Blizzard should keep in mind the future of diablo3/ROS servers. Now there is big problem with so few people playing, what will happen after loot 2.0 and expansion hit the floor...it looks for now as it gonna be a disaster and unplayable conditions, especially on HC. Did they reduce the number of servers due to less people playing d3 some time ago or is it just technical crap to be cleaned/fixed? if it stays like this i hope they fix it on time before new year. Question is WHY THEY DONT CARE?.
From my experience when its not clear what it is about>>it is about money. So bigger picture is now unplayable conditions on HC, they gonna remove AH/RMAH (money here as well) so i'm a little worried they gonna suck it up till they sell the expansion, they gonna cash in and just keep saying "fix your ISP". and we will end up with great game and great sucky conditions to play it. no no
- 10/19/2013 9:38:15 AM Posted in: Diablo III General Discussion
10/16/2013 5:51:10 AM
TBH i stoped playing (mostly HC player) because of lags and dc that i managed to survive with my DH till the problem is solved.Posted in: Diablo III General Discussion
Sad how players have to fix/solve manage with it on their own, while Blizzard ppl that are paid for it doesnt.
FIX EU LAGS ASAP.
9/2/2013 3:21:01 AM
RIP again on para 46 and having that char and p61 in fallen heroes i wonder if paragon 2.0 will include paragon exp from those fallen chars when the patch2.0/expansion hit the floor. I understand that after 2.0 launch i wont loose paragon after dying with some paragon char on because it will be account wide hc paragon exp.Posted in: Hardcore Discussion
Just wanted to know if trying to get 100 paragon HC char before expansion isnt a waste of time if it includes dying few times at higher paragon.
Also worth noticing i can imagine some Hardcore Hardcore HC players getting 10 fallen heroes on p100 and then 10 alive hc chars on p100 to curve the edge even more on expansion launch. IMO it will be total overkill and will never happen to me timewise, but i think Blizz shouldnt limit it and it should be all included alive HC paragon exp + paragon exp form chars in fallen heroes. We should get something from the time invested in HC even if we die in progress.
and yes it would be great to remove or decrease those 10 seconds leaving game time ^^
anyway, hyped and juiced , well done blizz ^
4/30/2013 3:13:21 AM
i hope they understand what we need and we get some bonus thing with 1.0.8 that will launch 15th of mayPosted in: Diablo III General Discussion
4/13/2013 1:40:22 AM
Incite +1Posted in: Demon Hunter: The Dreadlands
You exactly said what it is.
IMO DHs compared to any class are weak in terms of bad scaling of resources mechanics and the dps output which also include resources issues. We need some stronger passives and more hatred/disci regen to be usefull on higher mp. Or if its too jelly for other classes then we need less resource cost of all skills to even it up. till then not a chance to come close to mp10. I can do mp10 only with my op barb op monk and op cm wiz friends and STILL i need to use Legacy Nat set to be comfy with staying alive and sting a bit with my "dps".
Playing solo on higher mp always make me play mp1 after few minutes because it's not fun at all being so slow and having to kite so badly
4/11/2013 10:06:46 AM
DH lacks of open mechanics on resources both Hatred and discipline, they all suck on higher mp. DH skills mechanics are bad and only few of skills actually scale good. Bola hits in the face and what is left is sticky note : why use spender if i cant use it all time if i have aoe generator with good dps.Posted in: Demon Hunter: The Dreadlands
I feel like DH design is outdated from times when there was no Monster Power lvl. Funny small numbers on % dps on so many skills that are not aoe (strafe other then demolition, HA, Impale). And also why o why was Smoke screen nerfed so much, it should be at least 2s with lingering fog cmon, almost half of base discipline pool cost and 1.5 s instead of original 3s.
DH is too weak. No point in stacking discipline, no real point in using legacy Nat set which i think was also part of DH design on start and when they removed disc regen bonus after 1.0.4 they didnt think that skills and new discipline status wont work well together.
and most of all we are forced to use manticore with 2 sockets or loose tons of dps . great design.
3/30/2013 2:36:38 AM
made a topic with little idea about chaos dungeon few days earlier. it needs of course the Blizzard creative crew of designers to polish and tweak few things but i think its a good base with huge potential, check it out: http://eu.battle.net/d3/en/forum/topic/7100850584#1Posted in: Hardcore Discussion
3/26/2013 4:14:21 AM
In the PS3 vid of diablo and demonhunter character stops when it shoots hungering arrow or multishot so not sure what u mean by shoot and run in the same time.Posted in: Hardcore Discussion
More of it i would say is on pc, u can hold left click for movement button (or use forced movement button) and shoot f.e. ball lightning and u gonna stop only for a little and move between shots if u dont hold button but press it for each single shot, then it looks like 1 long lighning bolt without spaces. you can add vault and walk with it in the middle ^^ try that on console.
Also notice how only few seconds of DH gameplay was seen.
mouse and keyboard ftw
3/25/2013 11:13:31 AM
i feel ya, just tried to explain all the aspects and keep it covered. Didnt make budget builds just pointed its less dps efficient so its nice to have more. Till 1 week ago i didnt have strong sc char because my main is HC and i also play EU server, my profile in signature if interested.Posted in: Hardcore Discussion
3/24/2013 1:43:01 PM
to be clear, i said above 100k in terms of overal level of gear on hc with good ehp reaching 100k unbuffed dps, thats what i mean.Posted in: Hardcore Discussion
2 different things about Demolition rune vs all other strafe runes:
Thing with strafe is that projectiles automaticaly aim up to 3 targets that are in AI range of strafe, and the problem is that the true dps of original strafe is sum of those 3 projectiles, so each of them actualy is 1/3 of strafe dps. TBH i believe its bugged.
Each projectile from 1 shot with strafe should have its true dps not divided because i believe that each grenade/explosion from the demolition rune DOES its true %dps.
Any other rune of strafe divides dps of single projectile but yeah blizz knows better. Btw funny how they made AoE rune of the skill higher %dps then the 1 target hiting ones)
example with bad math and dps numbers from memory not formula but giving the idea:
1 shot of stinging steel strafe shoots 3 projectiles that each crit for 60K. 1 shot of demolition strafe shoots 3 grenades that each will hit for the rune descripion full %dps which will crit for something like 100K. How do they compare 3 single target crits for 60K with 3 100K AOE explosion? wrong design imo, other runes should be fixed.
I used strafe for a LONG time, still my favorite skill and tested it hard, only thing i am not sure is if high attack speed influence the number of projectiles per second or per shot. But about what u found out about keeping mobs on 1 side of the screen it only sounds nice.
Example: u have 3 white phase beasts alone situation, no packs no scorpions or any crap disturbing mechanics. your strafe will hit all of those mobs that are in AI range if they are close together, only thing to help is to keep them in 1 straight line so the first in row takes all the projectiles.
But in real combat situation you keep spanking everything with 1/3 dps projectiles untill you get down to 2 targets that can be proper managed to hit the one u want or the closest one.
Different story is demolition rune and its mechanics. Demolition works best in almost melee range because you can avoid most of the misses it produce itself that i mentioned in my first reply about moving targets and demolition. up to that when in almost in melee range u can get the instant explosion effect which works the best instead of bouncy delay BS.
But sad news after all that for you. Even if u get higher dps, even if u feel its the best and coolest skill that dh can use(i believe that) u have to face the fact: all the manouver and "1 shoting trash" feeling is crap compared to shooting 3-4 lightning balls (in a speed of makin 1-2 manouvers of strafe that would only spank 3 phasebeasts) and just keep moving on. By the time you finish your strafe manouver of killing those 3 phase beasts alone in AI range of strafe(laboratory situation tbh) u would be 2 screens away already with ball lightning.
Little trick with the skill that brings the powerfullskill feeling is the fact that you constantly moves and you only think that you are so fast, but you are not.
In no matter what rune, there is not a chance u can go with strafe straight forward without stoping and just push. You have to manouver back and sides to get all the hits and to make them go where u want them to, back and forward all the time, it is slow believe me^^.
Anything stronger like elites or bigger whites in packs will suck u out of hatred comparing to lightning ball AND you wont get the same effect. I only use it if i play PvP or with TR monk friend and have to keep up with speed etc. other than that just for fun^^
I am huge fan of the Strafe skill but with all the testing i did and the effects i get it is just not good enough.
But feel free to enjoy the fun of using it while it last ^^
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