- MyNameIsNate
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Member for 11 years, 10 months, and 7 days
Last active Tue, Jun, 14 2016 06:37:40
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theecheshirekat posted a message on 9:25am EST -- servers up or down cause...still why have a server status page if your not going to use it?Posted in: Diablo III General Discussion -
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Astion posted a message on Idea: Kill Streak = Magic Find BonusHey guys!Posted in: Diablo III General Discussion
I've been playing this game with much love and I feel the game lacks finesse with some of its systems. The Kill Streak system is one of them. At early levels it felt awesome to kill a whole bunch of monsters at the same time, while also getting a small bonus. However, the bonus is gone and the kill streaks mean nothing more than an already saturated feeling and a pixel display of your score. Why stop there? Its Diablo, its a loot game.. So heres a very straight forward idea;
Kill Streaks add a temporary magic find boost!
Example:
Kill Streak 100!
Adds 50(or X) MF for 2(or X) Minutes
-Cap of maximum bonus
-Relavitly easy to add to the game
-New meta (end)game
-Incentive to clear trash over skipping to elite groups = play more of the game = find more spots to grind other than Act 3 all the way to Azmodan.
+++ Other streak bonusses could add something small to the game as well
Massive Blow: After attaining a massive blow of X, the next mob you kill will explode with a bunch of treasure and gold
Surviviour: Comments?
Savior: Comments?
Demolist: Comments? -
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Tensor posted a message on Positive Monster Affix Ideas (From US Diablo III Forums)The original thread was started by Zythe here: http://us.battle.net...47096557?page=1Posted in: Diablo III General Discussion
In order to not make it go down the drain, Spector77 started another one linking it to his post here: http://us.battle.net...46728001?page=1
UPDATE 1: Idea from FatManza, one of our members: "Just throwing this out there (haven't rally though it through), but maybe they could use this to remove enrage timers as a gear check. Kill the mob before x time or it's positive affix disappears."
UPDATE 2: The second thread reached its post limit and there's a version 3.0 out, authored by Ravlaor, here: http://us.battle.net...93549577?page=1
UPDATE 3: The third thread reached its post limit and there's a version 4.0 out, authored by KingLime, here: http://us.battle.net...01370284?page=1
UPDATE 4: Mega compilation thread listing the community-desired changes, created by Muffins, here: http://us.battle.net...80263591?page=1
UPDATE 5: The fourth thread reached its post limit and there's a version 5.0 out, authored by grovak, here: http://us.battle.net...01270663?page=1
UPDATE 6: The fifth thread reached its post limit and there's a version 6.0 out, authored by LordAzuRa, here: http://us.battle.net...01431398?page=1
UPDATE 7: The sixth thread reached its post limit and there's a version 7.0 out, authored by LordAzuRa, here: http://us.battle.net...32223527?page=1
Monsters should sometimes have additional affixes that make interesting things happen to keep players glued for that next pack. A couple of my ideas are the following:
Hoarder: Drops a guaranteed i.lvl 63 item
Rich: Drops 10x the amount of gold
Ancient: Increased chance to drop a legendary
Appraiser: Drops a guaranteed 6 affix item
Cursed: Gives the player a very nice damage buff upon defeat.
Traitor: Shows the player the location of the nearest Treasure Goblin upon defeat.
Jay Wilson: Fixes this game upon defeat. [joke]
just stuff like that can make a game go from being terrible to really good. Not every pack would have these affixes and they wouldn't take the place of one of the four players have to overcome, but it might make a player want to fight that Shielded, Vortex, Molten, Extra Fast elite pack of killer spiders.
Below is a list of further development of the base idea proposed by different players.
Ways to prevent exploiting:
1. Make the Positive Affix spawn on elite packs only if the player has 5 Nephalem Valor.
2. Make the Positive Affix spawn only if the nearest elite pack was killed by the player. (That way, people couldn't just skip until they find one)
3. Make the Positive Affix spawn only when the last monster of the pack has 10% remaining HP. Possibly matched with a light beam effect (Like when a player levels up)
Idea to keep difficulty/reward balance:
1. Give an extra negative affix to the packs affected by a positive affix.
2. Give a slight, related, boost to ennemy's lethality with each positive affixes (Example, cursed = higher damage).
New Affix Idea No.1
Armored: Monsters receive 10% less damage but drop a guaranteed ilvl 63 armor piece with the +armor trait
Heavy Hitter: Monsters do 10% more damage but drop a guaranteed ilvl 63 weapon with the +percent damage modifier
Elemental: Monsters damage is converted to a type of elemental damage instead of physical and/or take 50% less damage from elemental sources. Drops a ilvl 63 piece of armor with guaranteed all resistance trait.
Enemy of the Nephalem: Grants two stacks of Valor upon kill
New Affix Idea No.2
Collector
-Drops higher jewels (flawless square and up to some point, not highest tiers).
Wealthy
- +50% Mf/gf buff, works like shrine but lasts longer and can stack with the mf/gf shrine as well.
Mysterious
-A rare affix that, when the last enemy is killed, spawns a portal to a special challenge
dungeon, or drops an item that, when broken, spawns a super challenging unique creature that actually drops awesome gear (like just 60+lvl items, act 1 would be 60+, act 2 61+, act 3 62+, act 4 63lvl items only).
New Affix Idea No.3
Professor/Engineer: Higher chance to drop blacksmith plans/jeweler designs.
Forgiving: Fully repair your gear upon defeat.
Salvager: Drops crafting materials in accordance to the current difficulty level (Including Brimmstones if found on Inferno)
New Affix Idea No.4:
Corruption: X% chance of randomly infusing player with 1 offensive affix of the elite they just defeated (For example, Mortar when player attack or Molten, etc.)
Blessing: X% chance of randomly infusing player with 1 defensive affix of the elite they just defeated (For example, Extra Health or Fast)
New Affix Idea No.5:
Nephalem: This only appears on Uniques and Very hard affix elites(1.2% chance of appearing?)
When you defeat all the monsters you receive a 2 min buff that stops(or reduces by 50% if that's too OP) the consumption of your toon's resource. this Cannot be stacked and obtaining another buff overrides this buff
Conviction: Upon defeat of elites you receive a 200sec buff that creates an aura around your character that reduces the monsters' resists and armor( kinda like Mephisto in D2)
2% chance appearance
Virulence: a 2 min buff that grants 15% increased dmg to elites and champs(goes away upon defeat of next elite/champ pack) 1% chance appearance
Corruption: 1.8% chance of randomly infusing player with 1 offensive affix of the elite they just defeated
Blessing: 1.4% chance of randomly infusing player with 1 defensive affix of the elite they just defeated
Intimidation: 1.2% chance of randomly infusing player with 1 CC of the elite they just defeated
Treasure Troll: upon defeat of a treasure goblin you have .01% chance to spawn a "Treasure Troll"This troll will fight back but drop better quality loot and a .5% chance of dropping a set or unique item. the troll will also have affixes( only teleport, extra life, and shielding) will do 10% extra dmg than normal mobs.
Idea to instead give a bonus upon defeating an already existing negative affix:
Applying a positive effect to each party member for each affix on the defeated elite/champ pack.
Molten - For 2 minutes you gain the buff "Blazing Path" which causes the ground you walk over to burn for 50% weapon damage as fire to enemies.
Plagued - For 2 minutes you gain the buff "Plague Aura" which damages enemies within 12 yds of your character for 10% weapon damage as poison to enemies.
Arcane - For 2 minutes you gain the buff "Arcane Power" which increases your damage dealt by 20%.
Fast - For 2 minutes you gain the buff "Sprint" which increases your run speed by 25%.
Knockback (DH/WD/Wizard) - For 2 minutes you gain the buff "Forceful Impact" which allows attacks a 10% chance to knockback.
Knockback (Monk/Barb) - For 2 minutes you gain the buff "Crushing Impact" which allows attacks a 5% chance to immobilize.
Vortex - For 2 minutes you gain the buff "Stand your ground" which reduced crowd control effects on you by 35% (If this puts you over 100%, it will be 100%).
Waller - For 2 minutes you gain the buff "Transparent" which will allow you to walk through monsters or objects that have collision. (Won't be able to walk through anything you couldn't 'teleport' through.)
Missile Dampening - For 2 minutes you gain the buff "Time Shift" which increases your attack speed by 25%. (This does not stack with Frenzy Shrine)
Mortar - For 2 minutes you gain the buff "Explosive Mess" which causes any kills to explode for 75% weapon damage as fire.
Desecration - For 2 minutes you gain the buff "Fire Resistance" which increases your fire resistance by 100 + 20% (Of max fire resistance).
Fire Chains - For 2 minutes you gain the buff "Blaze Tether" which creates a tether between any other players or followers with this buff active. The range is 42 yds. Any monster touching the tether will take 40% weapon damage every 0.5 seconds.
Nightmarish (WD/DH/Wiz) - For 2 minutes you gain the buff "Aura of Terror" which pulsates a fear effect every 15 seconds in a 24yd radius that lasts for 2 seconds.
Nightmarish (Monk/Barb) - For 2 minutes you gain the buff "Have no fear" which causes any foe damaged by your attacks to be unable to flee for 10 seconds. (This affects the AI behind running away. Normal Fear effects still work)
Invulnerable Minions - For 15 seconds you gain the buff "Invincible" which literally prevents you from taking any damage from any source. If you are in single player, the buff will apply itself to your follower for 5 minutes.
Shielding - For 2 minutes you gain the buff "Improvised Aegis". While the buff is active you take 25% less damage. (This does not stack with Protective Shrine's effect.
Vampiric - For 2 minutes you gain the buff "Vampirism" which increases your Life Steal by 25% (difficulty modifiers still affect this so Inferno is 5%).
Extra Health - For 2 minutes you gain the buff "Battle Orders" which increases your total health by 20%.
Horde - For 2 minutes you gain the buff "Allied Power" which increases your damage by 10% for each other player or follower in your group. (So 10% for single player, 10% for 2 players, 20% for 3 and 30% for 4).
Avenger - Increases your magic and gold find by 25% for 2 minutes. (This does not stack with Fortune Shrine)
Health Link - Health, Resource and Durability of gear is healed to full. (Yes, this repairs your gear.)
My opinion about it is totally positive. Implementation of even half the suggested affixes would add a lot to the game. Hopefully the one of the Blues respond.
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Simca posted a message on Most Efficient Class/Spec at 100 Million rangePosted in: Diablo III General Discussion -
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LDVinci posted a message on Needed changes to Demon hunter ferret companionI’ve been recently farming a lot with the ferret companion, but I’ve noticed a few things that are really getting on my nerves. I know the ferret is probably pretty low on the priority chart but here are some suggestions I hope Blizzard can implement.Posted in: Demon Hunter: The Dreadlands
Two changes I would like to see made to Demon Hunter’s ferret companion.- Sometimes my ferret would run up to a pile of gold and just sit there for almost 5 seconds before it picks up the gold. Is this a glitch/bug? I can’t see a reason why this would be intentional.
- I got my ferret out for 2 reasons; earn more gold and spend less time picking up gold. I didn’t get the ferret out for its damage, so can we make picking up gold (within vicinity) a priority over attacking (especially goblins)?
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Kisho posted a message on Diablo ]I[ is epic but..You're not forced to use the RMAH, or even the regular gold AH.Posted in: Diablo III General Discussion
If you don't feel excitement when getting a legendary or identifying a rare item, that's not something Blizzard can fix. The problem lies in you (and while I say problem, it isn't really: it's just that your tastes have changed, so you do not find the same things exciting anymore. Which is fine). I know I feel excited when I see an ilevel 63 rare drop, just waiting to see if I get something awesome (got a couple of really nice items so far).
You don't need to farm for 8 hours a day. You only need to do that if you care about being number 1: if you don't, then you can go at your own pace. There's no rush, so stop feeling like there is. Again, those are your feelings, not any fault of Blizzard's.
Step away from the game. Take your time. Focus on yourself. You don't need to touch the AH if you don't want to, you can farm everything yourself. Everything will take a lot longer, but that seems to be what you want, so.
So no, there are no fixes for the game to address your problem. Because your problem 100% lies within yourself. Don't blame Blizzard because of your own attitude towards the game.
On a final note, you seriously left your family for 2 weeks to play D3? As in, left the house entirely and left your wife to deal with the kids by herself? I can understand taking a week or two off of work, but leaving your family? Get your priorities sorted out. -
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Speaker posted a message on Option 4 ModifiedPersonally I'm not really sure I like the idea of changing mf, but Blizzard seems intent on changing it anyway. So if changing MF is the only option then here is my personal solution. I like option 4 the best, but it has too many downsides, such as swapping a regular non-mf piece of gear and being penalized for 3 minutes. So here is my proposal. Make it so only when you equip an item that increases your mf you are penalized for 3 minutes, and remove the part where your mf drops to 0% for the 3 minutes. Here are a few examples:Posted in: Diablo III General Discussion
Your total mf is currently 100%.
Take off an item with 15% mf on it.
Exactly what you expect to happen happens. Your mf drops to 85%.
Now you are at 85% mf.
MF was not increased and no penalization was incurred.
Now put back on item with 15% mf on it.
Your mf remains at 85% for 3 minutes.
3 minutes later you are back at 100% mf.
You switched an item that increased your mf, and are penalized for 3 minutes.
Now you are at 100% mf.
Switch 15% mf gloves for gloves with 10% mf.
Your mf drops to 95% without having to wait 3 minutes.
Your mf was not increased and no penalization was incurred.
This modified option 4 will basically minimize any negative secondary affects that may impair your gameplay due to the mf changes. Please comment and state whether or not you like this change and discuss why. Thanks. -
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Komie posted a message on Recently Played PeopleHello everyone.Posted in: Diablo III General Discussion
I was wondering if there is any way to remove people from the "Recently Played" list?
Me and a friend just had a falling out and we're no longer talking with each other. And I don't want to see her on my list anymore.
I could probably block communications, but I want her to be able to message me if she NEEDS to, but I don't want to see her online.
Any way to remove her from the list?
Thanks! -
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Scarsheild posted a message on Kripp tips @Blizzard
Everyone should watch this video, really good.
Let's share it and hopefully make someone from Blizzard see it! - To post a comment, please login or register a new account.
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