mmmmhmmm I want to see a spooky swamp type place.
With swamp gas that burst in to flames, with quick sand, and tar pits...
- mad3nch1na
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Member for 14 years, 7 months, and 15 days
Last active Wed, Feb, 21 2018 10:57:54
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Nov 11, 2009mad3nch1na posted a message on Death Mechanics of Diablo IIIPosted in: NewsQuote from "Gaia942" »Personally I see permanently losing experience and gold is a bad design. I'm ok with the idea of having some experience and gold being temporarily left at the place of death to be re-obtained in whole. But not having the ability to re-obtain 100% of what is lost will cause extreme aggravation and won't do the game any good.
I agree with this idea. If you die during a quest, then any exp lost is recovered after the completion of the quest. This will encourage players to play together and weather the storm even if things are not going smooth.
Or if you die in a dungeon, exp will be recovered after killing the boss. -
Nov 3, 2009mad3nch1na posted a message on BlizzCast 11 -- BlizzCon roundupPosted in: News
zomg tell him to post it up!Quote from "Sixen" »Agreed, that costume was crazy. It must've taken hours to complete, but it seems like it was well worth it...
I wanna see pics of real people not the official photos -
Nov 2, 2009mad3nch1na posted a message on BlizzCast 11 -- BlizzCon roundupthat girl had one hell of a costume tho...Posted in: News
jeeze it even has a cart contraption for her to move around -
Sep 25, 2009mad3nch1na posted a message on What's Your Favorite Monk Skill?I hate the Monk.Posted in: News
Barbarian FTW!!!!!!!111111!!111 - To post a comment, please login or register a new account.
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Who cares where they get their inspirations from, all that matters is fun and balanced game play.
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Uh these two things are what make 99% of good movies good.
Unlike allot of other people that are trashing the movie without seeing it, I have actually seen the movie.
And it was great! I loved it, it was kind of like fern gully+apocalypto+alien, and the special effects were really good.
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I have 3 A's, a B+ and then a then a C+.
The professor that gave me the C+ was a first time professor that did a terrible job, all my other classes were much harder than his...
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In wow the primary PVE purpose of a warrior was to tank.
In D3 its to rip through a crowd of monster like butter.
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Because we now have better 3d models and animations in comparison to D2.
The same is for SCII, the Marines look like they are running much more energetically than before, where as the old animation looks like they were waddling even though they are pretty much the same speed.
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It can be adjusted to appropriate levels, not every modifier has to be numerically equivalent.
A like quality sword may have 5% parry while a cross bow of the same quality may only have a 1.5% crit.
Or perhaps the modifier an increase to your parry and crit percentages....
For instance if you have 15% parry, a increase of 5% would equal 15%(1.05)=15.75%
and a 1.5% crit chance on a 15% crit rate would be 15%(1.015)=15.225
Of course this is purely an example based on no real data from the game, so these numbers are meaningless. If actually applied I am sure the different attributes weapons will be balanced.
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Might as well put it on every thing with ranging modifiers, lower ones for whites, higher ones for magic, and highest for rares and unique. Whites are bad enough already as they are, no need to make them "worse" in comparison to the better loot.
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I think I got at least 3 A's.
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With Diablo III, I would like to see more unique attributes with advantages and disadvantages with using a particular type of weapon.
This is not just for unique items or rare items, I would like to see this on ALL weapons.
For example all weapons of these categories have:
Swords: +%Parry
Daggers: +%Armor penetration
Flamberg: +% Chance to bleed
Maces: +%Stun
Flails: +%Disarm
Axes: +%Reduce Max health
2H Mauls: +% Knock back
Hammers: +%Reduce Armor
Short Bows: +% Attack Rating
Long Bows: +% Armor Penetration
Cross Bows: +% Critical Chance
I think you guys get the idea.
I think this would be a good system because it enables more game play and more value in the game. So instead of an end all be all item, it would only be an end all be all item for a specifically build or type of game play. For example a defensive spec barbarian would probably want to use swords, where as a dual wield spec barbarian would want to use maces or flails.
This would create a definitive and noticable difference in game play when a player switches weapon types.
I would like to see all items to have some special attributes based on item type, even the lower quality ones. The modifiers would be very low for low tier items, but increase as the player finds loot in nightmare and hell. Uniques and rares should have noticeabley higher modifiers than lower quality ones possibly with additional modifiers only for that item.
What do you guys think of this idea?
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And I want to see a diaspora of ranged weapons. Throwing Knives, bows of all sorts, cross bows of all sorts, blow darts, throwing knives, throwing spears, throwing axes, and more stuff I don't even know of.