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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    Here's my take on the "Corpse Explosion" Witch Doctor build:

    The Build: http://us.battle.net...iYXR!bWS!YZcbca



    The idea being to...
    • Max out the number of dogs (Zombie Handler)
    • Disable mobs with Hex (runed w/ Unstable Form)
    • Soften mobs with Acid Cloud (runed w/ Corpse Bomb)
    • Explode dogs with Sacrifice (runed w/ Next of Kin)
    • Chain reaction ensues: regenerated dogs get sacrificed
    • Dying enemies effected by Hex also explode for additional AOE
    • * EXPLODE * EXPLODE * EXPLODE *
    Other tools:
    • Boost intelligence and mana regen with Soul Harvest (runed w/ Swallow Your Soul)
    • Close-quarter, high damage output with Firebats (runed w/ Hungry Bats)
    • Being upclose to the fight helps improve Circle of Life and Grave Injustice
    Posted in: Diablo III General Discussion
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    posted a message on Diablo #1 comic.
    Any idea when the second comic is due to release?
    Posted in: Diablo III General Discussion
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    posted a message on BlizzCon Merch, BlizzPlanet Giveaways, Blizzcon Videos, Cain Spoiler?, Fan Art
    Thanks for the update!

    Does anybody know the tracklist on the Diablo 15th Anniversary Music CD?
    Posted in: News & Announcements
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    posted a message on The Nephalem Altar
    Quote from Mikuro1

    Another random idea...

    "G" in-game throws down your banner at your cursor location. Instead of the Altar, they could just make the banner a mobile respec station when you right click on it, change your skills out and then after a 5-10 second cast time (To prevent in combat changes and also similiar to Stone of Recall), it'll complete the skill changes and you're on your way.

    (...snip)

    I kinda like this idea. I like that it makes that G command more relevant than just a thing you spam for fun. But I just can't help but think that there is probably some interface or gameplay issues with it.

    First thing that comes to mind is that, because there is no actual interface for the Flag drop (for lack of a better term), it is effectively invisible to casual players. I suppose it could be pointed out by a tooltip at some point, but I'd bet not everyone is willing to remember hotkey-only commands... thus rendering the idea "unsexy" to Blizzard developers (probably). I dunno, maybe making the banner drop a "skill" you can assign to your mouse or keys could solve that?

    But even then, does this solve the issues Blizzard is trying to resolve with the skill system? Maybe someone else has a better idea, but my impression is that Blizzard is trying to achieve...

    1. Tight enough restrictions so as to limit your access to only 6 skills during combat scenarios
    2. Loose enough restrictions so as to allow players to experiment with relative ease
    3. Avoid wasting the player's resources (i.e. Time or Gold)
    4. Ensure there aren't ways to "cheat" the system (i.e. Macros)

    Unfortunately every system we've seen fails at least one of these.

    The original system failed horribly at #1 and 4. The current system kinda fails at #2 and 3 - I mean really, if you're faced with a difficult situation, the most optimal decision might be to go to town and switch skills which takes time (not a ton, but I'm pretty sure this is something Blizzard doesn't want).

    It's like Blizzard solved the issue of having to return to town constantly to refill pots by (effectively) eliminating pots in favour of health globes. But the current skill system may have nullified that idea because now, instead of refilling on potions, you're swapping skills if a tough situation means needing different skill set. But I digress...

    The way I'm seeing it in my head, is that this banner-drop-as-mobile-nephalem alter could solve at least the first three issues (I don't know much about macros). With my list above in mind: 1) Can't use during combat, because of how still you must be to use the mobile-alter. Remember that with the skill window, you could still move around freely while browsing skills. 2) When not in danger from monsters, you're free to swap skills around. 3) you don't have to go back to town.

    Maybe to further help #1, Blizzard could try making this mobile-alter vulnerable to monster attack, or can't be dropped near monsters, or w/e. Just throwing out some ideas.

    TLDR;

    I like the idea, but there are probably issues issues of its own that would need considering. But it's neat idea none the less. I hope Blizzard sees this and considers at least experimenting with it.
    Posted in: Diablo III General Discussion
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    posted a message on Ask a Beta Player
    If I recall correctly, when you meet new monsters you sometimes see a "New Lore!" message that activates a sound clip when you click it. If you choose not to listen to it, is there a way via the UI to access these lore snippets so you can listen to them at your leisure?

    Thanks for answering our questions :D
    Posted in: Diablo III General Discussion
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    posted a message on Who is Your Favorite Character?
    Female Wizard for the smexy. Second pick, I would agree on the Male Barbarian. Old, bad ass geezers! Who can argue with that?
    Posted in: News & Announcements
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    posted a message on Artisans... hmmm?
    @Dolaiim: You're right. It isn't muling. I should have worded that better.

    What I should have said, was to describe a consequence of muling: that you have to take your items and transfer them to another character in order to make use of them. Granted, shared stash makes this significantly easier, but it is still a tedious practice if we are forced to do it often. The potential for tedium was the point I was trying to make.

    Really, I'm not too worried about it. I'm sure we won't be swapping between characters endlessly organizing and crafting items. Perhaps it's a nonissue.
    Posted in: Diablo III General Discussion
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    posted a message on Artisans... hmmm?
    Quote from Leeodin
    ...

    If everything is tradable; then if they are character specific and can be trained in everything; people will just use 1 set of artisans as mules for all characters. Which is why account wide artisans make sense imo.

    ...

    This.

    What was the point of fixing the original muling problem from D2, only to create an entirely new muling problem in D3? lol
    Posted in: Diablo III General Discussion
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    posted a message on Artisans... hmmm?
    Ya, but wouldn't you avoid artisans as a gold sink anyway?

    Let's say I just finished my third character, and finally finished leveling my third artisan. I start a new character.

    Now, while I play my new fourth character, am I going to spend any money leveling the artisans? Perhaps not. Maybe I'm just going to think "well, I already have all the recipes I need, so... I'll switch to my character with that artisan and get the equipment from him/her!"

    Gold sink diverted, no? What can the artisans do for new characters that will discourage this attitude?

    *Edit for clarification*

    Point being, it wouldn't really matter if the artisans carry across all characters or not. The only difference would be whether or not you have to swap items between characters via shared stash.
    Posted in: Diablo III General Discussion
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    posted a message on Artisans... hmmm?
    Quote from Leeodin
    ...

    The only potential problem is that artisans can be specialised in their current interation and their speciality increases the chance of that item spawning in their shob (eg axe blacksmith will mostly stock axes). Having them all as one might make it annoying to keep switching them if you have to retrain (like how WoW professions work for example).

    ...

    My impression was that there was no real "specialization" when it comes to artisans. At least in terms of having a mechanic where you, say, choose Blacksmith which locks your specialization semi-permanently...

    When people say "specialize in an artisan" I assumed they meant that they simply favoured one over the others, leveling it first before the others.

    Or am I mistaken?
    Posted in: Diablo III General Discussion
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    posted a message on Fourth Batch of Screenshots and Art
    Mmm... I can feel the nostalgia coursing through my vains. I have the urge to play some classic Diablo I now.
    Posted in: News & Announcements
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    posted a message on What are you listening to right now?
    There are some nice picks in this thread. Let me attempt to contribute!

    Every day, by Drivepilot.

    http://www.youtube.com/watch?v=O7lw4Z-d0lU
    Posted in: Off-Topic
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    posted a message on Rate the Avatar above! (1-10)
    8/10, for both the "wtf" factor, and because bacon is just so damn good.
    Posted in: Off-Topic
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    posted a message on Arena PvP Commentary
    I'm beginning to imagine that commentating Diablo 3 PvP would, in style, be comparable to that of fighting games. It's a style where the commentators focus on explaining the subtleties, techniques or strategies behind the actions taking place on a screen, rather than a radio commentating style of repeating everything that takes place on screen. A good example can be seen in this video of the Evo 2010 SSF4 Finals. Or an example of a much more chaotic game (I think we can agree D3 PvP is going to be hella chaotic), see the MvC2 finals instead.

    Just thinking about it makes me excited to see how the PvP meta game will evolve! What builds will be viable, what class combinations, which runes? Oh man, get hype!
    Posted in: Diablo III General Discussion
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    posted a message on Arena PvP Commentary
    Force, glad to see someone taking interest in commentating PvP in Diablo. While I doubt it will reach the competitive level of SC2, I hope it will be balanced enough to make for a fun experience. If tournaments happen, then count me in!

    Here's hopin'
    Posted in: Diablo III General Discussion
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    posted a message on DiabloFans Presents the Male Demon Hunter
    You cheeky monkey!

    I was too afraid to get my hopes up that we'd actually get an update this soon, haha. Well played, sirs!

    *reads interview*
    Posted in: News & Announcements
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    posted a message on Well Diablo 3 is coming to consoles after all.
    Quote from FingolfinGR

    Quote from Anatidaus

    Producing the console version will probably be very similar to when Capcom ported Street Fighter IV to PC. In that case, Capcom released the console version first, and only then did they begin work on the PC version which released months later.

    I expect Diablo 3 will be similar.

    I respectfully disagree. Blizzard just started getting a console team, so they'll base everything on the PC version. Capcom was always focused more on consoles, i see no similarity between them and Blizzard.

    Sorry, I should have been more clear. As Maka explained above, what I meant was that I believe Blizzard will complete their product for its primary platform first. Only after that will they begin serious work on a port to a different platform.

    Like how Capcom created SF4 on Console, then ported to PC. Blizzard will finish Diablo 3 for PC, then will port to Console.

    Didn't mean to confuse :)
    Posted in: Diablo III General Discussion
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    posted a message on Well Diablo 3 is coming to consoles after all.
    Producing the console version will probably be very similar to when Capcom ported Street Fighter IV to PC. In that case, Capcom released the console version first, and only then did they begin work on the PC version which released months later.

    I expect Diablo 3 will be similar.
    Posted in: Diablo III General Discussion
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    posted a message on Well Diablo 3 is coming to consoles after all.
    That's pretty interesting. What I am wondering is: will the multiplayer experience run on Battle.net? Afterall, companies like EA run their multiplayer games off of their own networks in one manner or other. How integrated will this be? Will we be able to cross play PSN/Xbox Live with desktop based platforms? If you make a character on one platform, will we be able to also play it on the other?

    So many questions...
    Posted in: Diablo III General Discussion
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    posted a message on The Death of Your Followers (and Attack Rating)
    *selective hearing kicks in* Beta? Where?!

    Anyway, while it's too bad there will be one build type less to create, it sounds like its for the best. Besides, there will be such a vast variety of other builds based on skills and traits alone that my thirst for customization will be justly satiated.
    Posted in: News & Announcements
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    posted a message on Armor Types
    Quote from ScyberDragon

    ... I think the beat option if they want to make each class different is by combining armor value and defense stat. Multiply armor by defense = damage reduction. That way the barb will always get the biggest benefit since his def stat will most likely always be the highest.

    Perhaps I am misunderstanding something, but would't this still suffer from the fact that every class and build would still rather have the heaviest armor? What you propose still means that higher armor is better for anyone than not. What would make, for example, a Wizard want to have a lighter armor if they could just as easily have a heavier armor with the same stats/attributes?

    Or will level requirements for the same type of armor be different for each class? If that were the case, then the heaviest armor might simply not be an option... but I guess you would still rather wear the heaviest armor you have access to.

    Am I as confused as I think I am? lol
    Posted in: Diablo III General Discussion
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    posted a message on Community Spotlight
    The link to the IRC channel appears to link to the wrong place: a thread concerning the caption contest.

    Anyway, thanks for the hard work :D
    Posted in: News & Announcements
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    posted a message on Only 5 runes?
    ScyberDragon: Blizzard responded to your Rune questions, nice!

    http://www.sc2pod.com/trackers/blue/?id=10076#21864
    Posted in: Diablo III General Discussion
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    posted a message on Core Attribute Changes to D3
    Is it confirmed by Blizzard that all classes will have access to all the same equipment at the same level?

    I remember reading at one point that the reason equip requirements is based on level is because Attributes are auto-distributed. I assumed this meant that, because each class will have attributes distributed in different ways, each class would also have different level requirements for equipment.

    Let's say that a Heavy Ax requires, in theory, 75 Attack. Supposedly, the Barbarian would achieve that level of Attack around... let's say level 30. But a Witch Doctor wouldn't have that much attack until level 35. Thus the level requirements for Barbarian and Witch Doctor would be 30 and 35, respectively.

    Do you figure Blizzard would do something like that, rather than give all classes access to the same equip at the same time? Or is that way more complicated than necessary?
    Posted in: News & Announcements
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    posted a message on Demon Hunter Resource?
    Hmm... touche!

    Still, it would be nice if Blizzard created something that wasn't just copied from WoW. I'd probably still enjoy the Druid's energy resource... I just hope they try some other ideas first.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Demon Hunter Resource?
    I actually really like the sound of a Reload mechanic.

    This idea sounds great to me because it makes sense - lore wise - and also provides a sense of strategic tension. Here's how I envision this concept:

    • The DH's resource could be a pool of (let's say) 10 arrows.
    • Some skills, as previously suggested, could expend 1, 2, 3 or more arrows
    • After expending 10 arrows, you must Reload - this takes (let's say) 5 seconds
    • During Reload, you are free to use cool down skills (Grenade, Vault, etc.)
    • After 5 seconds, your resource of 10 arrows is refilled
    • Rinse, repeat

    The strategic tension is the same as that of First Person Shooters: you are limited to a certain amount of ammunition which forces you to make strategic decisions based on how much of that ammo you have left. When you have max ammo, you can go guns blazing... when you are at half-ammo, you can go guns blazing, but at the same time look for cover/escape routes so you can reload... when you are out of ammo, you resort to other tools in order to provide yourself enough time to reload. Maybe the DH could be allowed to reload at any time - whether she has an empty quiver or not at the simple expense of having to wait that 5 seconds to finish reload (a.k.a. in-between-battle-resource-regeneration)

    Heck, I don't know how much people loved/hated arrows and bolts from Diablo 2, but they could bring that back if they wanted with this system. Reloading takes 10 arrows from your quiver, or whatever. Maybe only skills require ammo, but your standard attack doesn't. Just throwin' out ideas...

    Anyway, this sounds fun so I hope Blizzard at least internally play tests this idea... or finds another system that's even more fun!

    *edit*

    I should also say that I like how a system like this would prevent mindless/endless spamming of giant arrow spread skills... that just ain't cool.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Resource Systems Revealed
    Quote from Kashalot91

    Arcane only regenerates from passive skills and other skills which the wizard will use to regenrate his/her arcane powers. Arcane doesn't regenerate by itself like mana.

    Am kinda not happy with the Monk's resource system. It's similar to the barbarian's rage where you have to hit to gain, only differance is you have to make combo moves.

    According to the video linked above, Jay describes Arcane Power as indeed regenerating. However, as you said, passive skills and abilities will help enhance her resource.

    Maybe she'll have a ability to instantly regenerate her entire Arcane Power meter that then has like a five minute cool down, or something? Having only abilities that simply increases the regen rate sounds a little boring, imo.

    I'm looking forward to how these resource systems shape out!

    If the fifth class is indeed an archer class, does anyone have any speculations as to what their resource system might be like?
    Posted in: Diablo III General Discussion
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    posted a message on Resource Systems Revealed
    Jay has revealed (officially) the resource systems that until now we have only speculated. Now, we know the following:

    Barbarian: Fury
    Taking damage, and dealing damage increases fury. Certain abilities use up fury.

    Witch Doctor: Mana
    Traditional mana. Abilities consume mana which regenerates slowly over time. Has abilities to help regenerate mana.

    Wizard: Arcane Power
    Modified mana system. A set amount of that never increases as she levels. Regenerates fast.

    Monk: Spirit
    Combo abilities generates Spirit. Finisher abilities consume Spirit.

    So are you satisfied with how these resource systems are coming together?
    Posted in: Diablo III General Discussion
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    posted a message on desocketing.
    Quote from DarkMagicc

    - on the other hand, if runes should/shouldn't be destroyed is another problem..

    I doubt we'll have to worry about that, since runes aren't socketed into equipment, right?

    I am a little bit worried that our stash and inventory will be a little overloaded with gems of all types, of various levels...
    Posted in: Diablo III General Discussion
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