Quote from Reelix
It still shames me that the primary excuse for the "No" for the RMAH in HC is that it'll make the game pay-to-win.
No-one seems to understand that if it's not offered, people will look to third party alternatives, which inspired the RMAH in the first place...
The only people that will look to third party alternatives are the ones who won't bother to either find gold themselves, or find items themselves. And from my experience, people playing hardcore generally are the people who also want more of a challenge from the game, and therefore aren't nearly as likely to "pay-to-win". If people are wanting to pay for their items so bad, hopefully it'll discourage them greatly from playing hardcore and not pollute the economy there.
Just my thoughts, I don't terribly like the idea of a RMAH at all, I understand why it's in the game at all though.
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The only people that will look to third party alternatives are the ones who won't bother to either find gold themselves, or find items themselves. And from my experience, people playing hardcore generally are the people who also want more of a challenge from the game, and therefore aren't nearly as likely to "pay-to-win". If people are wanting to pay for their items so bad, hopefully it'll discourage them greatly from playing hardcore and not pollute the economy there.
Just my thoughts, I don't terribly like the idea of a RMAH at all, I understand why it's in the game at all though.
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My Monk build is essentially meant to be anti-range, using a ton of gap closing abilities to stay on top of the target and once on them to slow, stun, root, decrease their damage, increase damage done to them, and cause them to bleed. It doesn't have an extremely high damage output outright but should be able to dish it out by just taking a team's ranged character(s) out of team play, since I'm mostly worried about a Wizard or Witch Doctor destroying teams in PvP.
My thoughts on how it'd be used:
1) Use Fists of Thunder (to teleport onto enemy) twice then Exploding Palm for the third strike (bleed, +12%dmg taken)
2) Put Mantra Of Conviction up asap (+12% dmg taken [24% for 3 seconds after use], 30% slow) - helps keep yourself on top of enemies and causes them to take extra damage
3) Lashing Tail Kick (main source of straight damage) when the spirit is available - also stuns
4) Dashing Strike (if spirit is available) or Fists of Thunder whenever the enemy breaks melee range - if FoT use Exploding Palm on 3rd strike
5) If ever low on health (or for use after Near Death Experience procs) use Serenity (5 second immunity to damage)
The passive Resolve will reduce enemy damage done by 25% for 2.5s every time you damage them (hopefully constantly), and Transcendence will heal you for x life for every spirit point spent.
Thoughts on the build as a whole? Thinking of changing Dashing to Seven Sided Strike (runed with Sudden Assault), simply for the damage and teleport. Unfortunately this build won't be nearly as strong against other melee characters and doesn't build up allies either. But it should be able to take out ranged enemies out quick enough to allow your team to gank the others while yours is just trying to escape.
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In short: Happy with the changes overall, I think it will greatly improve gameplay for experienced and (mainly) new players. However, the UI is god awful...
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5 would be nice just strictly for enjoying 1 of each class in game, but seeing how enough of the classes can somewhat be interchanged without much difference, 4 is plenty.
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Or any of the TMNT names would fit for me really...