11/7/2011 10:51:19 PM
umm.. you really should put a minimum bid amount to prevent me from doing this: February 7th - 1 gold.Posted in: Diablo III General Discussion
11/7/2011 2:26:28 PM
User... the barbarian and other classes will all have identical magic find on gear.Posted in: Diablo III General Discussion
The bonuses from runes and stuff will give the barbarian an ADVANTAGE technically. Since he'll have gear mf + that mf whereas the other classes will only have gear mf.
As to 'missed loot' I expect on inferno people won't want to range off on their own.
11/7/2011 2:20:14 PM
Posted in: Diablo III General DiscussionQuote from cherdI can't say that I will like or dislike any of the new systems until I play the game. I just reeeeaallly hope that they get it right. D2 had some issues, but overall, they got it right. The attributes of D2 that I loved were MFing, character building, and leveling (which admittedly was kind of broken). In D3 it seems as thought they have effectively removed the character building (no attribute or skill assignments) and leveling (60 cap will be fairly easy to reach), so I hope that MFing can make up for that.
I think that increasing the quality of Champ/Uniq monster drops is a good idea because of all the points that have already been made. But, should boss drops be reduced to the point that they are no longer worthwhile? The downside of bosses dropping the best gear is that people farm them repeatedly, but that problem has at least partially been addressed by the fact that no character will be able to spam teleport. In order to get to the bosses people will have to walk, and will be killing monsters along the way. But, if I have to walk all the way to a boss, and the boss is sufficiently difficult to kill, then I expect the potential of being well rewarded. I'm not saying that boss drops should be scaled the way they are in D2, but a boss should at least drop a little better than Champ/Uniq monsters.
Another concern that I have about D3 is that, without runewords, will normal white, socketed, or ethereal items have any value? One of the things that I enjoyed doing in D2 was killing monsters all over hell looking for that superior arcon plate or ethereal colossus voulge. It's just another facet of the game that seemingly will be eliminated (along with character building, leveling, etc, etc). I just fear that D3 will lack the variety that was present in D2. And therefore lack the endgame playability.
Cherd this is really an argument for another place... but Diablo 3 will have a million times more variety in terms of actual MEANINGFUL variety but a lot less of 'well I want to put 100 into str and everything else into vit' type variety.
11/7/2011 12:42:04 AM
I'm betting the game was delayed because... it wasn't ready yet.Posted in: Diablo III General Discussion
11/7/2011 12:32:24 AM
Posted in: Diablo III General DiscussionQuote from DarkPhenomenonDarkphenom... most of the examples you give of 'rares' that were harder than bosses WERE bosses. People like Lord DeSeis are bosses.
Well, at least with this example I can point out how you are exactly wrong.
there were a lot more than one or two sets in D2. Diablo and Baal were both huge pushovers in D2, hell lister, gloams and dolls were all more challenging than Baal while Obliv Knights, Iron Maiden, De Seis and Lower Resist were all more challenging than Diablo. Did that make those bosses VERY VERY anticlimatic for you?
Of 7 examples only 2 were bosses, I guess when you think 2 of 7 is most I can see why you think the things you think.
I was simply trying to point out things that were more difficult than act bosses (And all of my examples still hold true for that).
Bottom line, if Bosses have equal or better chance to drop loot boss runs *will* become the best source of loot (because dungeon + boss kill > dungeon without boss kill). Then you've just forced people to Boss runs for loot and that's bad.
Iron maiden was removed - because it wasn't just hard it was a bad mechanic(and as a caster it meant nothing to you). Lower resist on casters and MSLE I give you credit for. Dolls were annoying but nobody killed them anyways so they weren't really a concern. Gloams were only annoying if they were either MSLE or lower resist....
But no, they won't. If bosses have an equivalent chance-per-kill-time based off the boss itself(remember Blizzard CAN adjust droprates and loot tables independently) they won't be 'the only way' they'll be 'an option'. Your way means that bosses won't even BE an option. At all. I want to have the OPTION to sometimes go and kill a boss for more than just the glowy effect. I think it's RIDICULOUS that people are so against having that be an option. INCREDIBLY selfish just because THEY don't want to farm bosses at ALL for them to say that NOBODY should be able to is positively ridiculous.
Yes, I agree that if one boss is REALLY easy he shouldn't drop better than a champion, but a boss should drop loot relative to the time it takes to kill it. So Skeleton king right now on average takes about 5-10 times longer on normal to kill than a champ, so his loot should be about say 6 times higher droprate. On inferno if Skeleton King takes 1.2-1.4 times as long as a champ to kill then he should drop say 1.25 times higher droprate than a champ. If, say, the end boss of act 1 ends up being really easy and taking about the same time to kill as a champ on inferno - then he should drop about the same loot. The same rules should be applied accros the board. EVERY BOSS should drop loot proportional to champions based off of the average kill time for that boss.
And again I don't think there is really ANY chance of finding 'zero champs' when farming. I've played a bunch more and I still can't even think of one ACTUAL dungeon that didn't have at least 2. And most of the time 3-4.
11/6/2011 6:33:09 PM
Darkphenom... most of the examples you give of 'rares' that were harder than bosses WERE bosses. People like Lord DeSeis are bosses.Posted in: Diablo III General Discussion
11/6/2011 2:01:39 PM
I have NEVER done a single floor of ANY dungeon where I didn't see at least AT LEAST two sets of champions or rares in the beta. Not ONCE. Not a single even FLOOR much less dungeon. In fact the one time I only ran into two I was shocked because I normally see 4 or more per floor.Posted in: Diablo III General Discussion
In Diablo 2 the hardest mobs typically were the bosses. Mobs like Lord DeSeis, Duriel, the guy at the Hellforge, etc.
Bosses don't just refer to the one guy at the end of each act, they refer to any harder-than-average mob who is always there.
I can't think of anyone harder than that one superunique in the fake tombs of Tal Rasha - if you got the wrong modifiers on him he was immune to nearly everything and highly highly resistent to anything he wasn't immune to.
And the only set of modifiers that killed me quicker than Diablo was MSLE. Some of the others were tough, but only MSLE really EVER gave me pause. Or casters who had the -resist aura. Those two were the only ones that were tough for me - and I played PURIST so I didn't trade AT ALL only used the items I found myself. Meaning I had none of those rare runewords. My sorc was in entirely mf gear - and while she couldn't kill lightning immunes - she never had troubles with dying to most champions unless they were one of the above. Neither did my smite paladin who used the +resist shield runeword(you kno0w the one using like ral ort and tal or whatever it was) btw, my hammerdin(again no runewords), my necro, or my amazon. None of whom had 'the best gear ever'. They were all in decent gear, but none were decked out in top level runewords or perfect items. They were all just using the random stuff I found on meph runs.
I don't know what game YOU were playing really. Now I quit back when uber-diablo was the only 'uber'. So perhaps things changed after that. But back in those days the bosses were harder than all but the most difficult rares.
And champions in D2 were RIDICULOUS pushovers. So I edon't know what you're on.
11/6/2011 12:01:38 AM
The balance to it is that you can find 4-5 groups of rares/champs per floor so if you just RUSH to one boss you're only getting one where as if you just clear an area you're getting 4-5 per floor.Posted in: Diablo III General Discussion
11/5/2011 11:20:26 PM
Hunter... what's the point of making it so that you CAN'T choose to farm bosses for a day and still get loot?Posted in: Diablo III General Discussion
I'm not against making uniques meaningful, I'm against making bosses meaningless. I want to be able to get value-for-time no matter where I choose to play. I don't want to be going through say Azmodan's dungeon looking for rares, get to the door behind which he is and go 'well this is as far as it's worth it for me to go'.
I want to get to that door, go through it, kill him and have an equivalent reward based off of the time. If X boss takes 25 seconds, the average champion takes 50 seconds, and z boss takes 100 seconds then I want X boss to have half the droprate of a champion while Z boss has double the droprate. The rewards for bosses should not just be a blanket 'lower than champions' like it seems to be currently according to recent statements. The rewards should be equivalent based off of average time to kill. That's all.
11/5/2011 10:03:29 PM
This build is also a few weeks old already. They may have added that, then realized 'oh crap that adds up to ridiculous' and then the next day modified it, but the build was already sent off to be released for the beta so it just went live because it has no impact ON the beta since it involves high level stuff.Posted in: Diablo III General Discussion
The fact is we just really don't know.
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