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    posted a message on Advice: What should new Crusaders be spending their shards on?
    To me, it simply looks like you either go for the Akkhan's set or you go toward a weapon/shield that sort of dictates your build for you. I was graced by RNG to get Akkhan's chest thus far and Kadala gave me the gloves on a small shard commitment spree.

    However my DPS is severely lacking and I'm still looking for a home, as far as a build is concerned.

    So advice from more experienced players: do you focus on Akkhan's set or weapons first?
    Posted in: Crusader: The Church of Zakarum
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    posted a message on Music from RoS?
    I bought the CE for RoS and the soundtrack doesn't appear to have this file that was around on youtube before launch. I know the file name might give a hint as to why its not around, but I thought I'd ask the community if anyone knows of its existence elsewhere (preferably with a higher sound quality than YT)

    https://www.youtube.com/watch?v=2egvF9aeAIQ
    Posted in: Diablo III General Discussion
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    posted a message on Pillar of the Ancients - love it or hate?
    I used it for a while with the helm that allows you to actually drop it on the mob itself. That helped quite a bit and was well worth the use - save for the fact that I had to drop 19% Lit dmg by switching out the helm.

    I'm assuming that they will buff a few other elemental damage skills to try and compete with LTK as it seems to be the go to for most builds.

    I'm also assuming that cold damage will get quite a boost in 2.1
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Ads Auto Play W/Audio
    happens to me as well and startles the shit outta me when it does. I would assume with a Curse premium membership it might go away ;)
    Posted in: Site Feedback
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    posted a message on Pillar of the Ancients - love it or hate?
    Specifically that you can't move through it.

    I get it - you summon a giant mystical pillar of stone that pulses with lightning. You shouldn't be able to move through it. But when you cast two of them and the mobs themselves fill in the only escape routes, you're sorta in a Monk pickle.

    Of course Dashing Strike out. But funny how that's appears to always be down for six seconds while I get chain feared to stand perfectly still in my little Pillar/Monster prison and they plague me to death.

    I guess the bonus is that if you can't move through it, neither can monsters, so they have to walk around to get to you and take delicious lightning damage all along the way.

    So hence my dilemma; love it or hate it?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Cryptic New Josh Mosquira Tweet!
    Quote from ArcanePariah

    As for new legendaries, I would assume some are coming with either 2.0.5 (unlikely) or with 2.1 (Both season and non season specific ones).

    My feeling as well. I think they gave us a fun place to start and get used to a new system of loot. They let us find flaws in the game and ultimately find the base of what people want. And then the season only gear will round out the rest of the experience. I wouldn't mind playing in ladders, but the ladder only items being the best in the game (D2 ladder rune words) is what troubles me. I don't want to feel as though I have to participate in a ladder to be able to spend time well.

    I know others have fun in the normal game, but when you know that there is this very cool item that does so many amazing things and its ladder only - suddenly your efforts with Kadala to get a Cindercoat seem a little less enjoyable.
    Posted in: Diablo III General Discussion
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    posted a message on Eye of the Storm advice
    I think the drop in my health pool was from the high 500's to the lower 400's - not too devastating, but I seem to have felt it more in the overall resistances issue.

    http://us.battle.net/d3/en/profile/Polrayne-1173/hero/22253075

    Looking at it now to drop Inna's helm and belt, I'm losing 246 in total resistance. That coupled with the loss of 23% life just seems rather hefty. I'd like to try and compare stats with other monks that use EotS/T-Gods, but I'm not having much luck in finding anyone that runs a pure lightning build.

    I know there are some areas where I can min/max stats to catch up, but my chosen is fire (due to my RRoG) and with T-Gods carrying Lightning resistance only, its going to be difficult.

    Unless I'm missing something?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Eye of the Storm advice
    I've got a decently rolled EotS. But I'm wondering about the loss of a socket in the helm. I'm assuming that the preferred stat to reroll is for CC - but the loss of the Vitality gem is a significant reduction in toughness for me. Right now I have an Innas helm and belt and I'm at 10m toughness. When I take out the helm, alone, I drop to 6m and some change.



    There are all types of fire builds, both 2.0.4 and 2.0.5 but I'm not seeing any for lightening that are current.

    opinions?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Have resplendent chests become less resplendent?
    I get excited when I open a regular chest - Harrington buff or not.

    I get excited when I tickle a Goblin and get a good amount of gems, crafting material, etc.

    I often feel that RChests are just not amazing enough.

    Besides - I need more gold for Myriam. And if I got 500k from a RChest, I'd let her take me for another ride.
    Posted in: Diablo III General Discussion
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    posted a message on Have resplendent chests become less resplendent?
    I've commonly ignored RChests because they've always been all over the place. Every time they seem to be cool, they get exploited to death and then nerf hammer hits hard.

    So I'm seeing like four items drops from the RChests and its usually a blue, yellow and crafting material - maybe a handful of gold.

    SUGGESTION: Nerf the spawn rate of the RChests considerably. Randomize their locations to a huge extreme. Let them drop their current share of yellow, blue items. Also add in gold in the hundred thousands - like 500k or so worth of gold. Gems that are higher than Imperial and some of those lack luster legos that are going around.

    That'd make them resplendent to me. And I will try and not roll my eyes when I see streamers spend 12 straight hours farming the same spawn locations over and over again.
    Posted in: Diablo III General Discussion
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    posted a message on Cryptic New Josh Mosquira Tweet!
    Quote from ruksak

    They went a little lazy with many legendaries for RoS, especially the craftable ones. So many of them are utterly useless glorified rares with no orange affix. I remember Wyatt saying they weren't going to revisit the old non-orange affix legs, instead they would just spend time on new ones. I feel keeping all these sorry craftable legs in-game is a black eye, makes them look ridiculous. It begs the question; Why make them like that in the first place?

    I agree completely. I was very excited to see that so many legendary items would provide game changing (build changing) status and that some of those legos would come from crafting. I love crafting and I have found a ton of plans - to which I have no plan on crafting them what so ever. They are rare items at best, with a slight increase in the range of stat rolls.

    I simply do not understand their development strategy and follow through on the lack of legendary items with actual orange affixes.

    They eliminated the AH and took away trading - so why not have items galore that affect all the skills. If you want to play around with a skill that has been under used - find the plan, craft the lego and now you can play with a new skill. Why not add up to four the second tier affix rolls as well? It can't be hard to code and it certainly can't really have that devastating effect to long term game play. Give the legendary items 8 to 10 affixes and make 6 of them be in that second tier.

    Just don't get it. They've taken away all the mechanics that could hurt them. So what if you have an inventory of fun, slightly OP lego items? you got them playing the game and you can use them to continue to play the game - nothing more.
    Posted in: Diablo III General Discussion
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    posted a message on Why this game moved away from me.
    I totally can understand your logic and frustrations. I'm sure there are many that will be in either camp of "RNG is RNG" or "stop whining."

    However my suggestion is in neither of those categories.

    You look at the game as something you play to work toward a goal. That is a fair request of a game to make - its one that I share with you. But I think the core of the Diablo series is not "lets play tonight to work toward a goal", rather a mindset of "lets play tonight to see what I get."

    Blood shards, Rifts, chests, caches, boss farming - all of these mechanics are simple ways to entertain you while you wait for the item lottery to hit. Hopefully it hits with something useful for your character, so you can feel as though you are working toward a goal. But given the fact that almost all of the loot is random, you will never be able to fully work toward certain goals. Goals being things like "I want to complete a set" or "I want this specific shield and sword combo."

    You just sign in, play and work toward the goal of "what am I going to get tonight?"

    I'd love to see the Diablo series embrace more of what you are looking for - but that takes the game more toward the play style of an MMO and Blizzard already has one of those ;)
    Posted in: Diablo III General Discussion
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    posted a message on Suggestion: Should we be able to target farm for set items specifically?
    Quote from shaggy
    Quote from Polrayne

    What if Rifts spawned a mini boss at 50%? What if that boss had a loot table that drew mainly from crafting materials, set items, shards and maybe a REALLY high pay out of gold, since some folks are starting to run out of their billions? The crafting materials that drop can be used for current plans or if something like I have suggested (crafting set items) comes into play than those materials can drop from this mini boss. Now we have group play, targeted farming of set items and more reasons to play the game?
    That's not something I'd gripe about should they implement it. I just don't like it being expanded to include class-specific set items. I'd also caution that rifts are already quite potent and adding more to them might make it even moreso. Perhaps give the caches a chance to drop random crafting materials specific to that act? So instead of farming Maghda only you would kill Maghda and do all the Act 2 bounties? I don't know.

    I'm leery about even the current implementation of green/orange crafting because I don't think the game should be "farm Maghda" so that you can have enough "special item dropped by Maghda" to craft "some item of awesomeness." If I wanted that kind of gameplay I'd fire up an MMORPG and farm a boss ad infinatum. To me the randomness of loot is one of the major distinguishing features between an ARPG and an MMORPG. There are others, but it immediately comes to mind, for me, as one of the most pronounced differences. In an MMORPG each boss has a static (or mostly-static) loot table and when you kill them you get a subset of that loot table. In an ARPG you generally have a chance to get any item from any monster at any time.

    And I'm not really sold on the blurring of the lines that the current crafting offers. I wouldn't really be on board with further blurring that line.
    I can understand.

    I guess I have to re-align my thinking to accept the fact that I do prefer a system like an MMO where you go to certain places and expect the potential of certain items. But I also the love feel that any moment you could break a barrel and see a green beam.

    What I didn't care for in MMO's was the gameplay itself and the need for sooo many people to be able to accomplish anything. This is why I love the Diablo series and its feel. Plus mashing buttons is waaay more fun than "Now I cast fireball. Now I cast frost nova. Now I cast fireball again."

    It goes back to where it all started for me - The Legend of Zelda. Fast paced ARPG style game play - amass a bunch of loot from dungeons that you had to use in other areas to progress. Can you imagine what The Legend of Zelda would be like if it had a Diablo game's loot system? I can: "DUDE - go farm dungeon one and kill all the bats, then leave game and do it again! They're easy and they can drop the best shit in the game! You don't need bows, swords or whistles - BOOMERANG IS SO OP!"

    But I have to ask a larger question here - what do you add to the game to maintain longevity? Right now Rifts are the "most efficient" way to get items. If items are truly only able to be found randomly, then most players will continue to do Rifts. More generally, players will follow the most efficient system to get their chance at random loot. This means repetitive gameplay. Pindleskin = Alkazier run = Mira Emon = Rifts. Because the loot is random - why go anywhere else?

    But if the item isn't random - if it is only able to be found in one area or has a greater chance to be found in one area - now you have repetitive variety.

    Bounties did this. But they did it with a limited amount of items that were pleasurable to find. Unique crafting mats also do this, but they too are dependent on the plan to drop before you can really make this a priority.

    I just don't understand why so many ask for innovation, but cry out against change? Surely people can see that Rifts have a shelf life before they become displeasing to the average player. If loot wasn't entirely random, then simply there is "more for you to do."

    Ladders create a new diversion - a chance to experience the game in small, finite way. But even that becomes tedious. Well, at least it did for me.

    I know people may want to respond and say "hold up cowboy - Ladders are awesome and I'll play the shit outta the ladders!" But after you do it for a season or two-fivetyhundred, are you sure you won't be on these forums adding your innovation to other people's ideas because the game got boring for you faster than you expected?
    Posted in: Diablo III General Discussion
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    posted a message on Suggestion: Should we be able to target farm for set items specifically?
    Quote from shaggy
    Quote from Polrayne

    I'm really curious (and I'm not trying to argue or be bitchy) how does this placate or "give the casuals" more reward and hurt the hardcore, long game experience?
    For me it's not about giving the "casuals" loot or whatever.

    It's mostly that if I wanted progression through crafting I'd play Minecraft, not an ARPG. To me the whole "crafting" thing just feels foreign to the ARPG genre to begin with because it takes a ton of the focus off the "action" when you get people standing around town like that. It was something I didn't particularly enjoy about the orb-spamming in PoE either.

    In general, I want my gameplay to center on killing monsters or interacting with other players as I find both of those activities to be engaging. I don't find crafting to be engaging. I don't really enjoy making gems and I enjoy making the gear even less. For me crafting is one step above salvaging which is a half step above vendoring. It's not something I really want to be doing as a primary means of attaining gear. No sir, no thank you.
    Thanks Shaggy - I can totally understand and relate to your post.

    To be upfront - I love crafting. And I like the play style of ARPGs. I love the idea of exploring a dungeon or area that has a boss that might drop a material I can use to make a piece of gear with. Not the end all be all of my gear - but something that will help propel me further into new environments. I love the sense of accomplishment for my hard work. But I also enjoy playing with friends and the sense of group accomplishment.

    I recently got the Cain's plan to drop and started immediately farming Magdha. I spent about an hour solo, crafting two pieces. In the mean time there were several call outs for Rift spots in clan chat. I couldn't go - because I wanted to complete this solo task I had chose to do. I didn't care for that at all.

    So I started thinking about ways I could suggest the game become better than it already is. I thought up the idea of crafting the set pieces. I brought it to these forums and it gets welcomed with lovely open arms.

    But after your post Shaggy and your willingness to have a DISCUSSION - I can see a new idea. A way to combine your wishes and mine together intoa whole new idea to be discussed and debated and hopefully not told to fuck off because of something new.

    So here goes:

    What if Rifts spawned a mini boss at 50%? What if that boss had a loot table that drew mainly from crafting materials, set items, shards and maybe a REALLY high pay out of gold, since some folks are starting to run out of their billions? The crafting materials that drop can be used for current plans or if something like I have suggested (crafting set items) comes into play than those materials can drop from this mini boss. Now we have group play, targeted farming of set items and more reasons to play the game?

    What do you all think? Shaggy - what do you think? Would that be something that you'd be interested in?

    @skulldance: thank you for the compliment. I understand that people's negative backlash can be frustrating - it is to me - but so I can share with you; I don't see it as trolling. I see it as long time posters in these forums getting irritated with new people using the forum to complain. When anyone spends too much time fighting back against what they don't believe in, they tend to fight back at everything - even something that might be fun to talk about.

    Would you rather have a fun discussion about a new idea? Or make short curt posts of "fuck no" so you can get back to playing the game or hopping in another "QQ" thread and be witty in tearing another person apart - I don't know.
    Posted in: Diablo III General Discussion
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    posted a message on Suggestion: Should we be able to target farm for set items specifically?
    Well clearly everyone loves this idea ;)

    I'm really curious (and I'm not trying to argue or be bitchy) how does this placate or "give the casuals" more reward and hurt the hardcore, long game experience?

    Right now you farm Rifts. Over and over and over again.

    How long do you think you can sustain that one activity, before you the hardcore player gets bored? If Rifts are the only viable means of getting the great items you want - you can't sustain that forever and have a sense of variety in the long term game. I know they did it with Diablo 2 and everyone has constantly worked toward providing more than just that base, repetitive experience.

    What I'm suggesting will actually help to provide length and longevity to the game - not take it away or make it a quick casual thing. Instead of spending time in a RIFT you spend time in multiple other areas of the game, to try and gather the materials you need to get a chance to craft and roll up a class set item. You still are spending the same amount of time - with no guarantee that you will get the items you need each time you kill a boss or get a cache.

    And as I stated in the original post - limit it to the first generation of class set items. So the newer items created for Reaper are still only able to be found in the open world or through Rifts. Besides, I farm the Rifts NOT exclusively for just class set items. There are several legos that I'd like to have and experiment with.

    Not to be rude or argumentative - but why does it sound like players are more willing to jump down the throat of a new idea as "ruining the game" rather than consider its potential effectiveness at making this game even better? A lot of posters are tired of the QQing, yet when a thread with a new idea to debate, or consider is created its immediately shot down with a short statement of "casual - ruin game - fuck no"

    How do you expect innovation to occur and create more positive experience to your game?

    @Sydney - I understand at face value you can say that this idea could be considered a chore. But I respectfully disagree with you and ask you take a look at my reasons why. Going through repetitive motions to get all the materials together to be able to craft a class set item (that still is effected by RNG and its rolls) is no different than farming Rifts over and over again. And for the person that wants to craft a complete set of their class set items - it would be a task they would focus on until its complete. What else would they do - farm Rifts? Isn't that in danger of becoming a chore too? Besides there are other set items that, as I have suggested, can still only drop in the open world. There are other legos (that I personally) would like to have and see what I can do with my DPS and build. You make it sound as if class set items are the only gear people would want to wear.
    Posted in: Diablo III General Discussion
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