- Plocer
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Member for 11 years, 10 months, and 25 days
Last active Wed, Feb, 24 2016 09:53:31
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- 260 Total Posts
- 16 Thanks
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Jun 17, 2012Plocer posted a message on Ranged Barbarian Build, Witch Doctor Inferno Guide, Demon Hunter DPS Calculator Spreadsheet, Unidentified Items and Patch 1.1Bad witchdoctor is bad. lolPosted in: News
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Jun 15, 2012Plocer posted a message on Patch 1.0.3 Unofficial ChangesPosted in: News
This obviously isn't the full patch notes. -
Jun 15, 2012Plocer posted a message on Patch 1.0.3 Unofficial ChangesPosted in: NewsQuote from pitchShifter567
Quote from aldrek
So they're making Fury spenders even less attractive? Niiice. Not that anyone uses that passive anyway.
I have my barb in Act 2 Inferno right now and I hardly ever use a fury spender. The only ones I would ever use are earthquake and WotB. I use leap (with 300% armor inc.), war cry (armor and resist), revenge, ignore pain, WotB, and frenzy. I swear fury hasn't meant too much to me so far. I'm constantly full.
Edit: Also, is there a confirmation or some sort of source as to the patch is supposedly coming next week?
Most spenders for a lot of classes aren't worth it in inferno, that's how min/maxxing works, in d2, they were only worth it mainly because you could just have mana on hit and just use it as a primary spam. In inferno, you use several utility and defensive spells and a primary. Even though this is a problem, they will address it more in the class balance patch. -
Jun 15, 2012Plocer posted a message on Patch 1.0.3 Unofficial ChangesPosted in: NewsQuote from Olden Soul
Why...
Why do I continually see negative updates for this game? I keep trying to play, and can barely make it past nightmare with soloing and not using Auction house. And they keep making it more difficult and unattractive, and I am a hardcore diablo fan since the beginning. Stop making a more difficult game, more difficult! It's getting tot he point where it isn't even fun anymore just hours spent between working, the girlfriend, and then trying to progress just a little.
I don't mean to sound negative, but that's all I see coming from you, Blizzard. Stop it.
I made it all the way to act 4 hell within the first few days without using the AH. I eventually had a surplus of money and decided to upgrade me 200 dps weapon into 400 dps. I was only a wd and I didn't even know about bears.
So obviously you aren't playing right or something.. -
Jun 15, 2012Plocer posted a message on Patch 1.0.3 Unofficial ChangesPosted in: NewsQuote from Aggressive
Only me that dislike that WoW have impacts on D3? Sure, it's only a banner...but I rather see nothing at all.
It's a feat of strength, it means basically is nothing at all. As long as it doesn't affect gameplay and is cosmetic, its fine. -
Jun 15, 2012Plocer posted a message on Patch 1.0.3 Unofficial ChangesPosted in: News
You know world of Warcraft didn't invent a lot of the things that are in the game right? They just combined a lot of things. Enrage timers are to prevent extreme amounts of cheesing/low damage on boss fights. If you aren't geared enough to kill it within a certain amount of time, then you shouldn't be there. -
Jun 6, 2012Plocer posted a message on Patch 1.0.3 PreviewPosted in: NewsQuote from CGnome
uhm kinda sucks
iLvl 63 should be max 0.5% in a1.
so theres still a chance, but now it might be even more efficient to farm a1, you dont have to go any def etc
this sucks....
why would anybody go farther than a1/ a2 now, besides the challenge?
in a1 you never fucking die, it shouldnt be rewarded that you suck and cant progress cuz you're bad
plus now BOTS will have a very easy time
maybe i will make one myself now, everybody will have one anyways -.-
Act 2/3/4 is more of a gear check more than a skill check. -
Jun 6, 2012Plocer posted a message on Patch 1.0.3 Previewno, they didn't compare hardcore deaths to the repair costs, they said Hardcore people could give you advice how to not die as much /be safer overall.Posted in: News
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Jun 6, 2012Plocer posted a message on Patch 1.0.3 PreviewPosted in: NewsQuote from TourettesOF
That attack speed idea sounds really bad.... I'm kinda happy about the fact that decent items may drop from Act I now though!
Attack speed mixed with generators just make it too good compared to other things. 1-2 seconds to get to full resource is just too good. - To post a comment, please login or register a new account.
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Why do you feel the need to answer in snide ways? We get it, you like the exact way you created your class and skills and names. Doesn't mean when critique comes you act like a child.
It doesn't take statistical analysis to see that percent based max health damage isn't nearly balanced. In grift 70 thats 165 billion dps in a passive ability to the Guardian for ruby malady.
The number of classes that use a certain main stat is irrelavent now with smart loot.
Bile comes from within, but I doubt a stomach acid would lend to a large pool of otherworldly power.
Malthael being dead didn't do anything to the world in terms of death. He embraced death just like a necromancer would. And being a former angel the power was much greater. Regardless, he wasn't actually death itself or anything that special., so his death didn't signify a spread of death across othe world, in fact, it was the opposite, innocent souls STOPPED being reaped, so even less dead than what was happening.
Also, with the falling star in the very first act of diablo 3, why wasn't the necro called then with the dead being risen left and right?
The amount of logical fallicies is mind boggling.
However, you did well converting the base skills from the necro into the new age of d3. But then again, all you did was take all the exact same skills and revamped them.
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A rework idea I have had for sometime now is making it an Area of effect skill and having one of the runes do the current effect of the skill.
"Creates an area of rampaging ghosts for 12 seconds that cling to enemies that enter the area, dealing 800% weapon damage over 4 seconds before disappearing." Either having a 15 second cool down and moderately large area, or have a smaller area, a hefty spirit cost (only 3-4 casts at full mana).
This will create a heavy damage area that will have to be placed strategically to have maximum effect and still keep the theme of haunting enemies. Enemies that pass through the area will be damaged by clinging spirits, and enemies that stay or forced to stay in the area will take a more hefty dose of damage.
Rune 1 - "8 spirits burst out of the area, dealing damage and then seek other enemies"
This would not have a lingering area, but will deal up front damage at the cost of only being able to affect 8 enemies with the haunt"
Rune 2 - "Send Forth a single spirit that deals 1000% weapon damage over 6 seconds , if the enemy dies before the spirit disappears then it seeks out additional targets"
This is basically a more damaging version of the current haunt.
Rune 3 - Regain mana for each affected enemy
Rune 4- Regain Health
Rune 5 - Summon a spirit that frequently curses enemies around it, causing 100% weapon damage over 2 seconds[/ul]
Runes 3 and 4 are rushed, but I think one can understand the general Idea of this rework
Any suggestions? How does my idea look? Feel free to comment any thoughts or concerns.
NOT a pvp balance.
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Removing magic find instead of refining it as a loot vs power balance?, Nah
Constantly using d2 vets as the only valid player wants? , Nah
Rewarding players an insane amount to play mp 10, which is just suppose to be more of a difficulty level than a (mp10 or nothing), nah
It's bad enough the amount of barbs and cm wizards that roll sololy because they feel like mp10 is the only true test of power and skill, and loot, yet are playing the most powerful builds that lack real positional awareness.
A belt that allows a 2handed weapon in each hand? Great, A MUST have belt so you can wield TWO skorns. Yeah, Fun...
Yes, there are some decent thoughts, but nothing I haven't thought of myself or heard already. A lot is just a mess.
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You probably mean a decent amount to have enough fury to spam Ww and sprint 100% of the time...
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You think it's bs? What a reasonable and non- subjective answer. The drop rates are FINE, it's the affix rolls that are just a tad too random, however there are TONS of decent items up for trade, and a decent amount of amazing items. That means someone is getting them, or you could think blizzard is putting those items there. Even though I'm talking mainly of the gold AH. The AH is just trading made easier..
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The difference was that in d2, you had farm mobs that wee way under your level, giving really bad xp, in d3, you get a buff, farm mobs above your level, and combat can be much faster (if you are a barb or really geared)
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It's still a cap, just because it's harder to get to doesn't it's gone. D2 leveling was boring after a certain point, You out leveled EVERYTHING, diablo 3 has a much better system.
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Posting on a fansite instead of the main website and expecting to get seen by the higher ups? lol
What is items for just your class? How do you define it? Part of diablo 3 is that almost every piece of gear can be used by any class. What if a SICK weapon drops, it rolls 200 str, and 190 int, however, you are a wizard, so it doesn't BoP , and you can sell it .
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Good usually means = very good right now. And the longer the game goes, the more useful drops now will be looked over completely later on, causing people to say (they nerfed drops, nothing "good" drops).
tl:dr, It's fine, there's is plenty.
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