6/21/2013 7:58:19 PM
@rencol, thanks for the information. Your explanation makes sense but it doesn't really helps to promote more players to play HC. More players participation would results in more drops equal increased chance for more great items. It's a win win for all players when there are more players getting drops. Hence it would lower the price for items if there are more great items available.Posted in: Hardcore Discussion
6/20/2013 7:54:58 PM
At level 60, we want more detailed information. Casual players have 1-2 hours at most per day to sit and play the game. We don't want to waste that time trying to figure out the game. We want to play. We play to relax and have fun. It's not fun to have to search and browse forums to learn what's the most efficient build someone else has found. This game is all about stats. How about providing stats that are useful for players to make decision on their own? Give us the options to hide or show the stats in the area of offensive, defensive and healing. We need the actual damage per hit, actual damage reduction, and actual heals per hit from the active and passive abilities. Why not have different modes to show stats? Basic like what the game is currently and advanced with all the detailed stats. Stop hiding stats that can help us players make decision when trying to come up with builds.Posted in: Diablo III General Discussion
I opted to spend this time to provide feedback from a casual gamer perspective. This takes away my playing time. I think that casual gamers don't provide enough feedback. I hope that my feedback can hopefully influence the game for the better.
6/19/2013 3:18:51 PM
Dear Blizzard,Posted in: Diablo III General Discussion
Please update your in-game tooltip to better aid players in trying out different builds. The tooltip isn't good enough for us to determine that the abilities is good enough for what we want to do.
For example, the monk Fist of Thunder "...deals 110% weapon damage and every third hits deal damage to all enemies in front of you...". It's missing some detailed like heals from the hit if I have "Life on Hit" and "Life Steal".
For simple math, let's say I have a base weapon damage of 100-200 with all the offensive stats combined. For heals, I have 1% Life Steal and 10 Life on Hit. The useful tooltip will read "...deals 110-220 weapon damage...Each hit heals you for 11-13 life...". Is that so hard? Could be if your tooltip system is static.
Can we get test dummies with stats collection tool for damage, heals, damage taken, and most damage done?
I feel much better now. There's a good chance I won't buy the expansion if the in-game help doesn't provide useful information for casual players like myself to be efficient at the game without have to search blogs and forums.
6/19/2013 2:51:28 PM
The high prices on the hardcore AH is really a deterrence to new players. I'm a casual player and I can barely make the gold needed to even get starter items for inferno act 1. I had to use flip tactics to make the gold required to buy the items for inferno. Guys please lets not be too greedy. Help your fellow players by lowering the prices is a good start to promoting more participants.Posted in: Hardcore Discussion
I love the emotion you get when you die in hardcore. That's what draws me to it. I also like the one life challenge.
7/28/2012 11:49:07 AM
Thanks for the information guys. I appreciate you guys taking the time to response. On the sampling size as the factor that may skew my observation. I would like to know how many of you are experiencing similar drop stats? Also I think the weight of the roll is leaning toward "trash" more than "usable". Have anyone of you ever had a session where you had rare iLvl61+ items dropped where 50% of it were actually usable?Posted in: Theorycrafting and Analysis
All I'm saying is Blizzard seems to tell us about everything being random chance but it's really not that random. It's a rigged random system. The dice are weighted to give you more trash items.
Let's use iLvl63 as an example. First we have a random chance depending on which inferno act is to get an item at lLvl63. Then you have random chance to get 4-6 affixes. Then you have random chance to get the affixes to be within a certain range. I get all that. The stats for the affixes are what I have a problem with. The usability of an item is determine by the stats. More often we get an item for the affixes we liked but the stats are trash.
<Blowing off some more steams...fizzzzzzzzzzzzz>
7/28/2012 8:38:47 AM
This is from my own observation with 200+ hrs of farming in Inferno act 2 and data read from this forum.Posted in: Theorycrafting and Analysis
It seems that of all the rare drops we get for iLvl61 to iLvl63, only a small number of the items are usable in inferno. I don't exactly have a count but it seems less than 5% of the items are usable. This bring me to conclude that the RNG in D3 is a rigged system where Blizzard only allowed a small number of usable items for the end game. If it were true RNG then the ratio for "usable vs trash" would be close to even.
Note: Usable is an item that someone would use in any of the Act in inferno. Trash is an item someone would just vendor or salvage.
Is this old info? If not, can someone help me backup this claim? Is this how the drop system works?
I'm at a point where I'm frustrated with this game. Hours of doing the same thing over and over again in hopes of finding an upgrade is boring me to death.
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