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    posted a message on Show Off Your Transmog!

    Posted in: Diablo III General Discussion
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    posted a message on What people are really trying to say about the current loot buff
    Quote from ruksak
    It is kinda nice. However, I think the standard drop rate would be fine IF there weren't so many "empty" Legendaries (glorified rares as they've come to be known). The scarcity of impactful Legendary items with true legendary affixes are too far between.

    Essentially; I don't think it's the rate, per say, rather it's the high percentage of dysfunctional loot that's the culprit here.
    Perfectly stated.
    Posted in: Diablo III General Discussion
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    posted a message on t1>t6 wtf
    Running higher Torment levels also reduces the number of Rift Keys required per Legendary drop (in Rifts). High Rift to Bounty playtime ratio equals higher legendary drop %.
    Posted in: Diablo III General Discussion
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    posted a message on Blood Shards - how to spend?
    I just hit the limit of 500. Disappointed. I actually lost some because a rift closed before I could spend some, get back in, and pick the rest up.

    Does anyone know which legendaries are available from gambling?
    Posted in: Diablo III General Discussion
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    posted a message on BOA's purpose is bullshit
    Quote from Zero(pS)


    No, it's not bullshit. And I'm glad they finally admitted that their main concern was third party website trading (instead of the initial excuses). Apparently they don't wantany pay to win in the game anymore, and quite frankly, BoA is the only way that was going to happen. The dealbreaker for me is going to be how sometimes, when playing with some friends, you could be saving gear for them (specially in those cases where you can't be online at the same time), and pulling each other up every time you find something nice. But instead we're gonna be stuck with the whole "he has to be IN the game for me to give him an item that he wants and that I want to give him, so we can play a higher difficulty together". That's probably the biggest letdown of BoA to me, and I find itvery weird that they haven't given any response on what are their thoughts on implementing something liketrading with clan for 2 hours (or trade with Friends List when the item dropped).
    Very much agreed. What if there was a system where: For up to two hours after a legendary drops, you could select up to 1-5 friends to "reserve" it for. Allowing you to trade it with those selected FEW friend players indefinitely. Wouldn't that deal with 3rd party trading while also completely allowing trading with a several friends to still exist?
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    This is an important topic to me as well. I just mentioned in another thread how I think Legendaries should have negative affixes to go along with their "legendary" ones. They should have great power for the right build, but equipping too many of them might not be the best choice. Maybe rares could fill the slots that don't fit the build.
    Example thoughts:
    • Increases your Fire damage by 50%. Reduces your non-Fire Elemental Damage by 50%.
    • Increase Attack Speed by 30%. Reduce your Maximum Health by 10%.
    • 1h Weapon: Increases your Physical Damage with all attacks by 15%. Can only be equipped with a Shield.
    • Chest Piece: For each gem type socketed in this item, gain 100 Resist All. Each gem type in this item has no effect in your other gear slots.
    Posted in: Diablo III General Discussion
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    posted a message on Will RoS end-game be worse than D3V?
    Quote from ruksak

    Only 1 special property. Same 'ol linear stat lines. Boosted numbers creating the illusion of power.

    Agreed. It'd be nice to see another special property or two. I would like to see rares with more interesting affixes too. Not "Legendary" affixes, but still affixes that can be part of a build.

    I would also really like to see negative affixes on many Legendaries. At the moment it seems, the more legendaries you can equip the better. There should be trade offs to their power, and reasons to equip rares even if you have a legendary for the same slot.

    Example thoughts:
    • Increases your Fire damage by 50%. Reduces your non-Fire Elemental Damage by 50%.
    • Increase Attack Speed by 30%. Reduce your Maximum Health by 10%.
    • 1h Weapon: Increases your Physical Damage with all attacks by 15%. Can only be equipped with a Shield.
    • Chest Piece: For each gem type socketed in this item, gain 100 Resist All. Each gem type in this item has no effect in your other gear slots.
    Posted in: Diablo III General Discussion
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    posted a message on D3 ROS Suggestions
    Quote from dousie

    Quote from WarlockHolmez

    +1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..

    As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
    • Normal = 1 affix
    • Magic = 2 affixes
    • Rare = 3 affixes
    • Legendary = 4-6 affixes
    These affixes could be enchant-able in the same way we can enchant items:
    • Select an affix.
    • Pay the cost.
    • Choose from 3 random affixes to replace it with.
    The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
    Examples:
    • Monsters have 1-99% Resistance to Fire and Frost damage.
    • Monsters have 1-99% Reflect to Lightning and Poison damage.
    • Monsters gain 1-99% Movement speed and are immune to Stun.
    • Your Chest armor's stats are reduced by 1-99%.
    • Your Emeralds' effectiveness are reduced by 1-99%
    • etc.
    I feel like that makes them much too identical to poe's map system. Although my suggestion also approaches it to poe's system, there is variation in that it is only density=rarity=reward.
    The density has many passive boosts to difficulty beyond just overall taking more dmg. There can be more types of monsters together that synergize and such. We still want d3 ros to be different, just that maybe something to farm for and say "yes! a double density rift key!"
    That's just my opinion, obviously it's just a personal thing.

    Ya, I understand what you're saying about PoE. I want Diablo to be its own game too. But I think Riftscould use something random that motivates us to use different skills and items. It just seems so perfect to have some Rifts capable of nullifying (or resisting) specific skills. I'd love the idea of coming up with a builds (Skills+Items) for EACH Rift I want to enter. I don't want to just jump from one to the next with my most optimal build.
    Posted in: Diablo III General Discussion
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    posted a message on Will RoS end-game be worse than D3V?
    Quote from pr3ach3r

    kripp's also known as no-life. stop using him as an example of the average d3 player.

    Never stated he was an average player. The point was that even the Hardcore crushing the game in a few days seemed too fast..
    Posted in: Diablo III General Discussion
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    posted a message on Will RoS end-game be worse than D3V?
    Quote from eman41

    Quote from WarlockHolmez

    Quote from eman41

    I think what I'm most worried about (from watching streams) is the pace at which Torment VI becomes easy
    For the top 0.5% to 1% of the playerbase, with a significant head start, in a beta. I don't think Blizzard has released stats on how many players complete which monster power, but I would bet that the middle of the bell curve is at MP1 or MP2 with maybe 1 Paragon character over 50...maybe.

    No game can hold back the best gamers, it just isn't possible in today's gaming landscape.

    Didn't Kripp start a brand new Crusader and 0 Paragon? Today he was plowing Torment VI Rifts with ease. I'm not too worried about the current state of Torment, as that seems a pretty easy thing to change. But I hope they change it enough is all.

    Even removing the head-start, you still can't keep them back. Kripp is one of the best/most-dedicated out there, he was the first to beat Inferno (original) on hardcore. The game can't be designed around that kind of player.

    I know Kripp is ahead of most. :) But 6 days to steamroll it seems fast for him. But like I said, I'm not too worried about it. They obviously didn't have too many testers before beta.
    Posted in: Diablo III General Discussion
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    posted a message on Will RoS end-game be worse than D3V?
    Quote from eman41

    I think what I'm most worried about (from watching streams) is the pace at which Torment VI becomes easy
    For the top 0.5% to 1% of the playerbase, with a significant head start, in a beta. I don't think Blizzard has released stats on how many players complete which monster power, but I would bet that the middle of the bell curve is at MP1 or MP2 with maybe 1 Paragon character over 50...maybe.

    No game can hold back the best gamers, it just isn't possible in today's gaming landscape.

    Didn't Kripp start a brand new Crusader and 0 Paragon? Today he was plowing Torment VI Rifts with ease. I'm not too worried about the current state of Torment, as that seems a pretty easy thing to change. But I hope they change it enough is all.
    Posted in: Diablo III General Discussion
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    posted a message on D3 ROS Suggestions
    +1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..

    As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
    • Normal = 1 affix
    • Magic = 2 affixes
    • Rare = 3 affixes
    • Legendary = 4-6 affixes
    These affixes could be enchant-able in the same way we can enchant items:
    • Select an affix.
    • Pay the cost.
    • Choose from 3 random affixes to replace it with.
    The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
    Examples:
    • Monsters have 1-99% Resistance to Fire and Frost damage.
    • Monsters have 1-99% Reflect to Lightning and Poison damage.
    • Monsters gain 1-99% Movement speed and are immune to Stun.
    • Your Chest armor's stats are reduced by 1-99%.
    • Your Emeralds' effectiveness are reduced by 1-99%
    • etc.
    Posted in: Diablo III General Discussion
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    posted a message on Will RoS end-game be worse than D3V?
    Agree with several points.

    I think what I'm most worried about (from watching streams) is the pace at which Torment VI becomes easy. When thinking about RoS, I mainly look forward to working through the difficulties with friends. To me, a character will feel somewhat complete once I can finish a Rift with relative ease on Torment VI. I want this to take time though, a couple hours a day for maybe two months or so might be perfect. I'd be happy to then focus on a new class, and occasionally come back to mess around with "finished" ones. That's over a year of gameplay right there.

    As far as items, I'm generally happy with what I see. The drop rates are way too high though. They could also be more "build changing" I suppose. The PoE item you linked seems to mainly just be "powerful" like you said, but not actually that build changing. I like the affix that doesn't allow you to wear a Chest piece though. There should be multiple legendary affixes on each legendary and there should be negative affixes as well. It would make choosing which ones to use more meaningful.

    I think we should be able to trade more than they are planning. I like the idea of third party sites no longer functioning, but not being able to trade with friends is huge to me. What if we're allowed to trade with anyone who we're already friends with when an item drops? That way you couldn't friend someone to make a trade, but could always trade with your real friends list. A time limit could be added if needed (1 week?).

    Lastly, rifts. They seem much better than current farming for sure. But they need to be more interesting and require more thought/planning. I like the idea of random affixes being attached to Rifts. The affixes could provide very strong motivation to try new builds and items to attack them with. The more difficult the affixes, the higher the rewards of the Rift. They need to be "build motivating" though, like:
    (To prevent you from abusing certain skills)
    -Monsters Reflect 1-99% (specific) Elemental damage.
    -Monsters have 1-99% (specific) Elemental resistance.
    -Monsters are twice as Fast and can't be Stunned.
    (To make item choices more interesting)
    -Monsters are immune to Critical Strikes.
    -(specific gems) have no effect in your gear.
    -Wielding a 2h (or 1h) weapon reduces your Movement Speed by 1-50%.

    Sorry for all the text. Just seemed like a decent place to discuss more ideas. Endgame "does" need help, I think all of these topics (difficulty of torment, trading with friends, negative affixes on legendaries, and Rift affixes) could be implemented relatively easily.
    Posted in: Diablo III General Discussion
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    posted a message on Reaper of Souls Beta Screenshots and Videos
    Quote from overneathe

    That final Set Bonus is great. Could even free up another skill slot.
    Posted in: News & Announcements
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