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    posted a message on Loot 2.0 - Which affixes would you like to see?
    Quote from Jamoose

    I like knockback on my Archon Wiz. Fear is a bit annoying yeah, but it can be good against certain elite mobs.

    I think the shields can have interesting affixes that proc everytime you sucessfully block a hit;

    -Knockback all enemies around you after blocking 10 hits in less than 5 seconds

    -Release a healing wave that heals you and your allies after you block X hits in X seconds

    -Release a shockwave after blocking X times in X seconds

    -Add a charge every time you block a hit up to X charges, every charge increases your armor / AR / HP by X%


    I think some of those might work. They aren't really thought out but i like the idea that blocking actually does something other than just blocking X ammount of damage from every hit you take.

    Definitely like Proc-on-Block ideas. Don't need to be perfect, just ideas are great. :)

    Quote from Vulmio

    You did it right, thanks !

    Here are some more Legendary affixes :

    - "Your gold find is reduced by 100% (monsters no longer drop gold) and you gain 50% more xp"
    - "When you are healed by a health globe you gain 10% magic find for 20 sec. Can stack up to 10 times and go other the mf cap"
    - "The durations of all your temporary buffs (self buffs, buffs from allies, shrines or NV) are increased by 100%"
    - "When you move from an act to the next one with the maximum amount of NV stack, you are allowed to stack 5 additional NV buffs (up to 15 buffs). When you take the final portal after killing diablo, it leads you back to the begining of act 1." (For example, if you go from act 1 to act 2 with 5 NV stacks, you can get 10 NV buffs instead of 5, then if you go from act 2 with 10 stacks to act 3, you can get 15 NV buffs). If the item is removed all the additional NV buffs are lost.

    General affix :
    - "Monsters have X% more chances to drop health globes"

    Added!

    Quote from zimira

    Quote from asdfywea

    i think they meant something else with the build defining thing dude... like the fist they showed, when using a monk skill and clearing a condition, the spirit was refunded... that's very different from what you are saying, witch are mostly more passive bonus that won't affect the skills per se

    i think they want to put things that happen when you are using this or that skill specifically

    Totally agree with this, I believe it will be more along the lines of: if condition true, you get rewarded with some skill bonus.

    - "When you are healed by a health globe cooldown of skill X gets reset" or
    - "When you are healed by a health globe damage of skill X is increased Y% for Zs" or
    - "When you are healed by a health globe resourse cost of skill X is reduced by Y for Zs " or
    - "When you are healed by a health globe a hydra is spawned and all previous hydras is teleported to you and has 10s added to their duration"

    Some more passive things like they have showed
    - Allow more hydras
    - Infinite "Call of the Ancients"
    - Leap has no cd, but costs rage instead
    - If skill X hits less then Y enemies damage/crit chanse is increased or costs less resourses.
    - Lets you move at 50% speed while channeling (generic or for specific skill)

    Well, I wouldn't be surprised if that were the case. But ideas are just ideas. I was mainly curious to see what kind of Affixes the community might be hoping for. I personally would love for elemental damage to have actual unique effects. Weapons, Skills, and Armor would have massive interaction with each other.

    There are a lot of skills to make specific affixes for... and it would be nice if more than one affix could affect a skill. I'm hoping they are able to create affixes that can affect more than one skill at once, even if it's indirectly.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    Quote from Vulmio

    Legendary affix (could be any slot, why not ring) : "If you have X% crit damage, you now have twice as much (2xX%) non crit damage instead. Your crit damage is no longer increased" (Example if you have 100% crit damage, you now have 200% non crit damage instead). 2xX% might be too much, but the numbers could be balanced by the devs !
    Other possible wording : "Your crit damage is doubled but is applied to your non crit damage instead. Your crit damage is no longer increased"

    Other Legendary affix : "Your attacks have a small chance to destroy all the objects (barrels, doors, furniture, etc...) in a 30 yards radius

    About your ideas, I like the ally healing ability from shields, we need more multiplayer interactivity !

    Cool, I'll try and transcribe that in shorter words. Let me know if it's what you meant.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    Quote from Ducha

    Looks good man. One thing though, I don't know about other people but knockback and fear are probably the most annoying affixes to have. I play a barb without ancient spear or weapon throw, so you can understand why I find them so annoying :P

    Other than that, here's my contribution:
    I feel as if there isn't enough items that give as well as take.

    Legendary Affixes
    Armor:
    • While stunned you deal 40% thorns damage back attackers.
    • Your thorns damage is increased by 50%
    • +150 - 250 main stat
    • -75 - 150 Vitality

    Lol, I agree about the Knockback/Fear. But maybe some builds would like them. Also, when PvP comes around, it could be more interesting.

    Adding your Thorns Affix now. I like that! Let me know if I added it right.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    Quote from asdfywea

    i think they meant something else with the build defining thing dude... like the fist they showed, when using a monk skill and clearing a condition, the spirit was refunded... that's very different from what you are saying, witch are mostly more passive bonus that won't affect the skills per se

    i think they want to put things that happen when you are using this or that skill specifically

    Fair enough. But this is just thoughts. So what affixes would you like to see?

    Btw, most skills use an Elemental Damage type, so any affix that affects an Elemental Damage will directly effect which skills you choose. Currently, Elemental Damage doesn't do anything, so giving them certain effects could be interesting. I'm not saying the affixes I came up with are great, but if Blizz is just thinking of reducing resource costs of specific skills, I don't think that will be very interesting.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    We know Blizzard is working on "build-defining" affixes for legendary items in Loot 2.0. This is one of the improvements many of us are counting on to improve itemization. What types of affixes do you think qualify as "build-defining"?

    Have an idea for a cool affix? Post it here, I'll add it to the list. Also, we don't know if rare items are getting any types of special new affixes, but if you have an idea for a rare affix (minor build-defining effect), post it as well.


    Most of my ideas involve Elemental Damage, applying Status Effects, and manipulating Status Effects that are already applied. This is just for fun, and who knows, maybe an affix or two could give Blizz some ideas.


    (My Affixes)
    (Community Submitted)




    Legendary Affixes

    Weapon:
    • Critical Hit Damage is increased to Stunned targets.
    • Killing a Frozen enemy Shatters them, dealing damage to all enemies within 10 yards.
    • +% Chance to Knock Back. Enemies that are Knocked Back damage all enemies where they land.
    • (Your idea here)
    Shield:
    • Gain 1% Attack Speed and 100 Life on Hit each time you're dealt more than 25% of your max Health. Lasts 5 seconds.
    • 10% of damage dealt to you heals allies within 20 yards.
    • When below 30% Health, all your attacks gain 50% chance to Knockback.
    • After 10 successful Blocks within X seconds, release a Shockwave with a Chance to Knockback all enemies within 10 yards.
    • After 10 successful Blocks within X seconds, release a Wave of Light that Heals all allies within 30 yards.
    • Every time you Block, gain X Armor/All Resistance/HP, X maximum stacks, lasts for X seconds.
    • (Your idea here)
    • Every time you do not block an attack your Block Chance is increased by 5% and your Block Amount is increased by 25%. (Resets after block)
    Armor:
    • Lightning Damage you deal has a chance to Stun enemies.
    • Cold Damage Slows enemies, with a chance to Freeze.
    • Fire Damage Ignites enemies, causing them to take more damage from all attacks.
    • Poison Damage causes enemies to take extra damage over 10 seconds.
    • Holy Damage deals additional damage to Undead and Demons.
    • Shadow Damage reduces an enemies Healing.
    • Arcane Damage has a chance per hit to Blind, Fear, or Stun enemies.
    • You're Thorns Damage is increased by 50%. While Stunned, your Thorns is increased by an additional 40%. +150-250 Main Stat. -75-150 Vit.
    • Your thorns damage is increased by your critical strike damage percentage. In addition every time you get hit you receive 20% less damage for the next incoming hit.
    • (Your idea here)
    Jewelry:
    • Adds 5% Fire, Cold, and Lightning Damage to all of your attacks. (Vengeance? :D)
    • (Your idea here)
    Other/Any:
    • Your "+Critical Hit Damage %" instead adds a "% Damage Increase" to your non-Crit attacks. (Conversion TBD)
    • Your attacks have a % chance to destroy all objects in a 30 yard radius.
    • Firewalkers make you immune to burning ground effects. (Desecrator, Molten, etc)
    • Monsters no longer Drop Gold. Gain 50% Bonus Experience.
    • Monsters no longer Drop Gold. 50% of your total Gold Find grants Bonus Experience instead.
    • Every time you are healed by a Health Globe, gain X% Magic Find for 20 seconds. Can surpass Magic Find cap.
    • The duration of all buffs (Self/Ally/Shrines/NV) is doubled.
    • When traveling from one act to the next, your max NV stacks is increased by 5.
    • Each time you complete a quest, your max NV stack is increased by 1.
    • All Skill Costs, Cooldowns, and Experience Gained are reduced by 30%.
    • Dodging an attack increases your Critical Hit Damage by 20%. This bonus resets after you deal damage with any skill.
    • After getting a call out for destroying the environment, your damage increases by an amount equal to 100% of the number of environment objects destroyed.
    • Enemies hit by the environment take 30% more damage for 3 seconds.
    • Enemies slain with a critical hit splatter blood onto your screen and have a 100% chance to drop a Health Globe.
    • 3-6%chance on hit to transform into a werewolf and gain 15%attack speed and 10%movement for 15-30seconds. (internal cooldown of like 1 minute or whatever to stop abuse).
    • +10% chance on hit to make monsters twerk for 3 seconds.
    Specific Skill:
    • Allies within 25 yards are healed by 10% of all damage dealt to you while Sweeping Wind is Active.
    • Serenity grants Immunity to all allies for 2 seconds. The cooldown is extended by 5 seconds.
    • Your Critical Hit Chance is increased by 1% for every 5 enemies hit with Multishot. Lasts 5 seconds.
    • Reduces the initial Damage of Cluster Arrow by 50%, but increases the number of bombs released to 10.
    • Hydra adds 5% (corresponding element) damage to all Allies' attacks within 25 yards.
    • All allies within 15 yards, after using Leap, gain a 30% damage reduction buff for 5 seconds.
    • Enemies slain by a Hydra have a chance to spawn another Hydra in their location.
    • The cooldown of Wave of Force is reduced by 2 seconds for each ranged attack it reflects. Enemies hit by reflected attacks have their movement speed reduced by 80% for 4 seconds.
    • While Diamond Skin is active, you will leave a trail of frost that slows enemy movement speed by 60% over 6 seconds.
    • Your pickup radius now increases the area of effect from your Whirlwind ability by 20% of its initial value but no longer effects gold or health globe pickup radius. (e.g. 10 yards pickup radius become 2 yards increased Whirlwind aoe but you now have a 0 yard pickup radius for gold/health globes)
    • If an enemy is killed by your Rend ability it has a 100% increased chance to drop a health globe. (e.g. 10% > 20% dropchance)
    • Your Leap ability drags all enemies in the launching area within 8 yards to the landing position.
    • Your Ignore Pain ability now renders you immune to crowd control effects during its duration but you only reduce the incoming damage by 40% instead of 65%. (also breaks CC effects)
    • Your Sprint ability now allows you to run through enemies during its duration but increases the fury cost to 30.
    • Your Weapon Throw ability now passes through all enemies but its damage is reduced by 20% (multiplicative)
    • Your War Cry ability now costs 20 (40 with charge! rune) fury instead of granting 20 (40 with Charge! rune) fury. It also does 400% (800% with Charge! rune) weapon damage in a 25 yard radius.



    Rare Affixes

    Gloves
    • Adds 4% of both Poison and Cold Damage (any combo) to all of your attacks.
    • Adds 10% of (specific element) Damage to all of your attacks.
    • Gain 1% Lifesteal from your (specific element) Damage attacks.
    • Monsters have X% higher chance to drop Health Globes.
    • (Your idea here)



    Set Bonuses
    Demon's Skin:
    • (2) set:
    • -Melee attackers ignite on fire, taking 10% more damage from all attacks. The fire spreads to nearby enemies.
    • (3) set:
    • -Enemies within 15 yards have a chance to be feared occasionally.
    • (4) set:
    • -+10% Damage to Demons.
      -Reflect 10% of all Ranged attacks as Fire Damage.
      -You leave a trail of fire in your wake.
    Hallowed Defenders:
    • (2) set:
    • -+10% Resistances to All Elements.
      -Gain 10% of your max (resource) each time you block.
      -While above 50% (resource), your attacks gain 10% Holy Damage.
    Bul-Kathos's Glory:
    • (2) set:
    • - Your Frenzy and Bash abilty now swing with both weapons at the same time.
      - The arc of your Cleave ability is now 3 yards wider and your Cleave ability does 20% more damage. (multiplicative)
    (Your idea here)​
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from Tralfamadore

    Quote from WarlockHolmez
    What if competitive gametypes are introduced like PvP? Gear will be a large factor towards success. While Self-finding items may be fun by that point, it doesn't mean they will be efficient enough to compete.

    if they introduced any sort of PvP (and this overall discussion is probably for a whole different thread), I'd hope they'd create PvP only skill tree and PvP only items (gained through PvPing).

    No matter what they would do they'd run into people complaining about items being bought off the AH or the exact inverse. "Man that guy is only beating me because he was lucky and has a near perfect-pristine Skorn and a bunch of other near perfect-pristine items. My RNG is shit, I quit!"

    I guess the debate would be The consistency of AH farming VS The Luck of Loot Hunting, which do you prefer? Though I feel Luck would at least involve playing the game the whole time.
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from shaggy

    Quote from Vladh

    While i agree that fixing the problem at its core is ideal

    OK so you and I agree. This is a breakthrough! And it only took like 7 pages!

    Given that Blizzard is a very prominent A-One studio, why shouldn't we expect them to give us the best possible solution? Why shouldn't we expect that they knuckle down and fix the core problem?

    I don't know people who played D2 online who knew the value of an 8/8/20 Vamp Gaze. I didn't know people who would drop a 6/6/15 Vamp Gaze on the ground because they could just go to trade chat and get better items. Why? Because, somehow, D2 made a self-found experience that was rewarding enough to make people simply not worry about what they could get from trading.

    This threshold obviously differs from you to me to the next guy and is hard to peg, but it's out there because it's been done in the past.

    Bear in mind that some people WANT to be able to max their characters in a short timeframe. Some people WANT to never use the AH. And some people (I fit mostly into this bucket) simply WANT to play however we feel like at the time. I am primarily a self-found player, but if I decide I want to go to the AH and buy something I don't need Bobby Kotick to come to my house, break my kneecaps, and tell me that I'm a disgusting human being and that my mother would be disappointed in me for "cheating" my video game experience.

    So, really, what are YOU looking for from a self-found experience? If you don't want to use the AH, what would it take to make you forget it exists, regardless of what other people are doing? I'm not asking anyone to answer that publically, but figuring out what the answer is will lead you to a better understanding of the situation for yourself.

    EDIT
    I'll attempt to answer those questions here... attempt.

    In a self-found experience I simply want to feel that I have a shot to get the gear I want. I don't necessarily need BiS items, but on a scale of 1-100 (1 being a perfectly weak character and 100 being a completely decked-out character), I want self-found to give me a legitemate chance to get around 90-95. I understand that the AH and trading will generally do so faster, and that they *may* be the only way to get to 96+, and I'm generally OK with that. I just want the gap between self-found and AH to be significantly smaller than it currently is. That, in and of itself, would get me to essentially forget that the AH exists.

    What if competitive gametypes are introduced like PvP? Gear will be a large factor towards success. While Self-finding items may be fun by that point, it doesn't mean they will be efficient enough to compete.

    I do think it's possible for Loot 2.0 to make item affixes interesting enough to reduce AH use. I think it will be very difficult to reduce the efficiency of the AH though unfortunately. I am open-minded enough to wait and see. Just thought I would bring an idea to the table, even if just a fraction it could help Blizz spark some ideas.

    As far as D2 and enjoying self-found over trading, D2 didn't have the convenience of an auction house. The Auction House sells things for you 24/7 and doesn't require hoping someone is currently online who has the item you're looking for. I'm sure if it did, the self-found experience would not be the same.
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from shaggy

    Quote from Solmyr77

    shaggy, you're missing an important point:
    No matter, how good the items are that the individual finds during his play sessions. If the very same items can be traded penalty-free, they will be on the AH long before he gets to find them himself. Thus he is still better off getting them there. Carrot in your face syndrome all over again.

    If self-found is enjoyable enough that people don't click the AH button then what's it matter what's on the AH?

    That was the whole fucking point of that article... making self-found fun, and rewarding, enough that people don't bother with the AH button. This was very much do-able in D2. I don't know why, suddenly, in D3 people are whining that trading will always be better. It was better in D2 too. No one gave a shit because self-found was rewarding and enjoyable so people who didn't want to trade .... didn't.

    There might be ladders and PvP at some point. If people want to play semi-competitively, they will have to play the AH all day to win.
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from shaggy


    You keep quoting that. You do realize that article makes it PATENTLY clear that Blizzard believes Loot 2.0, crafting, and the Mystic will very much achieve the goal of de-emphasizing the AH right?

    Nowhere in that article did ANYONE at Blizzard say that killing monsters should result in BETTER gear than trading. They simply said they want to change people's play priorities. That's the whole problem with this suggestion and I can't believe I continue to explain this.

    This doesn't fix the itemization problems that are driving people to the AH. You can throw all the "pristine" shit around that you want, it doesn't change a fuckin thing. All that "pristine" becomes, based on the OP suggestion, is a shot in the dark to have a 20% better item. People are pushed towards the AH because of itemization issues, period. When you have less than a .1% chance to actually find your own gear then you're going to move on to what satisfies that need to find an upgrade.

    I know plenty of people who WANT to play self-found but won't do so until it's a rewarding experience. They don't care if some guy uses the AH and gets more DPS than they do. What they want is self-found to be REWARDING. It currently is not. if you change that, there are tons of people who would switch, regardless.

    Nothing about these "pristine" items makes self-found more rewarding. At best it's a half-baked add-on to the upcoming changes Blizzard has planned. But, without those changes, this suggestion doesn't do anything to fix the core problems players are facing. Without Loot 2.0 items will still be random, legendaries will still be brimstones most of the time, etc. You can stick a "pristine" tag on a piece of shit, but it's still a piece of shit.

    I'd rather focus on making sure that items aren't pieces of shit as opposed to try and figure out how to fake people into thinking they're good. When I find a pair of Frosties I'm not going to give two fucks if they're pristine or not. What I want to know is that the damned item is good, and useable, not that it's a dogshit item with 20% more stats on it.

    So, given that "pristine" items hinge on Loot 2.0 to actually be part of that rewarding self-found experience, why not just focus feedback directly on Loot 2.0 instead of ancillary systems? Why not fix the crux of the problem instead of performing a rain dance around the problem without ever addressing it?

    I agree with you. Blizzard's upcoming changes are more important than Pristine. Having interesting items and affixes is more important than Pristine. I never said Pristine should be implemented instead of Loot 2.0. Loot 2.0 is by far more important and the major issue with having items be fun at the moment. But that doesn't mean it has to be one or the other. But maybe you're right, maybe Loot 2.0 will solve everything and motivate us away from the AH somehow. I don't think it's impossible, but bringing ideas to the table shouldn't hurt. Just in case people will still play the AH, more than the game, to improve, we want some ideas flowing.
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    It's funny how some people are saying:
    What you are saying is "I want to play less, but get badass quick as possible". This isnt fair for those, that actually dedicates time and energy to get better. They deserve the loot and fame, just like in every other game. Again, what is the point, if not you work hard to get your loot?


    While others:


    Only the hardcore players would benefit from this because 1 of 100 Skorns might be good and the rest is crap. So "people" farming 24/7 will be able to farm even faster and the rest has to pay for their crap because it isn't fun to get 10 brimstones out of your 4h farming session after work.


    Obviously, not everyone knows exactly what would happen.

    Average stat gear drops are usually vendor trash at this point. They also drop 100 times more often than high-end stat drops. With those drops becoming more useful to people with lesser gear, this rewards casuals.

    Really, it helps many casuals find more interesting gear while also giving hardcores the better chance at finding super weapons.

    Therefore any Skorns above 1230 DPS would have the potential to be better Pristine items. 1230, according to the game guide, is basically a middle-of-the-road Skorn. So this 20% that you claim doesn't really matter that much essentially makes an average item equal to a top-end item. That's the whole friggen problem and I don't understand why you people can't wrap your heads around this.


    Shaggy, I don't think you read the whole post well.

    First of all, I said the % increase is TBD, I just used 20% as an example to discuss. It can obviously be any other number with ease.

    Second, I also stated that the % increase applies to "affixes" only, not directly to weapon damage and dps. Weapons have a "base damage", and this is not affected by Pristine. The dps increase examples you provided are much more extreme than what I've proposed.
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from ruksak

    I gave my 2 cents over yonder....

    Expect a rocky reception at first. Civil discussion is not the forte of the Bnet crowd.

    Rocky indeed. I added you 2 cents to the main post btw. Thanks for the +1.
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    I've started a thread on the official Diablo 3 forums regarding this topic here:
    http://us.battle.net/d3/en/forum/topic/9793090332#1


    Please visit, +1, discuss, comment, and bump if you support the idea!
    Thanks!
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from ruksak

    Quote from WarlockHolmez

    Quote from Vladh

    Uhm, OP, if it's possible, try and make a thread on the d3 us forums, maybe eu as well. Maybe more people will read it and thus increase our chances of being heard.

    I would like to. :)

    Just wanted to wait a full day to see what kind of reception it gets during prime time. It's been pretty good so far, we'll see how tonight goes.


    Just a suggestion;

    To get a better reception, present your idea but do so without suggesting exact values etc. That's the kind of thing that distracts from the point of your idea. People will end up arguing back and forth about the values you suggested as opposed to the merits of your idea.

    Once it's up, link it here in this thread (both in a new post and go back and put the link in your OP). Then we can get folks from Dfans to saunter on over there and 'like' it.

    Good luck! :xD:

    Thank you. I was thinking about doing that with this thread too.. Seems there were quite a few distractions here as well.. It's all about the concept, not the specific numbers. I threw 20% in there to make it seem strong, and show a good example, maybe it was too big.. I think it's decent :)
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from Vladh

    Uhm, OP, if it's possible, try and make a thread on the d3 us forums, maybe eu as well. Maybe more people will read it and thus increase our chances of being heard.

    I would like to. :)

    Just wanted to wait a full day to see what kind of reception it gets during prime time. It's been pretty good so far, we'll see how tonight goes.
    Posted in: Diablo III General Discussion
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    posted a message on Rewarding the Loot Hunt - Loot 2.0
    Quote from itirnitii

    I think raising the attributes is a little much, how about it just has the extra effect only?

    I agree though. BIS should always be self found. Trading can still be in the game along with the AH/RMAH, but it shouldn't be the way to get to the top. I shouldn't just be able to open up the RMAH, buy a perfect mempo and that's the end of it, I'll never find a better helm. It would be nice if you went on the diabloprogress page and all the top players actually earned their gear, not bought it with flipping money or RMAH money; and I say this as someone who got to where he's at through flipping and a little RMAH too.

    This is something I've thought about. They need to be strong, but not too strong. Whatever gives them 50-50 use vs AH in my opinion would be gold. Obviously all the numbers can be moved around to find that sweet spot.

    Thanks for the response!
    Posted in: Diablo III General Discussion
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