• 1

    posted a message on Where is the counter!

    I think the devs are too busy with fixing up the other tools that depend on API, which usually changes around this time as well :P


    I've poked them in the past, but since as you noted it was missing the last few seasons I've decided to add it to my homepage. I honestly don't know why it's not on every website, on Reddit, on the official Diablo 3 page, and in the launcher. A countdown script takes 2 minutes to create and is so awesome (and necessary, a friend of mine once almost came an hour late to season start).


    Maybe they'll add it, I'll poke again, but in the meantime feel free to go to my website ;-) (I do not have any ads or get any revenue or anything for clicks, so I literally couldn't care less, but the more people visit the more inclined I am to keep it up, as I have really limited time these days.)

    Posted in: Diablo III General Discussion
  • 2

    posted a message on D4 or new classes?
    Quote from UncleDan2017»

    Give me D4. I want an entirely new game, and something other than Rifts, rifts, and more rifts in a game.

    That is an interesting point to discuss. It's easy to agree with that (as was my first intuition - running rifts and rifts and rifts is boring), but then, what's the alternative? Running the same areas over and over again as in D2 was even more boring. I personally think that rifts are better than re-running the story countless times.

    So I guess there are three options:

    1) Change rifts to be more exciting. Have the player add certain effects to a rift instead of making it purely random, so they have a more unique feel. There are so many ways this could go. One important consideration here is that it would mess with the competitive aspect (i.e., fastest rift clear of highest difficulty as being the best) - getting rid of the leaderboards would be great. Instead, what if the leaderboards would instead measure "drops per hour" or "monsters killed per hour"? Or no leaderboards at all?

    2) If we abandon rifts, what else is there to do? Falling back to running Crater or bounties or farming bosses is certainly not what anyone wants (I hope). So if it's not repeating a certain thing (whether it's called rift or whatever), we'd have to change the game entirely. Do we still keep the item grind at the core? Look at games like Clicker Heroes which are a million times more "dumb" than rifts, but still being played by millions of people. I think there's no issue with grinding, as long as the rewards scale in a good way. I think the hunt for rare items and runes as in D2 worked better in that way than the paragon/augment farming. A certain amount of lottery involved needs to be there. Blizzard argues "people need to have the assurance that after playing for an hour they'll get a reward". I call bullshit on that. Constant reward is work (i.e, your daily fixed paycheck for putting in a constant effort). Fun is feeling lucky, winning the lottery, winning against all odds, receiving stuff you didn't expect. There's nothing unexpected about paragon or augments. No one goes like "HOLY SHIT I GOT ANOTHER PARAGON LEVEL, THAT'S SO EXCITING!". So keep the grind, but add different rewards.

    3) Revolutionize the game. This comes at a cost: we'll leave the ARPG genre. Some might like it, but we'll without a doubt lose some people. Just like Fallout became one of the top games with its re-vitalization by Bethesda, the game is now super popular and has certainly made great strides forward. I personally got lost - FO3/4 aren't for me. That's fine. I have to accept that a Fallout 2.5 is something that is too niche. Just like Diablo 2 Remastered would only be played by a handful of people (if you think it would be a game for the masses think again; StarCraft Remastered has shown us how you're in for a rude awakening once the nostalgia is gone, which was the case for 90% of people). Diablo 4 could be a mobile-based game like Pokemon Go. It could be an RPG and get rid of the action part. It could become a card game full of microtransactions (oh wait, there's already Hearthstone). Or it could be something entirely new no one is thinking of!
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Wow 3105 bounty mats gone forever..

    On average. one in ten items is ancient, so when using 3105 bounty mats for re-rolling you should've gotten (on average) 62.1 ancients. If what you say is true you're really really unlucky. Is it impossible though? No. We don't know the exact primal droprate but it's probably something like one in 200 or 250, so not getting a primal is also slightly unlucky but not at all impossible; out of 20 people who spend 3k bounty mats one is expected to not get a primal. So you were just the unlucky 20th person here. Not unreasonable at all.


    Regarding ancient droprates we could speculate if they're higher or lower this patch; I have my own opinion here but to be honest, this belongs into the RNG thread. I'll be monitoring this thread here but for now it looks like there's not much constructive talk going on.


    In an attempt to be constructive, I have to say, using bounty mats to re-roll a Karlei's Point is... the worst possible use of bounty mats. Karlei's Point is an exceptional item for one specific reason: it's by far the easiest item to acquire through the "upgrade rare" recipe as there's only two daggers a DH can get. As bounty mats are far more precious (at least to me) than "normal" mats, I would use the upgrade rare recipe in an attempt to get a better Karlei's Point. I know there's no mathematical equation for which is better; it depends on what you have available. But that's my suggestion for anyone trying to get a better dagger.


    But at the end of the day it's all RNG and there's NEVER a guarantee to get any item.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Is this for real???
    Quote from Abyssia»

    If johnstone can be retroactively nerfed, the likelihood of the above explanation with technical issues, is weak or being addressed only to those items that actually benefit from previous versions.

    That is true, normal legendaries can indeed be changed retroactively (see Rimeheart and Furnace a long time ago). It's *different* from a technical viewpoint, but not impossible, so my "the technology isn't there yet" is more to be taken as a meme. After re-reading Nevalistis' post I actually realized that it leaves some room for interpretation, so maybe it's just also a deliberate decision to not tamper with existing items (anyone who has ever done coding knows that changing one variable can cause 10 others to break). Or maybe there's something in the implementation that truly makes certain changes more difficult (some of the items were semi-retroactively changed, like Dead Man's Legacy which looks like the new version but just with a lower roll).
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Is this for real???

    (This post's self-destruction timer was triggered.)

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Season 12 DH Guides

    Thanks for all the work!


    I still can't believe that UE MS is now a viable speed GR build. So much fun to clear an entire screen in GR90+ in a few shots :)

    Posted in: Demon Hunter: The Dreadlands
  • 2

    posted a message on Is this for real???

    There was a long debate about this on the official forums.


    https://us.battle.net/forums/en/d3/topic/20758567953


    Basically, they were discussing this internally but decided to maintain their current approach (retroactively buff sets, but not legendaries). It's safe to say that it's mainly because of technical reasons, and whether that's normal legendaries, ancients, or primals, makes no difference - "the technology just isn't there yet".


    For me personally, as someone who has never been a "season pushing player" but likes the continuity of non-season, it gives me new goals to farm. I've already gambled/cubed the new DH weapons yesterday (speedfarming GR90s with Multishot is just SO MUCH FUN) and now I've got some things to do on other classes as well. To be honest, I always complain about the loot hunt being so quickly over, at least compared to D2, so it isn't all that bad in my opinion. Also let's be clear - the list of items you have to replace isn't that long, it's about 5 per class and usually 1-2 per build or so. Some builds even didn't get any changes (like MH wizards) and some got changed a bit more (like the new SWK mechanics or the 3 items we need to re-acquire or UE MS DH). It's not like you're salvaging your entire stash.

    Posted in: Diablo III General Discussion
  • 8

    posted a message on The most powerful thing in the diablo universe.

    Don't be ridiculous. We all know what the most powerful thing in the Diablo universe is:


    Doors.


    Powerful heroes can one-shot the most gigantic and powerful of all demons. But doors? Nope, one hit isn't always sufficient, sometimes those nasty obstacles withstand the first impact and demand a second attack.


    Experienced characters plow through hordes of monsters like there is no tomorrow. No matter the type, size, or fierceness of enemies: barely in sight of the player, enemies drop to the ground, giving up their precious loot obtained from the siege of Tristram's neighborhoods. Nothing can stop them - except for... doors. I have seen it with my own eyes, witch doctors and necromancers stop their high-paced hunt in front of a simple door, charging up their spells and waiting for magical powers to be ready before continuing their crusade.


    Doors are unmatched in their might and power. To settle this debate, I call for an eyewitness from another universe who knows all too well about the power of doors.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Dates?

    We don't know exactly, but we can extrapolate from previous seasons:


    http://d3resource.com/seasons/


    MaraxuS80's estimate seems pretty spot on. Also keep in mind that they might adjust season length depending on if they want it closer to Blizzcon - or rather have S13 stuff ready on PTR for after Blizzcon, so this season can be potentially longer or shorter as usual. But I cannot imagine anything before end of September as Don Vu said in a bluepost they have a new balance patch for PTR that'll be deployed on September 10 or so, therefore I think a slightly longer S11 and a S12 that is still "fresh" during Blizzcon isn't entirely unlikely either.

    Posted in: Diablo III General Discussion
  • 2

    posted a message on questions

    Welcome to Diablofans!


    1) No, it's a separate damage reduction multiplicator. It applies to all elements except physical (which is a resistance type as well), but in its own category and independent of the resistance values you see on your character sheet. It's important to keep this distinction up between armor, all resist, and other damage reduction means to understand how things add up. You can import your profile to d3planner.com and hover over the toughness stats to see how it is being calculated.


    2) You need to beat a GR70 (in time, so under 15 minutes) to be able to get primal items, yes. But not only from crafting (there's almost no useful items that can be acquired through crafting; maybe Reaper's Wraps for some necro builds and Hellfire Amulets), so not sure if you literally meant this "crafting" bit. Basically as soon as you clear that GR70 any item that you get (from a drop, from Kadala, from bounty caches, from crafting) can be a primal.


    3) Not exactly sure what you're referring to; it's difficult to generalize as sometimes there are caveats and exceptions and so on, but in general if some description says "reduces enemy damage by X percent" or so that also applies to elites, yes.

    Posted in: Diablo III General Discussion
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