- Ltbogan
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Member for 12 years, 10 months, and 1 day
Last active Mon, Jan, 20 2014 13:54:16
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May 21, 2011Ltbogan posted a message on BlizzCon Ticket PricesI think the ticket price itself is fair enough, most of the concerts i've been too, the ticket price is about that, and all im doing is standing there and rocking out, whereas in blizzcon you would be doing all this extra cool stuff for hours hehe. Big hitter would be travel/accomidation, but in the same regards it'd cost me a tad more for flights being in australia than in the national flight in the USPosted in: News
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I remember seeing the below blue here on diablofans.
'We've no additional patches planned before the pre-expansion patch (which will include Loot 2.0 and Paragon 2.0, plus a variety of other system changes and tuning). There isn't a date set for that yet, mostly because it's still under development. Reaper of Souls isn't scheduled to release until 2014, though, and our pre-expansion patches typically hit between 2 weeks to 2 months before -- so that should help give you a better time frame.'
Seeing as the AH will be taken down on the 18th, that almost guarantee's it to be released for at least 1 week before the AH removal and at best in early Feb.
This is Subject to change of course, I would and I would expect it to be in the same day the AH is exploded into the void
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Or keep it as a inherent bonus to paragon level as it is now and keep the cap at say 300% at paragon 100 and that is it (no change from change in difficulty), otherwise there will be the gear swap issue again.
This would be ideally fair to everyone, as it is not very hard to get to 100.
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Mempo, inna's pants, echoing fury etc. The Inna's set is one of the ugliest set in the game, the only reason anyone wears them is their stats. Ultimately every item looking like one another is ridiculous as this is what is currently happening.
For they are doing is allowing people to decide their own uniqueness in gear they have acquired rather than sticking to the same look all of the time, Its the same as the colour dies to how an item looks, and gives someone a choice in the aesthics of their character even if they are wearing ther same gear as someone else.
Aesthics is the point entirely, if your of the opinion items should be look how they were designed they dont transmog, simple as that, but many other people, me inclusive have been bored of seeing my character look dodgey just because my choice is either look awesome hit like a tissue, look dodge, hit like a truck.
Low level items do not need to be change, I would not expect a level 10 character for example to have gear that looked *as good as* gear from say level 30-40, and the level 40 gear to look as good as level 60. Their are apparently 18 teirs of gear at present, which just shows a reasonable degree of progession for every character, slowly looking better the further you progress.
haha, transmog won't fail, I would wager that you would be one of a select few that feels this way, as per what was said above, most people will go "yay I can look like I've always wanted too"
@ Zero, for me, I enjoy my lore, however I hardly think it aplies to many people, most dont care about the item more than the stats that it provides, or with transmog the look it will give.
Also, most probably will use legendary skins, for me however, I cant wait to get all of the elephant bone tier items(late nightmare, early hell??) for my barb, always love that look.
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This is where i have to beg to differ, im sure the barbarian has amazing ability to control wind, at least from one direction couldnt resist
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People then complain about having to be level 60 and it nerfs the huge amounts of customisation it actually provides. HOW DOES GETTING EVERY RUNE BY LEVEL 60 NERF CUSTOMISATION!??!?!?! It gives you limitless, sure not as much during the level up process, but how many of us are going to stuck <60 after the first few weeks? Of the people these sorts of things trully affect, very few will be <60. Previously, trying to get all the runes would never had of happened, seriously, 24 skills x 5 classes x 5 rune types x 7 rune ranks give you 4200 different runes in the game, not only is the inventory space a pain to manage, but you aren't guarenteed your "customisation" compared with the new systems. Therefore it a very high fact that you may have never actually got to try your build you wanted.
Additionally, months ago even weeks in some cases I read posts about people complaining about what about 30-60, we have our build now we have to beat 3 new difficulties with nothing new in skills to look forward to, and now they are complaining we can't try our build til 60, I mean seriously, what is wrong with you, your about as useful to these forums as a condom vending machine in the Vatican.
Furthermore by having a stated rank, rank 4/5 fixed as the new system as stated by Jay, it gives the potential for more item affixes which can improve your runes (as for sice the runes have been established in one way or another there have been 7 ranks thusly affixes could be implement as a filler for the remainding skill output) and therefore the actual event of the "item hunt" adds more customisational feel, more affixes = more customisation. For example, you could choose between a general damage boost or just a boost of 1 skill by x amount, you have a choice and which way you want to customise, damage vs skill effectiveness.
Don't get me wrong, I love the A-RPG item hunt style, and having been waiting for this game for as long as the rest of you diablo nerds, but having to go through a game that has already more loot than D2, trying to get the best Gems to socket my gear to which to which takes what >19000 rank 1 gems or rank 5 gems or somethig to get just 1 top rank gem, as well as finding all the black smithing/gem patterns and then try to search through an additional 4200 rune items to get to the build I want to play, was flawed.
Im really happy about the changes, and this way, it will give the people with a gaming attention span of a normal play through, more of a reason to play the higher difficulties.
/end rank
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However besides the silly video, I think in terms of ease for some stages will be easier solo than co-op, I say this due to in co-op all the monsters are harder, if one of the party trails off a bit to far they are probably going to die, and due to there being <4 players actually co-operating, they may very well die too. You can't control other people, where as solo you have all the control in the world therefore co-op has is a potential for a harder experience.
This is probably the initial way it will go, until characters out gear the content.
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In Regards to Damage, the point of stacking dodge is to technically increase damage, with the Crimson rune in the evasion potentially outputting a lot of damage, for my build idea at present, the last passive is tentative depending on what i need, i could choose numerous defensive passives depending on what is most lacking.
Wow I haven't seen that video. However one thing to take into account with this is that at the level the monk is, 13, compared with those mobs being ~5, there is a huge difference in stats, therefore when theory craft about inferno build, one has to also take into account that all the mobs are going to be 1 level higher, thus your chance to dodge will be reduced, as the mobs will have a higher chance to hit you per se'.
Inferno will certainly make the game interesting for a while
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Hmm perhaps bad example in regards to, dodge chance reduced, therefore have a lesser effect the more you've dodged (was using the example from what I remember from wow hehe, however as for wow fairly sure it was a pvp specific thing as to stop rogues dodging everything and being to strong, and crit was just another secondary stat as an example, I have seen in other games do this for some reason, some balancing issue perhaps)
@Broken
I'd have to agree for a game like diablo 3, compared to say wow, where mobs are few and diablo there are huge hordes of demons, to have diminishing returns would be far too annoying with so many monsters.
@Raskolnikov
Yeha thats the formular I have been using to workout my build As well as some damage reuction from the first monk passive and such, so when I do get hit it wont be as hard.
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For anyone who does not know what I mean by this, diminishing returns is the process where the more times you dodge or crit, the less chance you will do either of these, until a point where the process itself goes on a cool down so to speak where you can't dodge or crit anymore.
For example, from memory of WoW, the ability to dodge goes on an internal cooldown of a few seconds after your character has dodged a few times, regardless of how high said dodge chance is. I was wondering if that is the same for D3?
The main reason I've inquired as that I haven't read anything on the site in the last few years to suggest such an occurance, and additionally the first time reading all of the monk's skills and abilities I wanted to make a dodge monk with a crimson rune attached to the mantra of evasion as one of the build ideas I really want to try out
Curious as to if anyone has any information in regards to such.
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