6/10/2012 2:11:20 AM
If you are playing solo, there is no reason whatsoever for elites to have CC-reduction, as a solo player, even with the initial numbers of the CC skills will never be able to stunlock or chain cc mobs to death. there should be either diminishing returns, or the duration of the CC should depend on the number of players in the game. Most CC are a waste of skill slot right now: you are much better off with just running away (Teleport, SmokeScreen, etc)Posted in: Diablo III General Discussion
6/7/2012 3:55:07 PM
... then I wonder, why are some skill soooooo bad at achieving this purpose??Posted in: Diablo III General Discussion
- CC skills that don't work on elites or have their effectiveness heavily reduced against them:
* Frost Nova
* Ground Stomp with the Vacuuming Rune (does not work ...)
(ok you CC-d that monster pack for 0.5 seconds and this takes a skill slot on your bar... awesome)
- Skills that do subpar damage and barely/rarely hit:
* Ancient Spear
(ok you casted a spell but because the monsters are so fast they took like 100 damage ... out of 1million health)
- Skills or Runes that are totally useless as effects or outshined by others majorly:
- Sentry with Chain of Torment Rune (lol)
- Diamond Skin with damage reflect rune
(yea... chain torment: stick around in a 20 yard radius to do a whopping 55% weapon damage to the mobs mauling on you)
etc, etc, etc... all the above are just mere examples... there are so many more which fit the examples.
Seriously kinda defeats the entire point of having runes, when so little skills are even remotely competitive and most runes are simply outshined by their counterparts.
5/30/2012 3:45:31 PM
you can't compare the games, except in how much fun they are.Posted in: Diablo III General Discussion
problem is they have pasted wow's item systems into Diablo (main stats, etc) and it just doesnt work
5/30/2012 3:34:24 PM
who gives a shit reallyPosted in: Diablo III General Discussion
kinda shows how gear makes or brakes this game to the most absurd level
5/30/2012 1:35:57 AM
1 word: NUMBERS. Wow is about constantly getting bigger numbers, such is Diablo 3.Posted in: Diablo III General Discussion
D2 was about getting good affixes and uniques / runewords.
5/29/2012 3:38:58 PM
Posted in: Diablo III General DiscussionQuote from ContentsMayVaryQuote from okranethe last phrase was sarcasm out of frustration...
Unfortunately, if you put something stupid like that at the end of a post, that's the last thing people read. And that's the impression people get from it.
Finish on a good point - not a remark that comes across like it was written by a little kid. Just my advice for you.
this isn't a book, nor an article. the idea still stands. people will make of it what they want: if they want to read the last part and remain with that it's fine by me. not like it's gonna change anything in the grand scheme of things as ultimately nobody gives a flying fuck about posts on a forum.
5/29/2012 12:44:43 PM
Posted in: Diablo III General DiscussionQuote from Zero(pS)This is the main reason why I disliked the whole "Inferno is a linear progression" change. Massive scaling.
I expected Inferno to be a difficulty you could only take on when you had some of the absolute best gear available in Hell, and then getting Inferno gear would make it slightly more forgiving but never easy (specially the bosses should have much tighter timers).
Right now it seems like getting Act 3/4 gear makes Act 1 a cakewalk, and not getting any of that from the AH requires you to farm previous acts ad infinitum to get the proper gear (hi there Act 2).
It had such potential the replayability factor if they had gotten it just right..
I wish they could fix it by making the whole Inferno difficulty flat again after you defeat it (namely, making Acts 1 and 2 harder) and maybe even scaling down the item stats or something..
well this is just it.
The problem comes from the BIG numbers and not other kinds of challenges. You overcome BIG numbers with BIG numbers on gear. Niche itembuilds using nightmare and hell gear with the proper skills and mods to stay alive, cannot work because of the scaling.
The brilliant gear system of Diablo 2, allowed uniques and sets to tailor your character and define a build on him, while you seasoned your core gear with nicely rolled rares, all complementing a specific playstyle. In here it's no longer the case, way oversimplified, slapped a WoW-like gear progression scheme, where later items have all the same-old but with just bigger numbers on them and it's good to go.
The result, is the brutal inferno and a sense of emptyness and pointlessness of gaining extra gear.
5/26/2012 4:57:59 AM
go back to wow scrubPosted in: Diablo III General Discussion
5/22/2012 2:25:22 PM
Posted in: Diablo III General DiscussionQuote from RMrulzQuote from okraneIt's very similar to WoW and its expansions. Why waste time farming Molten Core, when you can head to Hellfire peninsula and the first boar drops a weapon stronger than everything in the raid.
This is a bit off-topic, but since you brought it up first, I will respond.
The gear scaling in WoW is not crazy but in fact absolutely necessary for the expansion pack to work. Imagine you had been playing since the beginning of Vanilla, farming Molten Core over and over with your guild and acquiring best-in-slot items for your character. Now imagine somebody else picks up the game after the first expansion is released and moves on to Hellfire Peninsula as soon as they reach level 58. Since you have amazing, best-in-slot gear and they have quest greens and blues, you are doing dramatically different dps and have dramatically different HP and mana pools.
So you both go to Hellfire Peninsula with characters of vastly different power. There are now 3 things that can happen: 1) the expansion zones are tuned for you and other, similar players, leaving the new player completely unable to accomplish anything without dying and quickly turning them off to the game altogether. 2) the expansion zones are tuned for the new players who just picked up the game, meaning you power your way through the expansion content very quickly, find it boring, and complain that the content is trivial. 3) the first several quests are tuned to the new player, meaning you power your way through, but the quest rewards are BETTER than the best-in-slot items you have from your vanilla raiding, so that both you and the new player are quickly on equal footing for the rest of the expansion content.
Which of the 3 scenarios will result in a game that actually works correctly for the most number of players? It's not a hard concept to understand, yet people whine every freaking time an expansion comes out that all their hard work raiding is trivialized. The only alternative is to never have another expansion, and I can't imagine that's a scenario anybody would be too happy about.
yes man and the scaling in this game makes it such as every act feels like a new wow expansion.
5/22/2012 12:18:06 PM
the last phrase was sarcasm out of frustration... and as I said, it's not only about the AH. It makes rushing as the best way to gear up, which is bad because in D2 I enjoyed struggling through nightmare to finally get to hell.Posted in: Diablo III General Discussion
RIght now, it is granted that everyone will at least hit act 1 inferno at max level in no time.
it's quite similar to WoW: you must level to max before the game starts.
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