It looks to be permanent bans, I just read on the demonbuddy forums and there are all these butthurt botters being like man, para 2100 GR86 crusader RIP and well didn't matter I wasn't even playing anymore. They are posting official account closure notifications also in their thread, I recommend to hit up their forums if you want a good chuckle! I guess one guy said he hasn't played in a month either, so seems like their detection has gone back some time, which is good. RIP to all the dbag botting scum!
- igniteice
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JAH8177 posted a message on Ban wave in EU and USPosted in: Diablo III General Discussion -
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MiLLeN posted a message on Ban wave in EU and USPosted in: Diablo III General Discussionhttps://www.youtube.com/watch?v=sUqe0HppsuM I mean this one
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Okakeri posted a message on Is Blizzard working on a new Diablo III character?Posted in: Diablo III General Discussion
Considering how much Blizzard has invested into RoS (4 patches, each one with a good deal of content), as well as the fact that it is not yet time for D4 (The Nephalem haven't seperated/died/retired, so we would continue to be the Nephalem, so why the fuck would you make a new game with these characters), and the fact that D3 has multiple plot points going on (Valor into Wrath, Diablo the Prime still out and about)... It does not make sense to make D4. Spin-off? Sure. D4? No.
Hi,
i just removed the link from this post as we already had this 2 days ago on our frontpage.
http://www.diablofans.com/news/48666-immortal-throne-event-has-begun-blizzard-hiring
And relating to the discussion we will see it when it is finished. You know Blizzard is taking the time they need to develop something new. In my personal opinion it could be Diablo Part 4 I don't think they will develop an addon for RoS.
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ilpad posted a message on Is progression too fast?Posted in: Diablo III General Discussion
There's a huge amount of difference. You have to make sure every single person in your group understands and communicates every single move you make. Things like the wrong gem or the wrong reroll can stop you from completing the hard rift cycles. If there was no difference we would see a lot more players clearing GR 90s in groups and GR 80s+ solo. The higher rifts most definitely filter out the plebs quick.
But there's no gameplay or progression difference between GR80 and GR100. It just takes longer, whoop de do -
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Okakeri posted a message on Is progression too fast?Posted in: Diablo III General DiscussionOne - Paragon 700 is VERY easy to get to, especially if you run a full group. Those people who got there that fast (beyond, of course, the "lolbot" comment) were running 4 man GR 55-60 within several hours of the start of S5, and you get a SHIT ton of lvls going up (Boosted a friend through a few GR 55s once, he went from 5 plvl to around 90 plvl in just 3 GR runs). Plvl 700 is just a number, and its a very low hanging number at that.
Two - The season journy is not over. You were saying shit about S3, where you had to be able to do T6 to get the portrait. It took me all of 8 hours /played to get to that point. Unless you have terrible RNG, it will only take an average of 8 hours to get to T6 (Bit shorter now, yes).
Three - If you REALLY want progression, play Hardcore. I use to knock hardcore off, saying it was only for masochists, but damn, I went ahead and made a HC this season, and its MUCH funner then softcore. Theres just something about knowing that a single mistake, or lagspike, can cause you to lose ALL of your progression that makes the game much more riveting.
So, no. Your average player will put in ~50 /played hours in order to 90% finish up the season (Complete the FULL journey, none of that "stop at portrait/stash bullshit), and even more to completely finish the journy (a spot on the leaderboards, and all conquests both SC/HC)
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ilpad posted a message on Is progression too fast?Posted in: Diablo III General DiscussionI guess it would come down to what your goals are?
If your goal is to play through the game once, then yes it would be really short.
If your goal is to hit GR100+, well then, its plenty long.
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BlacKcuD posted a message on Banwave for botters incoming ?Posted in: Diablo III General DiscussionQuin69 uses the numpad-trick which is legal. This has been established long ago. Don't open a new pot around this issue again.
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ruksak posted a message on Banwave for botters incoming ?Posted in: Diablo III General Discussion
How the hell does letting a robot play for you while you're asleep extend the life of a game?Quote from Bob65666666656456»
And so did D3 lose 75% of it's population xD It's fun, I think the bots and 3d part programs have extended the life of D3. Nevertheless, I am awaiting the shitstorm on the forums.
Not sure I follow. ... ... -
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PrvtPile posted a message on [Suggestion] Optimistic idea for Paragon update.Posted in: Diablo III General DiscussionOptimistic idea for a Paragon update
For a long time now players have recognised that the current paragon system not only has a few problems (the unlimited paragon grind incentivizes botting, for example), but is also pretty uninspiring (you fairly quickly reach the point where you simply max everything, and past 800 you simply add to mainstat). There have been many great ideas put forth by the community to address one or both of these issues, and here I’ve tried to collect a lot of those ideas and combine them together and present them in the form of some colourful pictures (everyone likes pictures).
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(A sort of TL; DR)
This idea for a new paragon system has two main objectives:
- Address the infinite paragon grind which incentivizes botting. This is done by having a ‘soft cap’ on paragon (only for those wanting to compete on leaderboards)
- Address the tedium of the current system. This is done by providing players with actual choices and different ways to customize their builds
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Don’t worry too much about the particular values suggested for each of the stats – I won’t claim that they’re perfectly balanced, although I did spend a decent amount of time math’ing through them to attempt to balance them, but I could obviously be way off the mark on many of them. If you think any of the numbers are particularly off, throw your feedback this way.
Basic outline:
Paragon is divided between ‘Core’ and ‘Bonus’. This simply divides your first 800 paragon levels (Core paragon) from anything above 800 (Bonus paragon).
There are 5 Categories (Offense, Defense, Resource, Utility, Adventure).
There are 10 Stats per category.
Almost all Stats max out at 50 points per Stat (like the current system), with a few exceptions.
While below paragon 800.
Points can be spent on any stat in any category at any time (unlike the current system), up to 200 points per category (like the current system). This equates to being able to max out 16 stats across the 5 categories, and 4 out of 10 stats within a category. So, if using the maximum 200 points per category, only 4 out of 5 categories can be accessed (or, alternatively, one could spread the points across all 5 categories).
Beyond 800 paragon.
The restrictions of 200 points per Category disappear. Perhaps there could be brackets: Paragon 800 – 1600, the cap is increased to 400 points per category; Paragon 1600 – 2400 the cap is increased to 600, etc.
Why the paragon 800 threshold?
This deserves its own separate discussion, but as a basic summary: I feel the general consensus of the community is that there needs to be some ‘restrictions’ in place to curb the incentives for botting i.e. the infinite progression systems that are present in almost every aspect of this game only serve to enhance the benefit botting gives – and botting will never be got rid of (it exists in every game and always will), so one ‘solution’ (the only realistic solution) is to minimise the impact botting has, and minimise the incentives for botting.
So, there’s nothing special about 800 in particular, and the threshold could be set anywhere, but Paragon 800 should be an ‘achievable’ paragon level to reach for most people interested in the leaderboards. Now, what we can do is have some kind of ‘Competitive’ Rift system (which would be the only Rift system tied to leaderboards – there would be no more need to tie Leaderboards to GRifts, which is really getting more and more ridiculous as can be seen by having well-documented botters holding top places on the leaderboards). In this Competitive Rift system your paragon would be capped at this 800 threshold. Outside of this Competitive Rift system (i.e. everywhere we currently play: Adventure Mode, Rifts, Grifts, etc.) players could use their uncapped paragon points. Ideally (and now I’m really digressing here) these Competitive Rifts would not be exactly like current Greater Rifts, with their heavy dependence on RNG – however, that’s definitely a topic for another thread, and I’d settle for the Competitive Rifts being effectively identical to Greater Rifts, and see it as a move in the right direction.
(Another alternative could be simply to have Seasonal paragon cap at 800, while non-season has uncapped paragon.)
Picture Examples
In the following images, this player has a Paragon level of 1123, and has currently applied only 200 points of their 800 Core points into the Offense tab, maxing that tab out.They have not placed any more points in any other tabs, leaving 600 Core points to distribute. The 323 (1123 - 323 = 800) Bonus points would not be able to be used while inside a Competitive Rift.
Offense
Attack Speed (10% @ 50 points)
Critical Hit Chance (5% @ 50 points)
Critical Hit Damage (50% @ 50 points)
Elemental Damage [10% @ 50 points]
Elite Damage [10% @ 50 points]
Area Damage [10% @ 50 points]
Primary Skill [15% @ 50 points]
Increase all damage of Primary skills, as Depth Diggers and such do. There is a problem deciding on appropriate values due to additive dilution, but oh well.
Secondary Skill [15% @ 50 points]
Increase all damage of your Secondary skills. Same issue with Primary skills: additive dilution with new items in 2.4 increasing Secondary skills damage by up to ~100%.
Pet Damage [10% @ 50 points]
Increase the damage of your Pets. Currently Pet Damage is additive with Elemental damage, which once again makes finding appropriate values difficult.
Cooldown Reduction [10% @ 50 points]
Defense
Armor [20% @ 50 points]
Single Resists [250 @ 10 points]
The only stat that maxes out at 10 points instead of 50 points. The idea is that spreading out your points into all the single resists should give you roughly equivalent mitigation as the same number of points put into Armor, while also being able to specialise in particular resistances if one wishes to.
Elite damage reduction [20% @ 40 points]
Maxes out at 40 points. Greater damage reduction than either Armor or All Resists, but specifically for Elite damage.
Ranged/Melee damage reduction [20% @ 50 points] Similar to Elite damage reduction in that each category provides more mitigation than straight Armor, but is specific to a damage type.
Resources
Life% [25% @ 50 points]
Vitality [2000 @ 50 points]
Health Globe Bonus [40,000 @ 50 points]
Life per Second [15,000 @ 50 points]
Life per Hit [10,000 @ 50 points]
Life per Kill [10,000 @ 50 points]
Life per Resource Spent [800 @ 50 points]
This one is a bit tricky. Only Barbs, Monks and Crusaders have LpRS, and in different quantities, so the particular value would be adjusted per these classes. For the other 3 classes, either this stat could remain (which might be an interesting option in itself), or could be replaced by Arcane per Crit, Max Discipline, and flat increase in Mana regen for Wiz, DH, and WD respectively.
Resource Cost Reduction [20% @ 50 points]
Primary Resource Generation [25% @ 50 points]
Increases all sources of resource generation/regeneration by 25%.
Max Primary Resource [50 @ 50 points]
Amount varies from class to class, just as in the current system.
Utility
Some of these stats are technically ‘Defensive’ or ‘Offensive’, but in the interest of keep 10 stats per category they are placed here.
Dodge [10% @ 50 points]
Thorns [10,000 @ 50 points]
CC Reduction [40% @ 50 points]
Block Chance [10% @ 50 points]
Chance to Bleed for 5 seconds [40% @ 50 points]
Bleed could do 350% weapon damage (the same as the weapon roll), but it would not primarily be for damage, but instead be for use with Pain Enhancer for builds that might not crit.
Chance to Stun [10% @ 50 points]
Chance to Freeze [10% @ 50 points]
Chance to Charm [10% @ 50 points]
Chance to Blind [10% @ 50 points]
Chance to Knockup [10% @ 50 points]
Adventure
Movement Speed [25% @ 50 points]
Material Multiplier [100% @ 50 points]
Doubles all white, blue, yellow and forgotten soul mats that drop.
Gold Find [50% @ 50 points]
Gem Enhance [15% @ 50 points]
15% increase in the power of all your non-legendary gems, similar to how Leoric’s Crown works, but for all of your sockets. Ideally this would accompany an overhaul of the current non-legendary gems to make all of them more interesting/useful.
Pickup Radius [7 @ 50 points]
Health Globe Chance [100% @ 50 points]
100% increase in base chance to drop HGs (e.g. double health globe amount) – probably shouldn’t interact with Solanium.
Nephalem Globe Chance [100% @ 50 points]
Doubles number of NGs produced. Ideally this would coincide with a rework of NGs, to make them actually good.
Shrine Duration [100% @ 50 points]
Double the duration of shrines (they currently last 2 minutes) – could multiply with Gloves of Worship as well.
Teleport Duration [100% @ 50 points]
Reduction in TP channeling time. Currently channeling lasts 5 seconds. 50% would reduce to 2.5 seconds, 100% would make it instant, like you were using a waypoint.
Follower Damage [100% @ 50 points]
Multiplicative increase in your Follower damage – ideally this would accompany a full rework of Followers that made them actually do non-negligible damage.
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TheGaige posted a message on That one "Legendary" that you ALWAYS salvage - Name it and explain why.Posted in: Diablo III General DiscussionAnything with no passive on it is worthless, IMO!
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My main non-seasonal is a Barbarian and my main seasonal is a Monk, although I've played all classes, less so on Witch Doctor and Demon Hunter. Nonetheless, I'm going to hit all the legendary items in the game that either don't have something unique about them, or should receive some love to what they have. I'm familiar enough with the classes I don't play to make some borderline suggestions, but forgive me if I miss some aspects ;-)
Blind Faith
20-40% Chance to Blind on Hit. Each blinded enemy within 25 yards reduces your damage taken by 12%.
Deathseer's Cowl
15-20% chance on being hit by an Undead enemy to charm it for 2 seconds. Charmed enemies take 200% more damage.
Mempo of Twilight
Chance on hit to increase Attack Speed by 20% for 2 seconds.
The Helm of Rule
Chance on being hit to increase Block Chance by 15% for 2 seconds.
See No Evil
Blinding Flash gains the effect of every rune.
Erlang Shen
Chance on hit to summon a random Mystic Ally to fight by your side for 15 seconds.
Bezoar Stone
Inner Sanctuary's circle of protection now follows you.
The Eye of the Storm
Fists of Thunder's third hit also casts Cyclone Strike.
Split Tusk
Your Zombie Dogs have a 5-10% chance to stun enemies they hit.
Corruption
Chance on being hit to summon a Globe of Annihilation at your location for [1000-1500%] weapon damage as Fire.
Tyrael's Might
+10-20% Damage to Demons. Demons that attack you have their Attack Speed and Damage reduced by 50%.
Mantle of the Rydraelm
When you take more than 15% of your maximum Life in damage within 1 second, your resistances to Cold, Fire, Lightning, Poison, and Arcane are increased by 10%. Stacks up to 3 times.
Lacuni Prowlers
Chance on hit to increase Movement Speed and Attack Speed by 10-15% for 2 seconds.
Kethryes' Splint
Chance on being hit to reduce damage from ranged attacks by 50% for 2 seconds.
Stone Gauntlets
Immobilized enemies take 20% more damage from all sources.
Penders Purchase
Chance on hit to increase the damage of your followers by 1000% for 5 seconds.
Vigilante Belt
Chance on being hit to reduce the cooldown of all skills by 50% for 2-3 seconds.
Saffron Wrap
Reduce the remaining cooldown of all skills by 4-6 seconds when hit by a control-impairing effect.
Hellcat Waistguard
Chance on killing a Demon to release an explosion that deals 1200-1400% weapon damage as Holy to enemies within 10 yards.
The Witching Hour
Increases the Critical Hit Damage of Weapon Throw, Justice, Grenade, Deadly Reach, Magic Missile, and Firebomb by 100-150%.
Fleeting Strap
While below 20% Life, your Movement Speed and Attack Speed are increased by 15%.
Girdle of Giants
Wrath of the Berserker gains the effect of the Striding Giant rune.
Kotuur's Brace
Each enemy affected by your Threatening Shout increases your Critical Hit Damage by 10-15%.
Skelon's Deceit
When receiving fatal damage, there is a chance you instead heal to full but lose 20% of your life per second until you die. While awaiting death, increase all damage by 200%.
Board Walkers
Effects that would slow your movement speed instead increase your movement speed by the same amount.
Squirt's Necklace
Whenever you pick up gold, your Gold Find is increased by 7-10% for 3 seconds.
Golden Gorget of Leoric
After earning a massacre bonus, 4-6 Skeletons are summoned to fight by your side for 20 seconds. Each Skeleton deals 100% Weapon Damage as Physical per second.
Rondal's Locket
Whenever you pick up a Health Globe, there is a chance it will split into two additional Health Globes.
Holy Beacon
Heaven's Fury heals you for 3% of your Maximum Life for each enemy hit.
The Flavor of Time
Chance on being hit to reduce the remaining cooldown of your abilities by 3-5 seconds.
Ouroboros
When you run out of Fury, your next Overpower deals 150-200% increased damage.
When you run out of Wrath, your next Heaven's Fury deals 150-200% increased damage.
When you run out of Hatred, your next Cluster Arrow deals 150-200% increased damage.
When you run out of Spirit, your next Cyclone Strike deals 150-200% increased damage.
When you run out of Mana, your next Wall of Death deals 150-200% increased damage.
When you run out of Arcane Power, your next Black hole deals 150-200% increased damage.
Manald Heal
Whenever you would take damage that would reduce your life below 10-15%, reduce that damage and all further damage taken by 75% for 4 seconds.
Leoric's Signet
Each enemy killed increases your Experience bonus by 1-3% (0.1-0.3% at level 70) for 3 seconds.
Stone of Jordan
Whenever you kill an Elite group, gain one of their abilities for 5-10 seconds.
Stormshield
This shield occasionally pulses with lightning, stunning all enemies within 10 yards for 1-1.5 seconds.
Gazing Demise
Horrify gains the effect of the Face of Death rune.
Spite
Hex no longer has a cooldown, but its mana cost is increased to 300.
Fletcher's Pride
Hungering Arrow has a 100% chance to pierce.
Holy Point Shot
Marked for Death gains the effect of the Death Toll rune.
Archfiend Arrows
Chance on killing a demon to heal for 10% of your maximum Life.
Hand of the Prophet / Ribald Etchings / Relic of Akarat
Equip on Follower: Your follower cannot die and gains access to all skills.
Smoking Thurible / Skeleton Key / Enchanting Favor
Equip on Follower: Your follower cannot die and gains 100-200% increased damage.
Vadim's Surge / Slipha's Letter Opener / Hillenbrand's Training Sword
Equip on Follower: Your follower cannot die and reduces the cooldown of all Follower skills by 50%.
Flesh Tearer
Increase all Bleed damage by 100-150%.
Utar's Roar
Cold skills have a chance to permanently freeze lesser enemies.
The Barber
When your Rend hits 3 or fewer enemies, it gains 100% Critical Hit Chance.
Mad Monarch's Scepter
After killing 10 enemies, you release a Poison Nova that deals 2500-4000% weapon damage as Poison to enemies within 30 yards.
Nutcracker
Revenge gains the effect of every rune.
Telranden's Hand
When your Fist of the Heavens hits 3 or fewer enemies, it has a chance to activate the effect of all runes for 10 seconds.
Nailbiter
Your Thorns damage is increased by 200% of your highest Resistance.
Neanderthal
Chance on hit to stun lesser enemies for 10 seconds.
Echoing Fury
Increase damage against enemies that are Feared by 100-120%.
Sun Keeper
When your Sacrifice hits 3 or fewer enemies, your next Sacrifice deals 400% increased damage.
Devastator
Fire skills have a chance to cause enemies to burn for 3000% weapon damage as fire over 9 seconds.
Empyrean Messenger
The first time an elite pack damages you, heal yourself to full.
Akanesh, the Herald of Righteousness
Slash causes enemies to Bleed for 200% of Thorns damage per second for 7-10 seconds.
Monster Hunter
Chance on being hit to increase Armor, Attack Speed, and Damage by 10-15% for 5 seconds.
Wildwood
Chance on taking Poison damage to increase your Resistance to Poison by 100% for 10 seconds.
Doombringer
10% chance on hit to instantly deal 10000% weapon damage as Physical to lesser enemies.
The Ancient Bonesaber of Zumakalis
An unspeakable power occasionally emanates from this sword dealing 1500% weapon damage as Arcane to enemies within 20 yards and restoring 1% of your primary resource for each enemy hit.
Exarian
After killing an Elite pack, increase your Movement Speed by 10% and Life per Second by 20,000 for 2-4 Seconds.
Gift of Silaria
When you take more than 15% of your maximum Life in damage within 1 second, increase your Chance to Dodge by 25-35% for 5 seconds.
Devil Tongue
Chance on killing a Demon to cause an explosion of gold.
Griswold's Perfection
Reduce all resource costs and cooldown of all skills by 5%.
Living Umbral Oath
Reduce the cooldown of Spirit Walk by 1 second.
Rabid Strike
Way of the Hundred Fists gains the effect of the Assimilation rune.
Scarbringer
Crippling Wave gains the effect of the Mangle rune.
Sledge Fist
Deadly Reach gains the effect of the Scattered Blows rune.
Logan's Claw
Chance on hit to increase Physical Damage and Life Per Second by 20-30% for 5 seconds. Your items are indestructible.
Won Khim Lau
Using Breath of Heaven also casts Inner Sanctuary.
Demon Claw
Wave of Light deals 100-150% increased damage against Demons.
Ambo's Pride
You gain the effect of the Weapons Master skill.
Night's Reaping
Cleave gains the effect of the Reaping Swing rune.
The Executioner
You deal 300% additional damage to enemies below 10-15% health.
Messerschmidt's Reaver
Chance on hit to engulf all enemies within 30 yards for 1000-1500% weapon damage as Fire and cause them to burn for an additional 3000% weapon damage as Fire over 10 seconds.
Skorn
Chance on being hit to reflect all damage taken for 1-1.5 seconds to all enemies within 10 yards.
Arthef's Spark of Life
Heal for 3-4% of your missing Life when you kill an Undead enemy. Undead enemies have a 10% additional chance to drop a Health Globe.
Crushbane
Reduce the remaining cooldown of Overpower by 4-5 seconds if it only hits one enemy.
Wrath of the Bone King
Chance on hit to march forward with swinging strikes for 1800% weapon damage as Cold over 3 seconds. While channeling, you are immune to all damage and all control impairing effects.
Sledge of Athskeleng
Chance on hit to increase Armor by 20-30% and knock enemies back.
Pledge of Caldeum
Enemies that attack you are Immobilized for 2-3 seconds. Enemies cannot be Immobilized by Pledge of Caldeum more than once every 10 seconds.
Heart Slaughter
Critical hits slow enemy Attack Speed and Movement Speed by 10-15% for 2 seconds, stacking up to 5 times.
The Broken Staff
Storm Armor gains the effect of every rune.
Mark of the Magi
Magic Weapon gains the effect of the Force Weapon rune.
Faithful Memory
Whenever you kill an enemy, all damage dealt against the same enemy type is increased by 100% for 3-5 seconds.
The Zweihander
As long as there are 3 or more Elite enemies within 15 yards, all damage is increased by 75-100%.
Blackguard
Chance on hit to cause your next attack to deal an additional 20-30% damage to all enemies within 10 yards.
The Sultan of Blinding Sand
Enemies you Blind take 10% increased damage from all sources for the duration of the Blind.
The Grandfather
Your Vitality is increased by 20-30% of your Dexterity, Intelligence, or Strength, whichever is highest.
Warmonger
Your Physical skills deal 3-4% more damage for each enemy within 10 yards.
Uskang
1.5-2.5% chance on hit to cause your attacks to restore 3% of your Maximum Life for 2 seconds.
Etrayu
When a nearby ally receives fatal damage, there is a chance that they instead become immune and redirect all damage to you for 2 seconds.
Windforce
Enemies hit by knockbacks are slowed by 60-80% for 3 seconds when they land.
Sydyru Crust
Whenever you kill a Demon, your Attack Speed is increased by 3% for 10 seconds.
Unbound Bolt
Generate 1 Hatred for each enemy Hungering Arrow pierces.
Bakkan Caster
Preparation gains the effect of the Backup Plan rune.
Arcane Barb
Cluster Arrow deals an additional 50% damage if it only hits one enemy.
Balefire Caster
Double the number of Grenade impacts.
Blitzbolter
Impale gains the effect of the Impact rune.
Blackhand Key
Your Arcane skills occasionally restore 7-10 Arcane Power.
Starfire
Meteor deals an additional 150-200% damage as Arcane when it only hits one enemy.
Atrophy
Familiar gains the effect of the Sparkflint rune.
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Better get my tinfoil hat for this...
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Another reason I don't use Vile Ward is because I use Immortal King. My ancients do a pretty hefty sum of my damage, especially in areas where I can't stand because of the high damage.
Essentially then it becomes a playstyle comparison -- I like Raekor, but I like Immortal King and Maximus as well. I won't sacrifice the latter two for cooldown reduction so I can ascend higher, that doesn't seem like fun to me. Ancients and fire chain is fun to me. And obivously Buleh had a lot of fun (I hope) with his own build (or rather, jd_dutch_freak).
I find it kind of humorous when people think they're the first to come up with an idea though. In this case, Buleh saying he dropped Frenzy after watching Dutch. My primary attack has been Furious Charge for months, with Whirlwind being my secondary attack. Of course, no one is going to give me credit for it, but assigning these revelations to certain people seems foolish to me. I dislike this idea of being a 'spotlight' in the community. Pretty much anything someone has thought up, someone else has been doing it first, they just aren't necessarily ranked 1. They aren't here stroking their ego.
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You are one of several millions of players, and of those players, far less than 1% have the gear you have. For the other 99.9% of other players, monster power is absolutely fine where it is. Asking for it to be adjusted further so you can feel a challenge on a character you have literally "maxed out" is pretty silly. Start a new character on hardcore and do MP10 the whole way through if you're looking for a challenge.