Re: The delays by the South Korean Games Rating Board:
They're obviously locked in a room somewhere, too busy playing Diablo3 to take the time to release an official decision... ;D
- Spanman
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Member for 12 years, 7 months, and 19 days
Last active Tue, Sep, 11 2012 08:44:27
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Jan 7, 2012Spanman posted a message on Runed Grenades, SK Rating, Class Balance, Level Expansion, Followers, Blue PostsPosted in: News
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Sep 27, 2011Spanman posted a message on Beta Patch 4Posted in: News
Yup, my Geforce GTX 460 failed the new check with the latest drivers (wouldn't let me play at all, showed up as an unsupported card), rolled back the drivers and it at least let me choose to run the game anyway. Whew
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Sep 23, 2011Spanman posted a message on Change, It's Only NaturalWhoopie!! Sweeping changes to items, combat systems, char classes!!!!Posted in: News
And you wonder why the release was pushed to 2012. -
Sep 10, 2011Spanman posted a message on Much Ado About ColorsGood, informative post.Posted in: News
I know everyone is entitled to their opinion, but I honestly cannot see what everyone was complaining about with the whole red/blue, black/white issue. Perhaps colour means a little less to me than others, but let's face it, it's their game, they can put whatever colours in there they want as long as it gets the effect across that they are different resources and, as stated, they can be effectively monitored peripherally. To me, a little common sense would say that black for hatred, with the mostly dark environments we've seen so far in-game, would be very ineffective and require at least a momentary glance away from the action to see if it was running low.
Overall, I think all the globes look good, with exception to the wizard's, clearly OP. - To post a comment, please login or register a new account.
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Given that you'll have to kill 7-8 million mobs to get to Paragon level 100, at about 1400xp each, and that the maximum +xp you can get from gear is 332 (24 per slot I believe), you're much better off keeping your dps gear and maxing out your Nephalem Valor stacks for the 75% xp boost. The 332 +xp/mob bonus only works out to ~24%. Might be worth it for some people, but probably not for me
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+1
Totally agree with this, and I prefer playing the female barb (rather than the male) just for the voice acting. Nothing like getting a little kill streak going and hearing her say "Back to hell, dog!".
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Anyway, to those who aren't in (yet), don't give up all hope, and keep checking your battlenet account!
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1. The beta takes maybe an hour to an hour and a half to complete. (solo virgin run to a SK kill, killing everything, probably even faster than this in a group)
2. The beta comprises about a third of Act 1 (admitted by Blizzard).
Given 1 and 2, the entire content could be experienced in 20-24 hours of gameplay, obviously just Normal Difficulty, with some extra time thrown in for the later acts being longer/more difficult.
3. Blizzard's main focus for Diablo 3 is co-op play. (again admitted by Blizzard)
4. Due to each person getting different loot from each kill, their inventory will fill up at different rates.
5. The game could be very hard to play on later difficulties without all members present and doing their part.(Blizzard, again)
It can be inferred from 3 and 4 that being in a group, while supposedly increasing the monster kill rate thereby increasing the rate at which loot drops and is collected, will also increase the frequency of pauses required by the group for people to go back to town and sell/break down items in their inventory. Also, because of 5, success of the group could depend on everybody being in the same area if they're trying to clear content.
6. Every magic item is worth something, either gold or crafting materials once broken down, or on one of the auction houses.
Now that the cube is gone, 6 means that you will feel obligated to pause and return to town to break down EVERY blue or above quality item.
7. Some people still like to pick up absolutely everything.
Having one of these people in a group with white items still worth something would be annoying at the very least, and would no doubt drive many people to leaving the group, given that inventory would fill up every 5-10 minutes. Solution? Make white items useless.
TL;DR: I think you can see where I'm going here, and I probably missed a couple more points, but in a nutshell, this is a conscious effort to make the game take longer to play, without increasing the annoyance factor so much as to make it unbearable for those who like to play fast and hard. While I think they are incredibly hypocritical for going back on their stance of 'trying to keep players in the action', it makes good sense from a 'designery' point of view.
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Also your ammunition idea sounds somewhat clunky, not on the basis of adding more or a different type of damage to shots fired, but simply due to the fact that only a DH uses ammo. It would create more useless drops for other classes (which will be swimming in useless drops already), and also give the DH a 3rd class-specific item, unbalanced with only 2 for the other classes. Not to mention an unfair advantage in the AH, with 4 other classes essentially farming gear for an additional slot on the DH.
All in all, an interesting read, thanks
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As for all the white items dropping that are now useless, I sincerely hope that they will put in a loot filter similar to Titan Quest. At least then I won't even have to look at those items that are essentially garbage.
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Nope, no enchants in D1/D2. They had runes in D2, but they fit into sockets like gems, not into skills like D3. They also had jewels, but they went into sockets as well.
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I just want to see the proof.
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Only reason I can think of is that they were running out of ideas for stuff to put in future expansion(s). Enchants in the first exp, charms in the second, in addition to a new class and some content in each, ofc.
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While I have faith in Blizzard's product quality, I'm starting to worry about D3...
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Head's up!
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They're obviously locked in a room somewhere, too busy playing Diablo3 to take the time to release an official decision... ;D
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http://www.amazon.ca...3SV-XP1&x=0&y=0
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1. I've gotten rares from normal mobs probably more than champions/SK (other than SK first kills), due more likely to the fact that I've killed FAR more normal mobs than champions.
2. Magic find seems to just work as a multiplier on a mobs base chance to drop any kind of magic item. I've made MF sets up to around +100%, and although I seem to pick up more blues, it doesn't make a huge difference. I think it works like this:
- regular mob has a .5%(example only) chance to drop a blue, +50% MF = .5% + (.5*50%) = .75%, still very low, almost unnoticeable over a couple hundred mobs.
- anything breakable (barrels, loose stones, etc.) has about the same chance as a regular mob, maybe even less, certainly not more.
- anything openable (regular chests, those stone coffers, etc.) has a much greater chance (maybe 5-10x a reg mob)
- resplendent(sic) chests have a 100% chance to drop at least one blue item, many times 2 blues, I don't recall ever getting a rare from one, but Blizzard has taken most of them out since the beta started, I think the only one left is at the end of the second level of the rarely spawned Den of the Fallen.
3. As far as rares go, I personally have only gotten rares from mobs, champions, or boss-types. Never from anything breakable, and as far as I can remember, no chests or quest/event reward drops.
4. Chance to drop a rare item is probably on the order of 100x less than a blue (.005%) They call them 'rare' for a reason. Might be a second roll for rare quality, .5% to get a magic item, then if it passes that roll, another roll (maybe a one in a hundred chance) to see if the item is a rare.
If anyone knows for sure how the system works and can tell me I'm way out to lunch on this, feel free to correct me, like I said, this is just how it feels.
TLDR: From my experience, chance to get a magic item from a champion/boss is greater than a regular mob, chance for it to be a 'rare' doesn't seem to change much.