Nephalem Valor Buff
#41
Posted 21 March 2012 - 05:58 PM
#42
Posted 21 March 2012 - 06:00 PM
It has been said... that in the end of all things... we would find a new beginning. But as the shadow once again crawls across our world... and the stench of terror drifts on a bitter wind... the people pray for strength and guidance. They should pray for the mercy of a swift death... for I've seen what the darkness hides!
... I don't think it's safe here.
Hoping for Pink Chain Lightning in D3!
Website: Virtual Meadows - Twitter: @Gnub
#43
Posted 21 March 2012 - 06:08 PM
Stepped in so far that,
should I wade no more.
#44
Posted 21 March 2012 - 06:09 PM
IAmMegatron, on 21 March 2012 - 05:54 PM, said:
My best guess is that each person in the group, in range of the champion upon kill, will receive the buff. If you swap your skills, you individually lose the buff, simple as that.
#45
Posted 21 March 2012 - 06:21 PM
Maybe the Buff should only persists through one act. That way it will give you a natural break where you can leave the game, switch up your skills, or just take a break. It would also encourage people to play through the entire act, killing the mini-bosses, not just the main boss at the end.
#46
Posted 21 March 2012 - 06:25 PM
#47
Posted 21 March 2012 - 06:26 PM
#49
Posted 21 March 2012 - 06:30 PM
#50
Posted 21 March 2012 - 06:31 PM
BombayMD, on 21 March 2012 - 06:27 PM, said:
In inferno you won't simply "teleport" to champion and rare packs of monsters! Trust me
#51
Posted 21 March 2012 - 06:32 PM
#52
Posted 21 March 2012 - 06:32 PM
Xerlane, on 21 March 2012 - 04:24 PM, said:
underarock, on 21 March 2012 - 04:20 PM, said:
I'm pretty sure just looking at logic here that the buff will be awarded to all players who are close enough to get experience and/or drops from that certain unique to also get this increased gold and magic find. It'd be silly if only one player in a party got it or whoever got the killing blow. If this was the case then it'd be the complete opposite of what the developing team has been trying to achieve so far with this game
And no I don't think it gets averaged. My guess is that it's as viable and rewarding whether you're playing solo or in a 4 player group! (Not really sure about this one though, perhaps you'll get some bonus or increased effectiveness for playing solo)?
Edit: I know you don't really get experience at level 60 but that example was just a way of explaining that you most likely have to be around when the unique or rare monster(s) is/are killed.
what I was thinking was if two 60's play with two 59's and kill a rare pack. the 60's would get the NV buff... if it were average everyone would get a percentage of the buff. If that were the case the incentive still exists for killing mob packs then bosses... I don't think it will be averaged either but would love a clarification.
#53
Posted 21 March 2012 - 06:53 PM
Edited by GladHeHasBeta, 21 March 2012 - 06:54 PM.
#54
Posted 21 March 2012 - 06:56 PM
#55
Posted 21 March 2012 - 07:39 PM
GladHeHasBeta, on 21 March 2012 - 06:53 PM, said:
It's a good thing we did because I don't think we'd have this change without people upset about it on the forums. Complaining is often a good thing if it's kept constructive.
Besides the skill UI, D3 is shaping up to be a pretty awesome game though.
#56
Posted 21 March 2012 - 07:51 PM
GladHeHasBeta, on 21 March 2012 - 06:53 PM, said:
Its a band aid solution that fixes nothing.
Some level of permanency shouldn't need to be encouraged, it should just be.
This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.
#57
Posted 21 March 2012 - 08:06 PM
SFJake, on 21 March 2012 - 07:51 PM, said:
GladHeHasBeta, on 21 March 2012 - 06:53 PM, said:
Its a band aid solution that fixes nothing.
Some level of permanency shouldn't need to be encouraged, it should just be.
This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.
Agreed, removing permanent choices takes away all meaningful decision making in game. Though I still like this idea to encourage prevent boss farming.

#58
Posted 21 March 2012 - 08:36 PM
SFJake, on 21 March 2012 - 07:51 PM, said:
GladHeHasBeta, on 21 March 2012 - 06:53 PM, said:
Its a band aid solution that fixes nothing.
Some level of permanency shouldn't need to be encouraged, it should just be.
This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.
uhm.... rofl? how the hell is it a bandaid solution? diablo end-game is entirely about MF and farming so this solution is actually the perfect one. you dont hinder people when trying to test out different builds but when they finally find a build they like to farm with this system makes it so they will stick to their build. man you guys are just so full of hate and will never be satisfied. pathetic
Edited by GladHeHasBeta, 21 March 2012 - 08:36 PM.
#59
Posted 21 March 2012 - 08:38 PM
Now with this, i can play my monk with the smash'em up play style i'm planning on, go around several different zones killing whatever packs i can find, when i either reach max stacks, whatever i feel satisfied with, or have time for; kill all the bosses (lower level boss for alts) sift through my reward and I have just burned 45 minutes i either had time for, or what i planned on playing for that day. cause you would most likely run into some packs on your way to a boss.
in conclusion, stacking would allow for whatever you to devote as much time as you want/can for the best results. If you can find MF without gimping yourself then I can make a pretty solid character.
#60
Posted 21 March 2012 - 08:45 PM
GladHeHasBeta, on 21 March 2012 - 08:36 PM, said:
SFJake, on 21 March 2012 - 07:51 PM, said:
GladHeHasBeta, on 21 March 2012 - 06:53 PM, said:
Its a band aid solution that fixes nothing.
Some level of permanency shouldn't need to be encouraged, it should just be.
This changes almost nothing on that regard. I'm not saying its not nice to have, but its not even a solution to that at all.
uhm.... rofl? how the hell is it a bandaid solution? diablo end-game is entirely about MF and farming so this solution is actually the perfect one. you dont hinder people when trying to test out different builds but when they finally find a build they like to farm with this system makes it so they will stick to their build. man you guys are just so full of hate and will never be satisfied. pathetic
I agree, it's not a band-aid solution, it's a great solution that should satisfy both sides of the fence fairly well. I'm all for meaningful choices and this change is what has finally swayed me into liking the D3 skill system. Finally, we have a meaningful reason to stick with our builds.
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