Freakin stoked =D Sounds like it'l work about the same as old Ubers where you had to farm keys from different non act bosses. Of course this time around it could just be random drops from any of the champ packs since this makes the most sense and will be the hardest for bots to farm (if the 'keys' come from rare spawn chests or bosses it'l be farmed to hell). OR make keys you find BoP =) I'd also like to see whatever keys or objects needed to be not affected by MF so I can farm them on my toons w/o high paragon lol.
At first I was against the notion of account wide paragon, but then I got my barb to 60 three days ago and am already lvl 10 paragon, and now I don't want to touch my DH because I'm already getting my barb up.
More dmg nerf? Awesome my DH might be more fun now lol
I'd also like to take this time to 'lol' at all the people saying Blizzard was never going to do anything to D3 after launch. Na-Na-Na-Na boo-boo, stick your head in doo-doo =P
Seems like I'm the only one not liking the 'reduced incoming damage' part.
Well have to say im a bit worried about this part too. They have already made the game pretty easy.. and now they're going to reduce incoming damage. Hope this doesnt make the game way too easy.. =/
"Reduced incoming damage" combined with reduced effectiveness of defensive cooldowns, plus the ability to make the monsters harder as a /players8 style option means it all evens out depending on how you want to play.
I wonder where ubers will spawn Will it be an easter egg to collect like pony level or will it be random? ANSWERS DANG IT I MUST HAVE THEM!
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If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Seems like I'm the only one not liking the 'reduced incoming damage' part.
I agree, what is the point in reducing incoming damage? Isn't this game getting easy enough? I've been running through Act 2 and Act 3 pretty much unscathed lately.
I just don't understand why they're nerfing defensive abilities. Wasn't 1.04 supposed to make things easier for players? Why reverse that??
Oh. Wait. It looks like we both only read half of what Blizzard's actually doing. How foolish.
Think assembling the infernal machine may need us to collect some body parts, what with all the reference to 'gory' and 'blood-stained'.. could be the body parts of act bosses, or from random elite mobs..
Seems like I'm the only one not liking the 'reduced incoming damage' part.
I agree, what is the point in reducing incoming damage? Isn't this game getting easy enough? I've been running through Act 2 and Act 3 pretty much unscathed lately.
I just don't understand why they're nerfing defensive abilities. Wasn't 1.04 supposed to make things easier for players? Why reverse that??
Oh. Wait. It looks like we both only read half of what Blizzard's actually doing. How foolish.
Well... the fact that incoming monster will be reduced will have a big effect on wither or not you even need a defensive ability in the first place which is kind of the worry. Currently, I only barely need a single defensive ability (horrify) and I only use it for the + armor boost. With the new patch, I'm pretty sure I won't even need that... I can use big bad voodoo instead and still never have a chance at dying? That doesn't sound more fun... it sounds more mind numbing.
By nerfing monster damage, you're making it more likely that you'll hit a point of gear where you no longer even need a defensive skill. That's why some people aren't thrilled with the idea of even lower monster damage.
Seems like I'm the only one not liking the 'reduced incoming damage' part.
I agree, what is the point in reducing incoming damage? Isn't this game getting easy enough? I've been running through Act 2 and Act 3 pretty much unscathed lately.
I just don't understand why they're nerfing defensive abilities. Wasn't 1.04 supposed to make things easier for players? Why reverse that??
Oh. Wait. It looks like we both only read half of what Blizzard's actually doing. How foolish.
Well... the fact that incoming monster will be reduced will have a big effect on wither or not you even need a defensive ability in the first place which is kind of the worry. Currently, I only barely need a single defensive ability (horrify) and I only use it for the + armor boost. With the new patch, I'm pretty sure I won't even need that... I can use big bad voodoo instead and still never have a chance at dying? That doesn't sound more fun... it sounds more mind numbing.
By nerfing monster damage, you're making it more likely that you'll hit a point of gear where you no longer even need a defensive skill. That's why some people aren't thrilled with the idea of even lower monster damage.
I see that concern, but let me put it into my viewpoint (Also, it may be worth noting I only play hardcore).
On my monk I have SSS (Only for the short invul), Serenity, Mantra of healing + time of need rune, Breath of Heaven and Mystic Ally runed earth ally. The last spell is FoT with Thunderclap because you can gain 225% LoH per hit, making it a really great ability to keep yourself alive.
Like you see, 5 defensive spells and 1 semi-defensive spells, that shows a bit HOW important they are. If I take less damage and can therefore drop atleast one defensive spell for something more offensive, Id be happy.
When you fight Azmodan he always says "My servants will feast on your pride, as they devour your flesh" and then he summons like 1 guy who gets completely ignored... I really hope that in the uber Azmodan version, when he says that he actually spawns tons of monsters, just like the skeletons and pit fiends in d2 ubers. That would be cool. This applies to all bosses who spawn minions such as the skeleton king, etc.
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At first I was against the notion of account wide paragon, but then I got my barb to 60 three days ago and am already lvl 10 paragon, and now I don't want to touch my DH because I'm already getting my barb up.
More dmg nerf? Awesome my DH might be more fun now lol
I'd also like to take this time to 'lol' at all the people saying Blizzard was never going to do anything to D3 after launch. Na-Na-Na-Na boo-boo, stick your head in doo-doo =P
"Reduced incoming damage" combined with reduced effectiveness of defensive cooldowns, plus the ability to make the monsters harder as a /players8 style option means it all evens out depending on how you want to play.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
not really lol, i think i may enjoy this "uber" thing
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Final Fantasy 7
I just don't understand why they're nerfing defensive abilities. Wasn't 1.04 supposed to make things easier for players? Why reverse that??
Oh. Wait. It looks like we both only read half of what Blizzard's actually doing. How foolish.
the Black rock pages could play a part as well
I die a lot right now because I can't bring myself to go back to Energy Armor, even though I should given my gear.
Well... the fact that incoming monster will be reduced will have a big effect on wither or not you even need a defensive ability in the first place which is kind of the worry. Currently, I only barely need a single defensive ability (horrify) and I only use it for the + armor boost. With the new patch, I'm pretty sure I won't even need that... I can use big bad voodoo instead and still never have a chance at dying? That doesn't sound more fun... it sounds more mind numbing.
By nerfing monster damage, you're making it more likely that you'll hit a point of gear where you no longer even need a defensive skill. That's why some people aren't thrilled with the idea of even lower monster damage.
I see that concern, but let me put it into my viewpoint (Also, it may be worth noting I only play hardcore).
On my monk I have SSS (Only for the short invul), Serenity, Mantra of healing + time of need rune, Breath of Heaven and Mystic Ally runed earth ally. The last spell is FoT with Thunderclap because you can gain 225% LoH per hit, making it a really great ability to keep yourself alive.
Like you see, 5 defensive spells and 1 semi-defensive spells, that shows a bit HOW important they are. If I take less damage and can therefore drop atleast one defensive spell for something more offensive, Id be happy.
also i dont wanna see the monk devensifly being nerfed...you forget we are a tank character n those are all the defensive skills we got