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    posted a message on Do you think Diablo 3 will get another expansion?

    Plans change. I remember some people who talked with D3 devs after the release of ROS saying that the plan for the next expansion is to have the player choose between playing as good and evil. They might have realised introducing such a system might be a better plan for an entirely new game, which builds on that aspect from the start (perhaps even in the skill tree), rather than ro stitch it onto the game in the last act.


    Regarding the story, I don't think they've had much regard for that. It is always gameplay first with Blizzard. D2 was an almost complete game before it even got a story, though that story ended up being great. D3's story is arguably not, and I don't think "we haven't finished the story" is a strong enough argument to push out a new expansion if they have no new systems and gameplay planned. So if they feel like the content they introduced in the patches is enough and if the system of good vs evil feels like a good enough reason for a new game, they will make a D4 instead. Either way, we will know for sure by Blizzcon. The limited content in recent patches can indicate both: either they are winding down D3 development since they got all they wanted in there and will now just balance, or they are investing their effort into the expansion and don't see a point in investing in ROS this late in its lifespan. We will know once the Blizcon schedule is released. If Diablo has a lot of time dedicated, we are getting an expac, huge patch or D4.

    Posted in: Diablo III General Discussion
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    posted a message on Useless Potion!

    Buffing your heal would not solve the problem of you having to pick up potions that are in the end useless and will just be thrown away after being picked up for the buff. I don't think it would make the game imbalanced. I'd say it would have no impact at all. Many of my characters don't even have to pick up health globes anymore on T6 because everything dies too fast, let alone needing to drink potions or gaining buffs on those potions. The place where such a buff could be useful, would be GRifts, where no potions drop anyway and you cannot even tamper with your inventory to drop potions for yourself. Sorry, but I don't think that would be a good design.


    I'd say the best way to use potions would be to make them a crafting materiál for some rare dyes or something. Just make some 50-odd different shades of the dyes that already exist in game (with previews so we know what we're getting) and let us customize a bit more. They would still become irrelevant once you've made a decent enough supply of the dyes for yourself but they would at least be somewhat useful once in a while, which is the polar opposite of what they are now (completely useless, all the time). Legendary potions will always become the one thing you will be using once you get it, so I think healing potions should find an alternative role outside of the healing area.

    Posted in: Diablo III General Discussion
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    posted a message on Why The Furnace Is Imbalanced + Fix (Video)
    I'd say Furnace is one of the better designs among the legendaries. I personally don't really use it since I find the power pretty damn boring (you do more damage, yay; I prefer procs and build boosting shit). Even if it is very powerful and helps certain people dominate, as a powerful weapon should, at least it doesn't restrict people into one particular build. There are a plenty of very rare legendaries that if you find, you not only immediately want to use it because of its power, you also have to toss out a good portion of your original build to make use of it. With builds being restricted enough as it is with all the sets, Furnace is acually one of the least restrictive good legendaries (emphasis on good, there are a plenty of non-restrictive crap legs out there, but very few good ones).
    Posted in: Diablo III General Discussion
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    posted a message on Need help regorging an ancient Krider
    If you have spare gifts I would definitely get rid of the socket and add 10% damage. Vitality is always nice to have if you can afford it, while leaving a socket on the weapon when you can easily replace it would be just a waste of potential. At that point you might as well go farm another Krider cause this one would be ruined. Also curse you for finding this. I have yet to find Krider at all.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Mystic hates me . 800 million burned
    Having a similar problem on my Earthshaker barb. Got Haunt of Vaxo with pretty good stats, all I wanted was to replace Vit with Crit to exchange for my original, quite horrible Haunt of Vaxo. Thank god it's an amulet. I can't even recall how many millions I have spent upgrading gems (before and after the gem crafting cost for jewelry was made cheaper) to reroll that fucking amulet. I'm definitely getting close to a hundred rerolls on it. Haven't seen crit damage ONCE. Not even a lowly amount, nothing, nada, zilch. And it doesn't even have that many stats to roll. Starting to feel like maybe the mystic shows she can roll it but she actually can't. I've had some bad luck with rerolling before but not like this. I guess the game compensates it with giving each of my characters about 2 Ramaladni's per 30 Riftskeys + consequent Grifts. You know what? Keep your ramaladni, I want that crit damnit!
    Posted in: Diablo III General Discussion
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    posted a message on Best Signature Spell for Arcane Dynamo?
    You can't get anything faster and more damaging than Electrocute: Arc Lightning. This spell alone basically makes Spectral Blade completely irrelevant and useless. The only disadvantage is the melee range when compared to other Signatures like Magic Missile, but if you're building a sleet storm Wizard range shouldn't be an issue for you anyway. Don't know why you would go for Sleet Storm though, the damage is mediocre at best since 2.0.1, you're better off with Disintegrate Entropy for a melee wizard.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Loot 2.0 Mixed Emotions
    You need to consider that some people will be left at level 60. Not everyone will be buying RoS though I'd assume vast majority of active players will. For the rest though, the level 60 experience needs to be as good as possible because that what they will be left with. You don't want to make the lvl 60s unplayable so that RoS is a must have if you want to play D3 after 2.0.1. That would be a dick move and fortunately Blizz is not that kind of company.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 Mixed Emotions
    Quote from axehammer510

    First off, in vanilla there was no percent +/- for resistance when comparing items, just armor.

    There is a list of all your resistances when you click the details button in you inventory page. If those numbers go up when you equip a new item then that means the new item will increase your resistances.

    If the number in the red circle at the bottom of the screen goes down when you equip a new item, then that means the new item will decrease your health.

    It doesn't take a rocket scientist to figure out how an item will affect your toughness/damage/healing, you just need to be willing to dig a little deeper and click an extra button or two.
    Wow, you so smart.

    Of course the vanilla game didn't state the resistances and armor separately, but you can tell what's happening immediately when your protection rating or whatever it was called goes up...it can only be your armor or your resists. You can see the armor difference immediately when you have the two items in comparison view in your inventory, regardless of affixes of the item. Having to open details and watch which of your resists changes by how much and how much that affects the actual damage resist number (especially when getting +50 to a resist that is at 200 increases your damage resistance against that element non-linearly when compared to giving the same bonus to a resist that is at 600) is a fucking pain in the ass, now with the added bonus of not being able to immediately tell whether the item also increases your health by just looking at the item comparison.

    What is the item comparison view for if you then have to go check your HP and your resists separately (not to mention the overall protection from armor which also used to be just stated in Details). If you're supposed to read the whole item all the time and then check the item you have equipped to decide which is better, then the item comparison doesn't need to be there at all. But it is there. So it should fulfill its function. Right now it doesn't.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 Mixed Emotions
    Honestly the only thing I don't like about this patch is fusing the Health, Resistances and Armor into toughness. If my character has garbage resists but gallons of health, I'd like to know whether an item that increases my toughness by 20% actually increases my resist, or whether I'm just getting more health I don't really need. I find the Healing stat very useful and nicely transparent, but I wish the toughness was less opaque in its meaning. Many times I've still replaced Legendaries by better rares or threw away Legendaries because they just didn't give me as much as Rares did. I can't see myself being all decked out in Legendaries even by the end.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 2 Calculator Down?
    Ok, I don't know if this has been announced or if it's just a temporary bug, but I've just thought about a build in D2 and wanted to see what it would look like. So I googled the trusty Diablo 2 Skill Calculator, link leads to Diablofans. I click it and unfortunately it tells me that the page couldn't be found (not my browser, Diablofans itself can't find the page). Is that just a temporary casualty of the transition or is it gone forever?
    Posted in: Site Suggestions and Questions
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    posted a message on Reaper of Souls Highlights: Full List of Crusader Skills and Runes, Nephalem Rifts Idea, A Lot of Changes On The Way, Blue Posts
    I honestly don't understand what some people expect from this game. Remember what D2 used to be like? What endgame content was there? The Pandemonium Event, that's it. Ladder...from what I heard it was just a race where you were constantly beaten by some bot anyway and most importantly, it provided no new content, it just erased what you have already accomplished. And yet people had fun with that game 10 years after it was released. Why? Because it had replay value. Fuck endgame, as long as you can play the game again from scratch and have fun with it, who in the hell needs extra endgame content that in the end will just be the same repetitive formula over and over again.

    D3's problem is it HAS no replay value because you are allowed free respecs. Are you tired of your build and want to try something new and fresh to see if it works? It's going to take you about 2 minutes to reskill. You play around with the build for about 10 minutes, you say "Huh, it would've worked" and you are done. There is nothing enticing you to create a new character with a wildly different build and take it from start to finish to see if that particular build has what it takes because you can simply respec and test the build right there and then. If you want to go from start again, you are almost forcing yourself through it because you know you have that option of just cutting the experience short in 10 minutes.

    I have created countless characters in D2, some have failed, some have made it to the end. Making it to the end was an accomplishment in itself since you weren't allowed constant wipes of your build and respecs over and over until you found something that works. In D2 you had to make your build right and if you didn't, your punishment was going back to the drawing board and starting a new one. Now, you are limited to 10 characters and have little reason to restart unless you really really want to. Thus after every player has gone through his trial and error period and found the build that works from him, he finishes the game after a few months/weeks playing the character and is left wondering what to do now. In D2, if I finished the game with a character there was always the feeling of "Hm, but I bet that if I build the class as a summoner I could beat it again". And you fucking went and did it.

    This is not an MMO. You don't need extensive endgame, and you are never going to get one. If you think that Rifts and Bounties will keep you entertained for the next 4-5 years, you are dead wrong. They will be fun for a while, but eventually you will again be left wondering what to do with your character now. D3's tendency to not punish incorrect builds has led it to lose all its replay value and with that, lose its longevity. Don't go chasing after some imaginary endgame that is never going to last. Focus on making the game replayable. You don't need endgame if the game never ends.
    Posted in: News & Announcements
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    posted a message on Reaper of Souls Highlights: All Class Changes
    With the Knockback being moved to Deadly Reach, I wonder if Way of the Hundred Fists still keeps it. I'm still not a big fan of Blazing Hydra and the way they changed Conflagration passive. It's going to be interesting to see how my Frenzy/Berserker barb will have to be reworked. There are so many skills that I won't need in that build (WoB, Battle Rage, Overpower (no heal from Revel)) that I might as well change him to the throwing barb I always wanted to try. Also Vampire Bats having no channeling cost is kinda ridiculous. Don't know what's so vampiric about them but it seems to me like my Fetish Sycophants/Voodoo WD won't be actually needing any mana to function now :-D Still waiting for them to change the balance between Zombie Charger Undeath and Zombie Bears. To me Bears still come out on top most of the time which is sad. They should also maybe think about reworking Spider Queen similarly to what they did with Pyrogeist. And I absolutely love the shielding mechanic on some of the Wizard skills. My melee Battle Mage is going to love that. Overall I like many of the changes though I'm still concerned that some skills will remain mandatory (how is a WD supposed to have reliable survivability without Spirit Walk, with the nerf to Overpower, Revenge will become even more prevalent) which I really really hate.
    Posted in: News & Announcements
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    posted a message on Friends & Family Beta Test Hotfixes
    What I'm anticipating to get nerfed next is the cooldown decreases. I haven't played the beta or watched much footage but after seeing a lot of the Legendaries having this affix plus it being a possible spec in the Paragon levelling, I imagine some skills like Ground Stomp, Frost Nova and other cooldown-based cc skills might get disgustingly overpowered and be almost constantly available if you stack the right gear. The skills are balanced around the fact that you don't have them all the time. If you break that, things get weird (CM Wizards, Berserkers, Archon etc.). The last thing you want is making difficulty irrelevant by making CC's and summons a constant presence in the fight.
    Posted in: News & Announcements
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    posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary Screenshots
    Damn, finishing Inferno with my remaining characters feels almost like a waste now, seeing what great gear RoS will bring. The items I find tend to usually be more frustrating than anything else at the moment. My WD hasn't found an upgrade since mid-Act II and finished Inferno almost with the same fucking stuff I had in Hell...and no I didn't have any godly gear, in fact most of what I had was pretty crap. Seeing this makes me want to get my hands on RoS like yesterday and play the game the way it was supposed to be from the get-go.
    Posted in: News & Announcements
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    posted a message on Story Time With Wyatt Cheng, Removal of Nephalem Valor, Pickup Radius Reduced for RoS, Curse Weekly Roundup
    Honestly I'm fairly surprised (unpleasantly so) they are even talking about buffing Vortex. I guess if they intend to make damage less spiky and more continuous it might not be such a huge issue but overall Vortex is just about the most unfair mechanic you can think of and I can't imagine what it must be like playing hardcore with that thing around. I get it, the idea is to make people gear more defensively because they wont be able to avoid some damage. But vortex is a little too brutal. Jailer, Frozen and Waller can get you into bad spots often enough. Getting sucked into the center of an enemy pack with the game just troll-grinning at you "I dare you to survive that mofo" is something else entirely. Regardless of what other affixes the pack has, if it's a bunch of champions you are not getting out of Vortex no matter your gear. All the affix does is force people to use specific one or two skills for that class (Smoke Screen etc), which just limits diversity. Dont' buff it. Remove it.
    Posted in: News & Announcements
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