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    posted a message on Time to buff solo??

    As for solo leaderboards, it's certainly not just the difference in paragon levels between pure solo players and those playing in high-level group GRs that's the issue, it's also the 20-25 additional levels on legendary gems and augments.

    As primarily a solo player (mostly since RL friends don't play that much), I'd love to be able to compete on the solo leaderboards, but it's simply impossible to do so, since I'm not running high-level group GRs.

    That said, Blizzard have stated on multiple occasions that they designed D3 from the ground up with a focus on coop, so I seriously doubt we'll see anything like the PoE league described.

    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!

    This was the second primal I got. So kinda felt I had to try out Impale spec - and it's fun! :)


    Karlei

    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!
    Quote from horrax1go-next

    look at your soul counter, it's not 100% accurate due to random soul drops from collectors / rift bosses (and now also ancients salvaging in 3) but good enough in giving an indication.

    Whenever I identify my drops, I just note how many regular legendaries, ancients and primals I get, no looking at souls. So out of 1,767 legendaries I've gotten 135 have been Ancients and 2 have been primal, so far :)
    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!

    Collected 1,012 and haven't found one. So can't see drop rate being much higher than 0.25%, if that, as that would still put me at 92% to have found one.

    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!

    And I'm 99.992% sure it's not 1% drop rate, as after my 943 legendaries, I haven't found a single Primal, and with 1% drop rate, that's the likehood I should've seen at least one :)

    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!

    They stated in a blog post when Primal Ancients received their change, that the drop rate had been reduced from the previous value of 1%.

    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!

    At 832 now, still no Primals :S God I wish I knew the actual drop rate, so I wouldn't have to feel unlucky :)

    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!

    I did most of my farming in GR80, so yes.

    Posted in: Diablo III General Discussion
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    posted a message on New Primal ancients!

    The fact that they are no longer strictly superior to Ancient items has made it so that I won't feel like I'm missing out on anything for not getting them; which is a good thing. I would, however, love to know the actual drop rate of them. This morning I did some farming and got 581 Legendaries, 28 of which were Ancient, while I didn't see a single Primal Ancient. Even with a 0.5% drop rate, there's still a 94.56% chance I should've found one. And for it to have been a 50/50 with the amount of legendaries I got, it would have to be as low as 0.12% drop rate. If it's getting into the 0.25% range, it just feels silly, since even if you get a Primal Ancient, it still has to be the right item (and has to the right stats).

    So, depending on the actual drop rate, time will tell how I really feel about it.


    As a quick aside: If the drop rates are this low, they will have exactly no impact on gameplay. Additionally, since the people at the top of the leaderboards (even for solo), are P3000-4000+ with group leveled legendary gems and augments, the small stat increases from Primal Ancients should have virtually no impact on rankings. Whether solo leaderboards should be driven by group play is another discussion.

    Posted in: Diablo III General Discussion
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    posted a message on Blizzard will lose their most experienced players and support base.
    Considering you seem mostly concerned with the Witch Doctor, I will assume that this is your main character. As for the current balance of pet survivability, Blizzard has commented on this on (at least) a few occasions:

    During their Live Chat session where they acknowledged the issues that are in the current version of the game regarding pets and where they also talked about some of the things that could be done to improve the situation we are in. To this they added that merely increasing the flat damage reduction of pets would not alleviate the problem (and correctly so) in that it would only serve to move the brickwall of one-shots and wild imbalance in damage intake slightly further. They also mentioned that they were unwilling to have the fix be applied to the Enforcer legendary gem since they felt a fix of this magnitude should be more universal.

    So it is clear they have considered multiple ways to go about fixing this problem. Finally, they recently stated exactly how they were going to go about improving pet survivability - and while manually going through the different classes of monster abilities (they stated three: easy to see and avoid, general damage, and unavoidable cases) might not be the easiest or fastest way for them to correct the problem, they clearly felt it was the best way to do so.

    Lastly, even though you say you are an experienced programmer, you are obviously not working for Blizzard and thus have no insight into their business practices (or coding practises), it doesn't take a programmer of any kind to see that if you manually have to go through the abilities of monsters in Diablo 3 and sort them into different classes according to which is easier or more critical to avoid damage, such a process is going to take some time.

    So if you had a solution that would be better for the game in the long run, you should have posted that instead of merely complaining about how they balance their game.
    Posted in: Diablo III General Discussion
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    posted a message on Thunderstorm jailer blue packs in high Grift lvls ^_^ Thoughts?!
    As has been said time and time again; if the damage scaling were lower than it is currently - or fixed at some level entirely - you would simply run into the problem of lacking DPS to advance, leading to lowering Toughness for more damage, leading to one-shots again.

    You can't consider it a problem that these abilities one-shot you - they will eventually no matter the way damage is scaled, simply from people changing their gearing away from Toughness. It's an unavoidable fact of people wanting to push further.

    If you wanted to avoid oneshots from the abilities mentioned, you'd be sacrificing so much damage that you wouldn't advance, and the aforementioned cycle begins.
    Posted in: Diablo III General Discussion
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    posted a message on Pet survival
    It's certainly not an issue of more CC - the mobs that tend to instakill Fetishes at 28+ are immune to Piranha CC anyhow, and you can't perma-CC as WD even if you tried - at least for the mobs that hurt the poor little guys.

    As for damage reduction, I've been trying to stack as much as I can since patch in a last-ditch effort to try and make my spec work - but it just seems to have no effect whatsoever. I'm currently running both Jungle Fortitude and Rank 25 Enforcer, and I still see my pets oneshot on as low as lvl 26 Greater Rifts from certain mobs.

    Finally, as was mentioned previously, the survivability of Zombie Dogs and Gargantuan seem alright - but the Fetishes just die far too fast to make the spec viable on 30+ Greater Rifts, which I personally think is a big shame since - although I have the gear for Jade build - I thoroughly dislike the playstyle of that spec.

    EDIT: Does anyone have any more detailed information on how the Toughness of pets (and Fetishes spawned from the passive, in particular) is calculated?
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Community effort: Legendary Gem upgrading effects
    Quote from st0rmie

    Quote from meth68

    By luck i guess we could call it "random" or "gamble" to use diablo terms. I think they should alter gem upgrades for sure. Yes its PTR and that's the point of this all but I really hope they take a close look at this. As it stands your best upgrade sweet spot is at lvl 20, which completely screws over the people trying for 30, 40, 50+.
    Can you explain why you think the best upgrade sweet spot is around level 20?
    The reason why there is little reason to advance beyond level 20 Rifts (in general), is that the scaling of the likelihood of getting a gem upgraded decreases tremendously around this Rift level; more specifically, you gain less chance to upgrade per time spent after reaching this level, than you do before reaching.

    But - as has already been said - it's important to be aware that the current pool of data we have is quite small.
    Posted in: Diablo III General Discussion
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    posted a message on Community effort: Legendary Gem upgrading effects
    A word of caution - and I hope this is not "working as intended" - when you use Moratorium along with (at least) Countess Julia's Cameo, which makes you immune to Arcane damage and heals you for part of the amount of damage taken - you will still receive 50% of that damage over time - effectively negating the effect of the immunity entirely.

    Can anyone confirm that this is happening for the other immunity necklaces - or is this only for Countess Julia's Cameo?
    Posted in: Diablo III General Discussion
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    posted a message on Community effort: Legendary Gem upgrading effects
    I believe you're missing the following gem. In fact, according to the new gem icons as shown on the frontpage, we're still missing descriptions of two more gems (making for a total of 15).

    Posted in: Diablo III General Discussion
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