- riptide
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Member for 12 years
Last active Tue, Oct, 21 2014 05:46:02
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Oct 30, 2013riptide posted a message on Last Chance Contest: Win 2 BlizzCon Tickets!No more lifesteal and how that can change combat!Posted in: News
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Sep 15, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from RasAlgethi24
Why are people crying about the DH. Yes it needs a buff, and they got it. All the damage dealers have been buffed and resource costs lowered.
The only nerf is to shadow power which needed it for two reasons. One, it seems they're changing their philosphy on LS and nerfing it across the board for skills so that huge 15% LS had to go. Second, it was too good compared to any other defensive skill that it made it pretty much mandatory. Reducing to 25% DR instead of 35% isn't going to make the skill useless. It's still a great skill.
Shadow power needs a re-work. Not a nerf. It doesn't have innate dmg reduction, that is a rune. They should make that rune the default purpose or change it entirely. It use to be attack speed for 10 seconds, I'd like that back.
The reason why it needs a rework is since the primary source of healing is going to be health globes. (which is great btw) Then you aren't going to need or even want a secondary healing source on your active skill bar without a more impactful ability to go with it. It needs something else to make it appealing. The base skill as 266 LOH for 5 seconds with the new health regen philosophy is simply not useful enough to warrant use.
I say 266 so you actually think about how little 800 is going to be in the expansion when health pools are much larger. Basing that of course on all healing skills and weapon dps being increased by about 3x.
They could band-aid that with improving the runes, but the skill itself should be reworked and then runes to compliment it. There are already too many skills where the rune makes the skill. -
Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: News
Probably. Here's an interesting read on the topic.
Wyatt: I agree that if we cut incoming damage and healing rates in half, players would run with half as much EHP, like you predict. So we can’t just go in there, make that change, and expect everything to be okay. I like the way you broke things into EHP and Sustain, it’s a good way to look at the problem.
I think that framework also hints at a potential solution too. We need to look at ways to test both your character’s Sustainability as well as your EHP. Melee classes already experience a good deal of this, which is why they were the first to adopt Life On Hit when the game first came out. As a melee class you are constantly taking melee damage from enemies, so your sustain is tested every second.
Right now we don’t have many ways to stress the EHP of the ranged classes without it feeling bursty. I think this is because the game has an plethora of “Do the right thing and take 0 damage, do the wrong thing and take 100K damage”. Since the outcomes are so binary, the correct way to build a ranged class is to try to do the right thing as often as you can, and maybe build enough survivability so you can make a mistake once in a while.
What I think we need more of is “Do the right thing and take 20K damage, do the wrong thing and take 80K damage”. You’re still trying to do the right thing, but you’re still taking damage either way. Besides, Sanctuary is a dangerous, violent and hazardous place – some amount of damage comes with the territory. When I play, I want to feel stress on my EHP and my Sustainability while still feeling satisfied for making smart plays. I also want to value incremental survivability choices I make on my gear and my skill build.
P.S. LpSS scales with attack speed too since you get more attacks per second which translates into more spirit generation.
Well if you can’t depend on health globes for healing when you need them most, wouldn’t it make sense, as a player, to instead build around one of the life regen affixes like LS or LoH instead? If LoH or lifesteal are strong enough to cover a 30-second gap in health globes, they’ll be way more than enough to sustain yourself through the trash.
It just seems that the inevitable outcome is that health globes become the secondary source of healing instead of the primary source.
Wyatt: Yes. I think your analysis is correct. I think your assessment is why healing from health globes feel marginalized in the current live game at high levels of play.
One possible solution would be if you weren’t starved for 30 seconds on the elite. Like if the elite dropped a health globe every 20% health, then you’d get a health globe every 6 seconds while fighting this high health elite.
TL;DR Lifesteal is too strong of a stat, they didn't like it going into diablo 3 which is why it was nerfed from what it was in diablo 2. However, that just delays the inevitable when gear improves. As you can see by looking at June of last year to June of this year. Where items were considered trash with lifesteal instead of loh. Now it's completely the other way around.
So they are going to make the primary source of healing - health globes. Life from spirit/fury spent will be buffed and minor loh and absorbs look to be the secondary source of healing. -
Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from RasAlgethi24
Build your DH correctly and you wont have any ehp problems. I face tanked everything on my dh. Gloom was correctly nerfed as it was way too op compared to any other dh ability that it made it a mandatory skill. They are nefing LS across the board it seems for all classes, so a 15% LS skill is way too powerful and needs to go. Bringing gloom down to 25% damage reduction does not make it useless by any means.
Besides that, they are buffing nearly every damage skill and reducing its its resource cost.
I stopped playing my demon hunter back in June/July of last year with nearly 500 hours played. But I'm pretty sure I'm one of few demon hunters who had 680 res all,800 physical resist, 2.8% ll, 70k + hp, 4500 armor and 120k dps without ss in June of last year. This is when the majority didn't have 120k dps with sharpshooter and the ones that did had about 30k hp and 200 resist.
Quote from Emwe
@Everyone who cries about Shadowpower nerf or ignores how nearly all %LL abilities got removed.
1. %LL might get so broken in the addon(well it alrdy is now) that every mob would need to nearly oneshot everyone so they would take dmg.
2.%LL will get phased out(even from item's) and our mainsustain will be 1) Healthregen 2) Healthglobe's 3) Health on hit 4) Shield's and at the same time enemy dmg will get lowered to a point where they can kill us without the need to oneshot us.
I already assumed they were going the same route as they did with consoles. Which is health globes are much more valuable. However, you're failing to realize that in itself nerfs shadow power even more so. If the majority of healing comes from globes, then there's no reason to have a minute amount of loh for 1 skill slot.
What they should do is go with their original plan with shadow power where it increased the attack speed. Then again they could make gloom default shadow power and spice up the runes a bit more. Either way it has to either be reworked completely or they need to buff the loh. Otherwise it will never be used.
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Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from riptide
I think everyone understands the disclaimer. I think people also understand there is a process to tuning abilities. So when there's drastic changes like the shadow power one, which is not an appropriate number, people will call them on it for even thinking that was a valid number for testing.
I didn't get your point. You say the Shadow Power change is uncalled for? Btw, it's not really a number change. It's a concept change.
I never said it was uncalled for. If you had read any of my previous posts I said it could use a changing. Also while it's a concept change in your eyes. It's a numbers shift in mine, I've already said 3% life steal = 900+ life on hit ala item budget, it's actually 956 if we're being specific. The idea is to regen hp while attacking enemies. That didn't change.
As I've already said they could be removing life steal entirely since all life steal abilities have a LOH or an absorb effect now. But this doesn't address the issue of the gear scaling and how useless even 800 life on hit is now vs 3% life steal.
Giving a character the ability to have an on-demand 15% lifesteal is problematic. Because except for Barbs (which can get 9% lifesteal, or I guess could ;)), classes like the Wizard and WD will never come even close to that sort of sustain. It also means that class doesn't need to care about any sustain in gear, and pretty much all that matters is getting enough Discipline to keep that up all the time.
DH defense is shit compared to wizard and barb. Things that are frozen can't hit you, also having a 40% armor + resist bonus is huge. I'm not saying they should nerf wizard or barb, but demon hunters have always been awful in the ehp department. DH's need better defense, not less of it. It's been that way since day 1.
DH's don't have the highest dmg but have the worst EHP. If they are suppose to kite they should hit harder than witch doctors. But instead WD can just face tank anything with good gear and only 3% lifesteal.
Math doesn't leave room for debate, feelings or opinions. Again unless they change the coefficients for demon hunter to something ridiculously high, like 4-6x , this number is way off for practical testing purposes. So the only way that their judgment wouldn't be rightfully ridiculed.. would be if they just randomly typed in a number.
Having a hard time understanding this part. As I said, it's not even a "math" change. It's a concept change. 800+ Life on Hit is significant, and we don't even know what they're doing with proc ratios. So really? No room for debate or explanations? At all?
We know what the proc rates are currently and as far as we know they have not changed. So it's definitely room for concern.
As an aside. I'd rather be the guy that jumped the gun and made a case for something that didn't need one. Rather than say nothing and watch the change come to pass, because of lack of foresight on their part. (i.e. attack speed values @ launch)
You mean the Attack Speed change shouldn't have happened?
No I mean it should have never made it live to begin with. I thought I was pretty clear. I was saying they demonstrated a huge lack of foresight. I also insinuated that they are very capable of doing it again. Hence my concern.
Also, I didn't mean: "do not criticize any change whatsoever". If you're against the Shadow Power change, discuss it, voice your opinion, say it's unreasonable, think of alternatives, try to prove how the skill isn't broken (you're gonna have a hard time with that one).
But there's no need to go overboard with the reactions.
It could use a change and I've already shown that 3% life steal is 956 loh in terms of budget. I've also stated in MP7 gear 3% life steal is significantly better than 956 loh. This is essentially reducing shadow power to less than 10% of it's current power, rendering it useless in any form.
So just so we're clear 15% -> 3% -> 800 loh = worse scaling
RoS= stat inflation 3x over at the very least. 800 life on hit then is like 266 loh on now, which is less than 1% life leech now.
Does it all make sense now? They are nerfing the effectiveness of shadow powers purpose to about 1/15 of what it was. Hopefully it does change and it probably will. But I really question why even start there, it's not efficient.
The number is WAY too low. The end.
My point was: we don't even know if these changes are gonna make it to a PTR/beta until they do. Big skill changes like this will very likely go through a PTR testing. And that's the adequate moment for strong and well informed feedback, not now.
I am questioning their rationale. Since you need to have a reason to change something and an idea of the direction you want to go. So unless they randomly put a number there, their methods have issues. If a person is willing to nerf or buff something by over 1000%, even as a test, they have little foresight. I mean unless their goal is to see how useless or mandatory an ability becomes. -
Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from Zero(pS)
Seriously, people really need to understand the disclaimer there. None of these are final, and some are probably only there for "testing purposes". This is like a pre-alpha build of those changes.
We will only know what really changed when they release patch notes. And only know if it was for the best or the worst after actually playing with the changes.
I think everyone understands the disclaimer. I think people also understand there is a process to tuning abilities. So when there's drastic changes like the shadow power one, which is not an appropriate number, people will call them on it for even thinking that was a valid number for testing.
Math doesn't leave room for debate, feelings or opinions. Again unless they change the coefficients for demon hunter to something ridiculously high, like 4-6x , this number is way off for practical testing purposes. So the only way that their judgment wouldn't be rightfully ridiculed.. would be if they just randomly typed in a number.
As an aside. I'd rather be the guy that jumped the gun and made a case for something that didn't need one. Rather than say nothing and watch the change come to pass, because of lack of foresight on their part. (i.e. attack speed values @ launch) -
Sep 13, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesJust noticed, they also changed blood magic to not be life steal.. I wonder if they are removing life steal from the game or just skills.Posted in: News
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Sep 13, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from RasAlgethi24
Some interesting changes.
Looks like no more perma wrath or archon.
WW/sprint build seems to be slightly nerfed as well as hurricane no longer lets you move at ms speed and into the fray is drastically changed.
I actually like that they nerfed shadow power, it was too op to the point that you had to use it. They buffed the other damage skills so its a nice change.
I don't think nerfing it would be bad. I think nerfing it to about 20% of what it was is bad and that's just basing it on item budget. 3% life steal easily surpasses 900 loh with even mp 7 gear. It's going to go from a "must have" to a "never use".
I know it's not even a beta build. But even I can look and tell you that unless they change demon hunter coefficients to something like 5.+ it's pretty much useless. Not even niche. It's a pretty absurd number to start at when nerfing.
That's like saying instead of X doing 500% dmg it's going to be 2500% dmg. It doesn't even need testing to know how drastic that is.
Quote from inkcheese
Other than healing buffs, seems not much has happened the the monk. Biggest changes are Fist of Thunder where they did as I suggested no knockback but a teleport to the base skill; DS has become more expensive but deals more damage and AoE but I don't think I can sustain it anymore with Implosion in my Backlash Monk. Inner Sanctuary seems to have become awesome and'll need some playtesting. Other than that I hope more changes come because I'm not that impressed.
I love the possible changes the Wiz (my alt).
I use Dashing strike in all my farming builds and I am somewhat concerned with the huge increase. (I essentially zig zag around the map rounding up mobs) Seems like I may be forced to use the Legendary that has the "if target is 25 yards away, the cost of dash is refunded". On the other hand they removed the cost of spirit of a lot of things, particularly BoH. They also increased spirit from a couple generators, so it's something I'll have to actually play or see somebody play before I can say if it's a nerf. -
Sep 13, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesNot really a fan of nerfing DH's in any way. Not that I've played mine much since the 600 hours pre paragon system. The Shadow power nerf going from 15% life steal to 828 loh is a huge nerf. Especially considering the LOH/healing buffs everything received meanwhile in the current game 3% life steal = 900+ loh in terms of item budget.Posted in: News
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Aug 20, 2012riptide posted a message on Paragon Level EXP ChartPosted in: NewsQuote from medozg
everyone was crying about it,but it looks like noone will be close to 100 in next few months
You underestimate the determination of the hardcore gamer. -
Jul 22, 2012riptide posted a message on Jay Wilson on PvP and Legendaries, Inferno Booster Pack Giveaway, Guide for Crafting Chest Armor, and 1,000,000 Gold Witch DoctoPosted in: News
They have specifically stated in interviews that "get out of here pvp guys this is first and foremost a pve game, we will not ruin the experience for the pve players"Quote from Vook
"They want to legitimize PvP in Diablo III."
Oh great, we're going to have the game balanced around PvP now? Wonderful...
They went on to say they have 2 calls for spells. Think of it as 2 different hungering arrows, 2 different x, y, or z ability.
One has a Normal PvE function and the other can be changed which only affects pvp.
That doesn't mean that every ability will be different but you could look to the first guild wars to get an idea of what they might do.
Quote from omnihk
Guarentee that's whats going to happen. How will they control Barbarians Heroic Leaping over fences etc. or their ability to use an entire rage bar to sprint for 30 seconds non-stop? Say goodbye to the most fun abilties, at least in their current forms.
See above. - To post a comment, please login or register a new account.
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No they are RPG specific and exactly why the only "Xrpg" I've played are Guild Wars 1, WoW, Diablo -> Diablo 3. Because quests are not fun for me and do nothing but interrupt the gameplay.
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In the case of (crafting)enchanting is already coming to the game in a more fitting form for a game centered around loot.
I don't want rep grinds.
I don't want free anything.
I don't give a shit about quests or lore.
The only thing I think may be beneficial is a trade hub. But there are better approaches to that.
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I pick up items to sell on the AH/vendor to buy mats on the AH because it's the most efficient use of time without spending $ or flipping all day.
Flipping is quite a bit more difficult these days than a year ago, to the point I barely bother. Going from flipping items for a 50-250.00+ profit to struggling to make more than 30.00 in profit. Way less users and the ones that are around have decent stuff already. Add that to the fact that the ones still playing have a better knowledge of an items worth.
Bottom line unless you are a d3 day trader you're dumb for not picking up any rares that roll usable by todays standards. So essentially your comment is flat out wrong or just trolling. g'day
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It's not confirmed but I'd put bitcoins on it that there will be more than 1. The product slates have only ever been wrong about release dates, not projects. So until I see change or a logical reason for change I assume things will follow the same course.
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You can do one without affecting the other or did you not read what you quoted? Besides, those that PvP would likely put more hours into the game. I know at least half my friends list would have likely kept playing d3. Though to be fair my friends list is from an old now retired-high end WoW guild and SC players so they are competitive people.
Besides you don't even need PvP to be balanced to entertain those that want it. Look to WoW pvp if you want proof. It doesn't get more imbalanced than that, yet it pleases hundreds of thousands of people. Sure it's not as big of a community as the casual lfr players, but their fun doesn't effect the masses.
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There's a video of them explaining the skill system pre-release and they mention being able to tweak the abilities for pve and pvp. They wouldn't need to change any of the skill fundamentally. Look at DOTA if you want to see fundamentally OP skills that are balanced. Just number tweaks like healing/dmg values, cooldowns and diminishing returns(if they wanted that). Would be enough.
I don't know if it was because of a time crunch and then sidetrack.Or the fact that Jay Wilson pretty much only cared about PvE and was against PvP becoming anything more than an afterthought. Hopefully it was because of him and we see it in RoS.
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When I play my barb I pick up legendaries and if I happen to see any of the above drop. But I don't wait to see loot and get about 205m xp/hr.
Fun fact.
Getting to plvl 21 at the introduction of the paragon system felt more difficult than going from 21-80 now. I played like 3 days with 12-16 hours a day the release of 1.04 then I quit lol. It's a joke to level now.
Average level of gear is so much higher.
XP bonuses for monster power.
Hellfire Ring.
Experience Shrines.
Mob Density.
Best Zones for each act are known.
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Capped stats changes little, there is always going to be a "right" way to do something that you can't mathematically argue with.
If it's not crit/crit.dmg/avg dmg/ias/primary/socket that we need, then we will be looking for all resist,armor, vitality, % life for each stat that is capped.
The only thing it would let you do is feel like you had more options WHILE getting average gear. Once you get into the top 15%+ for each piece of gear, you're going to be wearing the exact same thing as the next guy.
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I've read every post in this thread and not a single one suggests that a higher difficulty would not have increased loot.
Anyone that thinks that well, let's just assume that nobody would think it.. because it should go without saying. So much so that I figured your post wasn't a captain obvious post and you were concerned how item progression could work.
It doesn't change a thing if you use difficulties, monster power, or how many times you've clicked your mouse with your toes in order to determine item drops. It can, should and shall always be scaled with the most difficult and demanding providing the best loot possible.
Otherwise it doesn't fit Blizzards vision.
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That's exactly what I implied in that single sentence. I apologize I'm not a gifted writer or good at breaking things down without feeling like I'm demeaning people. I tend to opt for efficiency/being concise and hope people can read between the lines. As I do.
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My point was that the number of difficulties does not have to effect the loot tables. You can use monster power alone for all that. Since the only thing that matters is monster level.
Maka and Cardinal were talking about item progression being thrown out of whack. I simply pointed out a way that removed difficulties from the equation. Well at the very least minimizing their impact on item progression.
I mean with even 1 difficulty, monster power can scale the ilvl from Y to Z. If you add any difficulties beyond one then you can just use a multiplier for each difficulty.
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In diablo 2 the difficulty did effect the treasure class and ilvl but it was still mob specific. For example Diablo, Nithalak and Baal were higher than any other mobs in the game, pindle/frozenstein were the next highest. They dropped different ilvls and higher potential treasure class than anything else.
Btw in d2 the difficulty didn't really switch it from 1-25 to 26-50 or anything in terms of tc. It was more like 1-25 to 1-50. You could still get short bows in act 5 hell, they were just as common as getting a ward bow.
In D3 Act 1 drops up to 62? But if you put it on monster power 1 it makes everything drop up to 63.
Bottom line; Mob/monster level determines the drops. If monster power increases mlvl then it increases ilvl too. Subtracting or adding difficulties doesn't have to have any effect on ilvl. Since monster power does the same thing better.
p.s. I do realize that means you wouldn't be able to do MP 10 on a lvl 1 char but that is not necessary for a good experience.
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Agree completely, they absolutely needed people to test the entire end game.
I completely disagree. Every heard of 2 heads are better than 1? You think a team of even 500 people are more creative than a legion of nerds? LOL. Even Blizzard knows the players are more resourceful and smarter than they can foresee.. Hence the entire "and then we doubled it" debacle.
I was fine before the inferno nerfs, most weren't. Regardless, it was clearly a mistake on their part and they went back on so much they had said because the game wasn't properly tested. In fact there were abilities that didn't even need to be tested to know that were clearly broken. They just overlooked them, I mean after all they are human and make mistakes. If we had gotten to use the abilities, they would have seen a lot of the broken things before it even went live.
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I think you both are forgetting in diablo2 things were based on treasure class (think ilvl) and it was dependent on the mob/area, not act. You don't need a difficulty to dictate potential item drops, besides monster power already shows that.
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This upsets me everytime I think about it. This is all we needed for pvp. They think they needed to reinvent the damn wheel. A 1v1/2v2/4v4 arena where we can set up matches is ALL we needed for good pvp. Throw in a ranking system and call it a day, not hard. They could have made it deathmatch, round based, objective based, all of above.. I don't care.
There's nothing they are going to come up with for pvp that is going to WOW me and it's not likely to WOW you either. In fact it doesn't need to, Quake/UT/CS/SC/DOTA/LOL pretty much cover anything that can and will ever be done without virtual reality. Of course this is excluding turn based games, but for everything else it's a combination of these games.