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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    http://us.battle.net/d3/en/calculator/wizard#eSQgYl!Yec!YcaZca

    Wizard build designed for max damage output. Basically has one signature spell for regenerating arcane power quickly, then one single target and one AoE damage spell. Rest chosen to increase damage as much as possible. Now since neither meteor nor disintegrate are available in the beta it's of course hard to know how effective they are in practice but they look good on paper at least.
    Posted in: Diablo III General Discussion
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    posted a message on No Runewords. Thoughts on why this happened?
    Well the current D3 rune system really have absolutely nothing in common except the name with the D2 runes. Like someone said Blizzard has stated that they consider the runewords just a crafting system which they now have replaced with a much more developed one.

    If you're talking about the various very powerful effects that that the items could have we haven't seen what drops in inferno. Nothing stops Blizzard from making enigma or breath of the dying or whatever type unique items.
    Posted in: Theorycrafting and Analysis
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    posted a message on How hard is hard, really?
    Impossible to say at this point of course but as several has pointed out Diablo is an extremely item centric game so your gear will largely determine how difficult it will be. Maybe even more so now when you don't have stat or skillpoints to differentiate players with and now no runes either, items are everything. Well and picking the right skills but as usual it will probably pretty quickly emerge "cookie cutter" builds that are proven to work and most will use.

    I hope it will at least be challenging enough that it will be basically impossible to go straight to inferno after you've beaten hell the first time and will require you to run some hell to gear up before you can handle inferno.
    Posted in: Diablo III General Discussion
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    posted a message on Anybody else not feeling D3 anymore?
    I'm starting to get somewhat of the same feeling as the op. I'm getting the vibe that they're starting to oversimplify the game too much so that it's starting to lack depth. It will surely still be very successfull and pretty fun but it could have been much more. But I haven't even got to play the beta and will reserve final judgement until the game is released and I have actually played inferno for a while.

    One question on the original post:
    if I ever wanted to see the actual damage I was doing I would have to calculate it myself. Kinda annoying considering in things like PvP scenaries, knowing how much damage you can do at the right moment can be essential. Oh well, a little more work required on my part. They could of atleast kept the estimated skill damage on the skills.. at the bottom or something. Plus now the skill will "feel" the same all the time. It will always be a fixed % number. It's just not as fun. I love numbers.
    What is there no way to tell what actual damage a skill is doing now? Or are you just talking about the tooltip or something?
    Posted in: Diablo III General Discussion
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    posted a message on No more ranks for runes
    Yeah this change further dumbs down the game and removes depth from it. There had been several alternative solutions if the only problem was inventory space. I was hoping they'd expand the rune system with these changes not cut it down to basically nothing.
    Posted in: Diablo III General Discussion
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    posted a message on Jay Wilson - Skill and Rune Changes
    Unfortunately I have to say this is yet another step towards dumbing down and simplifying the game. If you want to play devils advocate you can say you just get 5 slightly different versions of each skill now and there aren't really any rune system left. You're not making any noticable choices at all anymore when it comes to character development, customization or build. At least not if it stays so trivial to swap skills and runes.

    Don't get me wrong the game will probably still be fun and I'll still play it every free hour when it gets released, for a while at least, but I'm honestly starting to have my doubts about its longevity. I'm getting the feeling that they're wasting its potential and it could have been so much more.

    In their effort to make it casual or newbie friendly whatever you want to call it I think they're oversimplifying it to the point that it starts to lack depth. If you want to see an example of a game going the completely opposite direction with a skill and character system that boggles the mind by its complexity and possibilities take a look at Path of Exiles.
    Posted in: Diablo III General Discussion
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    posted a message on Patch 13 Skill Category Changes
    Seems like the leaked changes might actually be true then, I was almost sure those were fake. Seems to go against their previously mentioned intent to make you collect more runes and instead they now just hand you them all. I suppose they intend to make us collect more different regular items instead. Also surprised they would completely take away runes as a sellable item on the AH.

    Eagerly awaiting the patchnotes and Jay Wilsons explanation though.
    Posted in: Diablo III General Discussion
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    posted a message on Best MF Class?
    I'd say it's more or less impossible to answer now when we don't know the relative power of the different classes with good gear at max level nor do we know exactly how inferno will play. But if there is a clear winner I'd definitely consider that a failure and would expect Blizzard to actively balance the classes until it's relatively equal.
    Posted in: Diablo III General Discussion
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    posted a message on Who thinks runestones will go away?
    Having some sort of "wallet/key ring" interface where the runes go is quite possible I'd say if they have changed runes so they are unique to each skill. Because of the inventory space issues that might create otherwise as noted above.

    I can't imagine that they will completely dissapear as physical items though for the sole reason that runes wouldn't be tradable on the AH then which I'm quite sure Blizzard would like us to do so they can make money from it. Now there are several ways this still can be accomplished though, the tome system suggested above for example would still let people sell them if they chose to not bind the rune to themself. Another way would be to still keep them as regular physical items but create a new special rune inventory call it a rune bag or whatever. Which you can also make a bit more organised specifically for runes and maybe even searchable/sortable (Lotro has a fully searchable/sortable bank for example).
    Posted in: Diablo III General Discussion
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    posted a message on Path of Exile
    Would like a key please, the skillsystem sounds very innovative and intriguing.
    Posted in: News & Announcements
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