Scroll of Identification: This is the one thing I really disagree with. Only having to right click an item just doesn't feel right.
I agree. What's the point?
The stat UI doesn't look at all like the WoW screen. Totally different. Really. Not copied at all. Queue the "Diablo is like wow" posts!
Barbarians kinda got screwed with the stat changes, didn't they? Seems like they need Str/Dex/Vit and a little Intellect(?) - while other classes need maybe 2 at the most.
Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.
This is totally awesome though. Love items with flavor!
Summer or later at this point now.
I smell christmas.
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Also, a letdown, is the monster we saw in the barbarian preview video. All he does is cough out enemies. That's kinda lame. He looked so much cooler than that.
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Hex. Angry chicken rune. Does 215% weapon damage. It's probably normal mode. You run around for 5 seconds and all your action buttons are replaced with an explode button. Which, well, make you explode. Then turn back into human form.
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Thank you. Act 2 is so retarded. Monsters you can't even fight 1 shot you. That's not challenging, it's bad design.
It depends on the Act. Act 1 was perfect (I thought). If you could do Act 4 Hell, Act 1 Inferno was very difficult till you got a few upgrades. Then, after a while Act 1 inferno became easy (for the most part - fast "frog" elites are always challenging for a range class). Then you hit Act 2 and you can't even finish the first quest, cuz you're 1-shotted by any white mob. It's retarded.
No joke. Took me 10 tries as a petless WD to do the "audience with the emperor" quest, where you are ambushes by a ton of snake men. Every one is a 1-shot kill. I don't have enough CD's or CC's to take care of that.
What's funny for me, is that in Act 2, the elites are easier than the white mobs in some cases. I can survive 2-3 mortar elite hits in Act 2, but 1 shotted by a white insect. Really?
The difficulty ramp is simply too high. It's not fun. It's frustrating in that you can't control your death. It's inevitable because of bad design.
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Blue mobs will get their health back over time. If they do not take damage for ~10 seconds (like during your rez timer), they seem to get it back immediately. But if you are alive, their health regens much slower. Like if you cannot find them or go in a different direction to create kiting room.
That's what I've noticed at least. It, essentially, gives you 4 tries on each blue pack. 2 3 second timers, than a 7 second one. Then you are screwed. I think the 4th death is 11 seconds.
You can mitigate this by dragging blue packs to your spawning point, which gives them less time to get their health back.
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Haunt is broken. It does not return life as promised.
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Drops are like a slot machine; most suck a few are good. That's the game.
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But once those calm down and you are dealing with fallen and stuff; it's pretty simple really. I got to Maghda with only 2 NV stacks though - I couldn't find an elite forever. The ruins outside Laconis kicked my ass though. Those serpents that disappear and attack in melee range 1 shot me every time. And they fixed the AI on the magus ones. They don't stand there like retards and channel constantly now. Next goal is Maghda with 5 stacks. And farm that for a while.
I figure the oasis is the next best farming spot. Few "surprise" mobs and a decent number of elite groups and lots of kiting room.
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If you get a basement with an elite and have a problem with it. Yeah, don't base inferno off of that. There is no kiting room there. It gets ugly.
At 11k DPS, most everything in Act 1 is rather trivial. I'm a petless WD and the only things that kill me are the odd affixes (fast/mortar/etc, vortex/plagued, vortex/molten - things like that). Rest of it is cake. At 22k, Butcher dies pretty fast. 11k probably won't beat his soft enrage timer. But the Warden is easily killable at 11k.
Above all. Learn to dodge and weave. Don't take hits from things you could possibly avoid (yes, you'll complain that this game's hitbox is miserable, which it is). The second spent dodging is the minute spent not having to run back to where you were.
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Templar, Act 1, constantly refers to the risen dead as thieves/murderers/traitors/demon worshippers.
Tyrael tells us that the ones that arose were wrongfully killed by Leoric. Why are they in tombs if they were killed by Leoric?
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Act 1, Worthal.
Leah: I'm going to help the people in the church! (Almost her next sentence)
I'm going back to check on Uncle Deckard.
Um, make up your mind?
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Not to mention all the times that the bad guy tells you his plan, so you know exactly how to proceed. Maghda steals the last sword piece and gets the 2 others; and then tells you where she is. Makes sense.
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92,202 total kills
2972 elites
4 legendaries. 1 normal (level 9 monk fist), 1 hell (belt - something of ears? good barbarian thing), 2 inferno (belt and ring). None worth keeping Last one was today, actually. Ourmororo - ring or whatever. Sold for 850k on the auction house. Would have kept it, but I bought a "attack speed/magic find" one only hours earlier. Doh.
I'm currently running inferno with a 136% magic find if I have no NV stacks. Best (other) inferno drop I've had came from a barrel in Act 1. Everything else has been junk.
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In Old Tristram (after you fight the wretched mothers) there's a dungeon called the "quality well" inside the town. It'll be the 4th place you can go and explore. I guess all the mob names are the quality control testers.