Some of these statements really show just how ignorant people are about programming. It's pretty simple ... there is one big list ... everything goes on the list. The list gets is categorized by "group" (graphics, engine, logic, etc). Time estimates (guesses) are attached to each item. A "Severity" type flag is place on each item (how badly does it affect the game and how many users does it affect negatively). Finally they come up with some sort of "value" number and that determines the order in which things happen.
Public opinion might move one of the data points slightly, but doesn't send Blizzard into a tail spin in the list.
Even if it did, once a bug gets assigned to a team, the work has to begin. I can't guess how many man hours the problem took to solve, or how many real days it took cause I don't know the man hours or the size of the team that worked on it. Even then, it's got to go through internal developer testing, then has to be turned over to the QA guys to test (which could be days of testing) ... then the code has to be merged into patch payload and deployed to a test cluster and re-tested to make sure the merge didn't break anything before it can be deployed live.
That process didn't start, and consequently complete, due to that video. Guaranteed.
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Get 20-30 paragon levels under your belt and that's a decent amount of extra stats.
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^^ This.
The idea is to literally "Run" though the entire Alk route, without letting WoTF drop and taking 2-4 seconds to kill elite packs along the way letting your nado ticks kill a large chunk of the white trash. Killing = XP ... ergo, running fast gives allows you to drop nados on more mobs faster, ergo, getting more paragon xp faster. XP% stuff everywhere ... on your gear, gem in your helm, all over your companion ... etc, etc.
Personally I am to cheap to leave gold/loot rot on the ground, so I am just doing MP1 and not worrying about XP that much.
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Yea, that is kind of where I am at. I constantly backtrack and pick up a rare that dropped from a nado tick. It's one of the reasons I am not WoTF anymore, as it doesn't make a lot of sense to run real fast through a level, only to go back through on normal speed to pick up stuff.
I guess I am stuck on the "picking up stuff" part. I guess once I get to the point where I have 100mil+ in gold I might feel differently.
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Good feedback as it may be, the quandary I face is still the same. Do I speed through Alk runs leaving mobs to die in my tornados off screen ... or do I double back to pick up gold and the rares (or even legendaries) that drop?
As a WW barb, if I am not using Tornados, then I am fury starved ... but if I am not doubling back, I am leaving gold/rares to rot.
If I am doubling back, then it's a big waste of time with regards to paragon farming ... and is quite boring to just run through picking up piles / rares.
So, in the end, I guess it's not really something that you guys can answer. If I hate leaving stuff to rot, then I either bump up MP to the point where stuff is dying slower so I get the tornado ticks and am still around killing them ... or I do MP0 and just double back and change my style a bit.
Decisions, Decisions, Decisions ....
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Just started playing again, on my Barb, and have been doing MP1 Alk runs for the last week. Not soley for speed paragon runs, but just as a efficient way to farm gold / drops.
I am wondering if I should be doing something else? Like Vault of Assasin Runs or something else completely different? Heck, not even sure if I should be doing MP1 or something higher.
Here is a link to my profile:
http://us.battle.net/d3/en/profile/NinetyProof-1177/hero/4176908
I kind of have a handle on gear and upgrade path, somewhat, but I don't have the funds currently to make it happen. Any help / advise on this topic would be appreciated.
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Is this worth anything?
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Some of these statements really show just how ignorant people are about programming. It's pretty simple ... there is one big list ... everything goes on the list. The list gets is categorized by "group" (graphics, engine, logic, etc). Time estimates (guesses) are attached to each item. A "Severity" type flag is place on each item (how badly does it affect the game and how many users does it affect negatively). Finally they come up with some sort of "value" number and that determines the order in which things happen.
Public opinion might move one of the data points slightly, but doesn't send Blizzard into a tail spin in the list.
Even if it did, once a bug gets assigned to a team, the work has to begin. I can't guess how many man hours the problem took to solve, or how many real days it took cause I don't know the man hours or the size of the team that worked on it. Even then, it's got to go through internal developer testing, then has to be turned over to the QA guys to test (which could be days of testing) ... then the code has to be merged into patch payload and deployed to a test cluster and re-tested to make sure the merge didn't break anything before it can be deployed live.
That process didn't start, and consequently complete, due to that video. Guaranteed.
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What MF does do is affect the quantity of the affix's that drop. So if a 63 drops, if you don't have MF, your chances of getting 6 affix's is lower then if you did have MF.
Folks should not be so quick / smug to point out faults in other people's posts when they are not really telling the whole story themselves ... and the reality is ... high MF > low MF ... period.
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Psst ... that number you see is not the "number of games being played right now" ... the number you see is: "The number of games with 1 spot open for you to join".
So yea .. that number is not the "total games public games" right now ... it's the number of games that need 1 or more people.
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I think the issue though is that they don't want you to "make" the perfect piece of gear ... they want you to find it. If you could have a mechanic that allowed you to "re-make" an item, the game would swiftly lose it's appeal.
I am not sure how they are going to solve the gear swap issue. Gear swapping is a pain in the ass ... of course, if they made is less of a pain in the ass, that would almost solve it. Gear Sets are the easiest solution ... 1 button swap to a different gear set.
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Yes ... but did you notice?
LoH ... 0
Life Regen ... 72
Crit Rate ... 10.5
Crit Damage ... 50%
Different things work for different people ... but don't know if I would like playing with virtually no way to gain life except by health globes.
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Wait ... you can give your followers gear? Hey ... try pulling my other leg next ... I want them to both be the same size!
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I tried a similar build, but found that the sentry was not really a good use of Disc.
http://us.battle.net/d3/en/calculator/demon-hunter#bRjgdV!cYe!aZYYbb
Of course this is not a "nuke" build and I am using Chain Gang / Frost as a control mechanic (basically perma slow everything), but the premise is that, with gloom / prep I tend to face tank elites.
They key here is getting enough "max discipline" so that you can cast 4 glooms. That's 12 seconds of face pounding before you even pop prep. The sentry made things hit less hard, but honestly, it was wasted cause the healing effect from gloom is more then enough.
Backup plan? I found, when face tanking, that if I need prep, I need healing so I ditched backup plan for the heal.
So yea ... it's pretty cool not to have to kite stuff around ... much. Hell, even on linked mobs I generally don't have to kite move much at all. It's kind of cool to face tank ... takes a bit longer, but then again, kiting is kind of wasting time anyways, so in the end it's almost a wash.
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The weapon is missing a Crit Damage (or a socket to put on crit damage). Basically, that 45% crit damage (or more) is like 125 DPS or there abouts.
So yea ... you might have hard time getting even a million for it.
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Don't forget the suggestion to swap SS for Gloom. 3 seconds > 1.5 seconds ... and there is no CD on gloom so you can chain it. Heck, you might not even need jagged traps .... just face tank them with gloom if you got some resists.