Ok so blizzard already announced a system like that so don't worry. And hell was hard for me the first time i played it. after i hit level 60 with my first char the other 4 chars where like a walk in the park by the way. If the difficulty of all inferno acts was on the level of Act 1 some one with 300 000 gold could walk throught inferno. Thats why the people 2 shooting things in act 1 with they gear get 2 shooted in A3 progressive difficulty. If you think its too easy make another character or try a different spec or do a buget run. take 10 000 gold and buy all you gear with that and try to pass inferno. don't bitch about not being hard enaugh there are still people that are stuck in a2 so buffing the difficulty would just be killing the majorities will to play.Quote from ChristopherPotter
Originally, the team designed inferno difficulty to be a flat difficulty on all acts with the drop rates the same in each act. The reason they decided this at first is because they didn't want people to farm the same area over and over (Meph Runs/Baal Runs). After testing it out, they felt that it wasn't very "Diablo-like" to not have the progressive difficulty. Essentially, they ended up making a fourth difficulty, Inferno, where each act gets progressively harder.
Now that the game has been around for a while, I'm beginning to think that Inferno is kind of a hoax. It was advertised to be this insanely tough difficulty with the best drops in the game. However, once a character is properly geared for Inferno, it is no harder than Hell mode in D2.
Let's face two honest facts. Hell mode is too easy (it was supposed to be as hard as hell in D2), and Inferno is not hard enough. Blizzard needs to do something to fix this. They obviously can't just scale Hell to be as hard as inferno since there's such a big jump in DPS/vit requirement in inferno compared to hell. IMO, they should make it so that you can use a difficulty slider in Inferno. The problem is that Im sick of farming Act 3 over and over since it has the best drops. They need to make an inferno option to be able to choose a difficulty level for each act before you start playing it. That way, I could actually farm Act 1 and have it be challenging/rewarding.
8/28/2012 4:21:37 AM
Posted in: Diablo III General Discussion
8/28/2012 4:09:19 AM
Well now... you know even with 300 mf the drop wil be 4% or something? The ok even if you get the ring its going to be hard to sell for 100 000 000? >.Posted in: Diablo III General Discussion
8/14/2012 6:08:49 AM
well now i have been looking for a group and few times i have joined players with way better gear than me. I have a problem with gold and can't get decent gear to farm act III. I too have 4 toons exept WD on 60 but have progressed on all 4 to act 3 and my barb got to act 4 by getting boosted. Now I have a tanky wizard build witch is played on crit chance all resist vit and int. This is very effective for low gear like mine. basicly use crit mass to refresh armor and freez. On freez and time zone put the rune that increases dmg taken by enemies. A DH is good but its still a one shot target for mobs in A3 so i would suggest a barbarian. If low geard i got a tanky build with some DPS but again VIT, block, all resists and posibly crit this combo is good cause you have decent damage and there are 2 of you side by side so the mobs woulnt focus on a single target. a mage with enaugh crit can keep them frozen 24/7 but still if not the barb is there to split the damage, if you can afford top of the line gear duble tornado barbarian and with a geard tank wizard is a way to clear every room in A3 with the whole act in under 1.5 houers. If you'd like i can send you all of those builds and you can try to play like that.Posted in: Looking For Group
8/12/2012 10:03:45 AM
Just to brag about mah 1200 2h sword with 12 levels of reduced req.Posted in: Diablo III General Discussion
8/12/2012 9:27:06 AM
Posted in: Diablo III General DiscussionQuote from Rade
Ok, so I think most people will agree that playing Diablo 3 = fighting Inferno champion packs. And Blizzard once promised us that we'd be able use any skills we like to play the game. As I've found, those two pieces just don't fit together, for the following reasons:
1. All you can snare is hot air - snares just don't work on Inferno champions. The slowdown isn't even noticeable with the naked eye until you bring the skill up to something crazy like 80% movement reduction. Also, control impairing effects such as Stun and Freeze appear to have their durations slashed by half. That's why most champion fights end up being these crazy dances.
2. Fixed damage reduction - if you try out many different skills and pay close attention to the actual amount of damage that you deal with them, you'll notice a clear trend: skills that deal a low percentage (20-60%) of your weapon's damage seem to deal barely any damage at all. And the reason for this is that the damage resistance on mobs is fixed, i.e. any time you would deal damage the same number is subtracted from it. In my experience this results in a rather awkward discrepancy where skills that claim to deal 3 times less damage (f.e. from 105% to 35%) end up actually dealing 10 (!) times less, rendering them completely useless. Skills and runes that suffer from this are those that have a high rate of attack, have additional "side-effect" damage bursts, are damage-over-time abilities or deal their total damage in several quick hits (like Spectral Blade).
These two factors make around one third of all abilities, both active and passive, unusable. So if Blizzard wants to fix the issue of people never using some skills, THIS, IMO, is where they should start.
Who's noticed the same and agrees?
Are you sure you are taking in the weapon damage and not the DPS? Skills range from your weapons damage not DPS. higer attack speed weapons will have lower damage then lets say a mace or a spear.
8/12/2012 9:18:13 AM
Posted in: Diablo III General DiscussionQuote from xMantasx
A while ago an idea occured to me when i was playing D3, about places i like running/playing/farming in the game. I guess most of us have their favourite locatios to play. Simply just by the looks of them, their mood, graphics, monsters etc. So I thought to myself why not not to give us players a tool where we can decide where we want to play? What i'd like that tool to have:
- ability to choose maps from all 4 acts making it our own act. For example Royal Crypts, Archives of Zoltun Kulle, Tower of the Cursed, Gardens of Hope etc in one act. All accesable through waypoints.
- option to choose difficulty based on what we have already. If someone have gear for Inferno act 1 - he/she chooses so etc. Mobs would have stats responding to difficulty we choose. Progressing would be less boring just by farming only act we have gear for. Ofc drops works accordingly. Same with the final bosses.
- some random events could be generated like from those existing ones. For example if we choose to have some tombs from act 2 there would be a chance to have Rygnar Idol event etc.
What do you think abuiut such idea? I don't know if there was or wasn't similar topic already so sorry if there was one.
Well now there would be a problem. You need to program something that will alow player to move to the next location when you are done with the first one, other problem is between acts there is a NV stack reset so the magic find isn't carried over to the next act. With your idea you could just stack up in act 1 lets say Festering Woods to 5 stacks and port right to every next boss in the game (depends on how far you progressed) without being troubled by other elits all the way to act 4 withch is a big exploit since bosses are mostly easier than packs. Kill them with the 5 stack buff get better items than any act 1 boss would drop and repeat the process. Every player has his or her way of farming and his or hers choice of areas they like so starting your co op dungen plan would resoult with 0 player wanting to join your dungeon plan since theirs is better to them.
8/12/2012 9:04:41 AM
Posted in: Diablo III General DiscussionQuote from 1_Tarrus
I got atleast 225 MF. Unbuffed.
But I only get 1 rare per elite...sometimes 2. But not more then 2. Its very rare for me to drop more then 2.
Most people drop 3 or 4 per pack but is that just because they are lucky? or am I unlucky?
I dont get it.
NV stacks increase the amount of items drop. So the first 70% of MF will give you more chance to find a rare on an elite pack or boss aprox. 1-2 rares, some time more. The rest of the MF will work but not in the role of quantity (the amount of items dropped) but in the role of quality (you will have more chance of finding 60-63 item level items) and there will be a bigger chance you items have more affixes then they would have.
But heres how it works: You have lets say 170% of MF, 70% is deducted for the quantity amount so you will get 2 rares.
That will leav you with 100% MF. 2 Rares drop lets say the drop chance on ilvl 63 is 3%. Then the game takes into accout the 100% MF and there for the drop chance of ilvl is 100% higer so its 6%. Same kind of math goes for affixes. But i think you get the point.
Till patch 1.0.4 the MF and GF in co op are averaged between all players. You have 100 MF and your ally has 0 MF your groups MF will be 50%.
Hope it helps.
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