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    posted a message on Barbarian 1.0.5 Guide, Xah'rith's Difficulty, Drop Rates, and Game of the Year Award
    Quote from chaoslux

    Quote from raidenurogue

    Eh, the first playthrough of D3 isn't that bad, the story isn't the best though. I can't honestly see it beating skyrim or dark souls, though. I think I got more hours of entertainment from skyrim and even if dark souls did kill my 360 when I was playing it soon after it came out (bad microsoft hardware was the real problem). It seemed like a wonderful balance of difficulty that could be overcome with skill, rather than cheap difficulty that comes from just doubling numbers.

    Cant see it beating Skyrim or Dark Souls...
    Well, how can they be Game of the Year if they released -last year- ?

    Also, who knows if Dark Souls didnt double up the numbers? I bet you wouldnt be saying it was cheap difficulty if Blizzard didnt tell you how the development of their game went. That's why other companies dont do it, so you cant bitch at them for all the shortcuts they take. ALL COMPANIES takes shortcuts, no exception.

    Dark Souls does have new game plus options where they amp the numbers, but they don't try to sell it as a continuation of the game, iirc no stronger versions of weapons, etc.

    I'm not sure you ever played DaS, but if you did you'd likely see what I mean, everything is avoidable, if you get particularly good, more than half of the enemies can be parried and left vulnerable, dodge roll immunity, proper blocking, when I think about it, skill plays a stronger role in staying alive than leveling up your stats.

    The combat is pretty realistic compared to most games out there, which gives it a plus in my opinion as well. Look at the hit boxes in D3, there's no skill allowed in avoiding melee attacks, that's pretty much the opposite of DaS. If you compare the two on release, in D3 in original inferno, getting vortexed into molten with average gear at the time was instant death almost no matter what. Dark souls punishes you for stupidity, but it doesn't outright kill you because rng says so.

    In terms of skill, D3's skill is in equipping your character with the most stats with the least amount of gold. Stats are everything. In Dark Souls skill is learning the enemy attacks and how to avoid or counter them, stats matter, and maybe they could matter more, but they're only part of the learning curve.
    Posted in: News & Announcements
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    posted a message on Barbarian 1.0.5 Guide, Xah'rith's Difficulty, Drop Rates, and Game of the Year Award
    Eh, the first playthrough of D3 isn't that bad, the story isn't the best though. I can't honestly see it beating skyrim or dark souls, though. I think I got more hours of entertainment from skyrim and even if dark souls did kill my 360 when I was playing it soon after it came out (bad microsoft hardware was the real problem). It seemed like a wonderful balance of difficulty that could be overcome with skill, rather than cheap difficulty that comes from just doubling numbers.
    Posted in: News & Announcements
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    posted a message on Legendaries are new rares.
    Quote from Zero(pS)

    Imho they shoud re-tweak these few legendaries/set pieces in a future patch and lower their "minimum" values (dmg, minimum all res, minimum mainstat).

    Going to go ahead and disagree with this, the game doesn't need more bad items. Some sets are great like IK, some sets leave the user wanting more (wizard set bonuses and lack of guaranteed resists on monk pieces).

    I'm sure some people are getting lucky with the drops and just as many if not more aren't. I don't think it's such a bad thing that set items drop in price, some of the good in slot items were just too much in relation to other items.

    I'm hoping an expansion makes them look again at stat distributions and the whole itemization system. I'm really hoping it isn't on purpose that there are so few really good stats and that it's so binary whether an item has the right stats or the wrong stats. This is supposed to be their casual game, but that doesn't mean that the itemization shouldn't have a bit more depth. I also believe that on rares and legendaries rolls should be tightened up more than they are now, but perhaps after which rares should drop a bit less often and be good more often when they do drop.
    Posted in: Diablo III General Discussion
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    posted a message on Monster Power: More Guts, More Glory
    I don't think the real purpose of monster power is for efficiency. It's there at the lower monster power levels, which is a bonus for the people with really good gear right now. It kinda takes the game out of a state of being in which run speed is the most important stat in determining your clear speed which can feel powerful, but it isn't for everyone.

    Up until the mid tiers of monster power, this should be for somewhat of an efficiency boost. I think the late monster power levels are for the people to whom inferno appealed to before any of the nerfs, back when it was a very brutal place that felt like a progression curve. It's definitely not my thing, but some people seemed to like it and I guess they can relive that experience again, so more power to them.
    Posted in: News & Announcements
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    posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?
    Edit above: The charm was in reference to the hellfire torch received in a similar manner, the stats of which are listed here: http://classic.battle.net/diablo2exp/items/normal/ucharms.shtml

    5% Chance To Cast level 10 Firestorm* On Striking
    +3 to Random Character Class Skills (varies)
    +10-20 To All Attributes (varies)
    All Resistances +10-20 (varies)
    +8 To Light Radius
    Level 30 Hydra (10 charges)

    I'll try to be fair in the comparison.

    The proc was a bonus, I can't recall the proc being amazingly powerful, but it was strong. However, due to the nature of the game a good portion of the enemies were immune to it.

    The skills were very nice, you had a 1/21 chance to get it for the skill tree you wanted, which added some replayability and desire to farm multiples. However, normally at least two of those 21 rolls would be useful based on your build.

    The 10-20 to all attributes was pretty strong. All attributes were beneficial to all characters (perhaps energy less than the others) but at best, you could alter your build around this and get 6-12 levels more worth of vitality for your character or at worst a small damage boost and some more health. All depending on your level of min-maxing.

    The 10-20 resists is pretty easy to comprehend, light radius was in fact pretty much useless to most people, and the charge was expensive and some people used it, I didn't.

    I guess the point of this post is that even if you got a bad one, you got the same item. I guess you weren't guaranteed that it'd be useful to your build every time, but the chances were much stronger than what our ring is after the nerf. The stats on the charm (even without the skills) were pretty powerful for an item of that slot.

    Now, the difference between a good rolled hellfire ring and a badly rolled hellfire ring are huge, like from being a few hundred dps upgrade from a level 13 legendary to being an endgame item like I (and it seems quite a few others) believe it should be.

    A reasonably powerful proc can carry the ring a long way, so that it could still be good enough when the rolls don't line up, and giving reason to keep trying for a stronger version with some of the trifecta stats. Again though, it doesn't need to proc for 3M damage for it to be there, but it also can't be 25k.
    Posted in: News & Announcements
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    posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?
    I'm going to put my vote in the same as the others who pointed out the flaw in the poll, the game didn't need a ring that procs for 3M or 5M or whatever, but neither does it need a multi hour grind for a rare ring you can pick the primary stat on (Nice, but less important than the other stats you'd go after for a good ring at mid-upper gear levels) that happens to have experience (nice for the people who would equip a leorics signet, I suppose) and a fireball that doesn't really do comparable damage to anything the characters put out except for fresh level 60s.

    Really all it looks like is an upgraded leoric's signet, not an item used for smashing faces unless you get that 1/1000 roll.

    I know charms in D2 had it easier, but I never saw someone say "That's a crappy charm that isn't worth the space it would take to benefit from it." Even the low rolled ones were decent and warranted the space for the effect. Anything but the best hellfire rings will not benefit killing power or survivability over a 2/3 trifecta rare. I guess one could argue that the randomness will add longevity to the game for people incapable of becoming bored, but the majority will get a few crappy ones and deem the effort too much for the reward.

    I'd say let it scale and let it become pretty powerful, but nowhere near "let the enchantress 5 shot MP 10 Azmodan" powerful.
    Posted in: News & Announcements
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    posted a message on Lore Books Now Colored Light Blue, Diablo 3 for Just $9.99, Diablo Drawing by MrKonda91, Curse Weekly Roundup
    Maybe they haven't sold copies because when I search "Diablo 3" it goes to "Puss In Boots Double Pack with The Three Diablos DVD."
    Posted in: News & Announcements
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    posted a message on Hellfire ring nerfed?
    Didn't someone do the math and find out that the chances of this thing rolling trifecta was less than 1/1000? If they left the proc damage at something reasonable, I could see spending the hours trying to get multiple hellfire rings to get something decent. Instead now I'm probably going to get one that has crappy stats, use it for a bit for the experience and find a decent rare ring on the ah and use that instead.

    Do you realize how much easier it'll be to get an awesome rare ring than it'll be to get a decent one of these? The experience is good if you really want to powerlevel paragon and you get the main stat as a guarantee, but it just gets to be just like everything else in this game. It takes too much effort to get anything good, to play a game that is just kinda okay instead of really fun. Their advertised design philosophy before the game came out was that everybody would feel overpowered. I don't know how long it usually takes blizzard to iron out the kinks in their games, but I'm not sure I trust their design decisions for diablo 3, everything just kinda feels bland.
    Posted in: Diablo III General Discussion
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    posted a message on Displaying More Than Five Buffs, No Nerf to Sever, Blue Posts
    edit: *useless without life steal* in the second sentence.
    Posted in: News & Announcements
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    posted a message on Displaying More Than Five Buffs, No Nerf to Sever, Blue Posts
    If you reread the affix, it's "Slain monsters rest in pieces" which isn't the same as the "Slain monsters rest in peace" from Diablo 2. Basically all it is is a big number when you kill things and as far as I know, useless without life on hit. I don't think this game uses the same mechanics that would make rest in peace useful as Diablo 2 did. I think instead of resurrecting fallen or other creatures a few other enemies raise are summoned. I noticed this when there weren't any fallen around and they still pop up out of nowhere.

    Sever doesn't particularly have amazing stats compared to some other one-handed legendaries, it would be disappointing if the one thing it did (which it won't even do if you don't have lifesteal on that weapon or on another weapon in the other hand or for a barb with a lifesteal belt or killing blow with a particular skill?) got taken away.
    Posted in: News & Announcements
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    posted a message on The Full Guide to Obtaining the Infernal Machine, Important Information on Monster Powers, Blizzard Talks WW Barbs, Blizzard on
    I can understand the keys not being 100% drop rate, but going to the bosses and not getting the parts guaranteed sounds a bit rough though, assuming you only get the potential of one part per portal since there are three parts and three potential destinations.

    It'd kinda suck to get the same bosses over and over again and not get the parts from the last boss you needed, but if the drop pool is random across all the bosses and any boss could drop any part and if you got lucky, you could get two parts from one portal, that'd be cool I guess.
    Posted in: News & Announcements
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    posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTR
    I guess I might jump on the PTR to try out all the monk... nah.

    I'm not saying they're broken, but it'd be nice to see some changes for monks that actually change something. While we've had patch notes the last few patches, I don't think any of them actually made any real differences. It kinda reminds me of playing my rogue in WoW. They always finish those changes early in a development cycle and they're usually in a relatively strong place so it gets boring almost never getting any news to be excited about.
    Posted in: News & Announcements
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    posted a message on Value guide: Does your rare drop have value?
    It could use a little more work as phuzi0n said, but I agree that it's a really good starting point for people having trouble determining what will sell in the auction house. Thanks for sharing.
    Posted in: Diablo III General Discussion
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    posted a message on Is inferno a failure ?
    I liked it better when it was a carbon copy of Borderlands playthrough 2.5. The idea was everything would be tough and you could farm wherever you wanted in game and get the best loot: Tired of act 1? Go to act 2. Tired of act 2? Go to act 3. Tired of act 3? Go do some more act 1, etc. (Act 4 would likely have still not been great for farming more than once in a while when you just want to kill Diablo again.)

    As soon as they made it a ramping difficulty with ramping loot instead of a flat difficulty with flat loot, inferno just became hell, hell became nightmare, nightmare became normal, and normal became the tutorial difficulty I guess?

    Inherently there was going to be extra difficulty in later acts due to abilities and AI, but I think that could have been fixed for inferno if they really wanted to. I guess I hope that they do something to make the earlier acts rewarding again once players have accumulated gear, but the monster power system would likely just raise act 3 higher than act 2, etc. so supposedly when someone gets geared enough for the latest act on the highest difficulty, we'd be stuck where we are again, right?
    Posted in: Diablo III General Discussion
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    posted a message on Loot is still breaking this game
    Quote from superfula

    I'm also enjoying those that still compare D3 to D2. D2 was a lackluster game on it's way to a quick death before changes were made and the expansion released. It's pretty easy to spot those that played D2 from launch and those that came along later. D3 is FAR far better now than D2 was four months in.
    While that may be true and I agree it can be a valid argument for many things, such as not enough legendaries, not enough gems, etc. I do not feel that it's valid for putting the economy before gameplay nor for something as core and important as loot and affixes in general. Ideally a company would use what they learned from previous titles to make the next one better, or to avoid certain design pitfalls.

    That may be difficult with a new development team on a title ten years later, but they should have analyzed its predecessor in its final form more thoroughly and and held off on releasing the game a bit longer until they tested the game some more, or at least had a game that was "blizzard quality" that put gameplay first.
    Posted in: Diablo III General Discussion
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