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    posted a message on Diablo 1 - 1.09 - Unable to Identify Application!
    First...they'll never make another expansion to D2. Not that it necessarily needs it...as long as a person doesn't hack it or overtrade till it becomes a face roll, it can be pretty engaging and fun Solo.

    That being said, I think I've been on battle.net for D1 all of about 30 seconds, and didn't even get in a game for more than a couple. Would've love to try it out, and if I knew a way to do so present day, I'd give it a shot.

    Sorry you're having trouble getting in, though. For nostalgia's sake, I installed D1 with Hellfire a few weeks ago and got through Normal with a warrior in not too much time. Still pretty fun. Working on Nightmare now.

    Good luck getting it fixed.
    Posted in: Diablo II
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    posted a message on Seasons have officially begun!
    There is certainly a difference between playing through the story 1001 times, then facing the possibility of doing it another four or five times through...and starting a new season and having to do it once more. I really wouldn't mind, especially since they implemented first kill legendaries on act bosses. Maybe they're not endgame level, but just starting over with a new Monk today, making it to the mid hundreds briefly on the achievement ranking, building my artisans back, making use of literally any legendary and skill I could...pretty fun.

    I'd be fine with it if they required one more trip through the campaign, but doing Adventure Mode from the get og feels great, too.
    Posted in: Diablo III General Discussion
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    posted a message on Slighty concerned for the hc community in 2.1
    Hey OP. Let me briefly counterpoint your argument here. You say you're are HC veteran, and I believe it. Well...in the bigger picture of playing ARPGs hardcore, I'm a little new to it. Mostly started because of all the people in this community whining about how hard or disappointing it is. Ultimately, it's just slower, more careful play, and I don't even play on Normal difficulty. Hard, bare minimum.

    But I feel like that's where Greater Rift leaderboards and Seasons will push this game from being just stat crunching in Softcore to a place where a bit more skill is involved. Sure, the lucky folks who Rift and gamble their way to a full T6 quality set or two will likely leap up those leaderboards real fast. However, the people with gear that isn't well known to be T6 facerollable? They'll have earned way more glory.

    Ultimately, I think it goes like this...before, being unique or doing something different in D3 was a personal choice. Now...you can put together the same old boring builds as everyone else and succeed, or you can put your reflexes, skills, and planning to the test.

    To your point about some GRs being unpredictable...kinda the point of them. Though, I wouldn't be worried about people leaving hardcore. They'll chase th notoriety and fame like everyone else will.
    Posted in: Hardcore Discussion
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    posted a message on Ramalandi's Gift: Counter-intuitive?
    I think the addition of this item makes a lot of sense in context of the presence of the mystic. A lot of times, people will find a great legendary. But throw on a sad face if it doesn't have either mainstat or a socket. With the ability to add a socket, and thus a fifth primary, even if reenchanting an existing innate socket is an extra step to ensure that fifth primary, keep in mind...it's often far easier to roll something like mainstat or life on hit or attack speed on a weapon than a socket, which can sometimes take forever. I'd rather have rerolling a socket off as an extra step, and wait for an RG, than bemoan a weapon I can barely use because I can only enchant one thing and not turn it into something great.

    This item being added to the mix adds more options to peoples' gearing, and even if it's not ideal, it's still a great idea.
    Posted in: Diablo III General Discussion
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    posted a message on Your feelings about the upcoming changes to OWE and STI
    The only thing I don't like so far is that if dex will work for dh's basically the same as strength for barbs and crusaders, how will that factor into how strength works? Will we perhaps be seeing more individuality in how core stats work per class? That would be pretty nice.

    As far as OWE, I like it. It still means having lots of single resists in your secondary affixes is worth something without it being impossible to upgrade a slot. It also means the monk keeps that ability as a fairly unique aspect to that class, like OWE has been, but it doesn't shackle you to a single element. All in all, the result will be simple...

    OWE plus more armor = more room to buff damage over toughness. You'll see monks with an abundance of defense, and some people will build pure tanks. Others will see where they can take some toughness away with such abundance and build more offensively instead.

    Very healthy change.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Your opinion about removing the crafting materials
    At first, I thought the change was really bad too, but then I started to see the bigger realities...

    1) While I personally had a blast cherry picking bounties to collect the special materials, when I wasn't crafting with them, guess what...they took up half a stash tab and just sat there doing nothing. Now, I look at the pile of Rift Keystones and my learned crafting plans and see options open to my characters that aren't geared as well as my others. In an indirect way, the devs are empowering players to gear their characters in more ways, however they can, rather than relying on others to have to carry them through Torment 3+ runs or "rifting it forward" to get gear upgrades. Which I know, seems like another nail in the multiplayer coffin, but keep in mind...Seasons are coming. I'd be willing to bet this change is in line with that factor as well.

    2) One person made the comment that Aughild set is endgame? Not saying it isn't a good set, but honestly, a little damage reduction and some increased damage to elites is insanely easy to upgrade from. Hell, you get one good Stone of Jordan and the right armor piece, you've just upgraded from it. It's good, not great. Same with the Ashaera set...fun to have Followers running with you, especially in multiplayer, but even the 20% life and 100 all res isn't impossible to upgrade. Which brings me to my next point...

    3) While I've had great luck collecting both mats and plans, other people haven't. And when they try insanely hard for a mat to craft an item of average quality, it can be a little disheartening. The devs said many of the leg and set plans are meant as stepping stones, and they are. Many are just higher stat rolls for a slot...like Mantle of the Rydraelm. Basically a level 70 version of the special archon chest from 1.0.7, without the guaranteed mainstat, but with smart drops, you'll likely get mainstat anyway. And that's fine. The Utar's Roar axe for cold skill damage, the Devastator mace for fire skill damage, those are pretty good...not as good as the Azurewrath or Burning Axe of Sankis (respectively), but two of my favorite leg weapon plans and perfect examples. If you're running a fire build and you hit 70 and need a good fire weapon, you could craft a Devastator until a better fire skill weapon comes along. It's good, but easy to upgrade from.

    4) Without the need to farm special materials, the Ring of Royal Grandeur, which is usually a necessary for people looking to cash in on set bonuses, is at least not as necessary for crafted pieces. Long as you have enough souls and breaths, you can get those set bonuses without the Ring.

    I'm not saying removing content is a good thing, and I'm not saying they made the game more fun by removing an interesting reason to kill unique monsters. I sincerely hope they add some other reason to hunt them in the future. However, their philosophy here is sound...leg and set crafting plans aren't epic by any means, and they don't need to be...but if they aren't, forcing people to jump through hoops for not so epic results is, ultimately, a time consuming pain in the neck as well as a strain on storage space that most would rather use for gear that's actually epic, instead of a pile of junk used only for stepping stone pieces you upgraded from ages ago.

    Should they make some insanely epic crafting plans? I'd be okay with it...as long as 1) the mats took insanely long to farm or were really hard to get, 2) there were options for every class, 3) it wasn't a "mandatory" for high difficulty, and 4) those plans were appropriately balanced against other gearing options so as not to throw the gear diversity curve into chaos.
    I'll miss the funky mats, but I look forward to the possibilities I now have for my characters who could use a temporary boost to get just far enough into Torment to get some real endgame gear.
    Posted in: Diablo III General Discussion
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    posted a message on So wizards aren't glass cannons anymore... Will that change in RoS?
    Overall, since the patch/overhaul, vitality has been on a lot more gear, diamonds are being added to sockets to increase All Res, and Wizards have a lot more defensive skills to protect them, like a variety of runes that build shields. In other words, I'd say that Wizards could be seen as much less glass cannon-y now.

    Then again, due to smart drops giving Wizards so much more Intelligence and Vitality, and itemization overall seeming to hand out slightly less crit chance and crit damage, when the expansion comes out, I'd be interested to see how many Wizards out there choose more defensive SKILLS, but on gear, choose to enchant much of the Vitality and +%Life and perhaps even All Res off their gear in favor of more crit damage and attack speed and offensive based affixes.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Exploit: WD Free Dogs
    Yeah, this has been around a while.

    To add to some of the other comments, I think one of the reasons the devs don't hotfix or patch this out is 1) because it presents a fairly annoying hassle of changing skills just to take advantage of this, and 2) what you're actually getting out of it is fairly minimal. So ultimately, the benefit likely doesn't warrant immediate action.

    I mean, if people want to go through the trouble of using the Circle of Life passive to summon three standard zombie dogs (not even special ones like Leeching Beasts or Rabid Dogs), and switching the passive out to keep the dogs, unless they've got other passives to keep those standard dogs alive, they're not going to amount too much, and then they would have to reapply the Circle of Life passive again, kill more mobs, then switch it off again, to "exploit" this.

    I want to say it classifies as an exploit, but eh...there's worse out there probably. If they were summoning 20-30 dogs with this, then yeah, massive exploit. But it's only 3. I can let it go, :-)
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 More Ladder Game FIles
    Quote from Zero(pS)

    The stuff datamined months ago from when the F&F beta started already had all these "ladder" references. They obviously want to have it and want it to work, they just didn't know how exactly.

    It's hard to do it, because some people want the "fresh start" with characters all level 1 and renewed economy (though we don't have an economy anymore), some just want a type of "race" without having to play with non-geared low level characters, some want Paragon levels and experience to be reset...

    And then you have problems with the rewards... some want specific rewards, exclusive ladder legendaries, some want higher drop ratio for ladders, some want cosmetics and ladder achievements, some don't want any of that crap because they don't want to be left out of content because they don't want to compete...

    Everyone talks about ladders as if it was so obvious to implement them, and how... but they don't take into account the other types of players. From a dev standpoint, it's a nightmare finding a good middle ground.
    You make a lot of valid points. Though I think it comes down to "more features is better." As it stands now, and when RoS launches, the main "goal" for play is to experiment with builds, progress your character to high paragon levels, upgrade gear, change/tweak gear with the mystic, etc. For some, like me, that's all I really want. However, a lot of people want some competitive aspect to that. Ladders are kinda like the most basic PvPvE format possible. The game doesn't change so much as the context. As far as I've heard, the devs aren't hot on the idea of ladder exclusive items, I could be wrong...I'm not big on that idea either, as it makes people who play Ladders exclusively look at "casual" play as being worthless or not as enjoyable because those items aren't available.

    As much as Ladders aren't a big priority for me, I'd really like to see them added. I may even partake, despite saying I probably wouldn't. Though I do think the devs want to fine tune how they work so they aren't a massive free-for-all, like D2 was.
    Posted in: Diablo III General Discussion
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    posted a message on New Dashing Strike, Can't live without
    I think it all depends on if you want to live without it. Personally, with Barbs and Crusaders out there being slower and more lumbery, I'd rather my Monk be speedy and nimble around the battlefield. Then again, there are ways to build a 2.0 Monk without Dashing Strike. Stack lots of All Res, lots of Life Regen/Life on Hit/Vitality, take skills like Serenity and Inner Sanctuary, and you can build a tougher Monk that doesn't need to be as fast or escape danger as much because they can tank more.

    I do agree that DS is definitely addictive. I remember before 2.0, Serenity was pretty much mandatory because Monks were just a different kind of Barb in the sense that they were both melee but one dodged inherently and the other soaked damage with armor. Now, Monks can stand a bit more uniquely in the melee department dashing around the battlefield and dodging blows. Makes for a more engaging playstyle than mandatory Serenity did.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Loot 2.0 did not change a thing
    Quote from Twoflower

    First : legendaries : It's raining them now, great. They are still bloody useless though. I just hope that that will improve when we get the new legendaries. But the ones dropping right now are as useless as they were before loot 2.0.
    Useless?

    Blind Faith I found for my Throw Barbarian (a build way more viable than it ever was in vanilla D3) adds 22+% Blind chance. That kind of crowd control really helps in keeping distance.

    Just last night, found a Countess Julia's Cameo for my Monk that makes Arcane lasers heal me. Sorry...wouldn't have found anything like that before the patch.

    Yesterday morning, I found a Spider Queen's Grasp Ceremonial Knife that adds an 80% slow wherever Corpse Spiders impact. Great for a lower armor pet class like a Witch Doctor.

    On the PTR, I found an Emimei's Duffel Quiver that makes Bolas explode instantly. Really stepped up my AOE damage. Another Quiver I found, Bombadier's Rucksack, allowed me to have 5 Sentries out at once with Custom Engineering. Also really stepped up my damage.

    Aside from MAYBE the Blind Faith, which I'm honestly not sure existed before the patch (it may have)...those four at least are brand new, and have effects no AH purchases could touch. The AH is a scapegoat? Keep dreaming.

    Quote from Twoflower

    Rares : well great, now rares almost always have the main stat i need and also a 200+ vitality roll added to it. The vast majority of it is still just for disenchanting though. Yes, the rares are more tailored towards your class. But they still suck. If you have 200+ of main stat and vit, you can be pretty sure that it will neither have all resist nor any damage stats.
    Pardon my correcting you, but I've found a bunch of items since the patch came out that have mainstat, vitality and all res on them. Feel free to look up my profile on Bnet. My Countess Julia's Cameo has mainstat, all res AND black damage.

    Sorry if you feel the RNG gods aren't on your side, but to say nothing's changed? Really not sure what game you're playing.
    Posted in: Diablo III General Discussion
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    posted a message on 2.0 Fire Wizard Build!!
    Quote from Flexy

    Dominance is only useful as long as you kill trashmobs, but it's seriously OP. Don't even need healing because you are constantly shielded.
    Well, I think that's part of the point, though. That you're generating a shield to protect your health, so in essence, as long as you're a capable enough Wizard to generate more shield than the damage you're taking, it's a good way to stay safe...as well as potentially being a way to build AWAY from things like Vitality and %Life, and instead going with more damage affixes.

    I think the downside is just exactly how much total shielding you can build up vs. how much Life you can have stocked. If that total isn't high enough, I imagine running into trouble at higher difficulties. Though, I'm sure there are ways to make it work.

    In regard to people not liking Hydra...I really like it myself. For me, the lure of it is being able to stack damage over time for relatively cheap. For instance, my Wizard's current Arcane build includes Arcane Hydra and Temporal Flux, so I can economically throw down a Hydra to get started slowing guys down and not dip too heavily into my AP pool. Then when I'm firing off Raging Storm twisters and Disintegrate beams, it's still busy blasting away, and I can recast it easily if it expires.

    That being said...going for not only a fire build but a close-range fire build, I would agree that better things are probably available than Hydra. I mean, if you're getting close up with Spectral Blades and Wave of Force, I'd definitely add Explosive Blast to that. I think there's only one or two runes that deal fire damage, but I'm sure there are ways to work that in. If you were going for a long-range fire build, I might agree that a fire Hydra variant would be a good idea for the extra cheap damage stack, but since you're close up, that's what I'd recommend, :-)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on A 2.0 Slaughter Build (COTA Runs)
    Quote from TheRabidDeer

    I imagine the bigger issue is getting horribly bored after 20 minutes doing one small area over and over
    Yeah, you mean I get to run the same living room sized zone AND die repeatedly? Well gosh, sign me right up for that easy 1 billion XP per hour.

    OP, I love that you actually factor in a death, simply because it's the fastest way back to town to save time. You are hilarious.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Show Off Your Loot 2.0 Legendaries!
    Some really awesome items, guys.

    To add to it, this morning I was playing with my Witch Doctor, and found a Spider Queen's Grasp Ceremonial Knife...

    And I quote..."Corpse Spiders releases a web on impact that Slows enemies by 80%." That's some monstrous crowd control right there...and free. Paired it up with Widowmakers and Vision Quest for extra mana, since the Knife also increases my mana regen by 10/sec., along with Devouring Swarm. Some nice resource to fire off Zombie Chargers - Undeath and Acid Cloud - Slow Burn.

    And fully agree with some of the others here. I've been playing D3 since launch, fairly often, and this is more fun than I've had the entire time combined. My head is constantly spinning with new build ideas, my characters are slowly collecting handfuls of items to potentially pair with others to build around. I've done plenty of experimenting with builds before this, but knowing that turning a corner or OPENING A CHEST (finally opening random chests is profitable again, glory be to all that is good) could toss out a rare or legendary that could make me question how I want to play at almost any given moment.

    It's really exciting, :-D
    Posted in: Diablo III General Discussion
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    posted a message on Inherent flaw in cursed chest system
    Quote from Doez

    Lots of streamers are currently farming cursed chests in the Halls of Agony - Level 3. Do the event, create a new game, rinse, repeat over and over.
    Yeah, that's what I figured was going on. I'll admit, I do something similar, in that when I start an Act 1 game, I do tend to start my journey in the Halls of Agony 3 waypoint, not just because the Halls tend to have lots of torture tool racks that have white items to salvage, but also because it occasionally spits me out near a Cursed Chest. Like I said, sometimes it spawns, sometimes it doesn't, though.

    I'm not sure what the devs can do about that, though, aside from lowering the XP reward maybe. Banning definitely seems extreme.
    Posted in: Diablo III General Discussion
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    posted a message on Inherent flaw in cursed chest system
    Not like I'm asking for a method here, but exactly how are people "exploiting" Cursed Chests? Obviously, without Adventure Mode, I can't jump around the game too much, but when I go to an Act now...I start on the last quest so I can bounce around the Act as I feel like, and yeah, I tend to start with areas I know tend to spawn a Cursed Chest. Sometimes I get them, sometimes I don't. And I suppose it does sorta guide where I go to battle, but I wouldn't say it feels like an exploit, even though it has gotten me a decent amount of XP, but then again, so have events like Triage, Crazy Climber, Blaze of Glory, and Blood Ties, and I don't think those are getting nerfed/inspiring bans.

    In my opinion, the only thing they should do about Cursed Chests is maybe change the XP reward based on performance: If you start/activate the event, you get a small XP reward for participation. If you survive til the end, but don't get the extra chest, you get a moderate XP reward. The biggest XP reward is for successfully meeting the requirement and winning the extra chest.

    That would prevent people from taking advantage of just FINDING Cursed Chests and cashing in on big XP when they didn't actually push themselves farther along and didn't get strong enough to complete them.
    Posted in: Diablo III General Discussion
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    posted a message on Good choice of build now CMWW is gone?
    Quote from Lionsword

    I am going to attempt a full cold build at some point tonight, using Arcane/Frozen Orb and Blizzard. I'm worried I won't have enough killing power and I'll spend too much time running in circles, but I've missed Frozen Orb so I want to at least try it.
    In terms of Frozen Orb, Lionsword, it's a pretty badass skill. I'm almost tempted to say it's OP, given how many enemies it hits, how easy it is to spray around, etc., but when you combine it with stuff like Cold-blooded, Ray of Frost - Snow Blast (for extra Cold Damage dealt to enemies receiving the Ray), Blizzard - Frozen Solid, and the Cold-tuned Black Hole coming in the expansion, especially with high attack speed (like CM Wizards tend to have), Frozen Orb can really melt mobs...no pun intended.

    Dynasty...as for your question...if you're accustomed to using Wicked Wind (an Arcane spell), you may want to put Temporal Flux on your passives. That grants a pretty huge crowd-control slow to enemies taking Arcane damage. My Wizard's Arcane build tends to side more with Raging Storm instead of Wicked Wind for the extra damage, but Wicked Wind is arguably very easy to control, and if you're slowing mobs down that much with Temporal Flux, you could add on stuff like Meteor - Star Pact, Wave of Force - Arcane Attunement, Disintegrate - Intensify, and/or Familiar - Cannoneer. In addition, you may want to think about Shielding options...Magic Weapon - Deflection, for one. I like Galvanizing Ward. A lot of people like Dominance. I mean, from what little I know about CMWW style, it mostly consists of permafreezing enemies, and having the ability to cover yourself in almost infinite uptime Diamond Skin.

    There definitely seems to be ways to simulate that style in battle (of locking down enemies, and protecting yourself). It may not be quite as reliable as CMWW, and you may have to supplement your skill choices with quick reflexes. Hopefully in the end, you'll find it more fun.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Odeg the Rediculous
    I'm absolutely with the others on this one, Odeg is a TOTAL pain in the ass with his running away, but honestly, I love that about him. He kites me literally everywhere around the Fields of Misery, and while I do occasionally feel like an idiot for letting him do that, especially since he's Molten and burns the ground I'm walking on, it's tough getting a hold of him, and it should be. If anything...he's a form of "ranged class."

    Think of it this way...what do squishier character classes do when they're having trouble on a tough group of fast powerful enemies or a boss? Do they kite? If the answer is yes, then I see nothing wrong with Odeg doing the same exact thing. Or the Blood Clan Occultists in Act 3 doing it either. Those guys not only run away, but they have the power to add a shield for extra defense, and shield other enemies in the area.

    As for having a character that can bulldoze MP10, and having trouble in Torment 3, not to sound snarky or snippy, but what did you expect? For the devs to just tune Torment 6 to be exactly like MP10 because Inferno MP10 was allegedly the hardest thing D3 had? And they weren't going to go any farther? Hell no. The devs want to push us, and push us hard. They want to give players something difficult to work toward, and without the Auction House, presuming it does in fact get shut down on March 18 (anything is possible), it's going to be a struggle, and that's how it should be. It should be a hard-fought battle to rise in the ranks of endgame difficulty, and not just, "oh yeah, I heard some massive overhaul patch came out...barely notice it.
    Posted in: Diablo III General Discussion
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    posted a message on 2.01 monk builds
    Yeah, I'm in agreement with some others. The time I spent with my Monk on the PTR, and now in 2.0.1 feels so much smoother and the skills make the class feel so much more focused on the types of things it should be doing.

    I absolutely LOVE the update to Dashing Strike. While the idea of creating a super defensive tanky Monk is a real possibility for people, it's more likely a super defensive tanky Monk would use something like Serenity. Whereas, for me, I'd rather use Dashing Strike and zip from enemy to enemy, place to place. I'm standing there bashing away on an enemy, they're about to explode or spray poison around, I can reposition on the battlefield instantly. That's awesome. The buffs to Spirit Generators, also a huge help. The Monk doesn't come with innate Spirit Regen, but Spirit also doesn't deteriorate like the Barb's Fury does. It still means you need lots of fuel for big skills, and things like Replenishing Light and Strong Spirit (that got a HUGE buff), it's a snap. It's just a matter of what types of attacks and approach you want to go with once you have enough Spirit to spend.

    Here's where my Monk's build is right now, though I'm with some others...I love the idea that drops will be inspiring people to experiment more, and that "cookie cutter" builds are likely to be no more.

    Games like this, that have an assumed LONG amount of longevity should have a really easy way of picking it up and experimenting, and being able to switch skills and Paragon Points at one's will completely encourage that type of gameplay. Continually starting over from scratch at level 1 shouldn't be a necessary, and continuing to gain more and more points farther and farther into endgame only make the journey different the farther along you go. Sure, the way this game is now, compared to games like D2 and PoE, may reduce the chance that people fall into some dumbly put together branch on a tree format, and their first character ends up a total fail...then again, when people collect lots of Cold gear, +Skill gear, Reduced Resource gear, Cooldown Reduction gear, etc., it may still be hard to move away from that into different gear territory...and the cycle can start over or continue...except in endgame this time, not at level 1.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Show Off Your Loot 2.0 Legendaries!
    So far, I've found an Obsidian Ring of the Zodiac...nothing super special, but cool that it has all the mainstats on it. I found a Fletcher's Pride Quiver...again, nothing massively awesome, though the Dex and Vit rolls put my existing Dead Man's Legacy to shame.

    Oh, this morning on my Wizard, I found a Bul-Kathos' Wedding Band. Would really like to know what the "You drain life from your enemies" proc means exactly so I can put it to use the best way possible. I think perhaps it means that standing near enemies literally steals life from them. In fact, I'm pretty sure I've seen it work without even attacking. That would be great. I'd love to use it for a close-range Spectral Blades/Shield build.

    Happiest find so far...I took my MP7 Monk, waypointed to Halls of Agony level 3, in hopes of finding the Cursed Chest that usually resides right by there. Found it...started the event...just got the hundred kills needed within a hair of the timer going down, cleaned up the leftovers...opened both chests, and in the second one was the Plan for the Demon's Skin set. First set or legendary plan I've found on PC, and I've easily racked up over 1500 hours, despite what my profile says.

    Pretty sweet stuff.
    Posted in: Diablo III General Discussion
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    posted a message on One last hurrah for Into the Fray
    First of all...I like the music. I don't know why people would flame it. I listen to plenty of hardcore and death metal too, but I love bands like that. Falconer's one of my favorite power metal bands actually. Anyway...

    I don't know how to handle all the melodrama surrounding the Barbarian. Especially when it comes to a class that's losing builds that are that overpowered and that close to being seriously broken. Honestly, people get into these ruts of thinking a wildly OP/broken style of gameplay is fun, then it gets taken away and they actually have to WORK on a build, and suddenly it's not fun anymore. It's really fascinating to me how often that plays into peoples' innate pessimism...

    Which really, just feeds my own optimism. I observe peoples' disdain over permawrath/ww barbs not being viable EN MASSE anymore (as I'm sure clever use of legendaries or rares can make at least almost infinite WW builds work, I guarantee it), and I use it as a reason to try my best to build an awesome Barb and show what they can do.

    I'll give ya some examples of stuff I came up with on the PTR, that totally beat anything I had on the live game...

    1) Rage Skill Build...I threw Call of the Ancients, Earthquake and Wrath of the Berserker on my active skill bar all at once. Obviously, since they all have high cooldowns, Boon of Bul-Kathos is wise to go with (at least in the expansion, it won't take up a 1/3 of your passives), and definitely going to want Cooldown Reduction gear (something previously unavailable in the live game), as well as some other smart active skill choices both to generate Fury AND keep up the attack on your own.

    2) Distance Build...Weapon Throw generates Fury now (Ricochet is good for a little AOE), combine that with Overpower - Storm of Steel (no Fury cost, just a Cooldown which can be reduced with Crits and lots of Attack Speed), Seismic Slam (got a pretty decent buff in the updates as I've seen, as well as some elemental flavor), maybe Leap, Animosity, Berserker Rage (for the extra damage while on full Fury), maybe War Cry - Charge and/or Ground Stomp - Foot of the Mountain for a nice burst of Fury. Maybe put Call of the Ancients on there, the rune where the Ancients generate Fury for you as they attack is really handy.

    Hell, if you really want Whirlwind to subsist?

    Use the Hurricane rune. It draws enemies in close, where you can use skills like Overpower - Momentum for a good burst of Fury, maybe you can even go against the grain and use Cleave - Reaping Swing for a little extra Fury Generation...Hammer of the Ancients, Earthquake and Rend are all great for tight packs.

    And this isn't even taking into account a single legendary item, many of which I'm POSITIVE would make some of these builds insanely effective. :-D
    Posted in: Barbarian: Bastion's Keep
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    posted a message on What Location would you recommend to farm when 2.0 hit
    Quote from Zero(pS)
    Quote from Benegesserit

    lol we're back to farming act 3 again...well done blizzard
    Oh noes, we're gonna have to farm Act 3 for a couple weeks until we have Bounties/Rifts... NOO, that's the end of the world...

    Really, we farmed Act 1 for months without any sign of change, and you're gonna go all "drama queen mode" because of this?
    That is, if farming Act 3 is still even is worth it. With the changes to difficulties and monster density, we might even find out that Act 2 or 4 is the better place to farm. I actually even remember seeing a thread about exp gain where Act 2 could be better than Act 1 in some places (or at least equal), but people still prefered Fields of Misery + Crypt.
    Yeah, at least as far as XP gain goes, Events got a pretty decent buff in XP, and Cursed Chests are out there as well...so on higher difficulties, you can really cash in on some nice XP even without Bounties and Rifts. The last time I imported my characters, I started around Plvl 88...must've been within a few weeks, I was Plvl 111. Not to mention since elites only kinda drop one or two pieces of gear, and maybe a crafting mat, I tend to hunt elites mostly for XP and not so much gear.

    Then again, I'm glad that unique/purple mobs seem to have gotten a nice increase in drops, you can get a good three or four pieces of gear from them if you know where to look for the more reliable ones. Not only that, while we're on the subject of legendary drops...

    I'm surprised no one's mentioned bosses. Resetting my Quests in Campaign Mode (something we'll likely get to do in the patch) definitely increased legendary drops (especially with the first boss kill legendaries...which doesn't seem to be 100%, but does seem high...in a good way, not a too high way). Then again, even without resetting quests, and just jumping around Campaign Mode (like we've been doing all this time)...Azmodan has given me a ton of legendaries on the PTR...Cydaea, Iskatu and Rakanoth have given me legendaries...Diablo has given me legendaries.

    Almost as if...Blizzard wants you to kill a variety of things, including bosses, but not making anything 100% guarantees....hmmmmmmm...crazy idea, :-)
    Posted in: Diablo III General Discussion
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    posted a message on Arcane Wizard PTR Build.
    Quote from Alovnek

    A little note I would like to add of something I noticed on PTR.

    If you have both Arcane orb orbit and Moonlight Ward only the orbs from arcane orb will explode and the ones from moonlight ward do nothing. When I noticed this I did a quick test. I made sure I had 4 stacks from both arcane orb and moonlight ward. And simple stood next to an enemy to see what would happen. What happened was that first all 4 stacks from arcane orb would trigger and then the stacks from moonlight ward would trigger. And as the weapon damage from the moonlight ward is higher that arcane orb plus it's a free bonus, using arcane orb orbit is pretty useless and you can replace this with something else.
    I have heard the proc on Moonlight Ward is just absolutely badass.

    Loots, loots, loots...can't wait to get home and lay waste to bad guys!
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Arcane Wizard PTR Build.
    Quote from Jaetch »
    I never understood why players select two channeling skills at once. You can't channel two skills simultaneously and in order to get the most out of a channeled skill, you obviously try your best to keep its uptime at 100%.
    Absolutely correct. The only reason I experimented with Arcane Torrent - Disruption and Disintegrate - Intensify on the PTR (which I didn't know had a similar effect as Disruption) was to see if I could stack the debuff from both skills on enemies. Usually that involved spraying Torrent around, then laying down a sweep with Intensify, all the while my Hydra and/or Cannoneer was going.

    Thing is, it was still really twitchy feeling. If I'm going to go that route, I'd rather just pick one of those two as opposed to changing back and forth.

    As for spamming Blades to build Dynamo charges, yeah, I'm not too fond of that part. Feels exploity, even if it's not a particularly effective part of the build. Then again, it's not bad fundamentally. Personally, I'd rather build up some Armor, Life, Vitality, more Int/All Res, and other defensive stats so I can run a close-up Blades/Orbit/Mines build without needing to spam air, :-)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Transmog and 2.0.1
    Quote from Vomica

    a transmog has been added message did popup for the PTR players so probably. you will not get to use it untill you have gotten the mystic in act V however.
    Yeah, I'm pretty sure I was seeing this on the PTR as well. I want to say I don't think I saw it the whole time, but...when I think about it...ID'ing rings and belts probably won't get me new transmogs...durrr, ;-)

    I ID'ed a Pig Sticker and a few other weapons and got a Transmog message, though. That would be pretty nice, to be able to unlock transmogs in the patch. I mean, we're unexpectedly getting it a whole month before the expansion. Chances are, people who come back are going to be going at the game pretty intensively, so they're bound to find a good handful of legendaries to unlock Transmogs for before the expansion releases, :-D
    Posted in: Diablo III General Discussion
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    posted a message on Will we be replacing are gear in 2.01?
    Quote from El Jefe

    completely agree that the official forums will be nuts. sort of unavoidable if players haven't been paying attention to ptr/beta changes I guess, itemization is just so different. until ROS hits and we can outlevel current gear, things like a skorn that roll insane CHD, which can't roll anywhere near current levels in loot 2.0, will destroy the new gear that drops. break out the e-tissues.
    Funny that you mention Skorn...

    My SC Monk has been carrying around a Skorn, and yeah, naturally on the live game, I've found it almost impossible to upgrade from. Had I used the AH to find a couple really high damage fist weapons with CHD, sockets, and other good stuff, probably would've been easy to upgrade from the Skorn, but I've been playing my Monk self-found.

    Here's the thing though...on the PTR, I managed to find a 1200+ DPS Won Khim Lau...socket, big boost to Lightning skill damage, probably Dex and Vit...and a 1200+ DPS Gift of Silaria...socket, probably Dex and Vit, and I think Move Speed, that was kinda cool to have on a weapon...and between both of those, I FINALLY managed to get my damage to a high enough place to compete with my Skorn, and be a more traditional dual-wielding Monk. I was absolutely thrilled.

    Ultimately, people like CHD because combining that with high enough Crit Chance, high enough Mainstat and high enough Attack Speed equal huge damage. However, if all they're worried about is getting a damage number high, raising Mainstat high enough will do almost the same thing. Crit Chance, obviously, is a little more touchy, as it procs certain skills and SHOULD be a tad harder to get. But CHD, at the end of the day, is just extra damage, and that can be acquired in other ways.

    Thank goodness.
    Posted in: Diablo III General Discussion
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    posted a message on HC mode in RoS - change to heroes HC playability
    One of the things I noticed on the PTR, in terms of HC difficulty, is that while it's AWESOME that you can tune the difficulty up much higher from the get-go, because the monsters level up as your character does, when you're level 1, you could be fighting monsters with absolutely no gear and doing okay...you finally manage to kill a couple monsters and gain a level real fast, then suddenly the monsters are way harder to kill. Really keeps you on your toes in terms of making gear progression necessary at low levels, as opposed to "well, i guess i'm looking forward to getting some nicer pants or gloves."

    But yeah, I'd agree with Zero, lots of things about all the classes' skills have been reworked, so I'm sure there are a couple old builds that might work the same, many that I've played with are far more potent and have a lot more cohesiveness. Experiment as much as possible. I had a lot of fun on the PTR experimenting with builds because so many skills worked so well together.
    Posted in: Hardcore Discussion
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    posted a message on Are you keeping your main hero or switching?
    Quote from Daloveshack

    Oops! I meant four! I'm such a bad wizard :(. However...I am more drawn to fire/ice/lightning more than arcane in general :). I never really cared for arcane in any sort of game. The three (fire/frost/lightning) reminds me of old D2 with my three sorc of different elements.
    It's all good, dude, no sweat. I mean, I can tell by the changes they made to the Wizard that they definitely want to make the Wizard class a spiritual successor to the Sorceress, or else bare minimum, have the Wizard's skills pay some homage to her and make the magic styles appear to be from the same school.

    What I love about D3, though, is that it'll be a lot easier to customize mixtures. From what I remember about D2, most Sorceresses, for example, had to specialize in one element. I almost always wanted to be at least a dual element, but it was really difficult to get endgame spreading your skill points out that far. But of course...if you specialize in only one element, especially in solo play, you'd hit a massive wall when you met WHITE MOBS with elemental immunities. But in D3, you'll be able to customize your elemental preferences how you like.

    Although...and I could be wrong...but I felt like, in some small ways, elites on the PTR with specific elemental affixes felt like they had ever so slight elemental resistances. I can't remember if it was fighting Thunderstorm elites with my Lightning Monk, or Frozen elites with my Ice Wizard, but it felt like some attacks weren't as effective. Could just have been my imagination.
    Posted in: Diablo III General Discussion
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    posted a message on Will we be replacing are gear in 2.01?
    Then again, they did add a lot of new item affixes, like Cooldown Reduction, Reduced Resource Costs, %Chance to inflict Bleed of %Weapon Damage over time, lots more common skill specific damage buffs, +%Damage to Physical/Cold/Fire/Arcane Skills, things like that.

    And very often, those things aren't reflected in your damage or toughness ratings in your details sheet, so it's not like adding Reduced Resource Cost by 4% raises your damage by 5.43% and it's a clear-cut upgrade. A lot of those types of things, you have to kinda play with and experiment with to see if you like them or not.

    Seems to be a big theme in the updates...the devs encouraging players to find playstyles they like, as opposed to playstyles they feel obligated to use because "efficiency."
    Posted in: Diablo III General Discussion
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    posted a message on Will we be replacing are gear in 2.01?
    Depends on where you got your gear.

    If you frequented the Auction House, and are pushing 700k+ DPS on all your characters, depending on what stats you're prioritizing and what kind of build(s) you're shooting for, you may have SOME trouble upgrading. Items will be rolling with primary stats (like attack speed, crit chance, life regen, all res, mainstat, vitality, etc.) and secondary stats (like health globe healing bonus, thorns, +XP) separate, but often rares don't roll with more than four primaries. So trying to upgrade a Quintfecta item that boosts your DPS by over 100k may be hard to do, at least before the expansion when items can roll level 70 values.

    Then again, if you played self-found, finding upgrades, even for specific trifecta+ rares and even legacy set pieces, should be no problem at all. I imported my live characters to the PTR maybe 3 times, and each time, I didn't have much trouble upgrading, on just about any class.
    Posted in: Diablo III General Discussion
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    posted a message on Are you keeping your main hero or switching?
    With Paragon Levels being changed to be shared across all characters, leveling a Crusader for me is a no-brainer, just to add to my roster/party for more variety. I mean, XP and Paragon Levels wise, there's nothing hindering me from playing my other guys, so I'll likely take some time at some point to build my Crusader up to 70 in the expansion, but after that, I'll be free to switch things up on almost a daily basis.

    As far as considering one or more my "main"...it started as a Wizard, but I allowed him to get corrupted by the Auction House, and started up a self-found Monk, which has gone great. I've since self-found my Wizard's gear and the stuff on all my other characters, so I've been tempted to revert back to my Wizard as my technical main...


    Quote from Daloveshack »
    Staying with wizard. After I feel satisfied after gearing with the three elements, I'll prob start up my crusader/monk!
    Three? You mean...fire, ice and lightning? So no love for Arcane? Arcane Wizard is likely the direction I'll go in. It's been my strongest and most comfortable element so far on the live game, and it's likely the direction I'll be continuing in the expansion. Unless I get some elemental specific gear, then who the hell knows. ;-) Though, I do think I'd like to do a Fire Wizard. That seems to be good and challenging considering Fire attacks don't offer much in the way of crowd control. So I'd need to gear in some ways to figure that out.

    With far more options both in terms of cohesive build choices and personalization, any of my characters could feel like my favorite on any given week. So for now, I'm going to keep my mind open to as many possibilities as I can. Who knows when that next item might drop that causes me to rework an entire character's build and ends up becoming the most fun I've had playing this game since launch.
    Posted in: Diablo III General Discussion
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    posted a message on [PTR 2.0] WW/Haori: Theorycrafted 100% crit build.
    Quote from wiwh

    Granted, the WW is fine as is and is lots of fun to play with, it is definitely not dead. So I mislead you with my title, which I changed.

    The goal is not to revive ww, which is about fine now, but to double its dps, which would make it even more so.
    I gotcha. It does seem like a really cool item. Best of luck with the build, I mean that, :-)
    Posted in: Barbarian: Bastion's Keep
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    posted a message on [PTR 2.0] WW/Haori: Theorycrafted 100% crit build.
    Don't get me wrong, if you or anyone else can make this build work, they'll get a lot of respect from me. It'd be pretty impressive, :-D

    For my playstyles, it just seems like way too much theorycrafting and not enough monster killing. Though, I respect other players who want to theorycraft, especially in a game like this that encourages players to just get out there and "dare to fail", experiment, try new combinations of stuff and see what works, and walks that fine line between efficient damage output and personal fun.

    To me, this kind of build seems like too much of a balancing act. Like, you'd need to know how much damage you're taking vs. how much total mitigation you have from Armor, All Res, etc. Regen and leech just enough to not die, but still stay low enough to be working away.

    I mean, your Crits are going to be 100% when you're below 25% life with that item...but when you happen to go above that, your Crits rely on just skills and gear. So damage output ends up being rather inconsistent, and potentially unreliable.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on [PTR 2.0] WW/Haori: Theorycrafted 100% crit build.
    With all due respect, I really don't think finding ways to keep a Barb's life below 25% is ANY kind of viable build whatsoever. Especially not by using Blood Funnel to RESTORE life. If we're simply theorycrafting here, BEST possible way to make a "below 25% life" build for a Barb work is if you stacked an absolute CRAP TON of %Life, Vitality, Strength, Armor and All Res. That way, you have the largest possible window to keep critting during a Whirlwind.

    But really, even that's shaky at best.

    Since hearing how Barbs are apparently getting some kind of short end of some stick or another, I decided to test out Whirlwind for myself, and found it really isn't so bad as long as your damage is nice and high and you have reasonable ways of keeping your Fury up. Like War Cry - Charge, certain runes on Overpower and Revenge, things like Ground Stomp, Leap and Threatening Shout also Generate, I believe, so using them smartly when they come off cooldown is a good idea (not to mention getting Cooldown Reduction Gear, and putting Paragon Points into CDR). Unforgiving seems like a popular choice, because I'm sure most Barbs hate that their Fury degenerates, and with a fourth passive slot, it should be easier to justify using it. I've had good luck with Animosity, that's good for extra Fury Generation and stocking, so you can Whirlwind as long as possible. Not to mention, there's now a WW rune called Hurricane that draws enemies closer to you as you Whirlwind close to them. So that's handy for grouping up guys, hitting them with Ground Stomp, pounding away with Bash - Instigation, things of that nature, then Whirlwinding again.

    All in all...Whirlwind has NOT died. The OP/permawrath/spin-to-win Barbs have died, and good riddance. I'm probably going to throw Whirlwind on my own Barb(s) to find a cool way of using it, since so many people are convinced it's no longer worth it.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on What are you most excited about in RoS?
    Quote from Seifa

    The most important thing is the new Itemization. With the removal of the AH and a new level cap, we can forget the whole mess that D3V was, both economically and its lack of rewards.

    Secondly, Adventure mode and Rifts are a good addition to the game and lasty new skill balance.
    Absolutely this too.

    Games like D2 were really fun, but players made it so that things like Meph Runs and Baal Runs and Bloody Runs and Pindle Runs were even a "thing." I'm glad that Adventure Mode makes a formal place where there's 1) randomized objectives, 2) more reasons to explore, 3) farther along tiers of randomization in the form of Rifts for even bigger rewards. Plus they added that nifty feature that resets quests in Campaign Mode, so if anyone particularly wants to run the Campaign over from the beginning, they can. I think that's really cool.

    And yeah, the skill balancing has been tremendous. I'm actually having a hard time finding smartly assembled skill combos that don't work to even some small degree. With some more Paragon Points, and Enchanting gear...players have a lot more freedom to customize builds how they want...but without the AH, ya gotta play for it. :-D
    Posted in: Diablo III General Discussion
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    posted a message on What are you most excited about in RoS?
    Quote from Vomica
    Quote from Slayerviper
    Quote from Zero(pS)

    They revamped quite a few skills, and added a lot more elemental focus on some runes to the classes.

    Following a specific element might be viable with some item affixes boosting that specific element damage. If you stack say, 150% extra fire damage (by having it in almost every slot), then all your Fire Skills (and there's a lot more of those now for Wizard) will benefit from it. It's a huge bonus. We just need to figure out if it's worth giving up something like All-Res or Armor in those slots.
    Are we dropping EHP stats or other stats such as Crit? I thought offensive stats were balanced so it didn't really matter which one you took or was that just in the Paragon Points
    Mostly only paragon points. CHD backed up by crit is still sadly king of the hill and i see nothing ATM to remove it from that position :( i would love to see other stats be more competitive. Will make for much better itemization.

    my guess is that only a select few build will run something other then CHD and CC i want to be proven wrong.

    The whole new empasise on Elemental damage and cooldown reduction is something i want to be competitive.
    That's actually one of the big changes in itemization I'm really enjoying, even just on the PTR. Sure, if people want JUST straight damage, then fine...Crit Chance and Crit Damage. Makes a whole lot of mathematical sense. But reducing the Cooldown on blasting skills like Fetish Army, Earthquake, and others...reducing resource cost on commonly used skills like Wave of Light, Elemental Arrow, Spirit Barrage...those things aren't reflected in a details sheet's "damage" number. Honestly, your damage could go DOWN 20-30k, but because you're able to use particular skills more often, you could still be 10x more effective in battle because problems such as cooldowns and running out of resource are mitigated.

    But again...those are things not reflected by your "damage" number going up or down. Crit Chance procs certain skills, which is why it was nerfed a bit in Paragon Points, but Crit Damage is just damage. And when you look at how a lot of legendaries WILL cause people to make SOME sacrifices in damage for better builds...

    I think straight damage builds are going to have a TON of competition.
    Posted in: Diablo III General Discussion
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    posted a message on "A" Dev did not know about lvling 0-60 in roughly 15 minutes...
    I'm not really too familiar with "guaranteed" legendaries beyond leveling a few new toons on the PTR, and resetting my quests with my endgame SC Monk, that was kinda fun. Found I got more legendaries from Leoric than I did from the Butcher, oddly enough.

    Anyways, I want to be aggravated by this, but here's the thing...

    In a game like Diablo 2, I hated the idea of powerleveling...mainly because part of the replayability was leveling a brand new character from scratch. If you don't like that aspect, it's not the game for you. But people did it in droves, and while I think that kinda sucked, well...clearly the D2 devs did nothing to stop it. Powerleveling, that is.

    In Diablo 3, you're not busy rerolling brand new shiny toons in Softcore for new builds. Dying isn't punishing, and you keep your gear, and gear is a primary way to build a playstyle...thus, once you level a Softcore toon to 70? Great. You never have to level a class to that level ever again. So while you've gained a TON of XP really really fast...that's also a lot of Adventure Mode, Bounties, Rifts, Gambling, and other stuff you could've been doing to build up resources and collect new items, plans, etc. Your loss.

    With Hardcore, I suppose it could be considered a tiny bit more of an exploit, but again...gear is a big part of builds, so if your Hardcore character dies and loses some sweet gear, leveling a new toon to the cap in 15 minutes, again, is a series of missed opportunities for you to build resources and gold and materials, collect items, etc.

    So in a way...I'm almost glad that an unfortunate accident/feature like that is there. Part of the reason the requirement of going through the game 4 whole times per EVERY difficulty was removed was because playing the game over and over the same exact way was largely boring. If people really want to miss out on all those opportunities for gold, gems, materials, items of all levels, etc., I guess that's their choice.

    After all...part of the changes is that Paragon Leveling has its cap removed, and can go almost to forever. So if people want to instantly circumvent content...just like the AH...they're missing out, and it's their own fault.

    My only hope is that they don't blast forward to level 70 on a class they're not familiar with, start begging chat channels what the best builds are, then flooding the forums with QQ because they don't know how the class works, when they could've easily gotten more familiar with it DURING the leveling process, and learned its ins and outs.
    Posted in: Diablo III General Discussion
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    posted a message on 2.0 will be live in two weeks, Wings of Valor for pre-purchase.
    I'll be honest, like most people, I've been figuring March 18, when the AH closes, would be the most reasonable time to push the 2.0 patch live. However, in all that figuring, the one thing that hasn't gelled with me is that it'd be only one week between the patch and the expansion. Some of the blues said that they give, on average, two weeks and two months between a pre-expansion patch and the expansion itself, so that one week time frame never really seemed right.

    Then again, I think on the news blurbs today or yesterday, the official site made mention of updates coming next week regarding kinda the exit strategy of how the Auction House is going to close, what's going to happen to items in the queue, things like that. Plus, that tweet in the news blurb did say...2.0.1 is right around the corner. People can poke fun at that with Soon(TM) jokes all they like, but...Blizzard has gotten a lot better about that, at least in Diablo terms.

    They say soon...it could be as early as a few days or a week out.

    I can't tell if this info is legit or not, but...tops, we're looking at a month for the expansion. My question is...if the patch goes live before the AH officially closes down, what will happen to the AH in-game between the patch and shutdown day? Maybe there will be a button to access buys and sells, and maybe only items put up on the AH before the patch can be allowed to stay there, and transactions can continue to be made until they're all done?

    I mean...would they let people buy and sell Loot 2.0 items on the AH before it gets shut down? Granted...yellow, blue and white items are fully tradeable, but why allow people to get used to making transactions with updated gear only to shut the AH down a couple weeks later?

    Sounds rhethorical, apologize for that...I'm just curious is all.
    Posted in: Diablo III General Discussion
  • 3

    posted a message on Did something happen recently?.
    Quote from Maka
    @Cardinal: hop on the PTR and start crafting, and stop when you run out of one mat. I'm willing to bet the mat that'll run out won't be the rare mat. And that, to me, would be /discussion.
    Love the fact that you don't want to acknowledge how, multiple times, you pointed out the stupidity of "rare" vs. "common", without knowing what it actually means, is just marvelous. You need to do that more often...screw up, I mean, not ignore making a mistake.

    By the way...the reason the white/common mat runs out the fastest is because it's used in pretty much everything. Requiring more mats in recipes, FYI, is actually better, because it makes crafting anything at all something to work toward, and so that people can't SPAM crafting the way they did previously.

    That bottleneck also tends to help when launching into new territory, like an expansion and/or complete game overhaul, because in case you haven't noticed, it's been quite a while since D3 first launched, and the PTR changes over various things you have saved. For instance...

    I once had a full stack of 500 Subtle Essences in my stash, along with 500 of every other blue material. They've all become Exquisite Essences.

    I once had a ton of Pages and Tomes...they've all become Demonic Essences, of which I know have over 1500

    I once had a ton of yellow mats, like Fallen Teeth...I now I have over 1500.

    Compared to white mats, which I've only just started collecting, aaaaaaaaand...yes, obviously those will run out if I'm crafting away every single one of them before I really need to.

    So yes...that is...

    /discussion
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Pools of Reflection?
    Real easy...and they're on the PTR, too, not just the beta...I love those things.

    They appear as yellow pools, in spots where a healing well would be, though they appear much rarer than you'll see healing wells. When you "drink" them, you gain a flat increase of 25% XP until you gain a certain amount of XP via the buff...and it goes away when that character dies. Meaning, your Barb can't drink a pool, then you log in with your Monk and he gets extra XP as well. However, it does last beyond logout. So if your Barb gets one, and didn't expire the XP buff when you logout...when you log in with your Barb again, it'll still be there.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did something happen recently?.
    Quote from Artemix

    Them trolls, stop derailing my thread.
    Derailing your thread? Okay, let's get back on topic...


    Quote from Artemix »
    Because the official forums are on fire, but I find it hard to see any justification of the anger and the "I'm done" attitude.

    I only heard about the no more mystic for level 60 items.. is that all?.

    -_-
    So you came to THIS forum to tell us that the official forums are on fire...

    Then proceeded to basically set another fire with a topic that's already worn into the ground AND kind of a non-issue?

    Yes, please bring this informative thread back on topic so people can continue arguing...

    Oh wait...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did something happen recently?.
    Quote from Hans

    The problem is I usually only get one white unless I am doing the early stages of Act 1, I am only in the PTR so that might play a factor. At least you get a good amount of common mats from a white item and they do drop from monsters from time to time. I still usually wind up having more rare mats per run but only by a few points.
    I don't think the PTR has as much to do with it as having high MF. I mean, monsters already drop less stuff, which is a good thing...covering the ground with stuff 99% of which won't get used is far worse than having only a couple things drop that you can actually put to use somehow. Then...monsters RARELY drop white items, even with low to 0 MF. Most of my white/gray items I get from breakables, like I said.

    I've since edited my last comment to say it's almost impossible. Anything is bloody possible. I'm sure once in a while, a person will only get one white, then salvaging the rest of the yellows, yeah, you'll end up with more yellow mats. But when I get four or five whites/grays, and salvage them all, common debris usually beats yellow mats, if even by a little.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did something happen recently?.
    Quote from Maka
    Quote from CardinalMDM
    Quote from Maka

    The only thing I'd do is slightly increase the number of white and blue items that drop. Not only is it a bit stupid that so-called "rare" items are by far the most common ones, but I could also do with the increase in white and blue crafting mats.
    I see this coming up all the time when I'm in chat channels on the PTR. I really don't mean this to sound condescending, but I haven't seen anyone suggest this to you, and anytime I do in General Chat, people give me blinky eyes like I spoke some alien language...

    Are you breaking open barrels and inspecting weapon/armor racks?

    I'm finding TONS of white/gray items for salvaging in breakables and weapon racks. Even if it's just one per clump of barrels, and I only get maybe 2-4 white items upon a trip to town, that's still good for at least 28 Common Debris, which is worth it to collect if it means I can craft or enchant more. As for blue items...goblins drop tons of mats and gems, Resplendent Chests usually have some blues and some bosses also give out blue stuff, along with the rest of the stuff that drops, which can be anything from rares, plans, legendaries, etc.

    Sorry you think it's stupid that rares are the "most common," but it's really not hard to find whites and blues for salvaging.
    I open/break every single 'gizmo' I come across: corpses, barrels, weapon racks etc. I pick up everything. Whenever I go to town with a full inventory, I still end up with rare mats outnumbering blue and white mats by at least a factor of 3 or 4, sometimes 5 or 6.

    I assume you're fine with something called "rare" being more common than something called "common", then. Is this the part where I give you "blinky eyes"?
    Okay well, I pick up everything as well, and break open everything as well. If you're getting even just two or three white items when you head back to town, it's pretty much impossible for you to be getting MORE rare mats at the end of your salvaging, because most of the time, I get 9 or 10 white mats PER white or gray, compared to only 1 per yellow. So unless you're only picking up yellow rings and amulets (which you can carry more of than swords, shields, etc.), there's almost no way you're getting more yellow mats by any factor. I'm not calling you a liar, but...I really don't see how, if you're actually picking up everything, that you're still ending up with more rare mats at the end of a salvage trip. A couple whites, a gray or two, a couple blues, gems, mats themselves...between all that, I just don't see how it's a common occurrence

    And yes, I am fine with something called "rare" being more common than something called "common." Here's why...

    First, because this is a game, and taking every single thing literally is just setting yourself up for disappointment. Second, your average white item is pretty much the same as every other white item of the class...which is what makes it "common." A white "sabre," for example, is pretty much the same as every other white "sabre." However, a yellow/rare sabre has a bunch of affixes on it that makes another exactly like it "harder to find," or in other words..."rarer." Yes, with Smart Drops, a lot of items do look similar, as many of them have mainstat and vitality on them. But if you have your eyes fixed on cooldown reduction, reduced resource cost or a specific damage buff, that's a lot "rarer" to find.

    Pretty sure that's what "Rare" vs. "Common" means...in just about every game like this. Feel free to contradict me.
    Posted in: Diablo III General Discussion
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    posted a message on Did something happen recently?.
    Quote from Maka

    The only thing I'd do is slightly increase the number of white and blue items that drop. Not only is it a bit stupid that so-called "rare" items are by far the most common ones, but I could also do with the increase in white and blue crafting mats.
    I see this coming up all the time when I'm in chat channels on the PTR. I really don't mean this to sound condescending, but I haven't seen anyone suggest this to you, and anytime I do in General Chat, people give me blinky eyes like I spoke some alien language...

    Are you breaking open barrels and inspecting weapon/armor racks?

    I'm finding TONS of white/gray items for salvaging in breakables and weapon racks. Even if it's just one per clump of barrels, and I only get maybe 2-4 white items upon a trip to town, that's still good for at least 28 Common Debris, which is worth it to collect if it means I can craft or enchant more. As for blue items...goblins drop tons of mats and gems, Resplendent Chests usually have some blues and some bosses also give out blue stuff, along with the rest of the stuff that drops, which can be anything from rares, plans, legendaries, etc.

    Sorry you think it's stupid that rares are the "most common," but it's really not hard to find whites and blues for salvaging.
    Posted in: Diablo III General Discussion
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    posted a message on Howmuch gold would you guys advise to have when going into RoS?
    Yeah, OP, 1 billion should be way more than enough.

    Keep in mind that, if you're going into Reaper of Souls, you're likely going to be doing lots of Bounties, which pay out pretty decently in terms of gold. Events even got a buff in terms of gold reward. Gold piles themselves are way more prevalent, and "Gold Find" is even a stat in the Paragon menu...so unless they apply a cost to respec Paragon Points, that could be something to switch to when you happen to be light in the pockets.

    Also to consider is the occasional bottleneck of having mats for Enchanting and Crafting, regardless of how much gold you have...like things that can't be gathered before Patch 2.0...and even then, it's only pretty much white/gray mats. Higher level mats (like Arcane Dust, Veiled Crystal, and Forgotten Souls), unless you're farming them with MAXIMUM efficiency, and you're a crafting animal, will run out WAY faster than your gold will.

    So yeah, that's really plenty.
    Posted in: Diablo III General Discussion
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    posted a message on Funny bug: Reaper of Souls beta "No One Likes Me!"
    It is funny, I like it, :-)

    Though, how does the Butcher's Carver proc actually work? All it says is that "the Butcher still inhabits his carver." Is it supposed to make that noise just when you attack?
    Posted in: Diablo III General Discussion
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    posted a message on [RoS]Questions about the date for Blizz ?
    If they want the AH gone, because they feel it undermines the reward loop, I don't see them pushing the patch live before the AH shutdown. Doesn't make sense to me that they'd let people run around with Loot 2.0 quality gear, get used to trading it on the Auction House for up to a month and a half (if they hypothetically were to push 2.0 tomorrow...not gonna happen), then shut the AH down after people have better gear to trade there.

    On the same token, I don't think they'd remove the AH without at least giving people Loot 2.0 to offset the ability to get better, if not GREAT, gear. They may want to get rid of the AH (which many people have enjoyed), but I don't think they're that heartless that they'd take away the AH without at least providing a good way to get gear. Which rules out the patch coming AFTER the AH shutdown...

    Thus, pushing the 2.0 patch and removing the AH simultaneously, given the short time between then and the RoS release, seems like the most logical thing. I realize there's an AH button in the PTR interface, but the Gameplay Settings screen has changed numerous times since the PTR/beta first went up, so I don't doubt the main menu getting rid of the AH button is so out of the question either.
    Posted in: Diablo III General Discussion
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    posted a message on RoS launch day should go smoothly without login issues this time
    Quote from Bagstone

    This is going too much into off-topic, but I just wanna reply to Shurgosa that you should not extrapolate from your anecdotal evidence. It just doesn't match with the numbers of D3 copies sold and active D3 players. Just because you and your friends are disappointed (and btw, most of my friends quit as well) doesn't mean we should close our eyes, neglect sales figures, and make up tinfoil hat stories.
    While I don't necessarily think sales figures should be ignored either, they don't tell 100% of the story. Then again...


    Quote from Shurgosa
    "And its not an anomaly, it's every hardcore gaming nerd I am friends with or whom I end up talking to. its 100% of the people I have spoken to in real life who bought the game; they did not simply quit, they quit with a look on their face as if they just swallowed a hunk of shit. One of my friends works at a huge computer parts store and he said 100% of the people there who bought D3 quit playing within the first few months as well. roughly half of the stores employees.They simply do not care anymore after experiencing D3."

    I don't think this small a group of people is necessarily an accurate description of a community spanning the entire globe either.

    Facts are facts...yes, Diablo 3 at launch turned many people off, and didn't make nearly the impression it should have. And yes, I'm sure a ton of people who bought D3 bought it because of D1 and D2. However, with the last Diablo game coming out THIRTEEN years ago, and the way Act 1 basically retells the story of Diablo ONE...my guess is that plenty of WoW players saw a different type of game entering its third installment, and wanted in on the ground floor because it's a Blizzard game. Diablo paved the way and inspired WoW to be what it was, but now, Blizzard is letting its Warcraft playerbase pay dividends into one of its big franchises.

    That being said...what concerns me is the amount of people who are likely to 100% refuse to eat crow, admit that D3 at launch in May 2012 is barely a SHADOW of what this game is looking to become with the 2.0 patch and Reaper of Souls, and won't buy the expansion, despite most of the major things that people wanted now appearing in D3, barring maybe Ladders and PvP. Truthfully, when I play on the PTR these days, all I think is, "gosh, only things this game is missing are, like...Ladders and PvP." And I could've sworn the devs said, at one point, that they want to improve the major gameplay issues and overhaul the standard experience before launching into making alternate gameplay modes better than their predecessors.

    What concerns me is the people who look at the improvements this game is getting, in regard to build diversity, depth, content, endgame, etc., remembering the bad taste in their mouth, and refusing a palate-cleanser because they used to identify as a D2 player, and now they identify as a D3 hater because Blizzard is all about $$$ and they ruined blah blah blah blah...

    At what point are those people, who have pretty much gotten the game to where it should be, admit that it can hang with major ARPG names out there like Path of Exile and Torchlight? Because honestly, by the looks of the PTR, beta vids, and where Reaper of Souls looks to be going?

    By the time the beta ends, and RoS is out...it could be leagues better.

    In regard to launch day going smoothly...I have a lot of faith Blizzard will remember what happened on D3's launch day, and how it was an absolute joke. I have faith they'll do ANYTHING to keep that from happening a second time.
    Posted in: Diablo III General Discussion
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    posted a message on More Stash Space! Finally!
    Quote from damage424
    Quote from Solmyr77

    I'm glad that we finally get an increase. Sure it's still not as much space as I'd like to have, but "more is more" ;)
    Actually, we are getting less. With the removal of both A'S we would lose 50 inventory spaces from GAH and 50 inventory spaces from RMAH. Not to mention the 10 slots you receive from posting items to sell.

    It's a downgrade.

    And not to wake the dragon that is cardinal, but videos being ancient they had ample time to improve the tali. The mystic doesn't seem like reinventing the wheel from the mystic we say at blizzard 2010.

    Puts on flame suit. Dare those who ask for more and are ungrateful little brats!
    First of all...on topic...because apparently maka never seems to understand the point of ANY of my interventions, and I need to spell things out:

    3 stash tabs = adequate. Especially with consolidation changes being made. 4 stash tabs = better. 5 or more stash tabs? = WAY better. Shouldn't need that many, but I'm plenty happy with it, fully support it, and understand the need for it.

    Second...damage424? Let them bring back the Talisman. I'm fine with it. If I haven't said it, I'll say it now, I like the idea and the intention...but I understand why they removed it pre-launch. Only reason I pointed out the vids being ancient is that the game was still in development. Just as the expansion is in development now. Features are getting added and removed all the time. For instance, they added the ability to Reset the Campaign Mode quest progression so you can start from Act 1 again...who knows if that'll make it into Release or not. They added in the "resource spender defaults to primary" early in the F&F beta and took that out. Sorry you're upset with features being removed, and have been removed, both during and outside of development cycles. I'm not really sure what point there is to lamenting about it now beyond getting trolls to agree with you.

    As for this nonsense about losing 50 slots from the AH, and the new stash tab being a downgrade? I'm honestly impressed that more than 1 person are actually citing the AH queue a form of storage. Inconvenient as all hell it may have been...however, both your and maka's math on that is off...

    See, each AH queue (SC and HC) gives you 50 ITEMS to store as "Completed". Not SLOTS. ITEMS. Meaning, if you save 50 ITEMS in both the SC and HC AH queues, and all of those items are of larger size than, say, rings, amulets, mats, gems, etc., you're actually "losing" 100 SLOTS each. Not just 50. Times that by 2, and by your logics, you technically "lose" 200 total individual stash slots.

    But please, feel free to lament on how much MORE of a net loss of "slots" that is than previously estimated, and how you don't have to go through the idiotic steps of storing things there so inconveniently. Me? I'm going to pay the gold in RoS to store stuff in my actual Stash, get rid of things I don't need at a reasonable pace, and continue being elated that the AH has been removed.
    Posted in: Diablo III General Discussion
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    posted a message on death of 0dog in ros....
    Admittedly, I don't have any experience with Zero Dogs builds for the Witch Doctor...personally, I'm just happy I can make an all Spirit Spell build when the updates come. It's been a blast on the PTR so far.

    Also, I'm not positive if a build like Zero Dogs was an intention by the developers or not, but I think one of the reasons they haven't tried to actively kill it specifically is because, even if it was deemed some kind of exploit, it wasn't causing a game-breaking amount of trouble.

    Mathias, I'll give you a perfect example...my two main toons are my Wizard and Monk. On the live game, the Monk has a synergy with Breath of Heaven - Infused with Light and Way of the Hundred Fists - Fists of Fury that some people refer to as the "Nirvana Effect," which if performed within tight packs of enemies can restore whole Spirit Gauges (even gauges buffed by the Exalted Soul passive) to full pretty much repeatedly, as long as the Infused buff is on. I used that for quite some time while leveling my Monk, and most of that time, I wondered if it was allowed, just a glitch, some oversight, whatever. I've since moved away from it, both on the PTR and the live game...but like I said about Zero Dogs, the Nirvana Effect wasn't a hugely game-breaking mechanic. It at least had the downside of needing to wait for Breath of Heaven to come off cooldown in order to take advantage of it.

    It doesn't seem to me like Zero Dogs was the type of thing that was easy to abuse to effectively make the game too easy...which is why, I can assume, you and others are upset to see it get modified so strongly, if not eliminated from the expansion/updates. However, I am glad to see you're finding other ways to make the build work, or at least finding different variations that you're enjoying, even if they don't match the original style on the live game.

    I think that's pretty much what the devs are going for here. They understand that people want very specific legendaries, to make very specific builds, but they also want people to be open-minded to trying other things while they hunt for those one or two pieces...or be willing to experiment with what the game offers and see if they can make their goals work effectively, even if it's not how they originally wanted to do it.

    Best of luck getting a cool WD build working. In regard to trade...try to get together with some trustworthy folks and play together when you can. Trading still exists in the expansion, it's just limited by time and who's with you when an item drops. I definitely plan on trading with friends, and playing together as often as possible, so we can exchange things when we can.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on More Stash Space! Finally!
    Quote from Maka » Yes, without taking up inventory space, charms would just be another source of higher stats. And I'd be fine with that.
    Hell, give them unique stats. Make the pool of unique stats much bigger than the amount of charm slots. There, now you have to choose.

    It's something that annoys me about Blizzard: everything has to 'reinvent the wheel'.
    It's not a bad thing to keep wanting to innovate or change peoples' routines and current game trends. D1 did that by providing a simple, well put together "loot hunt and grind" experience. D2 did it even further, fixing major drawbacks from D1 with better systems, and still keeping the same world and environment from D1. D3 has attempted to do it, but because so many people had D2 routines already set in stone, D3 has been met with nothing but harsh backlash, and this "never good enough" attitude from players.

    Which is funny to get from a thread about this topic, because I seem the only person upset with Diablo 2 or LOD's stash space was.

    Quote from Vomica »
    Quote from Maka Diablo 2 with 24 squares? I can see you never used PlugY...

    Yes, it was a mod, but if even modders did it......
    How is a single player add-on even remotely useful? you had "unlimited" stash space in diablo 2 anyway with 2 CD-key and 2 clients. sure it's a hell to swap and check everything but its doable, been playing diablo 2 ladder like this for years.

    anyway back to the topic.

    due to the setup of the skill system and paragon system (if it is respeccable without cost)

    one only needs 6 and that leaves 6-9 mules, where you can put gear if you want for other builds for your main characters.sure if you wanna do the same thing on HC also you get 0-3 mules to put stuff in.
    Sure it has not as good mule capacity as Diablo 2 or 1 it is good enought for diablo 3. i would just like to seesome betterinterface for gems, dyes and materials that does not take up a stash slot.
    No, maka, I never used any mods for D2...because I actually liked playing the game Blizzard provided, as opposed to adding tons of stuff to it from other sources, despite the increasing mountain of problems D2 had that people love ignoring with rose-colored glasses. And apparently 3rd party software.

    And Vomica, in regard to mules...just shows how crummy Blizzard North's opinion on stash space was to begin with. That they allowed mules to be created for so long, instead of patching in simple things, like small item stacking for potions and gems, stash tabs, etc. Item transferring was awkward, silly, and I'd rather have individual stashes for all characters that were maniacally too small than go through the enormous trouble of creating mule characters....which by the way, could also barely hold anything, because a "shared stash" was such a foreign concept in those cold Stone Age days.

    As far as creating mules in D3? That's just sickening. I have 10 slots right now, one for each class in both HC and SC. When I get RoS, I'll make two Crusaders, 1 HC and 1 SC, and the version I'm getting will still leave me with 3 slots for other character variations if I want to make them. I'm never going to make mules. What an absolute waste.
    Posted in: Diablo III General Discussion
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    posted a message on More Stash Space! Finally!
    Quote from damage424
    Quote from CardinalMDM
    Quote from Maka
    The way the Talisman was introduced did seem rather shallow, and since you weren't sacrificing inventory space for extra buffs, it just became a requirement.
    It's as much of a requirement as other gear slots. I don't get this argument. Why were charms held to a higher standard than other pieces of gear?
    Why were they held to a higher standard? Easy.

    In D2, Charms offered great buffs to stats and skills, ALMOST for free. All you have to do is hold them in your pack and you get stronger. Thing is, even with an empty inventory, pack space in D2 was friggin minimal. So while it seemed like free buffs, the fact that Diablo has always been a LOOT HUNT, and Charms directly impeded that...was kinda flawed in design. On paper, it made a lot of sense, but in implementation, it was a royal pain in the ass. Thus, if you really wanted to carry around Charms, you either had to get the right shaped ones, or even choose to bother with it at all.

    Early on, the D3 devs made a lot of easy evolutions in systems. Perfect example...Town Portal Scrolls and ID scrolls. GONE. Mainly because people in D2 never ran out. There was no point in carrying them around, because they were either so cheap to buy regularly, or so abundant from drops, forcing you to use an item for those simple QoL steps was pointless. The Talisman was the next logical step for the concept of Charms, but like I said, Charms were a choice to even carry at all. They were extra bonuses for people willing to make the major sacrifice of loot space. Had the Talisman been implemented in D3, Charms wouldn't have been a choice to carry, and the only way they would've been a choice is if people left their Talisman's empty.

    Like I said, I'd like to see it back. A lot. I like more character customization options as much as anybody else, and additional ways to make my builds and setups more unique and stronger, I'm all for that. But I don't want it to be JUST another source of higher stats. Which is what the Talisman initially was...just a spot to put stat items. That's it. If inventory space isn't impeded, there should be drawbacks on each Charm, negative effects that cause people to think, "ooooh, I could really use that buff, but...man, that downside is pretty intense. Gotta figure out a way to minimize it."
    The video I linked previously about Talisman, http://www.youtube.com/watch?v=GR1LTYsGM9U#t=09m50s

    The dev mentions how awesome it is the charms are placed in the Talisman instead of his inventory. It is not impeding the item hunt at all, if anything it should add another layer to the item hunt. There is no sacrifice between charm and items. Charms should be a secondary benefit to your gear.
    Okay...you quoted my post...I guess you didn't read it.

    I'm sure the dev does mention how awesome it is that the Talisman charms aren't placed in the inventory. That's what I'm trying to get at here. The Talisman was an easy evolution to the idea of charms that had ZERO drawback. TP and ID scrolls were an easy deletion, because they impeded the simple day to day activities of identifying items and traveling back to town, things people would do hundreds of times per play session. But Charms would effect builds on the whole, meaning they would require a lot more work to implement properly.

    I'm not saying that that's a good reason to remove the feature. I'm just saying if they're going to implement something that everyone WILL use (unlike charms in D2, which not everyone used as much as others), they need to apply drawbacks.
    Posted in: Diablo III General Discussion
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    posted a message on More Stash Space! Finally!
    Quote from Maka
    The way the Talisman was introduced did seem rather shallow, and since you weren't sacrificing inventory space for extra buffs, it just became a requirement.
    It's as much of a requirement as other gear slots. I don't get this argument. Why were charms held to a higher standard than other pieces of gear?
    Why were they held to a higher standard? Easy.

    In D2, Charms offered great buffs to stats and skills, ALMOST for free. All you have to do is hold them in your pack and you get stronger. Thing is, even with an empty inventory, pack space in D2 was friggin minimal. So while it seemed like free buffs, the fact that Diablo has always been a LOOT HUNT, and Charms directly impeded that...was kinda flawed in design. On paper, it made a lot of sense, but in implementation, it was a royal pain in the ass. Thus, if you really wanted to carry around Charms, you either had to get the right shaped ones, or even choose to bother with it at all.

    Early on, the D3 devs made a lot of easy evolutions in systems. Perfect example...Town Portal Scrolls and ID scrolls. GONE. Mainly because people in D2 never ran out. There was no point in carrying them around, because they were either so cheap to buy regularly, or so abundant from drops, forcing you to use an item for those simple QoL steps was pointless. The Talisman was the next logical step for the concept of Charms, but like I said, Charms were a choice to even carry at all. They were extra bonuses for people willing to make the major sacrifice of loot space. Had the Talisman been implemented in D3, Charms wouldn't have been a choice to carry, and the only way they would've been a choice is if people left their Talisman's empty.

    Like I said, I'd like to see it back. A lot. I like more character customization options as much as anybody else, and additional ways to make my builds and setups more unique and stronger, I'm all for that. But I don't want it to be JUST another source of higher stats. Which is what the Talisman initially was...just a spot to put stat items. That's it. If inventory space isn't impeded, there should be drawbacks on each Charm, negative effects that cause people to think, "ooooh, I could really use that buff, but...man, that downside is pretty intense. Gotta figure out a way to minimize it."
    Posted in: Diablo III General Discussion
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    posted a message on More Stash Space! Finally!
    Quote from damage424
    Quote from eman41
    Quote from Maka

    That thing about the Talisman can be said about any gear slot. Why have a bracers slot, for example? They just add the same stats as the other pieces of gear.
    As with everything, the line exists. There aren't ear slots either and there are only two rings for 10 fingers. Diablo 2 had a lot fewer gear slots than DIablo 3, but had charms. Diablo 3 has more gear slots (legs, shoulders, bracers) which gives the player customization over not only their stats, but their otward appearance as well and allows the designers to have more item slot specific stats rather than "Big Charm--->Big Chunk of a stat".

    They probably figured the purpose of talismans is covered by creating more actual gear options, which to me is a good tradeoff in a pure RPG sense. Maybe the Talisman reappears down the line as something more than stats, maybe it doesn't.
    Let's go with your thought. Let's say, instead of having 2 ring slots, we have 4 ring slots. And lets say these two additional ring slots are not restricted to affixes that can roll on rings, but yet can roll any affix in RoS. Would this not add a level of customization, depth, and add something to hunt and kill and grind for?
    First of all, damage424...yeah...those vids are ancient. Your dreams didn't make it into D3. Sorry. Some of them might still get in eventually, but hanging on to features that were cut is just unhealthy for you. Are you still going to stress over the fact that the devs went against expectations and got rid of skill trees? Because that would be entertaining. Please feel free to QQ about skill trees, and how people loved the permanence and rerolling...ya know, while they were getting power leveled to 30 so they didn't have to "grind."

    As for more slots, you're absolutely right. I think "Acti-Blizzard" are total morons for not allowing socks, underwear, and golden tooth slots, because those would also allow players more ways to customize. No bracelets, no earrings, no bras for the lady characters, no specialty fingernail additions, no belly piercings, no skill-buffing hairstyles...stop me when I've reached the point where it's actually become ludicrous.

    I'm not saying I wouldn't be really interested and excited in the Talisman being reintroduced into the game. The next expansion seems like a much more appropriate time to do it, though, since RoS addresses most of the existing issues people have had with the game from launch till now. The way the Talisman was introduced did seem rather shallow, and since you weren't sacrificing inventory space for extra buffs, it just became a requirement. As long as they can find some interesting way of putting it in, that adds a compelling meta game to character customization, then I'm all for it. But the early look and build of it, while interesting, was way too basic and not thought out enough.
    Posted in: Diablo III General Discussion
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    posted a message on Blizzard removes enchanting for "60 items", oh but 2.0.1 60s can be enchanted...
    Quote from mannercookie

    [Level] 60 items do all get replaced and have little value but they allow players to easily transition past the meaningless difficulties (Under T1), which in my eyes isn't a bad thing considering it will be a small % of players who took the time and effort to progress in preparation of ROS.

    This was a design feature they have been promising us all along, similar to how they promised so many features that were never implemented into this game (looking for threads like this will edit in later).
    You're not wrong, it is a good thing for Level 60 items to be upgradeable. Thing is...Blizzard is doing all they can to get rid of the added advantage the Auction House afforded, or at least, if not get rid of it, minimize it where they can reasonably. What you're not getting is, those AH campers who are pushing over 800k DPS will still be able to farm high Torment levels IMMEDIATELY when Patch 2.0.1 goes live.

    Meaning 2 things:
    1) They'll still have a pretty considerable advantage over guys like me, who self-founded my way to barely being able to handle MP7, and will need considerable gear upgrading before I can handle even Torment 2.
    2) Within even ONE LOUSY WEEK of Patch 2.0.1 farming, those AH campers will likely find a ton of Loot 2.0 quality legendaries, complete with new and shiny legendary effects, and will be reworking builds before Reaper of Souls is even released. Yes, they may only be level 60 items, but if they come with nice effects, they still might be build-changers that are hard to move away from. Plus, as the Blue post says, Patch 2.0.1 items WILL be Enchantable. The ones that won't be is Legacy gear, BEFORE the Patch. So like I said...unless people are refusing to play anything but RoS, people will still have gear to Enchant, provided they have the mats for it ready to go...which they might not.

    That's the part of the "itemization" that all of us lowly mortals don't seem to understand, yet you don't seem to be explaining beyond "60 items have no value."

    Do you guys even think for a second if you were someone who has been playing this game all this time then a bunch of new players who don't even play this game comes back and say I'm so glad all your gear and progression is useless TROLOL.
    Really...I don't understand? You mean like how I'd go to the official forums for the past year and a half, talking about how much healthier a way to play self-found is than camping the AH, and having rich jerks bitch at me that my gear looks like it's owned by a poor person? Especially people who, when I look at their profile on D3, DWARF my dps after only 100 hours?

    Yeah, I have no idea what it's like to have new players tell me my gear is useless. No friggin clue...

    Why do you really care that someone has an advantage over you in ROS? It's well deserved if someone put 1000s of hours into their character and you have not.
    It probably doesn't show on my online internet profile, but I've put over 1500 hours into my live game account. Feel free to call me a "no-lifer" over that, but I have put tons of hours into ALL my characters. And I don't mind other people having some level of advantage over me. It's the reason I had no problem when people were BEGGING for there to be a full, complete, 100% account wipe when the expansion goes live. I've hated the AH for a while, yet I don't care about AH campers having an advantage over me, because it's not as much as it seems to other people...ya know...like the people who actually have that advantage, and are afraid of it not being as strong as they originally thought it was.
    Got any other raging that needs getting done?
    Posted in: Diablo III General Discussion
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    posted a message on Blizzard removes enchanting for "60 items", oh but 2.0.1 60s can be enchanted...
    Quote from Slayerviper

    Quote from CardinalMDM

    By the time I unlock the Mystic, and can even Enchant AT ALL, I may very well have most of my characters' items on board with Loot 2.0/expansion versions. Besides...Enchanting "Legacy" items isn't going to have nearly as much use as saving my materials for Enchanting level 70 versions anyway.
    Don't know about you but I sure don't have the gold to waste on a bunch of items that will be obsolete within one day of playing....
    Not saying it wouldn't be nice to Enchant Legacy items, but like I said in my comment...chances are good I'll have much of my gear upgraded to Loot 2.0 anyway, and per the Blue post that announced this change...Loot 2.0 gear WILL be enchantable.

    http://diablo.incgamers.com/blog/comments/no-more-enchanting-legacy-items-in-reaper-of-souls

    In the next Beta patch, Legacy items (or items that drop prior to Patch 2.0.1) will no longer be able to be enchanted. This was a decision we ultimately made because certain Legacy items, when enchanted, became disproportionately strong compared to new items, which isn’t the intent.

    However, there’s an interesting “bug,” if you’d like to call it, that will result from this change in the next Beta patch – all items gained up until the patch will no longer be able to be enchanted. This is an artifact of the fix implementation, and we felt it prudent to communicate this as soon as we could for those of you in the Beta. All items that drop in Patch 2.0.1 and forward will be able to be enchanted, so this shouldn’t be an issue as we move into the live patch and onward to the expansion launch.

    Posted in: Diablo III General Discussion
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    posted a message on Blizzard removes enchanting for "60 items", oh but 2.0.1 60s can be enchanted...
    Quote from Seifa

    Bagstone nailed it. Blizzard made a good decision restricting Legacy Items to be rerolled with level 70 stats so we can finally move on from the bad and overpowered items we have in Vanilla. RoS is meant to be a new start for the itemization and killing the old imbalanced gear is harsh but necessary.

    And can streamers stop ralling their troops on this site? We already had "Give XXX or riot" stupidity born from Twitch.tv. If some of you want to post on forums, try to post more than a +1, a catchphrase or a Kappa (oh, we don't have those, thanks god).
    Agreed with both Bagstone and Seifa, exactly on the money for what they intended. Another thing we need to keep in mind, posted it elsewhere a while ago (sorry if others have mentioned it here).

    The 2.0 pre-expansion patch is going to come out BEFORE Reaper of Souls releases. Meaning for a period of time, people will be able to acquire level 60 items that, at least for now on the PTR, have been kicking the junk out of some my best level 60 items in the live game, my Monk's Skorn notwithstanding. Thus, it's entirely plausible that if people put a fair and reasonable amount of time into playing the 2.0 patch before RoS releases, people will have a nice amount of Loot 2.0 Rares, possibly even a few legendaries, that ARE Enchantable, BEFORE Reaper of Souls raises the level cap to 70 and higher level items start dropping,

    Meaning, unless there are people who are adamantly refusing to play the 2.0 patch and are insisting on ONLY playing Reaper of Souls, this feels like a major non-issue.

    I plan on playing D3 with the 2.0 patch, and many of my characters are itching for Loot 2.0 upgrades. By the time I unlock the Mystic, and can even Enchant AT ALL, I may very well have most of my characters' items on board with Loot 2.0/expansion versions. Besides...Enchanting "Legacy" items isn't going to have nearly as much use as saving my materials for Enchanting level 70 versions anyway.
    Posted in: Diablo III General Discussion
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    posted a message on More Stash Space! Finally!
    Quote from Cobearz

    Come on now seriously they asked..we asked...we wanted it..they gave it..people negative about something we asked for?
    Exactly. And I wish people would keep that in mind. Blizzard has been trying to make D3 a newer and better experience for the franchise, and while many of their decisions have been hard-and-fast, without a lot of leeway, they're slowly but surely admitting many of their mistakes and rectifying them, while still staying true to the vision they set out.

    Anyone care to recall the amount of stash space the almighty Blizzard North decided we'd need in D2 Classic? 24 blocks. That's it. 24 lousy blocks was apparently enough to them. Oh, but remember...that was before the innovative days of item stacking!!! Meaning, every potion, every little tiny gem chip, it all took up individual blocks of space. And what did Blizzard North do when they realized how moronic it was to only give us 24 blocks? They doubled it to a measley 48. Well aren't they nice.

    In D3, inventory management got a serious update...no longer does a Polearm or Two-handed sword take up a bloody quarter of my pack. Also, in the process, we got an enormous stash by comparison to what D2 had. Is it enough now? Eh, I suppose not. Admittedly, I could afford to clean out a ton of stuff I don't need. Question is...will it be enough come RoS? That's a definite no.

    Blizzard sees that, they see people want it, and they added in a fourth tab. Fine...not a massive earth-shattering victory, but can people at least be a little happy about it? More space = good thing.



    Quote from gurg0 » its upgrade but only 8% more space

    12chars: 60slots each
    3 stash tabs 70 slots each

    total 930 slots
    now we got 1 more tab +70
    that is less than 10%more
    By the way, gurg0, not really sure where you're getting that math from. You can't really count each characters 60 slot inventory, as no self-respecting D3 player runs around with 100% of their character's personal inventory filled 100% of the time. Maybe if they implemented inventory charms, like D2 had, though I highly doubt that's how charms will make their way into D3, if they do at all. Yes, I understand people are used to making "mule" characters, and even with a vastly increased stash, compared to D2, as well as a limit on how many characters one can create, people still make D3 mules. Unbelievable...

    The real math is...we currently have 210 total "shared stash" slots, divided over 3 tabs. With an additional tab of 70 slots, we'll have 280, for an increase of 33%.
    Posted in: Diablo III General Discussion
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    posted a message on Idea of transmogrification
    Quote from pizgzbani

    I know that this idea is for fun.. I will be using it also with a big smile :D.. More options = more "end game".. But.. I will miss some things from D2 ( i knooow it is D3 - not D2- I am an old guy).... when someone had Chako on head.. everybody want it to wear and have it.. Now.. you will have a wooden stick.. + 5 str.. and it will look like Zweihander + 1000 Str :) but i must see it in action. Maybe it will be not so bad at all.. ps. New outfits are pretty nice.. demonic - that's how it should like to be on May 15 2012.
    Well I can't entirely argue that it shouldn't have been there at launch, but truthfully...saying that is rather moot at this point. "Better late than never" is the optimistic way of looking at it.

    As for people running around with +5 wooden sticks, that are actually Zweihanders...I don't think it works that way. The animation needs to be the same in order to transmog. So a Wizard, let's say, is carrying a Wand, they can't transmog the wand into an Azurewrath. However, if the account has uncovered a variety of Wand appearances, they can change the Wand to look like other Wands. If they're carrying a two-handed sword, they can unlock other two-handed sword appearances. But the image won't be that far off. And like others said, you can still inspect them to see what they're actually carrying.

    In regard to seeing what other people have, and wanting it for yourself...my guess is that a lot of people will be transmogrifying most of their gear to look like the rarest stuff. it's a little like Banner rewards, as a way of showing off what Achievements you've completed.
    Posted in: Diablo III General Discussion
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    posted a message on Idea of transmogrification
    Yeah, OP...people say that a lot, that they'd rather see what other characters are carrying, gear-wise...

    Truthfully, though, just seeing what they're carrying isn't always the most definite tell of what kinds of stats they have, what kind of damage they're doing, what kind of build their gear has emphasized. Especially now, since many legendary items apply Smart Loot aspects, as well as there being Enchanting to begin with...one person's Andariel's Visage may be almost completely different from another person's...and another person's Skorn may be entirely different from another person's.

    So seeing what people have on their character's model is far less important than the items' stats themselves, and you still have to inspect those items through their profile to see what kinds of stats they have going for them.
    Posted in: Diablo III General Discussion
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    posted a message on Cast your vote now!
    Quote from ematanis

    Archon is nice but I don't feel like he is good at the game.
    You're probably right about that.

    In his Inferno Friday video from last week, he mentioned how the devs removed the feature in Reaper of Souls where (at least for the Wizard) if a player kept casting resource spending skills, and ran out of resource, the game would default to the free primary skill a person had chosen on their active bar and cast that instead of just what he called "an empty cast," like a little Wand spark or swing. He felt that wasn't a fun change to make, since he and other players tend to be at zero resource most of the time.

    I responded to his video by basically saying that the Tweet he pointed out from Nevalistis, that says the feature trivialized resource management, was pretty much right. Running out of resource should yield some level of consequence, and while it's more "fun" to pay more attention to battle and less to resource pools and cooldowns, managing what one can cast is part of the strategy and tactics of battle. The more streamlined the devs make battle, the more autopilot people can turn themselves onto when they play.

    Archon's response to me, while respectful (which I appreciate), wasn't all that great. Pretty much all he said was that it wasn't a fun change and people are usually at zero resource. I wasn't too happy. In fact, I may still reply to his reply...if I feel like it.

    In retrospect, I probably should've voted for someone else.
    Posted in: Diablo III General Discussion
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    posted a message on Cast your vote now!
    Quote from Nucleotides

    No datModz? I don't see any of these D3 people anymore, but Modz teaches me how to monk!
    I've only seen a few of DatModz vids on RoS, but maaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa, was he friggin annoying.

    And he seriously must have an army of peeps who wanna learn how to DDoS, because when I clicked on the link, 3rd from the top, that Bagstone lists, people totally spammed that topic with DatModz comments.

    Voted for Archon. He's informative, easy to listen to, takes the game seriously, never gets arrogant about it, he's analytical but not overly critical, funny once in a while...guy's not a showman, he's just doing his thing. He cares about the game and shares stuff about it, shares his opinions and wants to hear from people. DatModz tries to be a celebrity, like he's on a 24/7 reality show. Not a fan.
    Posted in: Diablo III General Discussion
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    posted a message on Good topic on character development
    Quote from shaggy

    I'd also point out that Gandalf, arguably one of the most iconic wizards in all of literature, carried (and used) Glamdring with him for most of The Hobbit and The Lord of the Rings. I'm not suggesting he was prodigious with the blade like Legolas was with his weapons, but he was quite capable.

    So if a light sword isn't wizard gear that means you view Gandalf as some kind of lesser wizard, which definitely has me scratching my head.
    Ha...shaggy, was gonna mention this in one of my posts, but revised it out. Thank you for point it out. :-)

    Quote from Zero(pS) » Also, I think their intent with having gear that provides bonuses to certain skills is that you're specializing in those particular skills, and Legendaries that are "atunned" to certain skills to. You can still swap around and use other stuff, but your gear means that you're specialized in "x".

    I don't like 2 aspects about that. One, the damage bonus when stacked is probably quite powerful, but that only allows you to "empower" so many skills (1 or 2?) or spread the damage too thin (10-20% bonus dmg to each skill). And two, the flat damage bonus fits some skills better than others , because not every skill is a DPS-one. So things like Mirror Image get left out of that "system".
    But Zero, how is stacking damage bonuses on gear empowering one or two skills different from D2, where 70% of the places you put points into are per-requisites to strengthen the two skills you have on your left and right clicks? Sure, there are some builds that work in other skills, and if you have runewords or the right uniques that give you alternate skills or skills from other classes, you have a few things to put on hotkeys...but for something like a Cold Sorceress, chances are she's using Frozen Orb and Blizzard 90% of the time, which means looking for gear that has affixes which stack tons of added skill points into those two skills, or the pre-requisite skills for the same small increments of damage increase.

    I agree with the fact that damage bonuses on gear leave out things like Mirror Image, which has added effects, though. While it's great that in Loot 2.0, we're getting more skill focused affixes on gear, they could stand to increase the amount of affixes to modify certain effects rather than just damage. On the live game, though, occasionally some affixes appear, like increased Blizzard duration. Hopefully those haven't been removed or replaced by anything. Even being able to increase Mirror Image duration a few seconds here or there makes it slightly more effective.
    Posted in: Diablo III General Discussion
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    posted a message on RoS Beta - Legendary/Set Plan Vendor
    Huh...well, yeah, slightly disappointing that it's not on the PTR, but...interesting way to go about this anyway.

    Personally, I like the idea. I loved finding the random merchants out in the world in the live game, typically because they sold Rares, which the town vendors didn't do. This was likely the case because of the Auction House, and Blizzard didn't want people becoming storefronts for gold selling, or turning the stumbling upon of one merchant in-game into real world money. Now, on the PTR, though, without the AH, vendors carry rares and better quality magic items, which is really nice.

    From what I've heard, legendary and set plans require 1) a particular type of white item as a base, and 2) special crafting materials acquired from specific unique monsters found out in the world. As a result, crafted legendaries and sets can't be mass produced, so really...even if you find a vendor that sells an occasional legendary or set plan, and you buy whatever plan he offers at the time, you still need to farm the ingredients in order to craft any of those items.

    Well...my hope is that Dane Bright stays in the game on release. Seems pretty cool. Hopefully it's legit. I have no way to tell, :-)
    Posted in: Diablo III General Discussion
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    posted a message on Hellfire Hate
    Quote from Finder

    Curse needs to get all the shit out of their forum software. It won't work on older computers due to all the fucking java and flash adds popping up everywhere. Other forums work fine.
    To your credit, Finder...I do sorta like the fact that you named this post "Hellfire Hate" and you actually intended on hating on it, as opposed to naming it "Hellfire Hate" and wondering why there's so much hate. I don't know why I like that, but I do.
    Posted in: Diablo III General Discussion
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    posted a message on Hellfire Hate
    Well, with Adventure Mode and the removal of Nephalem Valor, key farming is more of a "let's farm keys" situation, as opposed to "who needs an act 3 key? I have 1 and 3, I need act 2." When I play D3 with these two buddies of mine, key farming and needing NV stacks was such a chore. But if we want to key farm in RoS, all we gotta do is head to Adventure Mode, bounce to Fields of Misery, Dahlgur Oasis, Stonefort, and Silver Spire (I think the new machines require four keys, but still...much easier to get them in RoS Adventure Mode than in the live game).

    Sure, there's some level of drop chance thrown in, which is hopefully raised per difficulty level like Monster Power did, but all in all, farming keys is a hell of a lot easier.


    Quote from Maffia » Well they are improving some of it, you will be able to choose which portal opens in RoS.

    And there's also this. With the original Hellfire Ring, you could have two organs for ages, and still have to farm enough keys for all three portals to get ONE guaranteed chance at the portal you want, and if that particular organ doesn't drop, you're outta luck. But with the new system, faster key farming means holding onto more keys, as well as targeted portals to maximize the amount of chances to get exactly the organ you're missing.

    Truthfully...this all seems like the Hellfire Ring Event/Quest/Thing is tuned up a whole hell of a lot. Yeah, there's still farming to do...gonna be unless they say "Start Hellfire Ring Quest...Kill X...Kill X Complete...Hellfire Ring Received."

    I mean, when they originally patched in the Infernal Machine event, it was during a time when people wanted more content and activities to do. And it was specifically meant as something to take a long ass time to finish. Of course, most people with high end Auction House gear blew through it on MP10 in a friggin hour, and I'm sure the same thing will happen when Reaper of Souls releases, but...

    The way they've changed the Event is good all around. Sorry, Finder. Not seeing where the downside is.
    Posted in: Diablo III General Discussion
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    posted a message on Good topic on character development
    Quote from Zero(pS)

    In general I'm not very fond of people revisiting the same topics over and over again, and I understand some user's comments about this subject having been discussed a lot.
    Lemme just propose that, every now and then, specially after some time has passed, discussing an old subject can have its advantages, usually bringing a new perspective to a discussion (most sciences do that all the time?). Being analysed after some time has passed allows people to mature their thoughts, to think about the subject with more depth, to revisit their own feelings (about some systems, after actually playing the game for some time).
    If anything, a new thread/discussion on a subject can help at least in keeping things very clear and organized, and to be a future reference for whoever wants to revisit the discussion.
    I mean, just look at the quality of the posts in this thread, most of them are worth reading and have some pretty good arguments. No raging, no spamming, and almost no trolling (except for some snide remarks^_^). I like that... it's healthy for the game and its community ;)
    My 2 cents on what some of you think about beating dead horses...
    Willing to agree, I mean...back in mid October of last year, I wrote a thread on this site about Paragon Level 800, and how high level Paragon Points would play into gearing. Obviously there's been PTR/beta changes made to the Paragon system, chiefly the changes to what appears in the four tabs, as well as the updates coming to the Paragon Leveling Curve in (presumably) the next patch, so there are different aspects to consider, and I've thought about writing a subsequent thread regarding how Paragon Points can be used differently since that last post.

    However, one thing I've seen since a few patches ago on the live game...as big errors and problems with Diablo 3 get rectified, peoples' big complaints seem to be largely bottlenecking into one thought...D3 isn't like D2. Which is true, it absolutely isn't. Though, to be honest, I'm finding many of those arguments more and more flimsy, and less and less wise to both the intentions of the D3 devs, and the actual implementation of features in D2.

    Quote from Pietrak » In Diablo 3 we level our character just to arrive at a specific, set point and from there our choice is gear and skills, both of which can be swapped freely. So if you are provided with gear, your character can be just as any other character of the same class without breaking a sweat.

    Actually I think that rerolling would have much more flavor in RoS with Adventure mode, but in RoS there still isn't any reason to reroll a character. I simply think that there should be a choice in this - each player should choose for himself if he wants to lock his skills or not, I did suggest this in a thread a few days/weeks back. And don't get me started on the "I can already choose" argument - no, I can't. A meaningful choice is an irreversible one. I'm not gifted with an iron will to resist the temptations that skill flexibility causes.
    First of all...gear can be swapped freely in D2 as well...provided you have enough mules to hold your mountains of stashed loot, and trustworthy friends you know won't steal your stuff in the wonderfully not-awkward-at-all way of transferring items between your wealth of characters. Second of all, as I've said since the beginning of D3...D2 is only as permanent as one wants it to be. Yes, there's "permanent" choices one has to make in D2, but the fact that you can reroll brand new characters infinitely, and have other players powerlevel you makes those "permanent" choices far less permanent.

    So, Pietrak...even if you don't have the "iron will to resist the temptations that skill flexibility causes," but you have just enough willpower to resist having other players powerlevel you to 30 so your strongest skills are unlocked, you're really just replaying the game "directing" yourself toward different builds. Whereas, in D3, for a self-found approach, with no Rare gear trading or co-op Bounty farming, it could take even longer to get the gear you need to make particular builds work (regardless of legendaries or sets) and deciding on just the right skill tuning you need to do.

    Especially in the updates...many of the skill changes factor in lots more gear synergies, interesting combinations, and above all...viable builds people can finally make work, and not have to be disappointed that they can't use a particular skill they love because it's not potent or strong enough. In the patch/expansion, pretty much every skill can have at least one build created around it.

    Best part is...those builds require work and time. That same time you'd spend at low levels, grinding XP for skill points, you're now spending experimenting with builds in endgame, all the while gaining Paragon XP and Levels, which grant you Paragon Points that benefit ALL your characters...not just one you decide to play with for the time being, and throw away when experimentation goes awry.
    Posted in: Diablo III General Discussion
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    posted a message on Good topic on character development
    Quote from Pietrak »
    Wizards using huge axes *is* throwing the flavor out of the window, for me at least. If a Wizard can use a huge ax, then why a Barbarian can't use a wand to smack monsters with it? Why can't a Monk jam his fist into a Witch Doctor mojo and hit monsters with it? It's the same level of absurdity for me. Immersion is an important factor for me. Don't get me wrong, I know that perhaps you like it, I don't want to take anything away from you. But for me it goes like this:
    A Wizard with a wand+source / 2h staff is ideal.
    A Wizard with a slender, light weapon (sword, dagger, spear) + source is good.
    A Wizard with a heavy 1h weapon is bad.
    A Wizard with a massive 2h weapon is horrible.
    A Wizard who is forced to wield a massive 2h weapon in order to maximize DPS (Skorn) is the worst nightmare.

    Same analogy goes for the other classes.

    Ahh...I see where this is coming from now.

    Let me just say...my own Softcore Monk carries a Skorn, and truthfully, I see nothing absurd about that, especially when he uses a sweeping move like Crippling Wave and he actually SWINGS it. Admittedly, it does look a little funny hanging out on his back when he's sending out flurries with Way of the Hundred Fists, and believe me, I'd LOVE to move away from a slow clunky weapon like that to more fitting fist weapons (and I plan on making that happen in the expansion), but if it grants my Monk power for now just by carrying it, and I make it work reasonably as part of the character's name and style, then there's no loss in "flavor". If anything, my Softcore Monk carrying a Skorn fits perfectly for the character he is, which is named after a character in a book I wrote. Not published, but I digress...

    Honestly, if you're equating "flavor" with classes only being able to use specific weapons, why are you even letting there be any leeway for Wizards using swords? I checked out your profile, your Wizard carries a Triumverate with a spear. You say spears are technically "good" in your little list, but how is that immersion? In what world are you playing in that Wizards are somehow trained to use long spears? And has she always been using spears, like was she taught at an early age, or did she learn late in her Wizarding career, taught by her father, the captain of the guard, shortly before his passing? Come on. If she's going to carry a spear, give her a Shield, too, make her a Battle Mage. There are plenty of Shields, even in the live game, that have high intelligence, Armor, Block Chance, and perhaps even Wizard damage buffs. Immerse yourself in the unique fantasy you've created for her.

    Oh, but that's right...Shields didn't even make it onto your list for what's okay and not okay for Wizards to carry. By your definitions, they should always carry sources or staves in their off-hand, anything else breaks the fantasy. This is the problem with overly defining things the way you've done.

    I appreciate that you're willing to give me leeway on my "preferences," but I'm sorry, with all due respect to your viewpoint, you and the OP you linked to are looking at this way too logically. You overly define what's okay and not okay, and in the process, end up criticizing anyone else that goes against protocol.

    I do understand part of your concern, though. When most (if not all) classes are held to using one particular weapon above all others, simply because they get the most out of it, that is bad. Especially when it seems to reasonably go against what some of those classes should be carrying. I can't argue against that. However, I do feel that holding too strictly to "logic" like that can hold back people back from thinking outside the box...

    I don't mind the idea of Wizards wielding all sorts of weapons. Some, like "MIGHTY WEAPONS" are too big for anyone of normal size (i.e., smaller than hulking Barbs), but two-handed axes, swords, spears, all fine and dandy in my opinion for Wizards to carry, especially if, like the Skorn, they're overflowing and visibly CRACKLING with magic power. I'm questioning you on your Wizard's weapon choice not because I myself think it's bad, but because when you call out immersion as a reason for classes using certain weapons, I don't see your definition of "immersion" there.

    Meanwhile, you ask why Barbs can't smack monsters with Wands...small little sticks that have no melee value whatsoever...and why Monks can't punch enemies with Mojos...sticky, slimy, oozy little flesh packets that, also, have no melee value whatsoever.
    Posted in: Diablo III General Discussion
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    posted a message on Class build that doesn't require tons of uniques?
    Quote from Vook

    So I've got a hankering for some D2 again, but everywhere I look, all of the guides are centered around almost completely unique-based gear. Are there any builds that work well WITHOUT tons of uniques? I'm looking for something that'll be able to solo Hell at least somewhat easily.
    Ironically, while the OP builds coming to Reaper of Souls will need bunches of legendaries and sets, it's extremely likely that people will have strong builds put together with Rare gear using cooldown reductions, focused damage boosts, reduced resource cost, etc.

    So while legendaries and updated set bonuses will be huge game-changers, my feeling is that they won't be necessary.
    Quote from akse

    Try Classic.. it is 90% of rares.
    Yeah...90%, and to my knowledge, no runes or charms either, so...no OP runewords in Classic.
    Posted in: Diablo II
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    posted a message on Let's talk ladders.
    While I don't plan on participating (I say that, because I might do it anyhow), I do agree that D3 could really use some kind of Ladder system (with regular resets). In fact, I think D3 could use Ladders MORE than games like D2 or Path of Exile.

    In both of those games, there's more "permanence" to skill and stat choices, meaning people are rerolling characters all the time in order to find what they like best, or what works best, or whatever. Thus, in those games, you're already getting the feeling of starting over from level 1 fairly regularly. Whereas, in D3, once you have one toon at the level cap for each class, it's just a matter of collecting a variety of gear to change out their builds. So unless you play exclusively Hardcore and are dying all the time, chances are when you get a bunch of characters to the level cap, you're not spending much time at the beginning of the game.

    Not to mention, in D2 and PoE, due to their temporary "permanence" (i.e., permanent only in the sense that you can start as many characters over as you want), if you make a wrong click in your D2 skill tree, or you spend your refund points too fast in PoE, your success in the Ladder/Race is going to plummet fast. Which is a shame. It's like getting engine trouble in a pro auto race that sets you back 10-20 laps. Your chances of catching up are slim at that point. In D3, while people can change up their builds at almost any time, and unlock skills at the same levels as others of the same classes, it's more about what kinds of gear you collect and what kinds of stats and skills you emphasize going into higher levels.

    Plus, with Adventure Mode in the expansion, and the ability to tune up difficulty immediately after game creation, there would be lots of different methods to grinding XP and advancing. Compared to D2 (and I believe PoE as well), where you have to start every Ladder character on Normal difficulty, and go through the game in order, the same exact way...so advancing basically becomes "how fast can you blaze through quests, talk to NPCs, and collect rewards"...which is really just a matter of how well you know the order of quests and how to complete them fastest which gives people some edge.

    D3 could definitely use this, and with the features the expansion brings, Ladders could be a lot more engaging than they are in other games.
    Posted in: Diablo III General Discussion
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    posted a message on Good topic on character development

    One thing that shoots a major hole through the OP's post is this quote:

    Your character can do it all. He can be good, bad, godly, mediocre, and do all of this within 15 minutes.

    15 minutes is all it takes in the live game, due to the Auction House, and mainly because on the live game, there aren't nearly as many builds that are viable in endgame as there on the PTR or RoS beta. So as far as character development not having any flavor, all D2 had was that you were pretty much forced (unless you farmed Tokens of Absolution) to reroll a brand new toon to enjoy a new/different build. In D3, especially in RoS, you can cover yourself in Cold Damage gear, and if you want to switch to Fire, well...you can modify all your skills to fire, but you're going to be at a disadvantage until you get Fire Damage gear. Same process, just done differently.

    Which confuses me to no end, because isn't this the community that's constantly saying how they don't want to be forced to 1) have to beat the game a million times over and over when playing new characters, and 2) have to revisit the same content over and over? Yet, this OP is perfectly fine with beating the game a million times with all the different available builds in D2? They're willing to revisit the same content over and over? A bit contradictory, if you ask me. Even if you're playing with a new or different build, it's still the same content.

    Furthermore, this person seems unconcerned with drops and items, and more focused on skills, but if you look hard enough, you can find people killing Hell Baal naked. That's sad. It means there's almost no importance on gear whatsoever, and if you spam potions and the right spells enough, you don't need to find a single piece of gear at all.

    They say that Wizards carrying around huge axes throws "flavor" out the window. Seriously? Just because they're choosing to use a different weapon than a standard Wand and Source? That's not flavor? Come on.

    And by the way...plenty of people who allegedly loved rerolling new toons, guess what...they got power leveled by friends to at least 30 so they didn't have to go through the trouble of leveling a new character from scratch. Reminds me of all the people who demand more randomized maps in D3, and fail to remember just how common it was to use MapHack in D2...ya know, because people loved random maps so bloody much.

    Nostalgia is a real killer. I say this all the time, and I'm gonna keep saying it...D2 was great, but one of the big things holding D3 back is simply that people are absolutely UNABLE to change routines they've invested in for over 10 years, no matter how antiquated and flawed and contradictory they are.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Blizzard on PTR
    Quote from wildminz


    Here is what I always wanted to say: Blizzards damage should stack, period. Many people will disagree, thats fine but this spell is an AP spender with weak dmg. It would be more fun to "spam" this spell more, if it costs 40 arcane power every time, then it should stack every time. In diablo 2 we spammed, firewall, meteor, frozen orb, blizzard and what not. It always stacked if I remember correctly.

    Quote from wildminz


    Here is what I always wanted to say: Blizzards damage should stack, period. Many people will disagree, thats fine but this spell is an AP spender with weak dmg. It would be more fun to "spam" this spell more, if it costs 40 arcane power every time, then it should stack every time. In diablo 2 we spammed, firewall, meteor, frozen orb, blizzard and what not. It always stacked if I remember correctly.

    I would have no problem if Blizzard stacked...to bring it back to the topic at hand, :-) Mainly because it's a DoT kind of spell that hits a lot to cause damage, and since it stands still and costs a ton of AP, I agree that it should stack.

    However, wildminz...one of the reasons people could spam spells in D2 was because of mana potions, which weren't a bad mechanic back in the day, but they were clearly pretty easy to abuse to, well...stack more damage than one should be putting out. In D3, if a person strengthens their character enough that they can spam spells a little bit, it's much different than in D2, when people could spam spells almost infinitely if they have enough potions.

    Though, like I said, I do agree that Blizzards in D3 should stack. I can support that.

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Blizzard on PTR
    Quote from Bagstone


    It's not that great, but I was never a huge fan of Hydras. I can see why they don't want these "passive" damage skills like Hydra and Blizzard to be too overpowered, but right now they're underpowered. It seems like Meteor is the absolutely best damage/AP spell right now, hope it gets a second look at balancing...

    Quote from m80thewolf


    How good of damage do Frost Hydras do? I might have to switch it out and try that. Either that or its back to comet. I guess I could change it up with a different school of magic, but I was going for an all frost kind of wizard

    My Wizard on the live game used Hydras a lot, mainly for elemental damage stacking. Not a deep or complex method, but somewhat effective.

    I've found their main lure, though, to be that they have a very low casting cost (so they can essentially be moved around to where they're needed), and they stay up for, like, 15 seconds per cast. So while they don't do massive burst damage, like most Meteor options, if a Wizard wants to save Arcane Power for other spells, while still doing elemental damage of a particular type, a Hydra can be a smart way to go.

    I will say, though, that as people start gaining more Paragon Levels in Reaper of Souls, and putting points into Maximum Resource and Reduced Resource Cost, Wizards are going to be casting insane amounts of Meteors.

    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on Blizzard on PTR
    Quote from Zero(pS)




    I also don't like their approach with skills so far: "just always buff damage, until it's OP". It's a lazy approach to skill balance. Instead of actually looking "what is the player trying to achieve with this skill" and "why isn't it working?", they simply either remove a mechanic or overbuff the skill. That's kinda amateurish -.-

    With all due respect, Zero, especially when it came to the Wizard, just buffing damage is about the last thing they did.

    They did it with a lot of the Witch Doctor's DoT skills, because most of the WD's lure is huge amounts of Damage over Time, and most of the existing DoT build options for the WD were pretty pitiful. Now, at least, not only does the WD have a strong amount of powerful spell build options (my WD on the PTR can FINALLY hang with an all Spirit build, with no Primary spell, very happy about that), the WD can also have elemental synergies as well, which makes them great pairings with Wizards, but hardly OP.

    So yes, they did "remove a mechanic" in Critical Mass, but they ended up adding so many better options in terms of mitigation...Dominance and Galvanizing Ward now producing shields (something the Monk is also great at doing...keeping up my PTR Monk's Mantra of Healing shield is a great way to restore life without having to depend on Breath of Heaven or Serenity), changing Blur to a flat damage reduction instead of just "melee damage," and I'm pretty sure some of the Primary spells have shields attached as well.

    I'm not sure if the major components of the Demon Hunter or Barbarian have changed as drastically, but those classes at least have become WAY more diverse as a result of their skill rebalancing for the patch.

    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on [Suggestion] I want some pet love in D3

    I think I'd be more interested in this feature if most pets weren't temporary.

    Like, the Zombie Dogs and Gargantuan last until they die. Which is great. But unless you have the legendary that allows Fetishes to stay until they die (did I get that right? there's an item that does that, right?), why should things like Fetish Sycophants, Fetish Army, and other similar ones get a dedicated stat tab if they go away between 10 and 30? By the time you finish looking at the pet stat page, they're gone.

    Don't get me wrong, though, I wholeheartedly agree that it'd be way cool to have more pet builds, and I'm confident that there is enough items in patch 2.0 and RoS to produce cool pet builds, even if you have to use Paragon Points, passive skills and Rare gear to reduce cooldowns and resource costs so you can keep recasting Fetish Army, that'd be pretty fun. I'd love to try that out, :-D

    Though, I'm not sure a dedicated pet stat page is necessary considering most pets have a duration. Ya know?

    Posted in: Diablo III General Discussion
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