 1 – 10): This is the number of map levels in the actual Rift, I believe 10 is currently the max. Maybe you want the rift to only have 1 single map level so you put the max at 1. There may be some technical difficulties here with the interaction between Mob Density meter to make one level have sufficient mobs for 100% progress, so maybe this option isn't viable.
Player Options
Paragon Points (default, unselected): Set a cap for the number of paragon points that can be allocated before entering the custom rift, to make paragon grinding not the be-all and end-all.
Stat Caps (default, none selected): Set caps for particular character stats. Leave unselected to leave uncapped, as per normal. This particular example has crit chance and crit damage capped at the inherent bases of 5 and 50, and Elemental damage capped at 0% and Attack speed capped at 1 APS. This would only affect unbuffed sheet stats from gear and passive effects, but would obviously not include dynamic/active buffs.
Classes and Team Size (default, all selected): Allows the setting of what classes and number of players could partake in the custom rift. Maybe the monk community wants to create a rift to see how monks perform on that particular rift, or maybe the Demon Hunters want to see what kind of 4-player DH groups can do against each other. Or maybe force a mixture of Monk + Crusader teams, etc.
Followers (default, 1, Multiplayer off, all other selected): Restrict access to only particular followers, or allow more than 1 follower to be used, or allow followers in multiplayer.
Creating your Custom Rift
Once you’ve chosen all your settings, now you Create the Custom Rift. First you name it, select whether it is open to public or not, and whether it is a Static Rift.
STATIC RIFTS (this is an important option, and deserves a separate discussion to itself)
A non-Static rift would simply operate as regular Rifts and Grifts currently do i.e. whenever you enter a new rift it randomizes (from the set criteria) the rift. So, even if you select only 1 map-type etc. for your Custom Rift, but do not set it as Static, it will still randomly create a rift based on that one map type and the other criteria every time someone attempts that rift. A Static Rift, however, will only create one single rift when the creator/designer of the Custom Rift initially creates the Custom Rift, and from then on all subsequent openings of that rift, by anyone, will all be exactly the same, from the map layout to the monsters’ spawn location and type, pylon location etc. Everything is identical for every player who opens that Custom Rift (excluding RG spawn location, obviously).
PROS of a Static Rift
- reduces the advantage of things like THUD (everybody already knows the full map and pylon location etc.)
- removes the need for GRift fishing
- reduces overall balance issues such as mob types, mob affixes, map types, pylons etc. If the Rift is identical for everyone, it doesn’t really matter if Ghosts or Conduits are OP or not, because everyone has to fight/use them (this also allows us to bring the fun dense maps back to Greater Rifts, so we’re not stuck with shitty Cave maps 75% of time)
- allows the use of mob/map-specific strategies: items like http://us.battle.net/d3/en/item/arthefs-spark-of-life might be more useable (unlikely, but you get my point) if you know 100% of the Rift is Undead mobs
CONS
- boring? (not for people who enjoy the competition)
If you’re still unconvinced by Custom Rifts, well, simple: there’s no need to play these Custom Rifts at all if you have no interest in them. You miss out on nothing by not playing them. It’s just like how some people will never play Hardcore-mode and they don’t miss out on anything by not. Which brings me to my next important point.
NO LOOT
Custom Rifts would have no loot. None at all (not even from the Rift Guardian). And no experience gained. This is partly so that people couldn’t cheese and create some easy farming rift, but more so because Custom Rifts would be purely about the fun of the competition, just like those countless other games we play because people enjoy competing against each other – that’s what drives (in part) communities. We can see this where D3 communities are already (and have been for a long time) creating their own friendly competitions/challenges in order to keep themselves entertained when there’s little else in the game for them to do, and GRift-fishing becomes too tedious. For examples see the old T6 speed-clearing competition ( http://us.battle.net/d3/en/forum/topic/14609681171#1 ), the HC No Set Challenge (http://us.battle.net/d3/en/forum/topic/18000139876?page=1 ), the Reddit Challenge ( https://www.reddit.com/r/diablo/wiki/weeklychallenge_s1 ), and I’m sure there’s many more.
Searching for a Custom Rift
Lastly, just to touch on the some of the logistics of a potential Custom Rift system.
‘How would you search for or join a Custom Rift?’
The search system currently used for Communities could be duplicated to provide a search system for Custom Rifts. You could filter the search via words in the title or description - it would likely be too difficult to filter the search by every possible criteria that the Custom Rift could vary by, but one important criteria that should be filterable is Static or non-Static Rifts. This must be a filter option.
The search would return all the Custom Rifts that satisfy the criteria, ordered by most populated at the top, similar to the Community search feature. Clicking on a particular Custom Rift would provide a short description of the Custom Rift made by the creator, and list a few of the more prominent categories, highlighting those that are altered from the default (which you could further explore by looking at the details of the Custom Rift). Clicking Join Custom Rift will add that Custom Rift to your list of ‘My Custom Rifts’.
Entering a Custom Rift
Open a game and go to the Rift Pylon, as per usual when entering a rift. The Custom drop-down lists all of ‘My Custom Rifts’ i.e. all those Custom Rifts that I have ‘joined’, by searching for them as you would search for and join a Community. Once a specific Custom Rift is selected it checks your current gear setup against the criteria of that Custom Rift to see if they are satisfied. If no, an error message is displayed. If yes, then another drop-down for the level of Custom Rift would appear for you to select the level (as currently happens with Greater Rifts). Entering a Custom Rift does not require any kind of ‘key’ – you can enter as many times as you want for ‘free’. This is allowable because Custom Rifts don’t provide you with any loot/xp/gold/etc. and so cannot be ‘farmed’.
Leaderboards
This suggestion of Leaderboards has Custom Rifts as a separate category to Greater Rift Leaderboards. However, Greater Rift Leaderboards could potentially just be removed, if Custom Rifts become the prime place where players can compete against each other for Leaderboard positions, and Greater Rifts can just be another place to farm LGems/xp/loot etc.
As you can see in the pic there is an added drop-down list for selecting which Custom Rift Leaderboard you wish to peruse. This drop-down automatically lists the 10 most populous Custom Rifts, and then below this is the list of ‘my’ Custom Rifts that I've personally joined (if they’re not in the top 10 most populous list already). This example assumes that the separate class communities have split off into their own specific Rifts. However, that won't necessarily happen, and the D3 community as a whole may decide on one type of Custom Rift that is good for all class-types.
Thanks for taking the time to read! Any feedback/suggestions would be great. Do you think some type of Custom Rift system would be viable??
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