- achan1058@hotmail.com
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Member for 11 years, 7 months, and 28 days
Last active Tue, Jun, 28 2016 00:27:12
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Sep 30, 2012achan1058@hotmail.com posted a message on Interviews with Mike Morhaime and Rob Pardo, Wizard Guide, and Curse SurveyPersonally, I hope they learned that fan's opinion isn't always to be trusted, especially when it's pre-launch. I remembered the number of calls and whines about how D3 would be too easy, for casuals, etc. I also remembered the devs answer, the famous "and then we doubled it", only to half the damage in 1.0.4.Posted in: News
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Sep 15, 2012achan1058@hotmail.com posted a message on Dev Journal: Defensive Bonuses and Monster DamagePosted in: News
That's actually a genius idea. Simple, elegant.Quote from bigamie
Quote from Bodycount1
Every class has some sort of resistance buff right? Barb it's war cry and it's being nerfed. OWE is the monk one and it has to be nerfed as well. Only problem is it ties into gear choices where as war cry doesn't.
So it's gotta be nerfed to be fair. My guess it that they will make it not double stack anymore. Meaning if you have a single resist and a resist all, you wont be able to add them together. It will pick the larger of the two and ignore the smaller value. That's the only way I can see it nerfed without hurting current gear choices.
Nope, in that case all the gear with double resists becomes useless to monks. I think they will leave the mechanic as it is but add a tradeoff to the passive. Maybe reduce overall resists by a percentage (e.g. 10% less resists). That way the passive would be less effective but still lets you keep the same gear.
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Sep 12, 2012achan1058@hotmail.com posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupPosted in: News
I really wonder what the SC2 folks think, when balance changes were actually handed out, some rather big ones too back in the old days.Quote from phatosen
No, Blizzard clearly broke your heart. You should punish them, and quit now.
Seriously man, if you want to quit the game because of a class/skill nerf, you're playing for the wrong reasons.
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Sep 2, 2012achan1058@hotmail.com posted a message on Upcoming Change to Trail of Cinders and Patch 1.0.5, +x% Elemental Damage Mechanic, Diablo III Web APIs, Inferno Booster Pack CBug or no bug, we know it's going to get nerfed. We just didn't know that they are going to nerf it this hard. I was thinking of a 2x-3x nerf, which would have been more reasonable IMO.Posted in: News
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That's why you NEED ladder, despite your dislike of it. You can nerf emeralds to the ground on ladder, for example, without getting too much of an outrage.
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Preventing these is harder than you think. Don't forget that players outnumber testers 1000:1. The fact that the game is relatively stable means they did hire testers. Otherwise, it would be like Ashes Cricket 2013.
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Except it isn't simple. Remember the IAS nerf and the rage it gathered? The only way out I could see them doing is to separate sockets from affixes, then drastically buff the rest of the gems.
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I really think it's time to bring back the old enrage timers.
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Wait, since when does summoned monster drop loot?
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Unfortunately, it still ultimately comes down to X = mats or X = gold in a long run. There is no fixing it, as long as items are randomly generated. More importantly, to incorporate new item types, you either have to decrease the drop rate of current item slots, or simply increase the amount of stuff in total. The former is obviously bad. The latter will eventually lead to clutter. I am not against new item types, as long as they are good, well though out ideas, not half baked ones. Including every feature from every game you have ever played is a horrible design decision.
Now tell me, what new item type that you can propose that does not:
a) Negatively impact playing experience. ex. Charms. Even if you limit the amount, it still feels you need it, which reduces storage space. If charms don't take up inventories, then it's essentially just another glorified item slot, though that may not be a bad idea in itself.
Cannot be done with existing items? ex. Rune words. If you really want, you can mimic the function of rune words perfectly with crafting materials.
Edit: Perhaps, maybe that is what you wanted. Something that superficially appears to be different, to give a greater feeling of the illusion of choice.
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Legendary crafting materials? Jokes aside, I do not see how simply creating new item types would help anything. It's ultimately just another item we have to collect.
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The thing is, I don't want charms to come back, nor do I want rune words. I always hated charms. They are necessary, but they take up so much inventory space. They really disrupt the playing experience, except for when you are teleing Mephisto. As for rune words, legendary crafting material more or less serves the same purpose.
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That would cause other problems. Suppose you are farming in a group and you finished 4 bounties, and someone decides to be a jerk and do the last bounty without you. You are screwed out of the cache, then. Or, if someone joins a game and saw that a bounty is already done, should they simply leave?
Personally, I think the whole issue comes from the rewards of higher difficulty not being enough. Worst still, (from what I know) there's little to no difference in legendary drop rate between normal to master. Compare the HP amount of normal and T1. If T1 has a +100% chance over normal, then instead of 15% more per torment, it's 30%, then the incentive would be to farm harder difficulty whenever you can handle it reasonably.
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I dislike the idea, for a different reason. Sockets are already too powerful as is. Adding something like this into the game will make sockets even more mandatory.
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The difference between chest runs and what you are suggesting is that you need lots of people to feed 1 person here, compared to something that everyone can do. Frankly, it's not worth the effort dealing with it.
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I think they are probably just going to change a few runes on specific abilities so that they are more diverse. You can probably probably just pick another rune and be fine.
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It is an option, if the passive is good enough. What if instead of 20% it's 100%? Then 2-handers would be optimal ant it would be foolish to not use it.
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I would think a passive that doubles the effectiveness of attributes on the weapon, or something of that sort would be a better fix, since tinkering with the items themselves would probably make crusaders overpowered.
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I was being sarcastic. Having gears that break will sit very poorly with the player base, and introducing larger and larger numbers will burn people out just as well.