- PantheraOnca
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Member for 14 years and 8 months
Last active Mon, Sep, 15 2014 22:46:12
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Apr 27, 2012PantheraOnca posted a message on Asia Server Time, Armor Set Preview, Comic Contests, Blue Posts, Diablo Comic, Battle.net AlertsSovereign armor: WAAAAAAAAAANT.Posted in: News
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Oct 1, 2011PantheraOnca posted a message on DiabloCast: Episode XXVIIIdid sixen really just say he'd be ok with a delay for combat state coding? I can guarantee that the time that lengthens development will always be greater than the time "saved" by not having to go back to town.Posted in: News
that... i... i'll just be over here facepalming. -
Aug 31, 2011PantheraOnca posted a message on Character Resource PagePosted in: NewsQuote from italofoca
I think they should just make the spirirt bar an gas, not a liquid. Imagine an white fog, like a cloud. It has much more feel of "divine" and "spiritual" then an strange white liquid.
Mmm, the orb already looks like its filled with smoke to me, dunno how "cloudier" they could make it. -
Aug 30, 2011PantheraOnca posted a message on Character Resource PagePosted in: NewsQuote from falcompsx
No, the other classes all sound like they have interesting mechanics for managing your resource, the mana mechanic just doesn't have that fresh feel that the others seem like they will.
/snip
Its a shame because the content of this site is absolutely amazing, however some of the community members, do an excellent job of making people feel unwelcome here.
While the other classes have new resources, someone had to have mana.
While the WD could POTENTIALLY be SoL and mana-dry, he has means for restoring some amount of it (I think one skill might by default, and there's a regen passive, and maybe others could be runed to do so). I also think that he'll simply have MORE resource than anyone else. While a barbarian will always only have 100 fury (barring some passive) the WD will be gaining mana with each level, and items (i don't think items will increase other classes' caps, more likely their regen rate or ability costs, but we don't know for certain yet).
In other words, I think the WD will be able to go through say, 4 encounters worth of combat before he's out of mana, whereas every other class will empty their resource every fight. With a long-term resource like this, the WD has the potential to be extra powerful in bursts (i.e. boss fights) while pacing himself when that power isn't necessary (standard monsters) so that his regen can (completely) offset his ability costs when not in "boss mode" consumption. -
Aug 30, 2011PantheraOnca posted a message on Character Resource PagePosted in: NewsQuote from Helfeather
Taking another look at these orbs, I'm wondering how these look when they're not completely full. Since they're all fully filled orbs, it looks exciting for the murky liquids to be spiraling and rotating.. But what happens when the orb isn't completely filled? If it's the same animation with the top cut off, that'd be disappointing(and odd looking). Then again, these orbs are supposed to go up and down quite often, so this would also probably be by far the simplest way to animate the orb liquids..
Any thoughts?
I think the barb's will have a "boiling" effect when not full, the monk's looks like it has a smokey effect going on, I imagine the DH's will have a ripple of some kind, i wouldn't be surprised if the light/energy bits of the wiz's kept moving around even without the liquid in the area (almost like sparks coming off the surface), not sure what they'd do for mana, maybe a bigger/slower wave/ripple effect? perhaps it will have a concave/convex bend depending if mana is being spent or filling up? -
Aug 30, 2011PantheraOnca posted a message on Character Resource PageThere is precedent in-game for red being a "demon" color and blue being "angelic" so it makes sense to have them as hatred and discipline respectively.Posted in: News
Could they do the division better? Maybe, but would it looke good when one or more of the globes is less full than the other, and would you be able to tell at a glance what your resources were at?
I liked the "fighting" idea for the two resources. Maybe remove the bar, and then have the middle be kind of like a purple with bits of red and blue moving around (the "fighting") but have the resources be depleted from the East and West, rather than North. There would always be the purple bit in the middle, but if you spend all your hatred the left side of the globe would be empty, and if you spent all your discipline, the right side would be empty. -
Aug 25, 2011PantheraOnca posted a message on New Class Skill VideosPosted in: NewsQuote from Tenhi
Uh, I forgot about the Runes Q_Q shame on me. But the thing is, why would I rune my Support Skill to do dmg? Wouldnt it be logical to rune it so that it gives me more support? Same with the Movement Skill... runeing it so that it gives more mobility sounds way more useful than runeing it to give some sort of dmg. Then again it depends on things like "Is the mobility the unruned version gives already enough"... :/ I guess we have to wait for the game to release to test these things.
That's the thing though, we don't know if it will move enough, or if the damage from the rune will be ridiculous or whatever, IT COULD BE ANYTHING!!!!!!! ::happy dance @ potential::
I mean, like looking at the barb abilities we know, he's got Leap Attack and Charge as movement skills, both which do damage by default. Maybe you can rune them to go over/through objects, maybe you can get leap attack to trigger a lesser Ground Stomp/Revenge/Seismic Slam type effect when you land. WHO KNOWS?!?!?!?!? And then he has sprint. Maybe you could leave a trail of fire behind you for the duration, then use LA and Ch. to cover the ground in fire (it seems like a lot of abilities have the ability to leave fire on the ground, so why not run with it?) (oh god that was a bad pun).
Maybe you can rune Ancient spear so that it pierces and you go to the last target it hits. If possible, I plan to make one character based as much as possible around movement effects.
But yeah 6 Skills definitely force you to make decisions thus adding to the customization.
Yeah, its going to be a bitch. Back in the day I always had over-sized MTG decks because I wanted all those cool abilities so I just left them in! Now I'm gonna have to be choosey. qq. -
Aug 25, 2011PantheraOnca posted a message on New Class Skill VideosPosted in: NewsQuote from Junotekh
2H weapons could get in the way of the skill animation making it look very weird, which they avoid by having him sheathe his weapon?
I would really prefer it if spells were cast through the weapon, like from the point of the staff, or sword or whatever.
I disliked how caster weapons in wow where basically back or hip ornaments. -
Aug 25, 2011PantheraOnca posted a message on New Class Skill VideosPosted in: NewsQuote from Tenhi
/snip
Superform + Movement + Mantra, that leaves you 3 Skills for Attacks.
/snip
Edit2: Also the "7"-sided Strike only hits 4 times
You say that like a movement skill can't be an attack skill. See: The runed Tumble, leap attack, and I think at least 1 rune for teleport will do damage either where you leave or where you land.
The same could apply to your mantra, activate it, get some damage, keep passive effect for standard duration (subject to runes). Maybe there's a movespeed mantra that causes you to attack multiple targets whenever you do something for the next X seconds (because your moving so fast from activating the mantra).
People had plenty of fun with 1-2 damage skills in D2, now you'll get 1-2 straight damage skills, plus a buff/movement/supermode skill and still have room for 1 more. Notice how if you had 7 skills you could get pretty much everything you would need without sacrificing? Now you have an additional layer of customization based on how many of what kind of skills you take. -
Aug 24, 2011PantheraOnca posted a message on New Diablo 3 Community Site OnlineMAAAAAAAN, I just started playing deus ex yesterday and now the beta will come out before i get to finish iiiiiiiiiiiiiiiiiiiit!!!!!! qqqqqqqqqqqqqqqqqPosted in: News
(this is my most favorite complaint ever) -
Aug 22, 2011PantheraOnca posted a message on DiabloCast: Episode XXII - Be Your Own DemonPosted in: NewsQuote from dssuli
I see where you are going with the increased drop rate % but I dont think it would even be necessary as people will be choosing areas that they either want to play or are optimal for the archetype of their toon. It will be infinitely enjoyable and with so much content, expansive. I believe that something like that may also inspire some kind of "Inferno Only" matchmaking system to match players with common interests as far as the game is concerned.
Well, the droprate increase would only be for choosing the "all random" option to compensate the player for not automatically choosing the optimal spot and going there repeatedly.
I have a feeling I'm going to be perfectly happy with Inferno though, so any other options are gravy. -
Aug 22, 2011PantheraOnca posted a message on DiabloCast: Episode XXII - Be Your Own DemonPosted in: NewsQuote from dssuli
Voted other.
I think Inferno Mode should be full game content, BUT per players choice. A player should be able to choose a section of an act or dungeon. Once they choose this section they should be able ot select from different options. Horde mode, Timed etc. This would keep the end game very fresh b/c players would be choosing different areas b/c of different builds. Also, it may inspire new build (out of a LOL'd 40Billion/Trillion builds).
Interesting. I like it.
Also, there should be a random option so that the game could pick an area/type randomly, cause you know, diablo=randomization.
Maybe have the random option have SLIGHTLY (on the order of 1%) better drop rates, since you don't know what you're getting in to. With some kind of cooldown before making another random game (so that you can't repeatedly remake until you get OPTIMAL ZONE X +1% drops). The increased drop rate is probably a bad idea, but i'd like some reward to encourage "going in blind." -
Aug 22, 2011PantheraOnca posted a message on DiabloCast: Episode XXII - Be Your Own DemonPosted in: NewsQuote from shamshel
How can they add pandemonium events if they want ppl to farm everything and not just one part of inferno?
/snip
P.S. I would bet a ton of money on them doing something similar to the unicorn lvl ;p (maybe double rainbow lvl? o.O)
Well, they could do a keys/organs things again, except have them only have a chance to spawn in the randomly generated areas of each act.
For instance, lets say you need 4 items to make a "pandemonium key." There would be a chance for the mob or whatever you can get the items from to spawn in any one of the randomized locations in each act, then you would have to at least play through each act until you found the item, at which point you could skip ahead to the next. -
Aug 20, 2011PantheraOnca posted a message on DiabloCast: Episode XXII - Be Your Own DemonPosted in: NewsQuote from OwldolphHootler
Did Sixen play D2 and have the same "no endgame" issues? People had a blast hunting for items and pvping even before dclone and ubers were added.
This.
Sixen sounded a little too whiny (sorry) about the situation. If you enjoyed playing the game on hell difficulty looking for items in D2, you'll get plenty of enjoyment out of Inferno until well after Blizz adds another mode or 2 for "endgame."
You say that there will be no new gameplay, but there will be monster affixes that can spawn on monsters that couldn't before. WoW endgame is all about grinding for new items. "oh but the encounters are different" not really, there might be 1-2 genuinely "new" encounters per raid tier, with the vast majority recycling mechanics. The "newness" comes from the various combinations. This will be true for D3 Inferno as well.
I mean, I look at Inferno as the equivalent of say, heroic dungeons in a new WoW expansion. It will keep you busy until you're ready for a raid. A raid in D3 terms will be whatever they add on later, and until-you're-ready will be getting those items/runes/crafts that you want.
Also, you can make money on this endgame. That will keep me plenty interested. -
Aug 19, 2011PantheraOnca posted a message on Inferno RevealedPosted in: NewsQuote from RobotMojo
It's just a weird and inappropriate design decision to try and make all of your unique franchises - each with similar, but very distinct stylistic differences bend towards a more dumbed-down, company-wide branding. It's like bands that build their careers on a classic, unique sound, and then deviate to pop crap and dismiss and discourage the sound that made them popular.
Do some of the higher armors look wow-esque? Sure. Will they continue to when covered in demon blood and bits? I don't know.
More importantly, will the monsters and environments look like Dalaran? My guess: <explitive deleted> NO!
I really think they can do a very good horror effect with proper use of blood and guts, as well as inspiring dread for opening a door or crossing a bridge (this will mostly be relevant on Hell and Inferno I think).
Nobody's head got bitten off by any monster in D2. That can happen in A1 of D3. I think the brightly-colored armor will provide a nice juxtaposition for how @#$@ed Sanctuary is now. And lets not forget Dyes.
DEATH TO THE COLOR! LONG LIVE THE <NEWLY CHOSEN BY ME> COLOR! - To post a comment, please login or register a new account.
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2- If you've ever created anything from scratch, you know that its not simple to reproduce something that already exists. Try making your dining room table from lumber. Good f'ing luck. Even if you're a carpenter, you know how precisely you have to do things in order to make something. Now try taking the idea behind that table, and making it more presentable/appealable/better. Now increase the complexity of the project by several orders of magnitude. There will be mistakes/bad ideas in such a large, complex project. These will be worked on. Blizzard has never released a product as we remember it. All of their games are crap (relatively speaking) when they are first released compared to when we stop playing them. Talk to me about how d3 and d2 compare after 3, 5 or 10 years and you might start to have ground to stand on.
3- I still get the "ooooh, christmas!" feeling when yellows drop. When they improve legendaries, that feeling will be even stronger should one drop.
4- So much irrational hatred. Take a chill pill, rub one out, and move on with your lives.
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For his(her?) point 2, the point was that at a constant dps, a higher ASPD means more time shooting hungering arrows. This is because you spend your hatred faster shooting EA (or whatever your spender is), which means you're empty sooner, which means you have to refill sooner. +ASPD gear does increase your dps, but their may be a point where the faster spending of hatred results in less DPS over some period of time because you're spending more time using HA than you would be with less ASPD.
For point 3, its not that he fits in 6 shots from first hit to 1 second, its that he shoots six shots by the time the first one hits, so all the ones already in the air have 100% crit chance.
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haven't really gone back and tried a lot of other spenders besides EA and a bit of ST since i unlocked NT.
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This could just be what was available at the time, but i've checked repeatedly and it seems to hold true.
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After that, you probably want dps stats, but vitality (or other survival stats) will allow you to play a little sloppier until you learn how to not get hit by everything.
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Nether tentacles does "weapon damage" so if he has +frost damage on his weapon (can +frost damage come from anywhere else?), it could slow for him on top of everything else. I recently started using nether tentacle and i love it.
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What do you mean by NV? non-vitality?
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http://us.battle.net/d3/en/calculator/demon-hunter#aiQYTd!Yae!aZaaZZ
This is the build I'm running through nightmare with friends with:
http://us.battle.net/d3/en/calculator/demon-hunter#bRijTX!Yce!bZZaZZ
Have recently started experimenting with other runes/abilities that I haven't tried much or at all.
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if it splits, all arrows can seek, however only 1 will re-seek the original target. in other words, i don't think more than 1 of the split arrows can hit the split-originating target again. i have not tried it in a large group so i am not sure if the split arrows can be split. going to try and test that now.
edit: more testing. it seems like there is a "no track" distance that the 3 arrows will travel before they seek. if one arrow hits during this period, another may track back to that same target. I have not yet seen 2 arrows track to the same target. i have not yet seen a second split.
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FIRE WALL.
that's all you should need to hear. if Mammoth casts firewalls at your APS, that will be ridiculously OP. Even if it functions like Inferno (the D2 skill), it will still be a ridiculous AoE.
Also, I agree that it is probably the best way to keep the most mobs Conflagrated at the least cost, opportunity or Arcane Power-wise.
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On to some of your actual points, I believe you are pointing out a false choice. Armor will be present on all items of a given level. A teir 15 chest armor is going to have the same base armor for everyone. I am not sure if +armor is an affix, but even if it were, there would only be a competition between armor and dodge on single-affix items, which I don't think we need to concern ourselves with at lvl 60.
I will agree that armor and dodge combine for a powerful survivability effect. I think dodge doesn't have a "cap" but does have diminishing returns. For some reason the following equation comes to mind:
(1-X)*(1-Y)*...*(1-n)
Where X,Y, ..., n are all different sources of dodge expressed as a decimal.
So 25% dodge from a passive and 30% dodge from Dex and 10% dodge from items would give you
(1-.25)(1-.30)(1-.10)= .4725 = 47.25% total dodge as an example.
I also believe that Armor and Resistances will have diminishing returns, so you will want to spread your survivability investment out amongst each of them, then at some (arbitrary) damage reduction amount start (or finish) pumping HP.
The Dex->Armor and Crit->Dodge talents are "boring" but effective since pumping offensive stats also provide survivability. Combine that with OwE, and only needing 1 resist (if possible to stack on high-end gear) leaves a lot of room for investing in other stats, including HP.