Quote from miles_dryden
Quote from CardinalMDM
So, uh...anyone else checking out that "possible properties" list?
Reduce Cooldowns of all skills?
Reduce Resource cost of all skills?
And the widely demanded...SOCKET!? That's gonna make some people happy.
Also...funky new crafting materials, check that out!
If I remember right, they said adding a socket to items felt necessary, which is why they didn't give that ability to Haedrig. I'm guessing the fact that you have to drop a stat to get the socket balances it out?
But ya, this is a nice little preview of things to come.
They did say that, yeah, that adding a socket shouldn't be a chore. But like you said, this does seem to balance it out pretty nicely. On the one hand, if you have a piece in desperate need of a socket, and it only has stats you don't need, a socket is an easy choice. Then again, if you have a damn near perfect item, adding a socket might not be as good as the other choices presented.
Decision making!! I like it!
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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
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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.
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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...
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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.
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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.
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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.
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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?
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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.
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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.
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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.
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.
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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.
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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."
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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.
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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."
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...
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?
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http://diablo.incgamers.com/blog/comments/no-more-enchanting-legacy-items-in-reaper-of-souls