Skorn displays high damage values and is an often used weapon due to the removal of critdmg as a stat and the fact, that many of the new abilities got their %weapon dmg buffed, so a high average damage weapon yields high crits and seems to be more fury efficient than dual wield.
It depends on the build and on the playstyle. With Skorn I crit double as high as with my 1 handed weapons, but I just cannot bear that slow playstyle. Got a Thunderfury drop and have to say, that dual wielding may do slightly less burst damage, but the consistent damage is way more predictable and I get much more fury than with a two handed weapon.
In the end it's a matter of taste and the difference between two handed and one handed weapons will become even smaller, as soon as lvl 61+ weapons without +critdmg will simply outdamage skorn by a large margin.
- 3/3/2014 5:10:43 AM Posted in: Barbarian: Bastion's Keep
12/1/2013 1:42:45 AM
I had the most fun in the game, when inferno was not nerfed. I've killed diablo in inferno pre-nerf and progressed slowly through the acts. I had to fulfill certain stat values to be able to succeed in each act.Posted in: Diablo III General Discussion
My personal requirements for inferno:
Act1 - 25k HP, 8,5-9k Armor, ~450 AR, 6k DPS
Act2 - 35k + HP, 700 AR, 10k Armor, 8k +DPS
Act3/4 - 55k HP, 1100 AR+, 11k Armor, 25% Block+, 16k DPS
It was challenging and I had to find my items myself, because the auction house did not have many items, that would have been an upgrade. This was fun, because progressions was slow, but steady. With every drop I could progress a little bit. That was great. Trading can be a harm to a steady progression, because it allows to skip progression with the result, that people complain about lacking content or endgame.
11/25/2013 4:24:27 AM
If you have 1.3 billion gold, it will be more than enough for the start. Blizzard has to balance the game also for the average gamer and I guess the average gamer has 10 to 50 million gold in stock. These gamers need to have a chance to use the ingame mechanics without saving months for a single enchant or craft.Posted in: Diablo III General Discussion
If someone needs to save gold for a high tier gem, it's ok, but it's not motivating, when casual players have to save gold for everything and can not use new features.
Enchanting (at least the first time) has to be cheap, so casual players can alter their gaming experience with ease. On the other side rerolling multiple times for a "perfect item" should be expensive.
I hope Blizzard finds the right solution to make the new mechanics accessible but also demanding.
7/14/2013 3:57:20 PM
Posted in: Diablo III General Discussion
There's a simple solution to that issue. Split paragon levels into two separate leveling systems.Quote from Serpenth
2.) I'm not a fan of this unless they bring back lvl 99 cap with an equivalent grind. Paragon was supposed to be that grind and real talk it's nowhere near as brutal as it was before patch 1.0.8. After this interview I have lost all desire to play any other heroes. I already have a paragon 100 and spending time on other heroes feels like a waste of time at this point with the potential change. I don't think this system is something you can just make account wide. It should have launched account wide, or stay the way it is. The perks are fine but should apply to each character. I'm not sure how this increases replay value.
Let me explain:
A) Gheed-level (account-wide), capped at 100, takes as much time as the paragon system to level
This system yields MF and GF bonuses, that are account-wide. Every character, that gains experience, is leveling this system.
B ) Veteran-level (character specific), capped at 100, takes forever to level, like D2 Level 99 Grind.
This system yields stat bonuses and in addition is part of a ladder system. Gained experience just counts to the character, that is played.
The actual problem for most people is, that they feel punished to play low level paragon characters, because they lose their MF/GF bonus. In D2 you had your MF-characters with MF-equipment. If you did change your character, you just would have muled your MF-gear and everything would have been fine.
In Diablo 3 MF does not work like that anymore. So it would make sense to me, if Blizzard would just split the system.
4/8/2013 11:04:08 AM
A Mempo without crit is not worthless. It may not be BiS, but it still can be good. I'll give you one advice, if you can't deal with RNG. Create one character of every class, level them to 60 and you'll see, that many drops can be good for your characters. You still can keep your main character, but you can still use that gear, that is not BiS.Posted in: Diablo III General Discussion
Diablo is based on RNG, some aspects might be too random, Blizzard is aware of that and is going to change that in a future patch. But RNG can be harsh and cruel. Played my barb (400+ hours) and did never find a good ring. Played my demon hunter (30 hrs played) and tried some builds, killed a white mob and got a dex/vit/cc/cd/ias ring. That's RNG.
Hunting for BiS items is, what Diablo is about. The only problem is the stat range, that items have. Adjust the lowest and highest possible rolls to be closer, then it should be finde.
4/4/2013 8:35:36 AM
I offer the following ring:Posted in: EU Servers Trading
+37 Arcane Resistance
25% Critical Hit Damage
4% Critical Hit Chance
4/4/2013 3:04:37 AM
Posted in: Diablo III General Discussion
You got the point. Making items better won't be the solution at all, making the range between the lowest and highest rolls of items smaller would be. The problem with the itemisation is, that many stats are just not useful enough to compare to atkspeed, critc, critdmg. There are too many mandatory stats, that make an item really good, so that most of the items do not even have the potential to be good. Some examples:Quote from Zero(pS)
I wonder when are people going to understand that simply "making loot better" doesn't solve anything. They've tried this before. TWICE! Has everyone forgotten the changes to ilvl drops firstly (huge increase to ilvl 63 drop chance), and then afterwards the HUGE change that every item could roll lvl 63 affixes?Quote from Jack00
What to keep people interested ? Simple, make their time worth playing by making them find good loot, instead of them going "oh look another legendary, I wonder if this one is gonna suck like the previous 30".
Add to that Paragon + Monster Power and the changes to Legendaries (making them insanely good at base stats) and the quality of the items being found now is infinitely higher than what we were seeing for the first 2-3 months.
I assume you find a Sky Splitter and say "oh this one sucks, wanted an Echoing Fury with Crit Dmg + Socket". It's not that the Sky Splitter itself sucks (a 1k DPS one with good rolls would be amazing the first 3-4 months of the game), it's just that the EF has a lot more potential, and without BoA/BoE there's nothing holding back item inflation (aka everything becoming cheaper by the minute).
Making finding items exciting again is directly related to severely limiting the amount of items that are being put on the AH (so that we can't find awesome stuff for 20k gold). And at this point, with this many people playing and at this gear lvl, I doubt that a BoE/BoA feature would suffice for that - maybe only a full reset can achieve that.
A weapon without a socket? Unless it has good autostats and at least a critdmg/ll roll it is worthless
A helmet without a socket? Often useless.
Blizz should try to allow more diversity in choosing items by increasing the power of stats, that are not on par with the most powerful stats around.
In addition I think that the range of rolls is too great. Differences are important for the item hunt, but comparing a 700 DPS EF with a Life after kill roll to a 1,3k DPS EF with critdmg/socket is just plain stupid. That's why people complain about bad loot. A bad EF could be around 1,1k DPS and a good one around 1,3k DPS.
I do not like comparisons to Diablo 2, but in Diablo 2 you got a harlequin's crest or a tomb reaver and you were happy, because the item was useful. Expensive got the item with perfect stats (defense) or the highest %ED and/or sockets for example. Items were good, but the perfect items were still very rare.
4/20/2012 12:29:59 PM
Posted in: Diablo III General Discussion
You did not understand, what he was saying. He says, that the appearance of $ ingame breaks the immersion for him.Quote from Zen_like
Quote from abu11
My problem with RMAH is that it breaks the immersion of game. Where in the world of blacksmiths, swords and magic does american dollars fit in? Goals that were designed to be accomplished by playing the game are now just 'given' to highest bidder. You can have a full decked out character at level 60 without even trying out the Inferno difficulty.
You'd be stupid to think that without the RMAH there wouldn't be any items getting sold, there would be hundreds of third partys websites selling+scamming. You could have a fully decked out character as soon as you met the gear requirements in Diablo 2 due to the fact you could farm on your main.
To the topic in general:
I have to agree to BANT4M. His thought is the only thought, that bothers me too, since they've announced the RMAH. I found a Windforce I could not use, cause I had no amazon, so I gave it to a friend or gave it to a player in the game, where we found it. Sometimes I gave items to unknown people for the sole fact, because I knew they would be happy about a gift. With RMAH I think, that it won't happen as often as it did in D2.
I won't bother if people use the RMAH or not, I would not bother, if somebody got better gear than me, even though he bought all of his stuff, but I would care, if the RMAH has a negative impact on the social attitude of the community, because beside the botting and hacking community in D2, the community was far superior to any online game I've played. In this case community means the general community, not the friends you've got in the game.
4/3/2012 2:42:46 AM
People tend to compare the D2 hostility function to the WoW PvP Server experience, but that's just false. The problem with hostility in D2 was, that the PKs could not be punished for their actions. Some examples:Posted in: PvP Discussion
1) I'm playing my PvM Armymancer with PvM oriented gear, then a PK joins the game. There is nothing I can't do against a mediocre equipped PK with that char. Now I got two options, try to kill him and probably fail or I log into another character, that is properly specced and equipped. But guess, what happens? The PK leaves as I leave the game or he leaves, when he sees, that he has to fight an equal or stronger enemy.
2) I play a new char, no friends are online and I made an open game 'act 2 no rush'. A PK joins the game and kills me and the players I'm playing with. Again I have two options: Leaving the game or stay in the game and die one hundred times till the PK has no interest in killing me further. If I try to log into my PvP char, he leaves most of the time.
The conclusion is, that PKing or better Griefing has no consequences to the PK himself, cause he can evade every form of punishment by the playerbase by leaving the game. He must not be afraid, that his character becomes famous for being a PK and being hunted down, cause he can just leave the game or play in a private game.
Now back to the comparison to open world pvp in WoW. The main difference is, that you cannot escape the consequences. If you grief people, you will be known for doing so and the whole server is gonna know that. When you gank a twink, he can call for help and all the PK can do then, is to teleport to his hometown and hide in it. But if he wants to play, he will have to leave the town and will be a target of revenge. In that environment you have to care about your reputation, since you're part of a server's community.
Back to Diablo 2 or 3. That won't happen, because we have the system of small "instanced" games for 4 players at maximum.
To me PvP was always about competition, about a fair challenge and not about griefing low level players or killing players, that were specced for other parts of the games. The arena system does solve this perfectly. I fight another team, that wants to fight, that is prepared to do so, that is equipped for that purpose and then we're going to have a good fight.
PK is and was in the whole history of gaming about killing unprepared players under unfair conditions, that might be fun for the PK, but not for the one that got ganked. It was and is mainly to demonstrate the dominance over other players, because people lack this dominance in other parts of the game or even in real life. If you've asked a PK why he griefs, the only honest answer would have been: "I do that, because I'm able to do it."
The only feasible solution to satisfy both gamestyles would be an option to allow hostility in games by activating a hostility option in the game's options, so that the matchmaking system would find games for you, that are created by people, who enabled that option too. But his, as many people stated already, is not on a high priority list, because first they have to patch the arena system in the game and second should care for balance issues in PvM right after release.
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