This is entirely a Crushing Blow issue. If you freeze-frame through his kills, the highest non-CB crits that you see are around 5 million. (A very reasonable number for someone with 1.4M character screen DPS) Diablo has 33 billion HP (Not reasonable at all), which would require 6,600 crits to kill. Even if he had a castspeed of 2.5 casts per second, and each cast hit 6 times, that would only be 15 hits per second. Even with a 100% crit rate and without any movement, he'd take 440 seconds (7m20s) to down Diablo. Realistically it would take much longer.
On the other hand, each crushing blow deals 5% of current HP - up to 1.65 BILLION damage from full health. That is as much damage as 330 Crits. Even if the boss was at 1%, a Crush would deal as much damage as 3.3 Crits.
It is obvious that Crushing Blow is hilariously imbalanced at the moment. Because CB is a percentage of monster health, it doesn't matter how much HP you give the monsters (33 billion!). I'm sure Blizzard is aware of this and CB will soon meet the nerfstick.
Personally I'm not sure why they even brought back CB. CB is difficult to balance because it scales with monster HP. No matter how weak it is, there will be some level of enemy difficulty where CB vastly out-scales all other forms of damage. (Just ask the Ubers from D2)
- 11/27/2013 3:17:53 PM Posted in: Diablo III General Discussion
11/23/2013 2:26:20 PM
I think Bounties need to be changed to encourage players to clear more of the zone. The whole point of bounties is to encourage exploration of zones that you normally wouldn't go to, which could reveal rare dungeons that you wouldn't normally see, which would be awesome. If it's just a "run, claim bounty, leave" then it is much less interesting.Posted in: Diablo III General Discussion
9/29/2013 1:41:29 AM
A lot of the new affixes (monster shrine I'm looking at you) could lead to rampant item swapping. I hope they implement something like how swapping trinkets in WoW inflicts a significant cooldown on the trinket effect. Players should not feel like they have to carry around a bunch of swap items in their bag. (Same problem as pre-Paragon MF swap gear)Posted in: Diablo III General Discussion
9/20/2013 9:35:13 PM
So the guy starts his mega-post by implying that "My opinions are more legitimate than yours because I have spent 1,800 hours playing this game," and he ends it by implying that "Blizzard always ignores its customers and is a terrible company".Posted in: Diablo III General Discussion
Why doesn't he just quit playing?
A lot of the post is completely valid suggestions that most players would agree with (better minibosses, more meaningful low level loot, better skill damage display) but it's worded in a super-negative, almost whiny manner.
Some of it is hilariously unrealistic. For example, calling the game a failure because it's not 100% cheat- and bot-free is absurd. No computer system is 100% secure, especially not multiplayer games. Worse yet, the OP implies that anyone who has over a billion gold is a scammer or botter, and that's just stupid. A billion gold is worth at most $40 USD, there are people who have spent hundreds of $ just on the Hearthstone Beta, I'm sure the majority of multi-billion-gold spenders are real money spenders.
9/18/2013 10:45:21 PM
I would be shocked if they didn't remove Lifesteal in RoS, or at least nerf/change the mechanics to the point where it no longer works as a primary source of survivability.Posted in: Witch Doctor: The Mbwiru Eikura
Currently the game has too much ability to bypass gearing survival stats in favor of DPS stats. Instead they are forcing players to have to make more diverse and intelligent gear selections. That along with build changing items has me excited to actually play diablo 3, since the current model of stack a ton of DPS and barely enough survival to get by isnt very compelling.
9/18/2013 10:41:44 PM
* As long as trading is relatively "effortless", you will get loot 10-20x faster by selling every item you find, and only getting upgrades from the AH. This order-of-magnitude multiplier is a mathematical certainty, regardless of how bad or how good the loot is.Posted in: Diablo III General Discussion
* Making trading "painful" (difficult and time consuming) introduces the possibility that you will get loot faster by playing self-found and not trading at all. This is a good thing.
* No matter how difficult trading is, there will always exist a certain gear level where trading is more efficient than self-found. However, it is possible that most players are optimal, or near-optimal with self-found play. (for example - nearly all "casual" Diablo 2 players played self-found or very close to self-found)
* In an "efficient trading" universe, you only get a 15% incremental value from sharing free items among a trusted social circle - the difference between AH tax and no AH tax. Yet you get 1000% or more value from selling items on the AH, compared to playing self-found. This creates a strong disincentive to share items with your friends. In D2 if my RL friend found an item that's godly for my Sorc (and he doesn't have a Sorc), he would give me the item for free. (and vice versa if I found something for his Zon) In D3 if he found a comparable item, he would look on the RMAH and see that it's $100, and there's no way he'd give me the item for free.
* In a "painful trading" universe, you get an extremely high incremental value from freely sharing items. If a group of 6 friends shares free items, each friend has access to a pool of items that's 6x as large as self-found. (+500%) This is a much larger efficiency benefit than barter-style trading (which is inefficient and vulnerable to mistrades and/or scamming). Therefore, everyone has an incentive to share, and having trustworthy friends is worth major in-game benefits.
9/17/2013 7:24:04 PM
Upon reading about the RMAH/GAH removal, I am shocked. Shocked that Blizzard would admit they made a mistake, and shocked that they would fix it. That takes a huge amount of chutzpah, and I give them a ton of respect for it.Posted in: Diablo III General Discussion
I've heard a lot of people argue that "barter trade is really painful" and therefore it is a mistake to remove the AH's. I beg to differ.
To put it simply, trade needs to be painful or else itemization will suck. It doesn't matter what they do with Loot 2.0, the AH removal is actually the most important part. And here's why:
*** THE MATH ***
The simple mathematical fact is that AH's dramatically skew itemization. Let's assume there are 2 versions of the game with identical itemization: self-found and AH:
*Self-Found*: I find an "awesome" item every 20 hours of gameplay. However, 80% of the time, it's designed for a different class or spec. So I equip one "awesome" item after 100 hours of gameplay. Once I have one slot occupied by an "awesome" item, the next one that drops has a 1/12 chance of being a sidegrade. After two slots, each item has a 2/12 chance of being a sidegrade, etc.
Mathematically speaking, it will take me an average of 3,723 hours to find an "awesome" item in every slot.
*GAH*: I find an "awesome" item every 20 hours of gameplay. 80% of the time it's designed for a different class or spec, so I sell it on the AH and get 85% of the Gold required to purchase an equally awesome item. Better yet, I know exactly which item slot needs the upgrade. Even if I have terrible luck and never find a usable item in my life, on average I only need to play for 23.5 hours to earn enough Gold to purchase an "awesome" item.
Mathematically speaking, it will take me 306 hours to earn enough Gold to purchase an "awesome" item in every slot.
Using the GAH decreases the time needed to gear out your character by a factor of 12! Remember that this is a paper napkin estimate, completely ignoring the increase in kill speed and MF/GF for the GAH user.
If itemization was tuned to be "reasonable" for self-found characters, an AH user would have every item BiS after 2 weeks and could never get another upgrade again. In order to prevent this, Blizzard has to intentionally tune itemization to be extremely slow. (ie 3700+ hours to get all-BiS, the real number is probably even higher)
This is the reason why itemization is so bad on PC.
There are other reasons why the AH is so bad for itemization. One reason is that the AH is equally efficient regardless of your gear/wealth level. A player with 500k to his name can buy a whole bunch of 50k items just as easily as a player with 2B can buy a bunch of 200M items. This causes three harmful effects:
- There is no gear level at which AH'ing is not optimal (by an order of magnitude or more). D3 players are AH dependent from "cradle to grave".
- There is no change in optimal behavior from "poor" to "rich", therefore no sense of progression for the player.
- Since it is easy to turn items into gold, players sell all their items and don't just drop them on the ground. Think about how often you saw people give away stuff for free in D2, and compare to how often it happens in D3.
- Bartering takes a large time investment. At a poor gear level, you will get more items playing the game rather than hanging out in trade chat. Only high-value items are worth the time and effort required to barter them.
- Therefore, the optimal behavior changes dramatically when going from a "poor" account (never barter) to a "rich" account (frequent barter). This gives a sense of progression.
- Bartering requires a huge amount of game knowledge. Therefore, the "real money player" does not have an insurmountable advantage over "in game players", unlike with GAH/RMAH.
- Bartering is a huge pain in the ass and a lot of players would rather play the game self-found. This is a good thing if you believe that videogames should be about gameplay.
- The players who don't barter because it's too much hassle give away their items for free. This feels really good for the newbies in their games and generally helps the sense of "friendliness" and "community".
Trade needs to be painful. It's the best way to improve the game.
4/10/2013 10:53:32 AM
I've noticed several MP0-2 farming videos using zombie bears as the elite group killer, and every time I see this I wonder "Why?"Posted in: Witch Doctor: The Mbwiru Eikura
Zombie Bears deals a lot of damage (up to 708%) but it is a really touchy spell. You have to position yourself in a way that funnels all 3 zombie bears onto the target. If your positioning is off, all three zombie bears could miss, and you end up spending a lot more casts to kill the target.
Wave of Zombies is an alternate zombie charger rune that deals 115%x3 damage (345% total), approximately half of zombie bears. All three zombies are guaranteed to spawn directly in front of you, so if you are next to an elite all three zombies will *always* hit. 345% damage is significantly better than the 236% of a single zombie bear. You don't need to worry about being out of position where your zombie bears aren't hitting. You'll always hit.
In my experience, Wave of Zombies clears low-MP elite packs much more reliably than zombie bears. While you never get the same amount of raw damage, you don't need it, low-MP elites are extremely fragile. It's more important to have consistent damage so you can kill it and keep moving.
2/14/2013 4:56:40 PM
Now that reflect damage no longer annihilates pet builds, fetish sycophants is a very good passive. The fetishes can add quite a lot of damage when you have 5-10 of them out.Posted in: Witch Doctor: The Mbwiru Eikura
I agree 100% that Plague Bats is the best way to proc fetishes. As long as you've got enough mana regen (easy with the Zuni 4pc) and a -Firebats Cost on your helmet, you can spam firebats all day long and they proc fetishes like crazy. Plague Bats deal considerably more damage than the other varieties of firebats (except cloud of bats which is melee range). If you lack survivability, plague bats is a great way to apply Bad Medicine debuff.
I've toyed around with taking Fetish Sycophants + Fierce Loyalty (gives all pets HP regen). Normally the Fetish Sycophants die off very rapidly to stronger enemies but fierce loyalty gives them enough survivability that you end up with boatloads of fetishes. Not sure if it's worth it but its hilarious to watch.
2/5/2013 10:41:50 PM
Changing itemization to make items higher quality does NOT make it more interesting or fun. Look at WoW. Every max-level DPS item is the equivalent of a D3 "Quadrafecta" - they all have Stamina, Primary Stat, and at least two of (Hit, Crit, Haste, Mastery). Itemization is very boring in WoW because every ilvl 496 epic is very similar in power to every other ilvl 496 epic. If every single item that dropped was awesome, then "awesome" very quickly becomes "boring".Posted in: Diablo III General Discussion
What D3 needs is the opposite of super awesome items that appeal to everybody. What D3 needs is items that are more specialized and appeal to a very narrow niche.
As long as everyone wants exactly the same gear, everyone will compete for the same few stats. A relatively small difference in stats leads to an immense difference in sell price - just look at the sale prices for any Legendary. Even more importantly, there is nothing interesting you can do with gear. Unlike D2, you can't stack gear and turn an underpowered variant build into a decent farming build, or turn your class into a totally different class.
The best thing for Blizzard to do in an expansion pack would be to greatly nerf stats that benefit everyone (Primary stat, ASPD, CHC, CDB) and buff or add new stats that benefit specific skills, builds, or playstyles. (For example, "+% to Summoned Creature Damage", "+% to Single Target Melee Attacks", "+% to Bleed Damage", "+% to Damage over Time Spells", "+% to Ground Targeted Spells", "+% Damage to Enemies 30 yards or further", "+% Proc Damage", "+% Damage vs. Stunned")
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