what terrible advice... rolling the IAS off was the move does very little to help a rend barb
- horrax1
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DrCox posted a message on Xephirian Amulet - Should i reroll AS or Str?Posted in: Barbarian: Bastion's Keep -
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eeevil posted a message on QoL Changes - UI, Bounties, & Ubers (Concept Images)Posted in: Diablo III General DiscussionQoL Changes:
Stash Overhaul:
Witch Doctor & Pet Item Overhaul: (Added 4/5/18)
https://drive.google.com/open?id=1N9b8xBVvAWEpukvw3jBPfvxKbzh58LvX
Barbarian Item Overhaul: (Added 4/11/18)
https://drive.google.com/open?id=1SAyoUKf7fTbsKqckbUXZbQVraK-WYllI -
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zfazek posted a message on Primal Tooltip IconPosted in: Diablo III General DiscussionPlease be a bit more considerate.
About 8% of the male (and 0.5% of women) population are colorblind to some extent. I happen to be one of them, meaning that in my case I can hardly see black on red background or red on black background, so please believe me when I tell you, that 90% of the time I can only differentiate at first look a simple legendary item from primal by the stats, and if I look really hard, then I can notice the border difference...
(so ancients I notice easily, but simple leg and primal look almost the same to me)
So yeah, I did salvage primal by mistake, and I would definitely support such a change to appear in Diablo
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Bagstone posted a message on D4 or new classes?Posted in: Diablo III General Discussion
That is an interesting point to discuss. It's easy to agree with that (as was my first intuition - running rifts and rifts and rifts is boring), but then, what's the alternative? Running the same areas over and over again as in D2 was even more boring. I personally think that rifts are better than re-running the story countless times.Quote from UncleDan2017»
Give me D4. I want an entirely new game, and something other than Rifts, rifts, and more rifts in a game.
So I guess there are three options:
1) Change rifts to be more exciting. Have the player add certain effects to a rift instead of making it purely random, so they have a more unique feel. There are so many ways this could go. One important consideration here is that it would mess with the competitive aspect (i.e., fastest rift clear of highest difficulty as being the best) - getting rid of the leaderboards would be great. Instead, what if the leaderboards would instead measure "drops per hour" or "monsters killed per hour"? Or no leaderboards at all?
2) If we abandon rifts, what else is there to do? Falling back to running Crater or bounties or farming bosses is certainly not what anyone wants (I hope). So if it's not repeating a certain thing (whether it's called rift or whatever), we'd have to change the game entirely. Do we still keep the item grind at the core? Look at games like Clicker Heroes which are a million times more "dumb" than rifts, but still being played by millions of people. I think there's no issue with grinding, as long as the rewards scale in a good way. I think the hunt for rare items and runes as in D2 worked better in that way than the paragon/augment farming. A certain amount of lottery involved needs to be there. Blizzard argues "people need to have the assurance that after playing for an hour they'll get a reward". I call bullshit on that. Constant reward is work (i.e, your daily fixed paycheck for putting in a constant effort). Fun is feeling lucky, winning the lottery, winning against all odds, receiving stuff you didn't expect. There's nothing unexpected about paragon or augments. No one goes like "HOLY SHIT I GOT ANOTHER PARAGON LEVEL, THAT'S SO EXCITING!". So keep the grind, but add different rewards.
3) Revolutionize the game. This comes at a cost: we'll leave the ARPG genre. Some might like it, but we'll without a doubt lose some people. Just like Fallout became one of the top games with its re-vitalization by Bethesda, the game is now super popular and has certainly made great strides forward. I personally got lost - FO3/4 aren't for me. That's fine. I have to accept that a Fallout 2.5 is something that is too niche. Just like Diablo 2 Remastered would only be played by a handful of people (if you think it would be a game for the masses think again; StarCraft Remastered has shown us how you're in for a rude awakening once the nostalgia is gone, which was the case for 90% of people). Diablo 4 could be a mobile-based game like Pokemon Go. It could be an RPG and get rid of the action part. It could become a card game full of microtransactions (oh wait, there's already Hearthstone). Or it could be something entirely new no one is thinking of! -
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Bagstone posted a message on The most powerful thing in the diablo universe.Posted in: Diablo III General DiscussionDon't be ridiculous. We all know what the most powerful thing in the Diablo universe is:
Doors.
Powerful heroes can one-shot the most gigantic and powerful of all demons. But doors? Nope, one hit isn't always sufficient, sometimes those nasty obstacles withstand the first impact and demand a second attack.
Experienced characters plow through hordes of monsters like there is no tomorrow. No matter the type, size, or fierceness of enemies: barely in sight of the player, enemies drop to the ground, giving up their precious loot obtained from the siege of Tristram's neighborhoods. Nothing can stop them - except for... doors. I have seen it with my own eyes, witch doctors and necromancers stop their high-paced hunt in front of a simple door, charging up their spells and waiting for magical powers to be ready before continuing their crusade.
Doors are unmatched in their might and power. To settle this debate, I call for an eyewitness from another universe who knows all too well about the power of doors.
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The Zeph posted a message on Primal Ancient LegendariesPosted in: Diablo III General Discussion
Yeah, I know it would but I think it would be good anyway. More CHD, AD won't change builds, CDR, RCR, CHC could though. It would be like LoN, some builds would require more and better gear then others. In the long run it would work like any other build. You would have to get over X CDR for it to work optimal. However, it would most likely still work with less CDR, just not as good as it could.
These primals does not effect CHD, CHC, CDR etc, right? If not, that's sad imo. Most builds strive to have high numbers of those stats and it won't matter if they're ancient or primal, they'll still roll like normal items. Yey, higher sec resist and mainstat but it feels like a wasted opportunity.
Example:
Normal rings roll up to 8% CDR, ancient up to 9-10% and Primal up to 11-12%. Just a minor increase but if you get the right rolls you could end up changing a build drastically. Three primals could let you roll attack speed instead of CDR, or drop a passive for something else.
I guess primals are fine (except for the red border, zero durability much?), they should just be tuned a bit!
I like your idea, but just for CHD and CHC since they are just mainly dmg modifiers (should also work with RCR, elemental dmg and maybe also with ATS but you know...breakpoints... so I would probably shy away from that.)
But CDR is a very very important stat for some builds (!!). I have tested so many builds with CDR and some are just lacking a few points here and there to make a build work or completely fail. If you target CDR for constant uptimes or especially for rotations it's a far too important stat.
It would make primals just mandatory and not only nice to have in certain slots (like gloves, rings, shoulders,...) Imagine you can drop obsidian ring of the zodiac for something like unity, coe, ring of royal grandeur, just because you got those few extra CDR points... way too powerful in my opinion.
certain builds in the past would have not worked if the max CDR roll would be 7%. Just sayin... it would overall make a huge difference if they would do primals with higher CDR values.
Wouldn't it be cool if you could drop Zodiac for something else and would that be so bad? You'd have to progress for it, grind more gear and eventually you can roll with that Krede's Flame you always wanted to implement in your build! I get your point with something being mandatory which is harder to get then just some gear piece and I understand that 3 primal CDR items could be what is needed for you to change build completely into something much more effective. I still think it's what Diablo is about, improving your gear. I don't think it would matter much for leader boards though. I mean, those in the top farm so much anyway and are bound to get the items they need. It might give someone who's lucky a boost in GRLVLS but things do that anyway. Get an ancient good weapon in the beginning of a season and you'll sky rocket your progress.
My point is, it's worth trying use the PTR and such for it. See what happens. -
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Triceron posted a message on Primal Ancient LegendariesPosted in: Diablo III General DiscussionThey're not mutually exclusive. It's a nerf to paragon AND an increase in power creep.
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Angry_Roleplayer posted a message on Example AHK scripts (Wizard)Posted in: Wizard: The Ancient RepositoriesI do not recommend AHK, cause many people were banned for simple EB macros
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Thaya posted a message on what happened to the loot hunting?Posted in: Diablo III General DiscussionAm I the only one that actually enjoys the mat shuffle? I have close to 1k hours played and 2k paragon on my Wizard (this season) and I still don't have a good ancient amulet or rings, and my weapon could use a significant upgrade. I don't feel like I'm particularly unlucky, as I always get an upgrade once every week or two, which I think is fine tbh because my gear is literally 3 steps away from 'perfect'. I'm also still looking for good pieces with higher int rolls than on my current set, as well as pieces with physical resistance for solo GR pushing purposes.
Mind you, I never do NB runs and I get like ~500 souls a day, I do bounties and I rarely have over 2k of any material. I think about items all the time while playing this game, so I can't really relate to this issue people are talking about (the game not being about items anymore etc). I don't know, it could be because I play Wizard? I guess gear matters much more for us than other classes at the moment for 4players, but don't you all still have solo specs which are extremely item dependent? I thought that's how support always worked - it's very easy to gear up support specs, and the main 'progression' is in solo (or another char).
My only gripe with D3 is the amount of time bounties and rifts take, and the fact that this time doesn't "scale" with your character power. I am farming T10 just as fast right now as I did months ago. And honestly, it's getting boring as hell to do those things. Why not introduce more Torment levels? Or make the world scale similarly to GRifts (infinitely)? The rewards should scale too, of course. Imagine doing Nephalem Rifts that are scaled like 95 GRs, but drop a whole bunch of keys. Or bounties which are actually hard and you run as a group (limit them to 1 act though in this case), doing 5 small objectives/mission as a group sounds pretty fun to me.
Would honestly not mind doing bounties/rifts for an hour or two every day. The problem is that very often I need significantly more time for it. Sometimes I get like 700-1000 forgotten souls in a day - that's 2.5-3 hours of running bounties (in a good group that does 15 min per run, which isn't always the case). Sure, I "like" bounties, but this is just too much... And then there's also Nephalem Rifts which have to be done, and they share the same gameplay and the same set of problems that I just described. Ugh.
Being so burned out over it right now literally makes me want to skip next season or just stop playing until there's a sense of progress in the 'farming' part of the game. It shouldn't be JUST about GRifts.
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@Psyborg
maybe some "basic skill" yes. But trust me the diablo community is full of people unwilling to learn basic stuff, or just not trying (or dont wanna try).
At the end of the season I ran many 4 man grps (usually Im a solo player) with my wizard (so I was more or less the only paragon dependant class).
There was a huge difference between running 85, 90, 95 or 100+ just depending on what the barb/monk/wd did right or wrong.
Sometimes it was a struggle to do 90 and sometimes 99 was a 100% clear in time.
So yes, experience and proper play was a much more deciding factor than paragon was.
You could argue that it's only about the paragon when you always play with the same people who you know what they're doing. Then yes, paragon (and gear) of the DPS class is more or less the only thing you can try to improve to get higher in grifts (beside of RNG of course)
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I feel the same. I even would say that i prefered vanilla over RoS.
The main reason is probably the auction house. I was missing it right away when they announced that they'll remove it.
Why people were so angry about it I just could never understand (sure many played the AH but wtf. why care? people will play the game if they like to play the game. what else to say here?).
I loved checking out the worth of my drops at the end of a playing session. It added alot of value to my game experience.
Back then I was excited on every rare legendary or set drop. Even when they were for other classes.
I was so pumped when I found that wd snake offhand which I then sold for over 600m on the AH. Alot of gold was equal to a big upgrade.
Also liked that I found a leg every 10-15 minutes. Now it's just ridiculous. I pass most legendaries onto the ground. WTF
With that many drops even smart loot (loot 2.0) became obsolete. With Kadala we would be fine if legs start dropping at grift 70+ and like every 30 min in standard rifts. Legendaries are almost all good now yes, but they are more like common items. At least I can't see the rarity anymore.
I like grifts and thats why I still somehow like the game but everything else was better in vanilla to me.
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just for the record I'm currently top 20 solo wizard EU.
with:
- trash pc (10 sec loading screens + lag spikes here and there - even when clan mates identify a bunch of items, friends come online, etc. that alone costed me some higher clears already)
- paragon 1200 (low compared to others at the top)
- solo playstyle (gem levels ~90. compared to meta 4-man players that is rather low)
- no cheat (no, not even THUD)
when your only goal is top 1000 that sounds rather easy to me.
Just choose the best skill setup, have ancient items and maybe a few stat enchantments on your gear and the most important thing do proper gameplay. With all those things you should need 1 grift to enter the top 1000.
But there are skill setups where it's impossible to break the top 1000 so far into the season. just keep that in mind...
it's possible and no, THUD und such stuff. I laugh at it... people trying to be better with it and then they don't know which people with some random other handicaps they're competing...
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Other than that like already mentioned the idea itself is good but your suggestions need alot of tweaks
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But....oh well, paragon needs to be revised again anyway. The suggestions for +1-2 mainstat for each plvl beyond 800 is also decent but I would prefer a complete rework which deals with the current plvl problems regarding leaderboards and powercreep.
You don't really customize your character with paragon which is the actual purpose for it. The stats shouldn't capping out and somehow not break the game. I think a system which revolves about diminishing returns would be kinda the best solution.
1 plvl point for increasing mainstat +5 (value can be as high as blizzard wishes, just to keep it simple we stay at +5 mainstat for each increase)
2 additional plvl points for increasing mainstat to +10
3 additional plvl points for increasing mainstat to +15, and so on and so forth... just to give an example.
also blizzard should give people more options to spend points in. 4 for each category is simple not enough and my suggestion would not help much with only 4 for each category.