Wheee: http://www.diablofans.com/topic/36037-easy-inferno-runs-are-bad/page__view__findpost__p__769913 - feel free to read the first post and ignore the rest of the thread. People got all up in arms and couldn't hold a civil conversation.
It's nice to see Blizzard and I agree on something end game. I think this new Nephalem Valor system is perfect. It addresses almost all of my concerns (I'm sure I wasn't the only one) and provides a reason to not go mad switching skills as well. So, while we *might* see a certain area with more rare/champ packs at release, they now have good reason to balance that number with other areas if this becomes an issue. This should make playing through all different acts/areas - wherever EACH PLAYER prefers - viable and at the same time not leave bosses to the "one and done" bin of history.
Kudos, Blizzard. Kudos.
- 3/21/2012 11:44:14 AM Posted in: Diablo III General Discussion
3/8/2012 9:23:20 AM
Personally I'm hoping for EXACTLY what your second idea is: killing more rare/champ packs increases your MF *for the boss in that area.* It gives us an incentive to still kill bosses, but playing through the WHOLE area is the "best" strategy.Posted in: Diablo III General Discussion
2/27/2012 10:53:26 PM
Posted in: Diablo III General Discussion
Whoa, while I'm making a big assumption (Blizzard won't be able to balance Inferno), I think this is a big assumption too. Players ALWAYS find ways to game the system. It's human nature. We could argue back and forth about our opinions on this, but we'll just hafta see. Personally I'd love to be proven completely and ridiculously wrong. Here's to hoping you're right!Quote from overneathe
There will be no "sweet spots" for farming and players can't "find a way to make use of the game mechanics" because of the random component to the game that has been in it for its bloody entirety!
2/27/2012 10:47:19 PM
Posted in: Theorycrafting and AnalysisQuote from Kazlan
and that is one of them. my point is a substantial percentage are not viable. I am not saying there is not a huge amount of options and builds, I am just making the point that it doesn't matter how many are mathematically possible because only a certain percentage of those are practical and I don't know how that would be calculated.
I dunno...I could see a comical use for this build (even though the passives don't go with the skills). You could use this as a distraction character in Inferno while letting the rest of your party destroy the mobs. The ultimate pacifist!
2/27/2012 10:39:40 PM
Here's my PvP Spam Healer:Posted in: Diablo III General Discussion
Deadly Reach + Foresight: Spirit generator that allows me to stay at least a little bit further from enemies, avoiding their immediate AoE damage and gain extra damage. Foresight + SSS = nasty. I might switch to Strike from Beyond if spirit gen is not up to par.
Dashing Strike + Way of the Falling Star: Escape skill that also allows me to root a running enemy, then follow up with Crippling Wave for extended slow. AoE too. I can always escape to a running enemy to get WAY away from whoever is wailing on me.
Breath of Heaven + Circle of Life: Allows me to group heal. The rune might be switched to Penitent Flame - we'll see if if works in PvP. If so, heck yeah!
Crippling Wave + Tsunami: Spirit generator that allows me to slow an enemy or two to help my team gang up on them. Dashing Strike (root) + Crippling Wave (slow) + Deadly Reach (hit while they run) should give me plenty of damage and spirit gen on a running enemy, to be followed up with SSS.
Mantra of Healing + Time of Need: Large area of effect heal-over-time for my team so if they are running, I can provide some distance healing before I run over and spam BoH. This would've been Boon of Protection before it was nerfed to uselessness. I chose Time of Need assuming it also provides physical resistance. If not...probably Sustenance for the extra HoT.
Seven-sided Strike + Sudden Assault: Massive targeted damage that allows me to go right where I need to. Expensive and on a long cooldown, so we'll hafta see how useful it is. I have a feeling this skill (or at least this rune) will be nerfed in PvP.
The Guardian's Path: I plan on using a Diabo for the frontloaded damage and higher skill-based damage, so this is a natural choice. It should also allow me to spam my heals that much more.
Exalted Soul: I those this for the deep spirit pool that will allow me to spam heals. However, if I find I'm using spirit as fast as I generate it, I'll likely switch to Near Death Experience.
Guiding Light: A no-brainer since I plan on healing like mad. If I can activate this plus Deadly Reach damage bonus THEN hit with SSS, someone's probably gonna faceplant. Or at least crap their pants.
2/26/2012 6:09:09 PM
Posted in: Monk: The Inner Sanctuary
The monk, just in the beta, does great single target and AoE damage. With Dashing Spirit, you can move from monster pack to monster pack very quickly, keeping up your Massacre total. The monk also has some nice defensive skills: don't underestimate Blinding Flash. I did until I tried it. Then add the healing abilities on top of that and...wow.Quote from Bearexile
I haven't got into the beta (yet) and before have always thought the monk would be a character purely for gimic. However tonight I've heard how amazing people think the monk is... Could anyone with access to beta please shed some light on why the monk is so good? What makes him so mobile, the talent calculator and youtube videos have only shown me so much...
In playing the latest patch, I had more Massacres (strings of 10+ kills) with the monk than any other class. The WD had the most Mighty Blows (6+ kills with one attack), even more than the Arcane Orb Wizard! Groping Eels is NASTY. But the monk can string together the most kills. On most characters, I can just get to level 10 and maybe 30-40% through the next level when I defeat the Skel King. With the monk, I almost leveled to 11 before the Skel King. I was just a few hundred xp away.
2/26/2012 5:55:18 PM
Posted in: Diablo III General Discussion
Yep, but a good one I think. Just look at D2, or pretty much any MMORPG out there. Heck, single player games aren't immune either. There was a bug in Mass Effect 1 where you could get virtually unlimited XP to level up to max in about an hour, instead of ~80 hours. Slightly different situation, but it's the same general theme.
This, a million times. That's exactly my point! As great as the beta looks, I don't want Inferno to be easiest in Act 1.Personally, I'm wondering how they're going to make act 1 as hard as the rest of the acts. The mobs in Act I are pretty simple and because of that, they aren't very difficult. Sure you can give them a million hit points and have them 1 shot you, but that's not very fun.
I can understand that, because I'd be one of those people. Maybe a bonus to MF isn't the right way to go about introducing an incentive to play different areas. Maybe +50% (max) is too much.Anything lower than that is "restricted." I.E. baseline is running the game from start to finish. If you want to play any other way you have -50% MF, even if it's exactly the same MF as they would have had without the incentive. It's just how min/maxers think, and I don't disagree with that. I know if there was +50% to MF for running the same act over and over again I'd be pissed.
Maybe there should only be a small 10-20% MF bonus on the final boss (or midway boss as well, like the Skeleton King) of the Act if you progress through the quests. And before anyone says it, yes I know: Blizzard doesn't want boss runs to be the end-all be-all of D3 and I completely agree. Wholeheartedly.
Maybe they could allow you to continue gaining XP at a VERY slow rate after 60 and allow you to "buy" say, an hour's worth of 10-20% extra MF for Y amount of XP. Quests give XP...you can see where I'm going with that. You wouldn't have to do the quests, but it would provide a small incentive.
Obviously we're all just going to have to wait and see. If Blizzard is able to balance things right and make every area of Inferno equally difficult and rewarding, GREAT! There will be no one more pleased than I. But, shrug, I have my doubts.
On a slightly different note, who else is looking forward to the Jar of Souls quest on Inferno?!? I finally hit a 100 kill Massacre on a monk just recently. Took me long enough.
2/26/2012 11:50:14 AM
Posted in: Diablo III General DiscussionQuote from engelious
calling Inferno Easy....
1. you treid inferno level?
2. You played it and deemd it Easy....
your just another loudmouth who dont know what he talks about creating half-flame topic posts
Sigh. So much hostility. No, I'm not trying to create a flame post. Far from it. That's why I'm not going to respond in kind. That whole eons-old axiom about arguing on the internet...
Read my post #20 to see where I'm coming from. If you disagree, that's fine! Tell me why. Let's keep it civil.
2/26/2012 6:21:23 AM
Posted in: Diablo III General DiscussionQuote from michielecker
They've stated plenty of times that, if they notice there's an area in inferno where almost everybody is farming, they'll tweak it so it's no longer THAT easy, making people look for a different area, or just making it harder to still farm that same spot...
Ahh, I hadn't seen that in any official post. If so, great! That's exactly what I want to see.
I gotta admit, I'm surprised at the amount of hostility people have to some system of incentive to play various areas of the game (but NOT limit you!). But like the previous poster said, play the game your way! And, for those doubting that Inferno will become at least somewhat easier than "You Will Die," just name ANY MORPG (not neccesarily massive) with a "hard" area: with enough time and experimentation, people almost always figure out a way to beat the system. I'm sure we'll see some strategy a few months after release of "take X classes of Y builds and you can rain death and destruction on Inferno instead of vice versa." Maybe not. I hope not. But I doubt it.
2/25/2012 11:44:03 PM
Posted in: Diablo III General DiscussionQuote from DesmondTiny
Wow who pissed in your cornflakes this morning? I didn't say I didn't like what Blizzard is doing - quite the opposite. I'm GLAD they're trying to encourage people to not just do the equivalent of Baal runs. Baal runs were boring. What I am saying is that unless the entirety of the game is completely balanced such that all areas are of similar difficulty on Inferno, it's likely there'll be the equivalent of Baal runs unless there's an incentive to not run the same area multiple times. That's the extent of my post. The rest was asking for constructive feedback on that general theme, not a drive-by posting. Oh, and is two paragraphs too much? Must be No Child Left Behind...
THIS is what I hope happens after the game has been out for a bit. There's no way they're making Inferno hard enough for those who'll figure out how to game the system.And that is if Blizzard doesn't BUFF the Inferno monsters. My guess is when a character can easily run Inferno by themselves, Blizzard is going to buff Inferno to make them work harder.
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