- knightofthorns
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Member for 10 years, 9 months, and 26 days
Last active Mon, Jul, 18 2016 07:15:27
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- 87 Total Posts
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Jun 13, 2014knightofthorns posted a message on Dev Stream Summary, [T6] INVIS' Monk Pure Dashing Strike, Diablo Inspired Hearthstone Cards, Witch Doctor DoTs MythbustingBlizzard doesn't ban people for multiboxing, because that is not Blizzard's policy. It is not in WoW, and it is not in Diablo.Posted in: News
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Feb 28, 2014knightofthorns posted a message on Patch 2.0.1 Hotfixes - Updated 2/27, Chest Farming is Being Hotfixed, The Great Blue Clarifications Post, AH BoA Issue is FixedBecause you have lost the old paragon bonuses (3 main stat and 2 vita per level).Posted in: News
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Feb 17, 2014knightofthorns posted a message on Devs Experimenting with APoC, "Diablo III Caramelldansen," by Jaetch, Curse Weekly RoundupIf you have three cars and one is more efficient and pretty, then you will use that one. So no diversity.Posted in: News
If infinite resource makes mediocre skills usable, it makes powerful skills insanely good (see Hammer of the Ancients or Nirvana build on live). "Mediocre" skills can be made viable by tuning other things. Infinite resources problems, not solve them. -
Feb 17, 2014knightofthorns posted a message on Devs Experimenting with APoC, "Diablo III Caramelldansen," by Jaetch, Curse Weekly RoundupPosted in: News
Let's take the current barbarian for example. They have very high dps, and great mobility. thanks to sprint and berserk. So when they start a game, they gain enough fury for battle cry and berserk, then they just sprint away, damaging/killing monsters, and all you have is left-overs. Is this fun for the barbarian? Probably. But is it fun for the others?Quote from Ryude
How?Quote from knightofthorns
They don't nerf "fun" things, they nerf "broken" things which takes choices away. What is "fun" for you can create problems for the whole community.
Giving choices is good; however, when one of the choices is too good, then it is not a choice anymore. That is how things go in the current human society. -
Feb 16, 2014knightofthorns posted a message on Devs Experimenting with APoC, "Diablo III Caramelldansen," by Jaetch, Curse Weekly RoundupThey don't nerf "fun" things, they nerf "broken" things which takes choices away. What is "fun" for you can create problems for the whole community.Posted in: News
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Dec 3, 2013knightofthorns posted a message on Reaper of Souls Highlights: New Class Skills and VisualsYou say that barbarians can't use magic; but they can. They can infuse their weapons with magic (the Berserk skill). Some of them use druidic powers. At least one of them uses necromancy, who also uses a druidic ability. Maybe not all of them can, but we know some does. And we know all of these from Diablo 2. You know, the game that introduced the barbarian race into the lore. Before you call people "blind", you could have done some research before saying that barbarians were not supposed to be magic users.Posted in: News
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Dec 2, 2013knightofthorns posted a message on Reaper of Souls Highlights: New Class Skills and VisualsPosted in: NewsQuote from brx
So to be sure, you are ok with barbarians materializing hundred of pounds of matter above the ground? (Y/N)
Does the concept of classe archetypes ring any bells?
Am I actually arguing with actual people about this? This is surreal.
There was a barbarian who can summon demons and explode their corpses. He also used a druid spell (Arctic Blast). His name was Nihlatak. There were other barbarians (council of elders) who casted a druid spell to shield Harrogath. Does these still in your classe archetypes? Druids can materialize hundred of pounds of matter above the ground, it was the Armageddon spell in Diablo 2. If some barbarians are capable of casting druid spells, why a nephalem, a race much more powerful than an ordinary human, can't? -
Dec 2, 2013knightofthorns posted a message on Reaper of Souls Highlights: New Class Skills and VisualsAnd I think you fail to understand that the characters in Diablo 3 are not ordinary humans. They are nephalem, a race more powerful than the angels and demons; and we don't know the limits of their power. So you can't argue what the barbarian in Diablo 3 can't do, because you have no basis for that argument.Posted in: News
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Dec 2, 2013knightofthorns posted a message on Reaper of Souls Highlights: New Class Skills and VisualsPosted in: NewsQuote from brxIt is sad I have to remind people that barbarians are not supposed to be magic users.
There is no justification for barbarians to materialize boulders from the sky beyond "we thought it was awesome".
You guys defending this are only making the whole d3 situation more weird.
Berserk: A powerful but reckless attack that increases damage and attack rating but decreases defense rating. Attack: +100%, Magic Damage: 150%, Mana cost: 4, Recieves bonuses from Howl (10% Magic Damage per level), Shout (10% Magic Damage per level).
In Diablo 2, barbarians were able to deal magic damage and they used "mana", which is used for magic. There were also barbarian elders who managed to summon a shield around Harrogath. Nihlatak, even though he is shown as a necromancer in game, was one of the barbarian elders.
Even if we ignore these, in Diablo 3, the barbarian character can summon the first barbarians, can cause an earthquake which can freeze or burn, can pull his enemies to himself with by stomping his foot into the ground ect. And he is a descendant of the most powerful race in the world. I think we can say that, even if barbarians as a people don't use magic (and they can, see above), that doesn't mean barbarian in Diablo 3 won't too, as he is a nephalem. -
Dec 1, 2013knightofthorns posted a message on Reaper of Souls Highlights: New Class Skills and VisualsPosted in: NewsQuote from brx
Barbarians can make appear boulders and rocks from the sky. Right. Ok blizzard.
Demon hunters can shoot balls of lightning from their bows which electrocutes everything in their path, but it doesn't effect his/her friends even though they wear heavy metal armor. Right. Ok. -
Nov 23, 2013knightofthorns posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary ScreenshotsGold will still be used for unsocketing gems, enchanting etc. Right now, unsocketing marquize gems still costs 5 millilon gold, and everytime you enchant the same item, it costs more and more. So we will want gold.Posted in: News
Bounties have nice gold rewards, and as far as I remember, rewards from quests are also increased (but that was from Gamescom, it might have changed and needs confirmation). And even though you can't sell legendaries, you can still sell rares or crafting materials. - To post a comment, please login or register a new account.
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Now in Reaper of Souls, there are many legendary items viable for a slot. Just look at the front page, every day there are different builds which use different items. There is no Best in Slot (at least, currently). And while I supported the old design team's view of rares being comparable in power with legendaries, I don't think it is really needed in this state of the game.
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Can you cut with this misinformation now? Please?
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So, to answer the question, no it doesn't bother me at all. If I know that I found an item which will make me ignore the other options, it will take my enjoyment from the game. I want items as balanced as possible (as the perfect balance is an utopia).
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1) A hypothetical character, a glass canon who can kill elites on Torment 6 in two seconds, but dies on a single attack from the most basic creatures on Master. On which difficulty should this character play?
2) Another hypothetical character, a tank who literally can't die on Torment 6, but can't kill even the spimpliest creature without a 1-minute fight on Master. On which difficulty should it play?
And more importantly, why should we prevent these characters from grouping up with other people (glass cannon with tank, tank with a better dps) to go for higher difficulties?
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Since you have avoided answering my questions about this issue before, I'll ask them again.
1) A hypothetical character, a glass canon who can kill elites on Torment 6 in two seconds, but dies on a single attack from the most basic creatures on Master. On which difficulty should this character play?
2) Another hypothetical character, a tank who literally can't die on Torment 6, but can't kill even the spimpliest creature without a 1-minute fight on Master. On which difficulty should it play?
And more importantly, why should we prevent these characters from grouping up with other people (glass cannon with tank, tank with a better dps) to go for higher difficulties?
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1) A hypothetical character, a glass canon who can kill elites on Torment 6 in two seconds, but dies on a single attack from the most basic creatures on Master. On which difficulty should this character play?
2) Another hypothetical character, a tank who literally can't die on Torment 6, but can't kill even the spimpliest creature without a 1-minute fight on Master. On which difficulty should it play?
And more importantly, why should we prevent these characters from grouping up with other people (glass cannon with tank, tank with a better dps) to go for higher difficulties?
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- I wonder where you get your "facts". Have you done a research on how average/casual players play? And what is your definition of average/casual player? Is it someone who plays 1 hour a day on average? 1.5 hours? 2 hours? Is there a consensus on that?
Look at this character: http://eu.battle.net/d3/en/profile/Tebby-2211/hero/36838772. I started this around a week ago. I play around 1.5 hours average, and I already have plvl 33. With only doing completing story twice. No CotA or equivalent runs, just playing the whole game. I know this is just an example and doesn't say anything for the whole category of "average player"; however, talking for the whole group of players without giving facts is wrong.
- The problem wasn't just the CotA, the problem was the effort/reward ratio of the monsters. It was high for those swarm types: they die fast and they propose no danger for you. If just the CotA was adjusted, the next place having big groups of swarmers would replace it. So they have done the right thing and tuned it accordingly.
You might say "Then, why nerf? Why buff everything else?". This question has been answered hundreds of times, you can find it even in this topic.
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And there is always "fun" and "challenge" factors. Bowing up stuff in mere seconds can get boring after a while. In these cases, raising the difficulty helps with boredom.
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I don't know if you have played Diablo 2, but in Diablo 2, the most efficient way for loot and experience is Baal runs. All day long. Which gets pretty boring after a week or two. The same will happen if you only run Crypt of the Ancients. Or Core of Arreat chest farming. Or Halls of Agony cursed chest farming.
Thankfully, we will have RoS soon, and all these talks about small and efficient farm routes will be gone because of the Bounties and Rifts.
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See, two can play this game.
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Also, we don't know which skills the OP uses for the chests. A change in this part might help a lot.