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Aug 10, 2014First...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.Posted in: Diablo II
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.
Jul 18, 2014There 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.Posted in: Diablo III General Discussion
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.
Jul 1, 2014Hey 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.Posted in: Hardcore Discussion
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.
Jun 27, 2014I 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.Posted in: Diablo III General Discussion
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.
Jun 18, 2014CardinalMDM posted a message on Your feelings about the upcoming changes to OWE and STIThe 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.Posted in: Monk: The Inner Sanctuary
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.
Jun 11, 2014CardinalMDM posted a message on Your opinion about removing the crafting materialsAt first, I thought the change was really bad too, but then I started to see the bigger realities...Posted in: Diablo III General Discussion
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.
Mar 19, 2014CardinalMDM 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.Posted in: Wizard: The Ancient Repositories
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.
Mar 19, 2014Yeah, this has been around a while.Posted in: Diablo III General Discussion
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, :-)
Mar 18, 2014Posted in: Diablo III General Discussion
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.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.
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.
Mar 16, 2014I 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.Posted in: Monk: The Inner Sanctuary
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.
Feb 28, 2014Posted in: Diablo III General Discussion
Useless?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.
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.
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.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.
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.
Feb 27, 2014Posted in: Wizard: The Ancient Repositories
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.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.
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, :-)
Feb 27, 2014Posted in: Barbarian: Bastion's Keep
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.Quote from TheRabidDeer
I imagine the bigger issue is getting horribly bored after 20 minutes doing one small area over and over
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.
Feb 27, 2014Some really awesome items, guys.Posted in: Diablo III General Discussion
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
Feb 27, 2014Posted in: Diablo III General Discussion
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.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.
I'm not sure what the devs can do about that, though, aside from lowering the XP reward maybe. Banning definitely seems extreme.
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Jul 22, 2014CardinalMDM posted a message on Seasonal Rewards on PTR, Philosophy on T6 viable buildsInteresting comments from Vaneras...Posted in: News
Funny thing is, though...this community is often so dead-set on bucking the system and doing literally anything to go against what Blizzard says, that if the devs sat there and mapped out every "top-performing" build for all six classes, the best players would sit there and go, "what do they know, they're all morons, here, lemme show you how to play your own game." And not even listen.
Jun 18, 2014Posted in: News
I was thinking about how they would address dodge in the future, as I don't think it's formally going away, just being reworked somehow?Quote fromEzciel
I think the "nerf' to One With Everything is good for balancing. However i feel as though Dex not giving dodge anymore feels out of place. When you think of Dexterity based characters, they should be nimble and fast - i believe that if Dex doesn't give dodge anymore, Monk's and Demon Hunter's shld have base 20-25% dodge at least - because dodge is actually more useful that it seems. I've cheated death more than once being able to dodge molten explosions and other things.
One thought I had was that they could make Dodge work the same for all classes, similar to how Awareness originally worked, but bake it into all classes' stats without needing a passive. You gain a bit of dodge per second until you actually dodge a blow, then it resets. Their philosophy for changing dodge as a primary damage mitigator for two whole classes is sound, however this would still be a realistic way to imagine dodge working in real life. If I'm not being attacked, but I see enemies, I'm ready enough for them to dodge an attack. Once I'm being bombarded by shots, it becomes far harder to dodge.
In addition to this, they could also make adding small amounts of dodge chance roll as a secondary affix on gear (the pool of which is pretty small), so that you can constantly have a base amount of dodge by which to help get more mileage out of your Healing and Armor/all res, but not enough to be game breaking.
I'm interested to see where they go with this.
Jun 18, 2014Honestly, I had a really solid lightning build that hinged on procing Night Stalker with Boomerangs, a ton of resource cost reduction and a nice Pride's Fall that let me spam Dazzling Arrow. In light of this change being announced (because after all, this type of melancholy nonsense QQing going on is why they preview it, to give people ample chance to start building in a different direction to compensate, if th change warrants it), I pulled out my DH las night, which I hadn't done in a couple weeks, to see if I could modify my playstyle.Posted in: News
Took me about 20 minutes worth of testing skill combos to find one that I was not only happy with, but that worked more reliably than before.
People...stop QQing. Stop complaining on principle, and make it friggin work. Truly...a lot of you areWAY better at this game than me. You have better ability to calculate skills, gear, etc. on the fly, you know slot efficiency inside and out. That being the case, why are some people able to adapt quickly to changes that are overall healthy for the game, and others panic and think the world's ending? It's not even like these are final changes, they're going to be available on the PTR "soon" (which, if the last few mentions of "soon" ar any indication, could be as early as next week to beginning of July), so that we can give feedback.
Come on, now.
Mar 14, 2014CardinalMDM posted a message on Yet Another Josh Mosqueira Tease: Systems Designers Researching Ladders, Malthael Fan Art CollectionMaybe it's only me, but I'm loving how the team does this to the community. This community constantlly thinks they know more than the developers of Diablo 3, demanding this and rhetorically declaring that. Yet, when the devs have something like this up their sleeve, it's blatantly obvious to me that they know exactly what they're doing, tossing a key buzzword like "ladders" around as wildly as Josh is doing it now.Posted in: News
The way I see it, Ladders (or some form of PvPvE or competitive system of some sort) is one of the few things D3 needs to really solidify its plae at the top where it belongs. I probably won't participate (much), but I'd be glad for a system like that to be implemented for everyone who wants it.
Then again, with all the Mira Runs, Cota Runs, Chest Runs, and every other cheap, repetitive method of mashing XPendlessly just to say a person is better than another...I sincerely hope the devs take the same stance on Ladders as they've taken on other overhauls recently...that they don't just throw a D2 feature in for LOLZ...that they attempt to deepen it, take player behaviors and trends into consideration, and make the system better and more modernized and deeper.
Feb 25, 2014CardinalMDM posted a message on [Updated: 02:00AM PST] Diablo III - Patch 2.0.1 NotesSounds pretty nifty. Loved trying it out on the PTR, can't wait to get out there and get killin ASAP.Posted in: News
Feb 25, 2014Posted in: News
Cursed Chests, too, those are really fun, worth tons of XP.
Feb 21, 2014CardinalMDM posted a message on Win Two Invitations To RoS’ Official Launch Party, Confirmed: Wings Of Valor Come With Pre-Order, Blue Posts, Dev Playtest #4Of all the improvements coming in Reaper of Souls, the one I'm looking forward to most is Adventure Mode. For a few very key reasons...Posted in: News
This new mode opens up the game into a dynamic, almost living environment, that features slightly different challenges every time, and appropriate rewards upon completion.
One of the biggest paradoxes I've seen in the Diablo community is that most players aren't fond of the idea of being forced to "farm" (the act of repeating the same content/zone/enemy/enemies over and over to continue generating a steady stream of loot), but chat channels and forums are still full of people asking where the best farming spots are. As if they think that just because Diablo 2, and other ARPGs, force players into constant farming loops, Diablo 3 should be no different.
That's the other big reason I love Adventure Mode...it takes a simple feature of Diablo 2 (the ability to jump around the whole game world via waypoints), but deepens it and makes it BETTER. The ability to open up all the waypoints would've been nice on its own. This is way better.
Personally, I don't want to "farm." Call me a TV/movie cliche for saying this...but Albert Einstein said the definition of insanity is repeating the same thing over and over and expecting different results. To me, the act of "farming" is quite literally insane, and the only reason people (including myself, in the past) like doing it in some games is that those results can occasionally be more positive than negative. But that's hardly a reason to keep doing the same identical thing over and over.
Honestly, if I can play an ARPG where I don't have to quite literally FARM the same exact zones/monsters to get the best loot, and I can jump around to different zones, kill different monsters, span the world and still find great treasure, I'm going to play that game instead.
I want just enough variety to keep the basic act of "adventuring" fresh, while at the same time enjoying slightly different challenges to keep me on my toes. Best part...Adventure Mode, even with just Bounties and Rifts, is still largely a clean slate on which to add even more.
I can only imagine what features might be patched into make Adventure Mode better than it already is.
Feb 7, 2014CardinalMDM posted a message on New Patch for 2.0.1 PTR and Closed Beta Now AvailablePosted in: News
Been playing D3V self-found as well...I'm only on the PTR, not on the beta, but the highest gem the Jeweler has standard to combine right now is the Marquise, and no, it doesn't cost 50m, not even 2m. Obviously, if one were to upcraft their gems 100% to their highest tiers on the live game, like I have (not a single gem on my account is purchased or traded for), it would take a ton of time to make even one Marquise...and like Marcus says, it's really not all that worth it once you do.Quote from lMarcusl
Honestly, playing self-found D3, why would you ever be interested in making a marquise in the first place? Spending 50m gold to get +4 to Vit? When your character probably already has about 2000 Vit anyway? That's not even talking about the thousands of Tomes of Secrets you'd need to get the Radiants before that. Fuck that.Quote from Tooch
Anyone in the Beta that can give us an update on gem crafting prices? Playing self-found D3V, I am really worried that I will spend my entire time just trying to scrape up enough gold to make a marquise. I understand those will be common drops RoS endgame but I hope that their enhanced versions don't still cost 50m (as I saw a while back).
Unless they scale the gems up to ridiculous power (I'm talking like the next tier gives you double the stats the previous did) it's not worth going above the basic Star, maybe even Radiant Square. Socketing is a fucking chore in self-found, the only reason I upgrade my gems is because crafting doesn't give you crap, with gems you're at least guaranteed the +4 stat after all those tomes and gold you spend. With crafting you sacrifice materials, gold, tomes, more gold (since salvaging items means you're not selling them for cash) and after 3 acts you still have no upgrades.
However, Tooch, do check around on some of the other Diablo sites for some gem images. While most of the stat boosts up to Marquise are in increments of 4 (Cooldown reduction is in half a percent intervals, same with XP and +damage to elites, etc., in other words, small increments), when you get to Imperial, Flawless Imperial, Royal and Flawless Royal, you can get up to 200+ on one gem, for example, for a core stat. So while it will probably cost a ton of gold to craft, I'd think stat boosts like that would be pretty worth it.
The expansion is still in development, though, so depending on how feasible it is to get people crafting that many gems to those kinds of tiers, or letting tiers like those drop from enemies, there's likely more development left to go. But that's what I've seen of high end gems so far. That'd be cool if they stuck to that. I wouldn't mind stacking my nickels and dimes in the expansion to finally craft a gem that can boost a core stat by 200 in a single socket.
Feb 6, 2014CardinalMDM posted a message on New Datamined Patch - Class Changes, Passive Effects, Rift Keystones, Item Set Names, Bounty Scrolls, New Banners, WoD BuffPosted in: News
That'd be nice. I'm only on the PTR, so I won't get to play with all, or even most, of these things, but they are supposedly retooling the Paragon XP curve and XP gain on various things, so gaining levels should at least go faster.Quote from Maka
So, is this what they're implementing with the server shutdown that just happened?
Feb 3, 2014CardinalMDM posted a message on List of Torment Only Legendaries, MannerCookie's Reaper Witch Doctor Build, European Community Meet Up in ParisPosted in: News
I can agree with you somewhat on wanting to play Hardcore...even without Adventure Mode on the PTR, thanks to the increased difficulty levels, Softcore leveling is pretty swift. Conversely, playing on Hardcore in Adventure Mode seems way more dangerous, as it's not as predictable where the next real danger will be. So I'm looking forward to playing on Hardcore more as well.Quote from Koksii
the motivation for playing (high) torments just ripped. i basicly have almost all the items i want (just missing 2 setitems) and got most of them from farming expert mode...within 6 weeks of the beta btw
i hope they will introduce something new with the next beta patch (besides tuning and class changes) and give us a motivation to play on high torments besides a higher drorate for legendaries...(i wonder when they will reveal how much the legendary find chance increases with every slidertick)...
i think i will start on HC when Ros comes out, with this item system softcore is getting so boring after a coouple of weeks. i hope hc will be a bit more time consuming :p
btw i have a bottomless potion, if i use it my life after kill is increased by 5000 for 5 seconds...so legendary! ._. the only bottomless potion with some kind of "legendaryness" is the one that allows you to walk through waller walls but i havenf found it yet
and i can confirm that those potions are identified on drop and arent tradeable (not even within 2hours)
However, so many people have constantly complained about loot being better, both in quality and as a reward. If you're happy with what 6 weeks of Expert farming has gotten you, that's your business. Play the expansion for six weeks and quit, or simply don't buy it at all when it releases. But lots of people are salivating for awesome legendaries and new sets that change up builds. For a lot of people, that desire to hunt down awesome items is still there, and boosted drastically as a result of items that only drop on levels ABOVE Expert.
As for more motivation for playing on higher Torment levels...what better reward is there than more xp, more gold, and special items that don't drop below that level? You want an exact drop chance based on each slider tick? Honestly, will that really make much difference? If you were to find out that, hypothetically, on Torment 2, you have 30% extra chance to get Torment-only legendaries and on Torment 4 you have 60% extra chance, given what you said about what you've found, is that really going to change anything? I highly doubt it.
And by the way...extra temporary Life on Kill may not mean much to you, but I'm sure people will find smart ways of using it, as well as make builds around it.
Jan 30, 2014CardinalMDM posted a message on Explore the Resplendent Reaper of Souls Collector's Edition, Login Issues - 29/01, SammaeL89's Diablo III ArtPosted in: News
Yeah, that's kinda doubtful that 3 new classes will come in a single expansion, especially 3 that have been done already. Only reason I think they might bend and add the Necro is that there's such an enormous groundswell of people that are begging for D3 to have a Necromancer. Even people who aren't begging for it want to see it, and while I'd personally rather the Witch Doctor be the "undead/zoo" specialist, I'm sure they could come up with great ways to bring back the Necro in ways unique to D3, and make his abilities different than the Witch Doctor's.Quote from Demonhoarde
Yea i'm interested in seeing what they'll bring in the next ex-pack. I knew this time it would be a STR user as it balances things out with 2 of each resource user per stat.Quote from CardinalMDM
Something tells me Blizzard might bend and put the Necromancer in the next expansion.
Hey you never know, they may surprise us by giving us 3 classes next ex-pack. One for each resource i.e. Druid (STR), Necro (INT) and Assasssin (DEX). Not only would it balance the resource users again (yes i know they don't HAVE to) but it would go a long way in increasing the re-playability of the game.
Doubt they will do it but hey, i can always dream.
Also, I don't think they should add more than 1 class in the next expansion (and hopefully, subsequent 3rd expansion after that...could just be wishful thinking on my part). I mean, LOD raised the total in D2 to 7, and that's fine...but more than that, and the game just feels like Mortal Kombat or Street Fighter, ya know? League of Legends supposedly has over 100 Champions. That's full-blown insane.
Honestly, I would hate for D3 to have even 10. :-)
Jan 30, 2014CardinalMDM posted a message on Explore the Resplendent Reaper of Souls Collector's Edition, Login Issues - 29/01, SammaeL89's Diablo III ArtPosted in: News
Something tells me Blizzard might bend and put the Necromancer in the next expansion. There's such a demand for it back, and while it's been slow for them to work in player feedback, they're certainly doing it in a big way, so...personally, I don't think it's off the table 100%.Quote from miles_dryden
Not as good as the necro concept from awhile back, but still cool.
As for the Druid, I feel weird about wanting the Druid included in D3, when I feel like the Druid wasn't really well-respected in D2 all that much. Anytime I tried putting together a good Druid build, it just never worked out. Then again, I'm fervently behind them making a Vitality-based class to even things out...2 Str classes, 2 Dex classes, 2 Int classes...a Vitality class would be perfect, and being all about life, the Druid seems like the perfect fit for a Vitality-based class.
Would LOVE to see what the Druid's resource would be. Maybe a small thing, but I love that D3 has unique resources for each class, and each class' resources works slightly differently. The Druid wouldn't have Spirit, the Monk has that...and it wouldn't be Souls, if any class had that, the Necro would...Mana's the Witch Doctor's thing...maybe something relating to biology or cells or...stupid as it sounds...photosynthesis? :-)
I don't know...I'm just glad that the image above says "first" expansion. Looking forward to see where the end of Reaper of Souls goes, so I can start speculating on where the saga can go from there.
Jan 23, 2014Posted in: NewsQuote from Dimebog
So what I got from Travis Day:
- The drop rates will potentially be doubled (if it turns out they're at 50% of what is intended)
- There is a hidden Legendary Find stat that increases over time so it should be impossible to play for 8 hours without finding a leg
- The intention is that experienced players get a legendary per 2 hours on average
- Split farming will be addressed in the next patch
- Rifts are intended to be the most rewarding thing in the game and this will be addressed in the next patch
So what in the holy fucks is everyone still complaining about?
Oh, don't forget that Travis makes it explicitly clear that kadala providing legendaries via gambling is being tested, and if it turns out people are getting more legendaries from her than from drops, it'll be tuned so that players are getting more from drops than from gambling.
But yeah...all that sounds pretty nice to me. Very definite language from Travis this time, which is a bit odd because most of the time in the past, when devs have given updates, it's usually in very vague language "well, we're working on something like that, we'll get back to you." This time, it's very spot-on and definite.
People are really scratching and clawing at literally anything they can complain about at this point. It's really getting bad now.
Jan 23, 2014Posted in: NewsQuote from Zixx7
I'd love to have gambling with a low chance to get a specific gear piece.
Unless I'm missing something in how Gambling works on the beta, when you get Blood Shards and go to Kadala to spend them, you spend them on particular gear slots and item types.
So, if I'm a Demon Hunter and I want a better chance at getting a particular legendary Hand Crossbow or Quiver, I can use Blood Shards (acquired from Rifts, Bounties and I think Horadric Caches might have them as well sometimes...but all ultimately a result of killing monsters and finishing objectives) on Mystery Hand Crossbows and Mystery Quivers in hopes of getting those particular legendary items, as opposed to going out and JUST killing monsters and JUST getting legendaries from that, which can generate all other legendaries in addition to the specific one you're looking for.
That's what they're saying the main intention is. To SUPPLEMENT your legendary acquisition rate, as well as give you a way to target specific slots. Much like in D2, where you could Gamble on particular item types...only difference is, in D3, you earn a special currency for it, where in D2, the same currency used to Gamble was the same currency used to repair the amazing items you hoped to gain from said Gambling. Since D3 Gambling requires separate currency that doesn't interfere with your gold used on repairs, crafting, gem combining, enchanting, transmog, etc., they can absolutely afford to tune down the rate at which you get legendaries and sets from Kadala. However, for now, they're testing to see how it interacts with gaining legendaries from drops, and gauging how testers and players like the idea compared to getting legendaries mostly from drops to tell where the right midpoint is, and should be.
Obviously, most players from way back in D2 LOVE the idea of having lots more legendaries dropping, mainly because most of those vets are used to a game model where they could jack up their toons, faceroll bosses repeatedly and generate mountains of loot so high, they needed 20+ mules to store it all. The D3 devs are trying their best to urge players away from that kind of model, and instead make it so there's a healthy rate of acquiring great items, without having to get into a manically insane repetition loop of doing literally the same exact identical thing over and over. Sure, one can boil Bounties and Rifts down to the same thing, but at least sometimes, killing different Bounties in different zones and encountering different combinations of enemies and bosses in random Rift zones at least varies the gameplay somewhat than just mindless amounts of Baal, Meph, Diablo, and Pindle runs.
Jan 23, 2014Posted in: News
Yeah, I'm sorry, but...what position does Josh Mosquiera hold? Let's find out.
Visit this link, and move to about :10 seconds in.
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