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    posted a message on 2.4.2 Difficulty Overview

    The drop rate for Greater Rift Keystones is 50% in Normal through Master, at least according to Blizzard. If you're on the Slayer portion of the personal story one of the requirements is this:


    They're Grrrrreat! - Reach Greater Rift Level 25 Solo. In difficulties Normal through Master, there is a 50% chance for a Greater Rift Keystone to drop.


    No idea about T1 - T5. Great job on the chart.

    Posted in: Diablo III General Discussion
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    posted a message on [Suggestion]: The Mystic [Pt. 1] - Seals
    Having done some mock-ups similar to the ones you did myself, I must say I am very much impressed by the quality of what you've presented. As for the ideas themselves, I believe you've got the start of something that could be amazing. There are, however, a few suggestions I would make.

    1) There is no such thing as "hidden" anymore in games. Sites like mmo-champ, diablofans, wowhead, and guildwars2guru have made hidden systems a thing of the past. (Even in Diablo2 players checked sites to figure out what runewords to use.) Instead, allow players to find/make/learn Heroic Seals, and have Heroic Seals require certain Primary/Secondary seals in order to activate.

    2) Don't cause the player to lose everything when a seal breaks. Rather, I suggest that, no matter what, a seal upgrade is guaranteed to succeed provided players can overcome the mobs summoned from the altar. If players die to the mobs at the altar, they simply get the original seal back and can try again. (Remember that "failing" can also be caused by things such as a player's internet going out, or their computer crashing. Losing that much effort for something that might be beyond the player's control is too harsh.) As for seals breaking, as I said seals are guaranteed to upgrade upon defeating the monsters. However, if a seal breaks upon being upgraded, then it simply cannot be upgraded again. At that point players must decide to either use it or sell it as is. They still get the reward for having put forth the effort to create the seal, but the "best case" remains having an unbroken seal.

    3) WAY too much complexity, and probably the reason your design (as amazing as it is) will not get implemented. Remember that for every "thing" you add to the game you have to balance it with every other "thing". A bonus on a seal might work perfectly when applied to a sword or dagger on a Barbarian, but apply it to a hand crossbow and then pick skill X and suddenly the Demon Hunter's damage goes completely insane and she absolutely melts MP10 elites without even trying. It takes a LOT of time and effort to test for outliers such as this. In addition, with so many choices you're going to end up with a lot of "options" that are simply wrong. Then on top of that, you've created a lot of extra stuff players will need to put into their storage.

    Look at your design and decide what the core idea is, what makes this thing "fun"? Once you have that, simplify everything else around it.

    I think the basis of your idea is solid and looks like it could be a lot of fun to play with. But I think there is also a lot of extra fluff that could be cut away to make the idea that much better.
    Posted in: Diablo III General Discussion
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    posted a message on (Recap) Diablo III - Magic Find
    Quote from Molster
    • Magic Find helps increase the likelihood of Magic, Rare, Set and Legendary items dropping.
    Might want to reword that as it can be a bit misleading. Magic Find doesn't increase the chance of a Magic/Rare/Set/Legendary item dropping, rather it increases the stats of any items that do drop. Only the Barbarian can actually affect the drop rate of enemies.
    Posted in: Diablo III General Discussion
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