To me SC2 is completely different as far as hacks are concerned. In SC2 each competitive game you play is completely isolated from anything you've ever done in the past. The hacks of the past do not affect the game as it is in the present. Diablo 3, once you have duped a bunch of items, it is pretty much permanent forever after. The threat and its effects are more permanent.
That's how I perceive it anyways.
- 12/10/2013 7:44:27 PM Posted in: Diablo III General Discussion
12/2/2013 8:42:43 PM
Posted in: Demon Hunter: The DreadlandsQuote from Bleu42Quote from RasAlgethi24Infinite strafe build looks pretty damn good. I've seen a few people running it.
I was dreaming up a build while at work, man I wish we had a calculator for RoS, or at LEAST an updated legendary item list! (hint hint dfans!!! lemme in beta and I'll make one myself =P )
I really want to try;
Strafe w/ rocket storm (strafe does 315% now, and the homing rockets do 90%), and the zero cost legendary.
Fan of Knives w/ Knives Expert (the rune removes the cooldown and adds a 30H cost, and FoK does 450% in 20 yards)
Smoke Screen w/ healing vapors (SS breaks CC and grants immunity for 1 second, the rune adds a 15% life gain per sec)
Companion w/ Wolf companion (the wolf does 150% weapon dmg now), and the 3 wolfs legendary (pretty sure it's a cloak)
Chakram w/ Shuriken Cloud (constant 200% weapon damage aoe)
Vengeance w/ Stimulants (rune heals 6% life per second, and vengeance lasts 15s and is just an insane DPS cooldown)
Bloody Vengeance (globes grant 40H and 4D)
Hot Pursuit (grants 20% speed when you hit an enemy)
Ballistics (100% additional rocket dmg, and 20% chance to fire a homing rocket for 150% dmg)
Single Out (+20% crit chance against targets that are not within 20 yards of other targets)
The idea here is with free strafe, you move around doing constant damage with both strafe and shuriken cloud. while dumping your hatred with a ton of FoK's that have no cooldown. After watching a couple streams strafe actually hits hard enough to be viable. Hot pursuit which is changed to increase your movespeed by 20% when you hit a target hopefully works with strafe, because that would be pretty sweet to almost completely offset the decrease in speed while using strafe. Bloody vengeance ( 40 hatred and 4 disc per globe ) is there because it's just extremely helpful to get a nice chunk of your resource back.
You get some rocket synergy from your passive and strafe. Since strafe lets you move through enemies vault isn't really needed, and my big defensive skill is smoke screen to pop if I'm about to get frozen, and while 15% of your life when you pop it isn't 'huge', it's still pretty damn helpful when you use it twice or so to heal back up.
Vengeance with stimulants (which grants 6% life each second) is there for the DPS as well as another healing cooldown.
One weakness I foresee with this build? It has lower single target than other DH builds. Once you've got 1 elite / champ / boss left then obviously there's better nukes for the DH. I try to offset this however with a couple things; Companion w/ the 3 wolf legendary (450% combined damage from them per attack), rocket storm and ballistics which since they home in, should work well against 1 target, and of course the awesome Single Out passive, which grants 20% crit chance to any targets that are not within 20 yards of other enemies.
12/2/2013 4:05:12 PM
Sorry that I missed the previous thread, I will have to search for it.Posted in: Diablo III General Discussion
The thing is if all gold is wiped then the price of all the NPC vendor abilities will probably go down. So anyone who "has collected a lot legitly" will probably still be better off because crafting and gem combining costs won't be as high to combat the huge excess of gold that is out there. I have a strange feeling that Blizzard will keep balancing the vendor costs in relation to those who have mounds of gold stockpiled, not those who barely have anything or who are playing fresh characters. In the long run, you'd be better off with a wipe if it meant lower vendor costs in ratio to how fast you can collect gold off monsters.
The only reason this kind of wipe would be entertained by me is because gold is already being drastically devalued by having it not be useable for trading it for items. It's basically just taking it a tiny step further and just completely devaluing it by removing it all together and starting clean for the fairness of balancing vendor costs to be more appropriate with the rate at which gold can be fairly collected by an individual in the state of the game at release. At least that is how I see it. Someone who has 1 billion+ gold will just laugh at vendor costs if they make them too low and someone who has hardly any gold or is starting anew will struggle to keep up if they make them too high. Both of those scenarios seem pretty unpalatable, even for me who is stockpiling to a great degree and would have a great advantage.
For me, it has nothing to do with fair or unfair as far as the player base is concerned, I'm more concerned about it from a game balancing perspective in relation to inflated vendor costs.
I hope when people are voting they are thinking beyond "do I want to keep my gold?"
It's interesting nonetheless to see the reaction.
12/1/2013 11:43:57 PM
As of what we know now gold will not be able to be traded in the expansion. Basically all your crafting costs, gem combining costs, and any other NPC costs will come from what you personally pick up. A lot of players, myself included, I'm sure will be amassing as much gold as they can before the RoS launch so that they will never be throttled by gold in their ability to craft or do other NPC related tasks. Blizzard also seems to be balancing NPC utility costs around the huge excess of gold in the economy, which seems unbalanced for newcomers to the game or anyone who plays the game at a more natural pace.Posted in: Diablo III General Discussion
Should the game start fresh and wipe all gold with a fair amount of warning?
I have about 4 billion gold now and I still would love to see a wipe. I have spent my real life money on gold in the past, but I still would not care if I instantly lost it in the fair interest of the game.
I'm not petitioning for a wipe to happen, I'm just genuinely curious what is everyone's opinion on this I am quite curious?
12/1/2013 10:13:06 PM
Posted in: Diablo III General DiscussionQuote from GalardUnfortunately, there is no forum for pure D3 hatered. It would fill in no time. BTW, I'm playing on current D2:LoD ladder. 50 hours during last 4 days.
Sounds like you've got a website to create. Enter the new Mark Zuckerberg.
12/1/2013 3:59:23 PM
Yeah, if NV stacks were sticking around I'd say losing one on death would be a good solution.Posted in: Diablo III General Discussion
12/1/2013 3:38:25 PM
60-70 can be done really fast from what I've noticed and you'll probably be doing it mostly in Act 5 with new environments you've never explored before.Posted in: Diablo III General Discussion
12/1/2013 3:27:23 PM
Posted in: Diablo III General Discussion
Yeah, you're probably right. It would have to be about proper implementation on Blizzard's part.
I wouldn't mind a system like: kill 'x' amount of monsters without dying receive 5% bonus experience with some kind of cap up to 25%. Necessary? Not really. But I think it would be a good incentive to stay alive that also punishes death indirectly.
A punishment like 'I have to walk back to the location where I died' is kind of bland to me, because your punishment for dying is being bored and that's counter intuitive in a game that is supposed to be fun.
12/1/2013 11:21:55 AM
I would like to see rewards for staying alive rather than punishments for death.Posted in: Diablo III General Discussion
11/29/2013 11:06:52 PM
It's all about the journey, not the destination. Everyone's game will be different based on the order legendaries drop for them on an individual basis. To enjoy it you have to shift the focus from desiring a build and demanding the items to be too readily available and instead relishing in the unique experience of finding what you find and truly personalizing your character in a unique and individually tailored experience of growth that no one else will share. Everyone will have a different path based on what they find, and I find that really intriguing and refreshing. The idea being that eventually if you play long enough you'll more than likely get to that build you really want, but you didn't just get there the day you concocted the build; you instead sojourned your way to it and tried out a multitude of many other viable and interesting styles of play that you never would have experienced otherwise. The hope being that a handful of those builds will be so memorable because they were crafted by your own personal process of hunting items that you'll gravitate more to those anyways in lieu of any build fueled by the instant gratification of a free market.Posted in: Diablo III General Discussion
What do we do now in the current iteration of the game? We find the builds that we want, trade for the items for those builds practically instantaneously, and then grow tired of them shortly after. We don't cherish the build like we should because we barely even earned the right to own it ourselves and the experience of finding the items is forgettable. All we did was diminish the hunt for items to the prospect of accumulating "value" and that is a really bland experience. We hardly ever actually personally find the legendaries that unlock these builds, because they are so easily accessible in a flooded market outside of our game play experience. Even when we do find them, we don't actually treasure them like we should because there was only a mild hindrance in their acquisition. It's not just about the orange or green beam of light that drops, it's also about owning that item and having the feeling of it being found by you through the dedication endured in the hunt and forever relishing in finding and owning that item and contrasting that experience within the scope of the entire game and its community. It is just a really neat feeling. That item dropped just for you and nobody else can dispute you on that.
Now, we will find what we find and make the best of what we get and slowly unlock more and think outside the box, instead of just following the status quo. The things that we don't find will keep us hunting and that's okay.
I'm not saying one form of play is inherently better than the other. What I am saying is open yourself up to the possibilities of the scope and magnitude as a community this design philosophy offers panoramically.
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