"You Fetishes shoot a Poison Dart every time you do. (previously enhanced only Poison Dart)"
Epic change for zoomancer builds! Effectively solves the problem of overcrowding (which rends many of your minions useless) when dealing with single-targets or cramped environments.
- DamienJohn
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Member for 10 years, 11 months, and 19 days
Last active Sun, Dec, 31 2017 07:59:40
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Dec 12, 2013DamienJohn posted a message on New Reaper of Souls Beta PatchPosted in: News
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Dec 12, 2013DamienJohn posted a message on New Reaper of Souls Beta PatchI'm really liking those DH changes, especially the Active/Passive Companion effects.Posted in: News
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Dec 5, 2013DamienJohn posted a message on Updated DiabloFans Going Live Tomorrow, F&F Beta Hotfixes, Devs Prefer Bonus for Surviving Than Penalty For Dying, D3 NecromanceP.S- I'm talking about the Necro concept and the new site layout.Posted in: News
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Dec 5, 2013DamienJohn posted a message on Updated DiabloFans Going Live Tomorrow, F&F Beta Hotfixes, Devs Prefer Bonus for Surviving Than Penalty For Dying, D3 NecromanceWow! Love the attention to detail in this.Posted in: News
It makes my eyes feel nice. -
Nov 24, 2013DamienJohn posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary ScreenshotsPosted in: NewsQuote from Preach
I think you're on the money. What's more, I bet the fact that the bovines spawned in a rift is a bug that'll be ninja fixed, and that this can be considered an unintended leak. For it to be a true cow level, like you said, it'd have to be a contained area with its own theme.Quote from DamienJohnOf course! But we already knew cow level was in the game from datamining months ago. KingKongor is saying (and others are under the impression) that this is the actual cow level, I'm just saying I don't think that's the case.
The Cows in rifts are definitely not a bug, as there are also Rift Boss versions of the Cow King that are specific to Rifts (like how there is a "Crusader King" version of the Skeleton King), I've seen 3 so far.
Rifts contain virtually every asset in the game, so that means it pulls randomly from all the monsters and all the environments, i.e; I've seen Whimsy mobs spawn quite a few times now as well as rainbow environment tilesets. As a matter of fact I think Blizzard even showcased a Rift with whimsy spawns in some of their press-release screen shots. -
Nov 23, 2013DamienJohn posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary ScreenshotsPosted in: NewsQuote from miles_dryden
This is still technically confirmation of the cow level, though. Where else would they come from?
Of course! But we already knew cow level was in the game from datamining months ago. KingKongor is saying (and others are under the impression) that this is the actual cow level, I'm just saying I don't think that's the case. -
Nov 23, 2013DamienJohn posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary ScreenshotsPosted in: NewsQuote from k0ksii
how are we supposed to make gold without trade/sell? or we will not need gold?
Uhm, you get 30m / Bounty...
Did you accidentally add in one extra zero?
On Torment 6 the bounties were offering 3 mil. Still gigantic though. -
Nov 23, 2013DamienJohn posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary ScreenshotsI'm pretty sure that's not the actual Cow Level, it's just a Nephalem Rift that happened to have spawned Cows. Devs have mentioned that Rifts can spawn virtually any asset in the game.Posted in: News
I think the Cow Level will be an actual self-contained area like Whimsyshire. The method of accessing it probably isn't in Beta just yet. -
Nov 22, 2013DamienJohn posted a message on Diablo III - Reaper of Souls: Complete List of Set Bonuses!, Reaper of Souls Blue Post Roundup: Lots of information!A lot of these new set bonuses are great but the majority still seem uninspired (and even unchanged?), especially compared to the new single legendary mods.Posted in: News
Hopefully they are still working on these set bonuses. -
Nov 19, 2013DamienJohn posted a message on New Internal Patch: New and Changed Passive Effects, Difficulty Rewards, Gem Tiers, New Achievements, Game Options, Class ChangePosted in: NewsQuote from Lomaxe
WTF noo- Critical Mass
Critical Mass - stat :
Critical Hits have a chance to reduce the cooldown of your spells by 1 second. - desc :
"As the blast obliterated the walls, she spun the energy of the shockwave into a new spell and hurled it at her stupefied foes." ???The Harrowing of Korlean's Stronghold
I don't get it. CM as we know it was already nerfed in the previous datamining, it had an entirely different function. - Critical Mass
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Nov 8, 2013DamienJohn posted a message on Diablo III: Reaper of Souls - New Difficulties, Adventure Mode and More; RoS PlayStation 4 Information and ScreenshotsPosted in: NewsQuote from RasAlgethi24
Quote from CardinalMDM
Quote from trocadero_fuerte
*creates level 1 Crusader*
*jumps into pulbic Inferno game*
But seriously, are "character levels" going away? You get one main up in Paragon, say, level 80, and now all of your character can just completely skip to end game gear/modes?
Well, if that's true (I doubt it is), then HELL YES! Leveling is a pox, a plague on gaming today, a time wasting hamster wheel that prevents people from playing and having fun. They learned this w/ the new WoW expac, they should learn that lesson for Diablo.
So while a brand new Level 1 character will likely not be "end game" strength, they will be able to hit the ground running with additional Core Stats, reduced cooldowns, a boost to Crit Chance and Dodge, higher MF, etc.
No they wont. They wont get access to the account wide paragon bonuses until they hit lv 70.
They actually do, new characters can allocated Paragon Points directly from Level 1.
But if they choose not to they're not forced to. -
Nov 8, 2013DamienJohn posted a message on Diablo III: Reaper of Souls - New Difficulties, Adventure Mode and More; RoS PlayStation 4 Information and ScreenshotsPosted in: NewsQuote from miles_dryden
Difficulties are revamped: Now are Easy, Normal, Hard, Torment, Demonic, Apocalypse
Sigh...such pointless name changing. What was wrong with Nightmare and Hell?
These are the new names for the MP level replacements, not the difficulty modes. I'm actually under the impression there is no longer any actual difficulty modes like before. And it's all just one mode with multiple MP levels (these new names) that unlock with level. -
Nov 6, 2013DamienJohn posted a message on Reaper of Souls First Look: Westmarch SoundtrackAmazing piece. I love the overarching Malthael theme and the (hopefully prominent) return of acoustic guitar.Posted in: News
This absolutely nails the foreboding, dread-inducing tone that I was hoping for. As much as I enjoy the Diablo 3 vanilla soundtrack (apparently I'm in the minority on that one), I much prefer this more intimate, "hopeless" sound as opposed to the adventurous grandeur of Acts 1>4. -
Oct 22, 2013DamienJohn posted a message on New Expansion Patch: Loot Runs Renamed to Nephalem Rifts, New Passive Effects, Massive Class ChangesPosted in: Newsand I gotta say many of the skill damage buffs look overpowered as HELL!! I hope they keep them lol going from the old 150% weapon damage to 1200+ is insane!!
Keep in mind that Monster damage output and mitigation could be tuned accordingly as well. So this might very well be just to keep things in line with difficulty. That said, obviously many of these changes are giving power to previously underused (see: not used at all) skills. -
Oct 22, 2013DamienJohn posted a message on New Expansion Patch: Loot Runs Renamed to Nephalem Rifts, New Passive Effects, Massive Class ChangesPosted in: News
It means they get's knocked upwards instead of backwards. Looking at the synergies with Knockback this would be very welcomed. Knockback is mostly avoided outside of uber-defensive HC specs. This might actually make it viable otherwise. - To post a comment, please login or register a new account.
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I rolled 50% CHD after only 1 enchant.
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Definitely no need for an apology Edriel! Although they share the same purpose (expanding endgame) your ideas here are very distinct and interesting.
I have to head out for a meeting right now but I'll read through in detail and leave some feedback when I'm home. But amazing presentation as per usual Edriel!
Also, do you mind if I add you in-game?
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So I've been compiling a list of feedback and bugs to report for the Beta, but I just wanted to quickly share this as a QoL suggestion.
Cooldown Reduction, Resource Cost Reduction and +Skill% are all fantastic additions to the game, but I feel their benefits need more succinct representation in the UI. I really love that we can now view stat ranges on items when holding CTRL, so I thought, why not apply a similar function to Skill tooltips that shows their effective values. I made this quick mock-up as an example of how this display would function and what it would look like.
I feel this type of direct presentation makes those stats feel more tangible, while allowing for much more efficient theorycrafting.
Any thoughts on this? Or perhaps alternatives?
Edit: Dude, terrible spelling.
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I think implementing any ideas like these (or the great post MrMonstrosity put forward) is pretty unrealistic at this point in RoS' development, but I do hope the dev team recognize that competitive elements, rankings and ways to "test your might" would really work in the game's favor. In that respect, I'm hopeful that Ladder implementation and Nephalem Trials will debut at some point in the game's future. My "promo graphic" that I've pieced together here is somewhat of an embellishment on that whole prospect of competitive endgame, compartmentalized into it's own game mode.
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Thanks Dr!
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It makes my eyes feel nice.
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I'm starting to think that you and I are sharing some type of cosmic wavelength. Love the thread!
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Just wanted to share this mock-up infographic I designed for a new endgame option within D3. I've been traveling quite a bit for work, so to deal with my Diablo withdrawals I've pieced this together based on some existing ideas I've seen within the community as well as some new ones of my own.
Would love to hear some feedback on the concept as well as thoughts on what endgame means to you in Diablo.
Direct Link: http://i.imgur.com/JadEbrk.jpg
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Why? The endgame in Diablo has always been about farming for better loot so you can farm for better loot.. better.
I agree! This is purely intended to augment that loot hunt we all know and love and extend the game's replayability, not replace it.
Why not just include Trials and Towers in Adventure Mode?
Good question. Each mode has a specific purpose that not everyone will be interested in, so overloading Adventure Mode with additional features feels like messy design to me. Story Mode = Enjoy the story, Adventure Mode = Play the item-hunt game (heart of Diablo franchise), Challenge Mode = Optional, augmentative content that extends the lifespan of the item-hunt game. But of course these modes could be joined, this is merely personal preference.
Does that mean no gear rewarded in Challenge Mode?
Yes. Only cosmetic rewards, competitive rankings and XP are offered in Challenge Mode. If Challenge Mode offered loot rewards, it would diminish the inherent purpose of Adventure Mode. The aim is to bring the heroes you've built into Challenge Mode to see what they can do, i.e; to improve your capabilities in Challenge Mode you need to farm Adventure Mode.
TL;DR: I like to compartmentalize.
Are Trials and Towers randomized to any extent?
No. By removing the random elements in regards to layouts, monster types and density, the Trials and Towers can serve as directly measurable content in a competitive sense. If random was at play, someone could simply perform well due to having "lucky RNG". So to summarize, randomization has been removed in Challenge Mode in order to level the playing field.
How does Difficulty work in relation to Trials and Towers?
Trials that are not affected directly by difficulty (like Race Trials) exist as static events that are played and ranked the same across all difficulty levels. Trials that contain monsters and are therefore affected by difficulty selection are ranked as per the difficulty in which the player achieved their result (see: Seasonal Leaderboards UI). Pandemonium Towers are capped on lower difficulties, higher ascension only becomes available with higher difficulties, with the Pandemonium Tower becoming "uncapped" on Torment VI.
The Tower is Endless?
Theoretically, yes. The increase in difficulty is dynamic up until the fixed rewards cease (Level 100), after that, each level sees a static increase (additive percentage) in Monster Damage and Hit Points. For the purpose of this concept let's say that's 5% per level, this means the most godly geared/skilled players can truly test their heroes to the absolute limits.
Couldn't you just skip mobs? Change to a more defensive spec for higher levels? And what happens when you die?
To access the next level you would be required to kill all the monsters on the current level. Skill selection would be locked from when you enter the Tower with a checkpoint every 25 Levels at which you can change your skill spec. These checkpoints also act as respawn points upon death, but they no longer appear after Level 100 (which would be very hard to reach as is).
Overall I haven't put too much thought into how tower progression would work, but I think losing all of your progress upon death would be a bit too much considering how long the climb is. I would love to hear some other ideas/suggestions regarding this!
What is this simultaneous instance nonsense?
When there are other players in your game and you choose to start a Trial or Tower, a dialogue box appears asking them if they would like to join in and challenge you. If they accept, they will be transported to their own instance of the same challenge. You are able to see the "ghosts" of other players according to where they are in their instance (see "Festering Circuit" race screenshot), but you have no direct affect on their game environment. For Tower Races, you would receive toast notifications in your chat each time a player reaches a new level.
Why not just have them in the same instance?
The competitive factor in Trials and Towers is based around how well each player performs, not how effectively you can impede your rivals. This is especially applicable to wave-type Trials and Pandemonium Towers, in which you can't have both characters in the same instance without it being Co-op.
Are the Bosses in Boss Time-trials different from their typical versions?
Yes, they would essentially be Uber versions of their normal encounters, with additional modifiers, more minions, larger HP pools etc.
Do Race Trials have other variables?
Races have additional factors in play outside of simply getting a character from point A to B. For example, Speed-boosting Nephalem Glory orbs can spawn along the route but might not always be in the most desirable of locations. In addition, obstacles such as Bear Traps and Barricades can impede your progress (another reason for separate instances). P.S- I love Mario Kart.
Uhh.. Where is PvP?
Ideally, Challenge Mode would also accomodate any type of future PvP implementation. I haven't included it in my concept as it's such a gigantic feature that it would probably need it's own infographic.
What's with the groan-worthy TV show references?
Because geeknerd.
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The Cows in rifts are definitely not a bug, as there are also Rift Boss versions of the Cow King that are specific to Rifts (like how there is a "Crusader King" version of the Skeleton King), I've seen 3 so far.
Rifts contain virtually every asset in the game, so that means it pulls randomly from all the monsters and all the environments, i.e; I've seen Whimsy mobs spawn quite a few times now as well as rainbow environment tilesets. As a matter of fact I think Blizzard even showcased a Rift with whimsy spawns in some of their press-release screen shots.
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Of course! But we already knew cow level was in the game from datamining months ago. KingKongor is saying (and others are under the impression) that this is the actual cow level, I'm just saying I don't think that's the case.