When they introduced the idea of the unattuned rune I hated the idea. Being the kind of person to let things settle before he judged I have sat on the idea, after all there are a few things in the game that I have come to accept or even like that before I had shunned. But I still hate the idea. As stated before, if I traverse inferno and find a level 7 runestone I don't want to socket it into my favorite/most used skill and have to cross my fingers for the rune to be what I want (a 1/7 chance, or 14% chance) and then if the rune is the color I want for another skill it doesn't matter because it is permanently synced to that particular skill. One could argue that I could re-roll through the jeweler (the artisan I would expect to handle it) but I'm speculating that the higher the rune level the more it costs for a respec, and even if it doesn't, why should I waste my now more valuable gold on rolling just for one effect.
Sorry blizzard, this is one change that I am very against. CHANGE IT BACK!
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Designation15 posted a message on Unattuned RunesPosted in: Diablo III General Discussion -
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PegasusRideR posted a message on Official DIabloFans Logo Contest Submission Thread1-)Logos with backgrounds:Posted in: General Discussion (non-Diablo)
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2-)Transparent Logos:
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Examples:
I noticed there are 2 logos. Site logo which has a background, and news logo which has a transparent background. That's why I made two types of logos.
I can do further improvements according to needs. All of the images are also saved in .psd format with all of the layers, ready for future changes -
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Daxiongmao87 posted a message on Official DIabloFans Logo Contest Submission ThreadWow a lot of these are very creative! I should have checked out this forum before starting on my work! Lots of inspiration herePosted in: General Discussion (non-Diablo)
This is my first attempt at anything like this, hope you enjoy it. All layers are available:
one more addition, one without the glow effect, in case transparency is needed.
Three others:
Another Idea
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ajohnson1 posted a message on Official DIabloFans Logo Contest Submission ThreadPosted in: General Discussion (non-Diablo) -
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timbobaskins posted a message on Official DIabloFans Logo Contest Submission ThreadGoing for the dark, menacing feel. Feedback welcome...Posted in: General Discussion (non-Diablo)
In this iteration, you can see how it looks as the masthead for diablofans.com - it's a quick hack, but conveys the idea well enough.
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SemperHi posted a message on An organized Image Compilation of all sets of armor for all the five classes [17 tiers and spoilerish] EDIT: Wizard helms includHey everyone, I took some of the leaked datamined item pictures posted on a Diablo fansite, and organized them to take a peek at how our characters will look like as the progress through the game. I think it came out pretty nicely, so much in fact, that I created an account (finally) to share it with you guys.Posted in: Diablo III General Discussion
Sadly, I couldn't find any files with the Wizard helms, and I did not include itens with shared appearence such as rings, bracers and so forth. Also there appear to be class specific armor such as belts and helms which I couldn't find for all 5 classes so I excluded them as well.
On a side note, all the itens listed below are in their male version ATM.
You can check them out on the following links:
Barbarian:
1-9
10-17
Demon Hunter:
1-9
10-17
Monk:
1-9
10-17
Witch Doctor:
1-9
10-17
Wizard:
1-9
10-17
What do you think? Which tier &/or class did you like the most?
EDIT: Wizard helms are now shown! -
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Molster posted a message on Possible to Debuff Monster Damage by 100%My guess is it does not stackPosted in: Theorycrafting and Analysis
Start: --100 dmg--
barb reduced dmg by 50%
--50 dmg--
monk reduces dmg by 45%
--27.5 dmg--
Monk reduces dmg by 10%
End: --24.75 dmg--
So its a big decress, but I't wouldn't be 100% is my guess'
OR, it might just be biggest decrease takes it [d2]...
OR, only some of the spells combine (like 50 and 45 %'s would share the same "debuff" and then the 10% could stack with it)
lots of different ways it could go, I just dont see it being fully stack-able. -
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CherubDown posted a message on EXACT skill number combo revealedPosted in: Diablo III General Discussion
You're still just multiplying the entire possible set (25) by 5 each time, which is wrong.Quote from CJCKAR
Quote from CherubDown
You can't just multiply the numbers together. You have to consider the fact that these are combinations. Multiplying them together gives you overlap.Quote from CJCKAR
Quote from CherubDown
That's not what I get at all.
Since the set is non-ordered combinations, you should get (25 choose 6) skills times (15 choose 3) passives = 177,100 x 455 = 80,580,500.
thats not how you times it. use your calculator to do what i showed you and you'll get my number.
no it doesn't. i edited my last post i sent you with exact numbers. i am making my equation BASED on the fact that you can't use any of the same skill/rune combo's twice. there will be no overlap. and regardless, the number is unfathomably high either way. making it impossible for anyone to say there not unique. the fact that i put 125 THEN 120, because i don't want the same skill/rune to overlap in the equation. otherwise id do 125 x 125 x 125 ect...
You have to create a combination of the set choice you're interested in: IE there are 25 possible (without replacement) out of 6 choices. That means you get unordered sampling without replacement. i.e. - n Choose k - n being 25, k being 6. Multiply that by the unordered sampling without replacement for passives (15 and 3), then multiply by 30 - (6 skills times 5 rune types). You should get:
(25 choose 6) * (15 choose 3) * 30 = 593,775*455*30 = 8,105,028,750 possible combos.
(my previous try did not take into account runestones), but you should just have to multiply by 5 for each skill (30).
I'm looking at this powerpoint from Stanford.
I'd like to see Blizzard's math on that number.
Edit: there's also this very concise (and very reliable) source: Wolfram Alpha -
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Kayzer posted a message on Diablo III BoxartI felt this deserved it's own thread. As of this posting the CE Boxart is blank, guess they haven't finalized it yet.Posted in: Diablo III General Discussion
Normal Edition
Collector's Edition (Not yet finalized)
Beta
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Molster posted a message on legendary weapons not staticBecause they are not random.. they were still made with a set limit, while rares where not. Remember, More than one of it != random. The affixs on them I think are also custom made... its not as random as a rare.. lets put it at that. If you see one drop, youll be able to know what you "can get"Posted in: Diablo III General Discussion - To post a comment, please login or register a new account.
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I don't think you understand. This move isn't brilliant; in the world of business, this move was commonplace. A high-school student interested in business could've pulled this one off.
You yourself admit to "keep playing" simply because you want D3 for free. Now they've gained a WoW subscriber. It's as simple as that. They're going to milk D3 for all its worth just to play the numbers game with competing MMOs. It saddens me that they need to exploit one of their own games to do so, especially a game that's generally regarded as the "tertiary option" of Blizzard games. They're throwing D3 in free like a salesman throws in an extra car wash after your 5th visit, and frankly that's just sad.
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They're really trying to squeeze as much money out of D3 as they possibly can, aren't they? It sickens me that they have to pull this maneuver just to bribe people into maintaining a WoW subscription. Personally I have nothing against WoW, but when it takes large hits from SWTOR, Blade and Soul, and GuldWars 2 I'll be jumping with joy.
They're treating Diablo 3 as a tool, and that upsets me.
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User: Will I get into the Diablo 3 beta?
Cleverbot: Yes, you will get the haircut.
User: Not a haircut, the Diablo 3 beta!
Cleverbot: And the FBI is a Female Body Inspector.
User: Will the FBI invite me to the Diablo III beta?
Cleverbot: I think so.
User: Do you know when I will get into the beta?
Cleverbot: When what will happen?
User: When I am invited to the Diablo 3 beta.
Cleverbot: Ouch.
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If they want to "mix it up": Add affixes. Add these "blank" runes that can be crafted into one of the Five.
Just don't do that "unattuned" nonsense. It's not an improvement, it's just excessive.
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http://imgur.com/a/pYfOG#x7B8a
Any beta testers who would like to add screenshots of their items are welcome to post here, and I'll add them in this post.
Here's some things I noticed:
- Apparently to get your blacksmith to level 5 you need a crafting material found only in Nightmare/from NM items
- Holy attribute bonuses batman, especially that Nodachi
- This just in: Griswold's Edge primary source of Petrified Bark
- The "Attacker takes damage of X" mod is back, and just as deadly!
- Barbarians have access to Pointy Tree Trunk technology
- plus .09 attacks per second....
- In the 32nd screenshot of the Stash on the left there's 2 things:
edit: resolved issues from 32nd screenshot
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.
Here's an SS I numbered that shows us a mid-tier(-ish?) Wizard armor. Keep in mind that each piece of every tier of armor can dye differently, so these colors could be more vibrant/subdued depending on what you're wearing.
There will be rare dyes, perhaps deep shades of red and black or bright whites that are more desirable. There's also the possibility of a unique Collector's Edition dye, or dyes related to completing difficult endgame material (Tyrael's Soul Dye, etc.).
So: how do you plan on dying your your first character? Will it be a solid color like you see in the above picture or will you mix and match? If the Collector's Edition had a dye, what would it look like? Should some very rare dyes also have some sort of effect associated with them, like a smokey aura or glow?
For me, I had a tough choice between full white or mixing black and some other color for my Monk (my first character). I think I'll end up shooting for full white, but this could change if white dyes are crazy-expensive.
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Here's an SS form incgamers:
Note the completely different stat. Also the note the lack of the fiery background, but that is perhaps only applied when the item is equipped.
If it's also true that there's a Gris Edge with ice instead of fire, uniques might fall into this description:
Uniques have one or more static "archetype" stats, and one or more dynamic stats. For instance, Gris Edge will always have some elemental (ice/fire, perhaps more) buff of 2-4. This is the static stat. Then, there's a slot where any applicable stat can be inserted. This is the dynamic stat.
But that seems pretty complicated, and could change depending on how top-tier the item is. Perhaps it's a bug?
EDIT: So now there's a Lightning one too!
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http://en.wikipedia.org/wiki/Chinese_swords#Sword_types
Some of us might instantly recognize the Dao, or in English the "Chinese broadsword," which are often wielded in pairs called Shuang Dao:
I would definitely consider these applicable to our D3 Monk's arsenal. The interesting part would be the attack animation... probably a copy/paste of what the Barb does when it normal attacks using 2 swords.
Others include:
Of course for Diablo III the artists can mess with the design as much as they want, and I'd love to see some epic double swords on my Monk. Why rip through demons with one sword when you can do it with two?!
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The Druid's archetype has remained pretty much untouched.
That said, I can't wait to see how Blizzard tweaks it.
My twist would be something like an "Earth Reaper" or "Earth Spirit" or really just "Druid" (the name is effective!); theScythe could be this character's unique weapon class (like the Monk's fist weapons) but it could of course use all the others. Or it could just be able to use anything. Idk for sure.
"Shapeshifting" is a given skill type; in D2, it was one of the most awesome elements of out of all other rpg archetypes, and a lot can be improved and created in the Diablo III world. I would want the classic Werewolf andWerebear to return. Some skills would only be available in these forms, just like D2. Skills that come to mind are Feral Rage, Bestial Mauling, Eviscerate, Maiming Strike, Ferocity, Fury, Earthly Rage, Savagery, etc. Not to mention the Summoning and Elemental skills....
Instead of simply "Elemental skills" it would have "Nature Rituals" that could call forth anything from Blades of Stone, to Fissures, to Earthquakes and Hurricanes and Torrential Ice Shards, to Jagged Vines, to Piercing Roots, to Iron Mist.
"Songs" (like Bard songs) would be another skill type with pretty big cooldowns and probably no stacking; "Earth Songs" would provide aura/shout-like party-wide buffs. These buffs would be stat buffs, ranging from increasing various attributes reasonably, increasing magic/gold find (yes, party wide!), to affecting procs on player hit. "Spirit Songs" would call sage spirits, like the Oak Sage, etc. Only one spirit can be active at a time. "Summons" would include such things like Wolves, Hawks (or Ravens), Stone Golem (sound familiar?) Lava Golem, and the absolutely terrifying Weeping Willow (don't worry it's not actually crying. However it is sad... AT THE DEMONS DESTROYING NATURE'S SACRED GROUND. THEY WILL PAY.).
*Warning: very... uhm... interesting and totally random resource design*
All "songs," "nature rituals," and "summons" have a penalty of blood in addition to the resource -- we'll call the resource Balance (or Harmony, or something) for now. You always sacrifice an initial percentage (nothing too big, like 1-10%) of maximum Health for every skill you use. The lower your health, the faster Balance regenerates. The higher your Balance, the faster your Health regenerates. It's all in the yin and yang doooood....
Soooo.... To recap skills:
Shapeshifting forms. -
Werewolf
Werebear
Nature Rituals. Examples. -
Blades of Stone
Earthquake
Hurricane
Torrential Ice Shards
Jagged Vines
Iron Mist
etc.
Earth Songs. Examples. -
Song of Power (affects players' respective resource slightly)
Song of Fate (affects players' MF and Gold Find slightly)
Song of Focus (affects players' Critical Hit % slightly)
etc.
Spirit Songs. Examples. -
Song of the Oak (summons our old buddy Oak Sage)
Song of the Shiverpeaks (summons a spirit which bestows all attacks with some frost damage and increase frost resistance)
etc.
Summoning. (Could use a cooler name.) Examples. -
Wolverine
Blood Ravens (see what I did thar?)
Stone Golem
Lava Golem
Weeping Willow
etc.
Of course with the addition of any new character(s), the addition of new harder content is warranted. Even raising the player cap to 5 and bumping up the difficulty across the whole game can happen. In addition, a new 10 or so skills are added for each of the classic 5 classes.
Not bad for like 25 minutes meh?