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    posted a message on LF HC Group for Act2 - Start to End
    battletag? add austin.moore00@gmail.com
    Posted in: Hardcore Discussion
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    posted a message on Direct quote from Jay Wilson supporting PvP in Diablo 3
    Well Jay stated that we won't see DOTA mode in d3 cause it's not made for d3 (jungling for what? going to base to buy what if we already have gear?) etc etc..


    Obviously you would alter the format to support the game.. common sense please.
    Posted in: PvP Discussion
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    posted a message on Afraid of one-hit K.O.
    The instant kill feature didn't make it to release. Regardless, although it may have looked like a 1 hit kill it was stated that those effects only had a chance to happen when the player was at a certain amount of health (i.e. in 1 hit kill range).
    Posted in: Hardcore Discussion
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    posted a message on Direct quote from Jay Wilson supporting PvP in Diablo 3
    I think the stigma of WoW arena has corrupted the perception of PvP for this entire genre (gear based rpg's). It's obvious that small scale PvP (1 v 1, 2 v 2, 3 v 3) will ALWAYS be inherently imbalanced because of the very nature of the game. Competition is not synonymous with PvP. There are multiple game modes that I have listed that do not directly pit players against each other, although in essence you would be competing against another team in other ways (i.e. who can last longer vs. hordes of monsters - horde mode, who can complete content faster - content racing, etc.)

    What can be done about this? As has been stated MANY times, putting emphasis on OBJECTIVES and creating more dynamics in the competitive game field will help to alleviate the inevitable imbalances, and allow for more creative and interesting gameplay.. not to mention be fun AS HELL. Putting design issues aside, just imagine how incredible playing a DoTA game with your Diablo 3 character would be. Put aside whatever prejudice your have against PvP or competition or whatever. It would just be massively fun, period, and "game modes" (my term) like this have INFINITE REPLAYABILITY. Whereas, amazing or not, the story line in Diablo 3 will eventually end and the average player will become bored with the game. Game modes work synergistically with the PvM side of Diablo 3 by encouraging even MORE FARMING, MORE TRADING, ETC. to encourage people to obtain loot to use in these game modes and be more successful.

    That's how I see it at least. I sincerely hope Diablo 3 PvP (or competition) IS NOT RELEGATED TO ARENAS. This may be fun for a while. but with no incentive to encourage competition there is simply no substance in the system.
    Posted in: PvP Discussion
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    posted a message on Alt F4, TPs, Exits, etc
    THANK GOD
    Posted in: Hardcore Discussion
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    posted a message on Demon Hunter Build Template
    Step 4: Pick 2 Defensive Discipline spenders. These are your primary defensive skills and include: Caltrops, Smoke Screen, Shadow Power & Vault.

    Do you think this is necessary given how effective Smoke Screen is at completely avoiding any damage? Obvious exceptions would be if your group WANTS you to be a main snare with caltrops, or if you have some build that requires a ton of mobility with vault. From my perspective, I feel like I'm wasting a skill slot grabbing anything defensive with smoke screen being such an effective tool for that purpose.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Game Modes - The panacea for "Balance" in Diablo 3
    hell yes - don't mistake my intentions. This game looks INCREDIBLE. I'm simply harping on the end game designs because I don't like the direction they're taking on certain aspects (specifically end game boss encounters and competition/PvP additions). I'm going to play the balls out of this game, but I do think there is room for improvement that would add infinite replayability and contribute to the enjoyment of all. I really don't see how that is antagonistic, but it seems that some people get their panties in a wad at the mere mention of competition modes (pvp being an obvious sub category, but also pve modes could be implemented) as an end-game feature.
    Posted in: PvP Discussion
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    posted a message on Permastun DH (group play)
    No but multiple other abilities do those exact things either more efficiently or without sacrificing positioning. Given how ridiculously good SS is going to be for your own escape, choosing FoK over, say, traps which can be maneuvered around the battlefield providing the damage debuff, caltrops which has a longer and more effective snare (runed), or another ranged aoe stun effect that doesn't require melee range seems like a gimped choice to make. To each their own. I do think it's an interesting build, and will be a STAPLE of mine if SS if nerfed, but until then I can't see any build not taking SS and i see no need for ANY additional personal defense given how ridiculous it is for escape.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on A pvp debate
    Crushing players in arenas gets old FAST. What we need are TEAM ORIENTED OBJECTIVE BASED PVP SCENARIOS. That's where the real shit is.

    Arena will never work in this genre because it's very core is based on obtaining an imbalanced advantage (be it through team composition, gear, build).
    Posted in: PvP Discussion
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    posted a message on Permastun DH (group play)
    FoK seems pretty damn solid if you make a build completely around it. I just don't see how it would be necessary to spend a skill slot on it when smoke screen is by far the best escape mechanic in the game and all you really need.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Blizzard on hardcore RMAH: "If there is a demand for it we’ll consider it. "
    People are still going to buy items in hardcore regardless if there's a rmah or not. The question is DO YOU WANT TO PROFIT FROM THIS SYSTEM OR DO YOU WANT TO LET GREEDY BLACK MARKET PRICKS TAKE ALL THE PROFITS? I think we all know the answer. Implement the damn system.
    Posted in: Hardcore Discussion
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    posted a message on Game Modes - The panacea for "Balance" in Diablo 3
    Crushing players in arenas gets old FAST. What we need are TEAM ORIENTED OBJECTIVE BASED PVP SCENARIOS. That's where the real shit is.

    Arena will never work in this genre because it's very core is based on obtaining an imbalanced advantage (be it through team composition, gear, build).
    Posted in: PvP Discussion
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    posted a message on Direct quote from Jay Wilson supporting PvP in Diablo 3
    Crushing players in arenas gets old FAST. What we need are TEAM ORIENTED OBJECTIVE BASED PVP SCENARIOS. That's where the real shit is.

    Arena will never work in this genre because it's very core is based on obtaining an imbalanced advantage (be it through team composition, gear, build).
    Posted in: PvP Discussion
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    posted a message on What does Demon Hunter bring to a group??
    15% damage reduction on sentry will be a necessity for hardcore, considering it stacks with other buffs and the range isn't shit.

    But you can only have 1 hydra out.
    Discipline could go as high as 75 in game I think, so that is potentially like 8 Sentries. Each one doing 20% wpn dmg for 30 seconds. It could definitely do some good single target dps like that. A passive could bring that up to a minute. Aid station could have the sentries heal nearby players for 1% each. With enough sentries that 1% would start to add up.

    Where are you getting this info from? I've done some research and every video Ive seen only has 1 sentry out, but I've read the most you can have out at once will be 3. Are you SURE the healing effect will stack with itself as well? Link please.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Permastun DH (group play)
    Will the mobs or bosses have diminishing returns/immunity on stun/slow/fear abilities? Or stunlocking them in inferno with 4 barbarians its totally possible?
    JayWilson: Elite mobs (bosses, champions, rares) are affected to a lesser degree by control skills, and are immune to a select few. We do not have a system for diminishing returns, as we want CC to be useful even against bosses.


    Props to you D 3 devs for not making this game shit by following the wow raid design where virtually everything is about meeting DPS points rather than control and utility.

    Ask yourself how many useless abilities and runes there would be if CC became relatively worthless in Inferno. It really just makes sense, and hopefully tweaked by giving monsters certain counters (like reflecting the cc, or mirroring it, etc.) or simply adding X% resistance (meaning chance to miss the cc, which I think jay is referring to).

    TONS of ways to tweak the cc system to where cc remains a viable strategy, but requires skill and coordination to make it effective. Hopefully they do a good job.
    Posted in: Demon Hunter: The Dreadlands
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