Did the extra damage from shield block value scale with strength and other bonuses before? If not then its a buff.... Also I believe it will consider +% block chance affixes, at least I hope so, which would make the skills for block heavy oriented crusaders, which is fine...
- 2/7/2014 5:01:27 AM Posted in: Crusader: The Church of Zakarum
2/7/2014 4:55:02 AM
Are you sure bonus XP% does not multiply any bonuses from difficulty? I believe they changed it on live servers so the hellfire ring and other bonuses keep their relative effectivness across all difficulties (e.g.: 25% increase in XP gains no matter the difficulty).Posted in: Diablo III General Discussion
Which makes sense, because it would get useless to even consider XP gear on torment, say level 3 and higher. Have you tested it on beta?
Also Paragon levels will not be as important as it used to be (because of MF removal), so using multiple legendaries to double your paragon leveling would be fine and even fun IMHO. It gives us choice and even more gearing diversity (Do I want to farm legendaries, Death's Breath or farm XP? Or just something fun? -> different sets of items).
12/11/2013 8:50:43 AM
The bounty rewards have been nerfed, so streamers are now running only rifts. But take into account that key drop rate is ridiculous on beta (which has been confirmed by blue). If they balance, and im sure they will, it so that bounties would be a needed in order to enter rifts then it'd be completely ok, even if bounties yielded a bit less rewards. It's kinda like Ubers work on live but more awesome. Also having a chance for a key dropped from random mob is cool as long as the chance is really low, because it creates another random hurray effect when you see it dropped randomly and also Diablo is all about randomness.Posted in: Diablo III General Discussion
Now Cursed Chests. We don't have much information about it which is gonna change Soon (tm). What I'd guess and hope for is randomly scattered chests throughout the adventure mode (kinda like resplendent chests) but with a twist (or a curse if you wish so). And here is plenty of room to get creative. Anything that has been related to Nephalem Trials is cool (timed runs, more you kill, more you get etc.) but there could be more, like spawning a portal to a nephalem rift, or spawning goblins or a buff which guarantees a legendary drop if you kill an elite pack within X minutes or raining a ridiculous amount of gold pieces or teleporting you to a boss fight or changing your class (suddenly wizard!) for the rest of the game session, even having chance at negative effects too (instant death perhaps - not on HC thou, or damage debuff for X minutes or many many more). There'd be so much room for creativity.
12/3/2013 4:26:41 AM
If your concern is only fastest farming, I'd pick WD fire bats build. Your budget should be enough. Monk is fun too but definitely don't pick DH as he is the most expensive to be competitive.Posted in: Diablo III General Discussion
11/27/2013 3:42:16 AM
What I'd like for itemization in RoS is to have legendary tiers (used to be iLvls), where there would be good/ok items that would drop more frequently and super, game changing (or breaking) items that would be far less frequent. Also completing a class set should take a long time, but should be rewarding - I like for example the new monks set -> gain all base auras, which is very good and frees up a skill slot. Thats the way of thinking I like.Posted in: Diablo III General Discussion
I believe it used to be like this in D2 and it think it'd a good thing.
To the OP, there is actually quite a lot legendaries that are good (or have a potential when balanced properly). For example thorns, now it seems lackluster but if it were to scale with primary stat or even crit and what not, it would be worth building a set around it.
I think the problem is not solely itemization but the combat pace and health mechanics. If all that matters is DPS and you basically dont die, then interesting legendaries will never be useful, only those stat sticks. Which is actually being looked at in RoS (a lot of stuff is broken in beta right now, lets see if they can balance it properly).
If you get to a point where you actually need time to kill monsters and they are considerable threat to your hralth pool at the same time then it will promote using tactics and support skills, which makes room for more interesting legendary affixes.
11/26/2013 10:23:49 AM
This is still early beta, things will change. I'd rather them to focus on more important things than Ubers first. Keywardens not being included in adventure mode (if that observation is correct) doesn't make sense, so they will be either removed, included in adventure mode or revamped in completely different way.Posted in: Diablo III General Discussion
11/26/2013 10:08:15 AM
In the current beta I'm fairly certain keywardens still exist but only in campaign mode. They do drop keys, but they don't have 100% drop chance, even on torment VI. You obviously don't need NV stacks as they dont exist anymore.Posted in: Diablo III General Discussion
This all from watching one of the streamers (king kongor i believe) and I might be wrong. Didnt stay long enough to see Uber fights nor ring crafting.
11/23/2013 4:09:52 PM
Posted in: Diablo III General DiscussionQuote from DoomSlayers
Excellent idea, having both options - you know exactly where to go but lesser reward or explore and kinda stumble upon it but greater reward. I like it. Make sure Blizzard hears it:)
11/23/2013 3:50:32 PM
Posted in: Diablo III General DiscussionQuote from PiousFlea
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.
I agree. I think a percentage based counter would suit bounties better. Like clear 70% of the areas' mobs. Kinda like the rifts work. The exact mechanics will get tweaked for sure, having 50 flat kill limit regardless of monster types, area or density looks like a placeholder number to me.
Well, it's too early to say if it is badly implemented, but most of us will agree changes in RoS are for the better (the concept, not beta-state implementation).
11/11/2013 5:35:25 AM
What if when you get a legendary to drop, you could decide to trade it or keep it. But when the item is traded it cannot be traded anymore AND it cant get enchanted.Posted in: Diablo III General Discussion
So items being able to be traded only once is imho a middle ground between BoA and AH. What do you think?
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