11/19/2013 9:23:35 PM
I reckon that looks cool. What about the other classes?Posted in: Diablo III General Discussion
11/19/2013 5:58:19 PM
Posted in: Wizard: The Ancient RepositoriesQuote from Zero(pS)
CM was always gone. This isn't actual news. We've known this since day one. It couldn't stay in the game.
Unless they removed other mechanics entirely, like cooldowns, and made a game without those. Also, they'd have to remove "crowd control" skills, because those require cooldowns to work. They'd also have to remove any "uber-roflstomp-bbq" active stances/modes (Archon, WotB, BBV), which are balanced by not being active all the time, except people worked their way around that with things like CM/ToC/Grave-Injustice. They'd also have to rework the entire way building Fury works, because of the lack of cooldowns, and maybe even remove Teleport from the game as well.
When I think about it, it kinda frightens the shit out of me that everything the current team cannot work around and tweak properly (because "accessibility") is a sign that it's getting the AXE. And that isn't good for Ladders, PvP, Devil's Hand, Neph Trials, or any skill balancing really.
I'm sure we can come up with at least a dozen different ways for CM to work as a good Cooldown Reduction mechanism without it being broken, but because they'd be "too complex" the developers don't even consider it. As I said, it's a frightening prospect.
^ thisQuote from Vulmio
Quote from trocadero_fuerte
Good riddance. It was so powerful that there was no choice. Why they didn't catch this in Beta is a mystery.
Because in beta there weren't 6% cc rings, 10% cc amulets and even more important all the (greatly) improved legendary we have now. 20% cc total was awesome by then !
A lot of people seem to forget how the alpha D3 is a completely different game than what we have nowadays. And the D3 we have nowadays was shaped entirely by player feedback and requests (in particular the item affix and drop ratio changes on Inferno).
You seem to have contradicted yourself here. First you say we knew CM was gone since day 1. But then you agree with a person who justifies including it in the game in the first place.
Anyways. I don't think it's going to be gone, I think it'll be revamped in some way. Having it the way it is now would remove any need for a Wizard to use cdr gear, especially with a 4th passive becomming available at lvl 70. So getting rid of its current functionality is the right choice imo.
To limit cd, we now need to focus on all the new cdr gear and options: diamond (20% max) + evocation (20%) + paragon cdr (10% max) + cdr runes on certain skills which will drop the cd of a lot of skills by over 50%. So for example with cold snap, you could end up having a 4s cd on fn which I think is far more reasonable than being able to spam it and perma-freeze.
6/17/2013 8:34:42 AM
Posted in: Diablo III General DiscussionQuote from Kallizk
Quote from Emmo
Well, considering my last character died to Arcane, Frozen, Vortex, and something else, in that order, I'm all for this.
They dropped flares down, and then frozen down - easy to deal with, I ran away, waiting for Vortex I went to run round a corner, wasn't quick enough. I get vortexed into frozen, get smacked on the head and flared to death.
I'd be fine with this if they weren't so stupid quick at unleashing all of their abilities. I mean within 10 seconds there was nothing on the ground, to 3 flares, a set or two of frozen and then vortex. I mean, in that situation it was impossible for me to have escaped - and that is not on.
Start planning ahead. xD
While playing HC as soon as i see a pack with those affixes in that order i immediately start looking for a place to fight them BEFORE they start spamming, pre-emptive action goes a long way to saving your ass hehe.
Yeah, show me how you're supposed to do that when they spawn near the entrance of a cave or something.
Unavoidable death is bad game design.
5/28/2013 8:35:02 AM
Posted in: Wizard: The Ancient RepositoriesQuote from Shad3slayer
That said, I'd kindly ask for a bit of advice. Sadly I can't link my profile (new account t.t), but my question is: is it possible to use another helm other than Storm Crow? I use a LS Skorn so no APoC anywhere except on Storm Crow. I don't ever run out of AP but I'm pretty sure I would if I switched it for a dps item such as Andy or Mempo. It would even add attack speed >.>
If you switch out Storm Crow and replace it with a Mempo or Andy's that has attack speed then you will run out of AP against elites fast unless you have insane DPS.
I've been using this build myself lately and also experimenting with another build (it may not be new but I put it together on my own) which uses Disintegrate Chaos Nexus, Frost Nova with Cold Snap and Critical Mass. Still use blizzard, telport fracture and Force weapon with Prismatic armor.
I just frost nova mobs, cast a couple of blizzards and blast them with chaos nexus. This melts the Frost Nova cooldown and then just rinse and repeat. I find that I don't have to kite as much with this build and disintegrate travels through monsters and hits them all whereas black ice only hits one target. Both fun builds, but I find that I'm able to survive more in MP10 with the disintegrate build and it doesn't take as long to take down elites.
Biggest problem is Vortex in combo with arcane beams and frozen.
5/25/2013 9:57:33 PM
2 new classes:Posted in: Diablo III General Discussion
Knight: A character that makes use of the shield. STR as primary attribute.
Necromancer: Just bring him back seriously the WD is more like the Druid than the Necromancer. Curses would be cool especially in group play. Corpse explosion was so much fun back in the day.
Wizards desperately need this imo. So far there's 2 popular builds and that's it. CM and Archon. Both are getting nerfed. To me it feels that the Wizard's spells aren't intersting enough. I wouldn't mind frozen orb style spell and the rune variants can change the elemental damage it does; fire orb, poison orb, lightning orb. Except for Arcane of course since that one already exists, just make some variation to the cold one, how about instead of travelling it stays in one spot and fires shards from there or something like that.
There's a passive called conflagration but how many fire skills does the Wizard have? Just Meteor (even with that 2 of the runes change the elemental damage it does) and the fire variation to shock pulse (which no one uses) and Hydra (another spell which no one uses the fire runes). How about some sort of fireball spells that can back this up because the passive along with paralysis is nowhere near as useful as cold blooded.
Some melee skills would be good too. they said before release that melee wizards would be viable. They're not, they receive 30% extra damage than Barbs and Monks and have no melee style skills at all. The only way they can tank damage is with really high lifesteal or spamming DS from CM which as we know is getting nerfed.
I mostly play as a Wizard and haven't tried a DH or Monk yet so I'm not sure what extra skills they could use or even if they require some additional skills tbh. WD seems ok and so does Barb, but I'm sure most of you will be able to find ideas for extra skills for them to use. We were told there would be something like 2 billion different build variations per class, obviously that was never going to be the case in reality. With the Wizard you can only take one armor skill at a time for example, but not only that, almost all of their builds are not as efficient or effective as archon or CM.
A lot of rune variations are useless and feel like they're there only to serve the purpose of having 5 variations to a particular skill and that's it.
I like the idea of having a talisman with runes that you can find. Have a limit to the number of runes you can use, have the Talisman with it's own inventory space and give us the chance to create rune words again. Make a cost requirement each time you want to pull a rune out.
Obviously there needs to be a new act for our heroes to venture through.
Needs to be in the game. We need a way to alter stats in our items because finding what you want is near impossible for all 13 slots. The only way to acheive a character that's good enough to deal with high MP levels in Inferno is to use the AH. This should never be the case. Make us work for our item upgrades, it becomes a great gold sink and gives us something to work for and reason to keep playing the game rather than trying to flip items or even worse use a credit card. Of course, upgrades need to be limited and costly but worth it in the end. For example to change an item like a Wizard hat from having STR to INT you need to use 3 Marquise Topaz gems, X amount of demonic essences, X amount of gold cost (all depending on item lvl of course, early on the cost could be something like 3 flawed topaz gems, subtle essences and small amount of gold etc.). Give it the chance to roll 150-200 INT. Then to upgrade that INT stat, you have to pay more gold and more marquise topaz gems. Upgrading and stat changing is limited, so you can't change every stat on an item and you can't keep upgrading to get ridiculous amount of primary stat. That or something similar which allows us to work for our items I think would be a good addition.
A lot of people have been talking about this idea and how to incorporate it without making it so that players would only enter the dungeon and not play the acts after they finish the game. One way would be to use the same idea they have for the keys. Make it so that you need to collect something from each act to enter the dungeon. That way, players will be playing through the acts and also playing the dungeon. Make a limit on the amount of times you can enter the dungeon before you need to collect the required items again. So maybe 5 attempts at the endless dungeon and then you need to collect to enter again.
5/23/2013 10:54:51 AM
Posted in: Wizard: The Ancient RepositoriesQuote from Magusrex
I will. It is slower, have to play more carefully which is not my style. Grouping in MP10 is better than solo. 3-4 Blizzards everywhere is a lot of DPS, really nice with a good group. THe other builds that can play MP10 well have nice synergy with this build. Problem is the people who play MP10 that cannot survive. I prefer MP9 for that reason.
Yeah I suspected it would be slower but it is viable since I've had a go at it myself recently. I play in group on MP10 with my friends so I know they can hold their own. I've been using a CMWW build which was working really well for them, but it gets boring repeating the button mashing process over and over again. I find that this build also works well as you said and I'm having more fun with it. Even on MP10 as soon as you take that first monster down and it triggers black ice, the rest of the pack just melt in it lol.
I do find that I have to kite the tank EP's though when playing solo (that's with 253k buffed dps). I guess the only way around that is get lucky to find better items that increase dps without sacrificing ehp.
5/21/2013 9:49:30 AM
What we need is an endless dungeon which gets harder and harder as you progress through each level.Posted in: Diablo III General Discussion
What we also need with that is different environments every 5 or so levels to stop it from getting boring.
What we also need is a new variety of monsters in that dungeon every X amount of levels. Would love to see shadow clones like in the boss fight against diablo. Or maybe even corrupted fallen classes from Diablo 2 like Paladins, Druids, Necromancers etc. All with the different builds such as Hammerdins, Summonmancers etc.
Every 10 levels you have to face uber bosses. Level 10 might be one uber boss along with a normal boss, level 20 might be 2 uber bosses, level 30 3 uber bosses etc.
Oh and a ladder system which shows who got through the most levels solo, 2P, 3P & 4P.
Just suggesting what I'd like that's all...
5/18/2013 6:52:17 AM
Fun looking build.Posted in: Wizard: The Ancient Repositories
OP could you post a video of MP10 solo?
10/8/2012 5:21:39 AM
hydra does because whenever I grab a frenzy shrine it does more damage. I don't think the heads shoots faster though.Posted in: Wizard: The Ancient Repositories
10/7/2012 1:41:38 AM
Man I thought I was unlucky. I've only got 10k elite kills and so far have found:Posted in: Diablo III General Discussion
Tal Rasha's Chest Armor
Tal Rasha's Helm
Tal Rasha's Chest Armor
IK 2 handed mighty weapon
My MF was only from my paragon level, NV and follower. I just don't believe in wearing MF gear, I don't like to sacrifice power for potential. The only MF from my gear is either if it has all the other stats that I'm looking for or if I socket my helm. I got the Tal Rasha chest armor 2 days ago with bout 190% MF in the keep barracks level 2 from those skeletons that fall out of the ceiling.
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