- Bleu42
- Registered User
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Member for 12 years, 8 months, and 3 days
Last active Tue, Feb, 18 2020 22:16:12
- 4 Followers
- 4,341 Total Posts
- 625 Thanks
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Sep 11, 2011Bleu42 posted a message on Much Ado About ColorsI've agreed with people about the blue mana too boring for the WD for awhile, since they were officially announced. But as I watch this third installment of a FnF beta WD play through, it's changed my mind; The blue DOES look really good actually, especially with the surrounding environments. I say defiantly watch the vids or play the game before we start demanding changes. =DPosted in: News
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Aug 29, 2011Bleu42 posted a message on Diablo 3 Beta: What to ExpectPosted in: NewsQuote from batmon
see i was thinken sentse its beta and not the demo they released at press events. that maybe you will still be able to play ur char after u complete the first act and cant go any farther. then what good is that char besides just bank space. remember to take his runes off before you beat the act lol. more runes u find maken multiple toons, u can shift them around and see or get a general concept of what skills u like for each class. remember that for rule of thumb. plus its first act so u wont get that many lvls... ehhh frustrating lol. seriously all this diablo news all the time gives me high blood pressure just gimmie the damn game
I'm sure they can play their toon after they have beaten the skeleton king, but know that runes don't drop until the second act, so you won't be seeing them in the beta =/ -
Aug 29, 2011Bleu42 posted a message on Diablo 3 Beta: What to ExpectAh cool ty. Hopefully the people who don't want to play the beta and only signed up so they can sell the keys know this, and take themselves out of the pool =D *wishful thinking*Posted in: News
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Aug 29, 2011Bleu42 posted a message on Diablo 3 Beta: What to ExpectI'd also like to ask a question, are beta keys (at least for diablo 3) tied to ones' account, and can only be used by the original account? Or are they separate?Posted in: News
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Aug 29, 2011Bleu42 posted a message on Diablo 3 Beta: What to ExpectAlso a side note, with that August 29th due date for the website/media's info (and the fact that its on a monday, and midnight today would go into teusday, and not at the end of the month) possibly tomorrow goes out the first wave of keys?Posted in: News
/starts a riot -
Aug 29, 2011Bleu42 posted a message on Diablo 3 Beta: What to ExpectGrats on those keys, I can't wait to watch you guys =D I spend enough time already on your site on my phone at work =D Now I'm pretty sure i'll get fired but w/e it's warranted, its frackin diablo =DPosted in: News
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Aug 25, 2011Bleu42 posted a message on New Class Skill VideosWhya are all these posts from the future? Is the websites calander off? Pretty sure it's the 25thPosted in: News
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Aug 24, 2011Bleu42 posted a message on New Class Skill VideosAnd watching the DH makes that my #1 pick for my first toon again =D AMG that rapid fire sold itPosted in: News
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Aug 18, 2011Bleu42 posted a message on Inferno RevealedPosted in: NewsQuote from pernunz
Regardless of what they do, there will be an area in Inferno where you can get the most items / minute of grinding.
They say they want a flat difficulty curve and no incentive to do runs of a particular boss/area. The only way to guarantee this is to give all monsters in Inferno the same drop rates.
So that you don't grind the first area of Act 1 (or the first area which has the highest number of low-HP monsters) they would need to adjust the HP/Resistances of every monster in Inferno to be able to be killed at the same rate.
I know we shouldn't compare to D2, but the portal to Nilathark's temple that Anya made. That was a huge farming spot just for XP. If, in inferno, you could go to a similar style of location (near a portal or waypoint) and kill enemies quickly, then the incentive becomes to just grind that area.
Of course, they could simply just implement a 30 second or 1 minute timer on exiting a game and creating a new one.
I can never find the quotes when i need them, but there was a recent blue post about this issue, and addressing people asking if they will scale the monsters to be killed at the same rate. It was either jay or bash but they said they were toying with the thought of slightly screwing around with the drop rates to normalize inferno, so yea you can go into that area and decimate the 4k skeles, but added together they have the same drop rate as those huge berzerkers in a different area. -
Aug 18, 2011Bleu42 posted a message on Inferno RevealedPosted in: NewsQuote from Kiwi Chap
I have a doubt about INFERNO...
can you venture to any area of the INFERNO difficulty level from the very start of the difficulty meaning no principal quests or do you have to go through the same procedure as previous difficulties and finish INFERNO before you can roam freely?
From what I gather you can start in INFERNO difficulty anywhere and roam freely to any location.... please confirm or deny.
While i have no concrete evidence, it makes complete sense that you would have to play through the entire game once again to unlock the whole thing. (I'm guessing because of achievements and such, like 'complete inferno'). - To post a comment, please login or register a new account.
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Lol very true, every time i try to fight against the RMAH because my epeen will shrink in the presence of someone who has bought their gear, i just think to the scenario where the best sword in the game drops, I don't need it, and i feel like making a couple hundred bucks. =D $$$$
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I could be wrong, but i thought the hidden match making ranks were from win/losses only, not gear. Is gear also a factor? doesn't make sense, considering I could be a brilliant pvper, pop on some bad gear and keep smashing lowbies for fun.
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Agreed
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It's obvious we have a conflict, and while I could go into extreme detail I'll just clump a lot of it together to make it a little smoother. The PVP crowd wants competition AND balance, the PVE crowd doesn't want anything to change (in extreme cases for both), for the most part. As far as the pvp crowd goes, I believe you are meeting with a lot of resistance because you are 'scaring' the pve crowd. Now I know it's not everyone but its my belief that there are enough posts suggesting full overhauls of class skills, complete removal of some skills from the arena, and/or a change on said skills ( this coming from the demand for ranking, which a majority of people i would say believe that goes hand in hand with extreme balancing). Coming from the pve perspective i completely understand why i would just say screw it don't change a thing, aka 'go play pvp somewhere else'. I know i wouldn't want my skills to be split/deleted just for pvp.
Now to the pve side of people, you need to understand that there is almost jack shit for pvp at the moment, and its easy to understand their frustration. I realize that you as pve'ers don't want to see those awesome skills gone just for pvp ( i know i know another extreme, but I'm just trying to relay what some peoples thoughts are), especially when the argument has been made many times this game is leaning towards pve.
My solution (stolen from like 25 peoples posts put together) is almost what blizzard has already done: In the case of skills, I would only allow slight changes such as stun/snare/dot duration reduction, and some slight increase in CD's of SOME skills. Now obviously this won't balance the game completely, but I think its enough to satisfy the pvp crowd in terms of SOME sort of balance. I would also add a ranking system of some kind ( Maybe split it, like you can go into ranked or unranked matches), and add a couple different game types. Do PVP'ers agree that this would satisfy (maybe not 100%) what you are looking for? And for PVE'ers, would you agree that this won't dynamically change the game in your opinion, and can you live with it?
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Having a team dedicated to pvp, along with different pvp only skills?? Pretty much goes against almost every game blizzard has made. They have stated time and time again, and it makes sense, you are wanting 2 completely different games; new skills, different balance and whatnot is splitting the game in half. Pretty much the whole reason right there.
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Alright bud you need to calm down and understand that almost the entire player base IS casual when compared to the hardcore'rs. like Ophium said it IS way too much confusion, and this IS a video game. Pretend you are Blizz, well you want to make money. Create an extremely complicated game focused to say ~10% of a player base compared to your other games, or create one that panders towards the other 90? Straightforward question i know, but some people still get it wrong.
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Personally i would be happy with those games modes even if they WERE imbalanced, it would just prove to be a challenge =)
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Exactly, this is a PVM game almost pure and simple. You should be happy they even implemented an arena style. Now sure i do love pvp but i understand im buying and playing this game to kill monsters with my buddies. I would love to see a ranking of at least win/loss on my toon sheet sure, but the argument that people will re roll just to clear their w/l doesn't hold water with me. With all the time that would be spent to maxing your toon i really think people will just keep playing. And hell what if they do re roll? moar time spent in the game is pretty much the whole goal of the D3 team.
But aside from some statistics and maybe a couple different game modes, I'm really against having a whole new set of skills JUST for pvp. As stated before it would be extremely complicated, then of course if THOSE don't work out, god forbid, I can just see the Dev team sweating for months trying to balance it all out. Pretty much you are asking for a different game then they are making. I'm sure Blizz would love to have a perfectly balanced game to get the most out of its player base, but with the style and format of D3 its just unreasonable. I predict other pvp modes and maybe some ranking if people whine enough, but don't hold your breath for a balanced pvp alongside brand new talents. What do we have now? ~20 skills per class, x5 with runes. so 100 skills, being able to pick any 6, that's a ridiculous amount of versatility. Anyway, i think the path they are on now is near perfect, i would just be happy that the games finally getting ready to come out =D
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Very true, it seems he's their go-to for trolololol'ing
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EDIT: apparently there was an elusive first page i missed, my b
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I don't have the quote handy but blizzard was saying something along the lines of how, and everyone knows this part, that they don't want to waste a ton of time balancing pvp by making spells less fun, but they did add that some things were balanced, like cooldowns added and damage reduced on certain things.
If you watch the wizard pvp clips on youtube you will see that tele has like idk, an 8 second CD or so, while in all the pvm clips there isn't a cooldown. It was just slightly nerfed for pvp, in pvm i believe you can spam it, it just eats a lot of your resource.
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Just a quick bit on the % less per monster, it won't technically be 40% damage on that last monster, because each reduction is of the whole. So the math would be say 100 damage, the next monster takes -20% which would be 80, but minus another 20% for another monster would actually be 20% from the last target, or 20% of 80, or about 64 dmg. then take 20% of 64 off, to be about 51 damage.
Edit: This of course occurring if blizzard is using the same math I've seen them use on pretty much all their other games.