Barbs don't go off chasing elites. They chase groups of white mobs because that's all they can efficiently kill. Most barbs would never leave those behind since they clear rifts by avoiding elites. As a barb, I get annoyed at people who sit around trying to kill an elite with a shielding/reflect damage affix when they could be running past and making actual progress. I will gladly leave my group behind if it means we finish the rift faster. Barbs are also able to scout ahead and gather up trash mobs for when everyone else gets there. If they leave a few white mobs behind who cares as long as they're being efficient with clears
Nice. I found the key drop chance on T6 at 50% unreliable, so never got many keys, machines or organs. Hopefully when I gear up more I can farm T7-10 and get more machines for uber runs. I'd like a good hellfire ammy for my barb and wizard.
Has any information been provided / confirmed yet about the keywarden drop rates for T7-T10, knowing that they now only drop machines and not keys? Is there a difficulty level (like mp10) where the drop rate is 100%?
Looking at the data-mined information, I note one ability of the Kanai's cube is to Convert Set Items: Skill of Nilfur. I'm wondering if this lets you convert one set item to another (ie shoulders to gloves), to help fill the gaps when collecting set items. I'm also wondering whether you have a choice in this conversion, whether weapons are a viable outcome (if the set contains weapons - Inna's for example), and whether an Ancient Item will convert to another ancient item.
I guess, if you have enough crafting mats, that if the conversion is random, you can simply try again by adding another 10 x Death's Breath and 10 x Forgotten Soul.
What do others think about this, and how it is likely to work?
Make all items craftable, to allow players to try builds without needing to farm and gamble endlessly for items they may never get through RNG. The drawback however would be that these crafted items have half max rolls of found items. People can then try them and create builds, but to be really strong will need to find the actual items.
Give people the option of doing trials, or trading 10 rift framents for a key at their highest completed level. Puts more focus onto bounties again, and gives people a choice how they get their grift keys.
I agree with the idea that rifts and grifts in solo play close faster. Also, deaths in grifts in solo play should just take away the time penalty, instead of having to wait that whole time. Keep the mechanics the same in multiplayer.
Make ancient items salvageable into 2 souls as they're rarer.
There's no way to redo follower quests with the same character, even with full quest resets. Like other conversation Achievemrnts, the ones available in these should be accessible from various points in the storyline, and not need a new character play through.
Thanks Venaliter. However, as Vaelflare's post was October 2012 I'd hope the changes they're looking at will be on their way. With my limited knowledge of sets and mechanics, I can't see how a follower with the litany of the undaunted/wailing host set, or the traveller's pledge/compass rose set, or the hallowed set would receive unfair bonuses vs other gear. If they grant XP from hellfire rings and leorics signets, less xp from the litany set or vit from the compass set should work too.
I have a follower with the litany of the undaunted ring and wailing host ring, completing the 2 piece bonus (15% MF and GF). The items in game don't show that the bonus is granted, but my follower profile on the diablo 3 webpage shows the 2 piece bonus highlighted on each ring. From memory, we only get 20% from follower adventure stats (MF, GF, XP etc), so the benefit to me would only be 3% each stat, but I'm not sure I'm getting anything.
can someone, or blizzard, confirm if this should work and if the lack of in game display is a bug.
I had a char with attack speed of 3.99 before patch 2.0 came out. After the patch this char's attack speed was 3.84. I put 50 paragon points into attack speed and it stayed at 3.84. Definitely a cap there but not sure what it is or how it works. Basically, every item in every slot had as much attack speed as permissible.
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Exactly
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Or simply craft them then upgrade. I think the blacksmith can make them.
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It'd be good if we could buy gifts for something like $100m gold, as they're hard to find and players have excess good with no way to spend it.
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Those numbers look really interesting, and definitely make me want to progress to T10.
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Nice. I found the key drop chance on T6 at 50% unreliable, so never got many keys, machines or organs. Hopefully when I gear up more I can farm T7-10 and get more machines for uber runs. I'd like a good hellfire ammy for my barb and wizard.
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Has any information been provided / confirmed yet about the keywarden drop rates for T7-T10, knowing that they now only drop machines and not keys? Is there a difficulty level (like mp10) where the drop rate is 100%?
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Looking at the data-mined information, I note one ability of the Kanai's cube is to Convert Set Items: Skill of Nilfur. I'm wondering if this lets you convert one set item to another (ie shoulders to gloves), to help fill the gaps when collecting set items. I'm also wondering whether you have a choice in this conversion, whether weapons are a viable outcome (if the set contains weapons - Inna's for example), and whether an Ancient Item will convert to another ancient item.
I guess, if you have enough crafting mats, that if the conversion is random, you can simply try again by adding another 10 x Death's Breath and 10 x Forgotten Soul.
What do others think about this, and how it is likely to work?
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Ramalandi's Gift
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Make all items craftable, to allow players to try builds without needing to farm and gamble endlessly for items they may never get through RNG. The drawback however would be that these crafted items have half max rolls of found items. People can then try them and create builds, but to be really strong will need to find the actual items.
Give people the option of doing trials, or trading 10 rift framents for a key at their highest completed level. Puts more focus onto bounties again, and gives people a choice how they get their grift keys.
I agree with the idea that rifts and grifts in solo play close faster. Also, deaths in grifts in solo play should just take away the time penalty, instead of having to wait that whole time. Keep the mechanics the same in multiplayer.
Make ancient items salvageable into 2 souls as they're rarer.
Thats all I can think of for now
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can someone, or blizzard, confirm if this should work and if the lack of in game display is a bug.
cheers, Rob.
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