Hehe yeah. It's the race who gets to finish Inferno!
Anyway I've been hoping that blizzard adds another item quality but it wasn't a valid suggestion before. Since there's an inferno difficulty maybe add an item quality before legendary. Perhaps bring back unique?
So at 6:32 of the new video presentation where Jay is showing off 2 items. Is it just me or that weapon is color coded green? I thought green are now only for artifacts (quest or lore items). Hmm maybe my hoping for a new item quality was already in place?
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I love all loot fest kind of game! I will be playing all of them for the next few years. Loot fest games I'm looking forward to: LotR: War in the North,Torchlight 2,Borderlands 2 and of course Diablo 3.
So, question: When we get to Inferno, are we still required to play the game in a linear fashion - Act 1 then Act 2, etc? Since everything will be the same level and all the loot will be on an even plateau, it seems like we shouldn't need to go through the starting area over and over and we could just load up an Act whenever our character gets his or her "Inferno badge." I know they want Inferno to reduce the amount of boss runs, but what if I don't like fighting Leoric or I absolutely love Act 3? I just a little confused on how those choices will play out in Inferno.
Since Inferno difficulty was slipped (or not) in that interview a while back I've been waiting for an official announcement, as we all have. This is a pretty grand idea to push replayability even most past just farming bosses. If every area of the game truly is equally hard (I still hope bosses are even harder) that really opens up the endgame.. A LOT.
I'm glad we got a little peak into Hell also, it looks.. Hellish :D. The gear shots look epic also O_O.
About the Runes though.. I wonder if they've went with the system spoken about at the Beta meeting, or the original system.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
As said, you're most likely have to run through it at least once. By the time you've done so, you'll have opened all the WPs and can choose your favorite act/zone to grind.
So at 6:32 of the new video presentation where Jay is showing off 2 items. Is it just me or that weapon is color coded green? I thought green are now only for artifacts (quest or lore items). Hmm maybe my hoping for a new item quality was already in place?
It is indeed green, and it says Rare, and Jay says it's a rare. Perhaps they've swapped Lore/Quest with Rares, just to make rare and legendary more distinct. I dunno
Hmm he did say rare but the color code for rare is yellow. Maybe because it's unique equip (what I meant by this is it's only for barbarian, when you look closely at top right corner of the tooltip)?
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I love all loot fest kind of game! I will be playing all of them for the next few years. Loot fest games I'm looking forward to: LotR: War in the North,Torchlight 2,Borderlands 2 and of course Diablo 3.
As for the "debate" on monsters over 61 how about all monsters are lvl 61, champions, unique, and major bosses are 62+ happy?
Blizzard Entertainment game director Jay Wilson tells Kotaku that
"Diablo III's Inferno difficulty is aimed at players who have maxed out their character by reaching the level 60 player cap.
Only then can they tackle Inferno difficulty, a challenge that will throw enemies at the player that are of even higher levels.
Wilson says the level for every monster in Inferno will be, at minimum, level 61 making Diablo III's hardest difficulty setting an overwhelming, often uphill battle.
At minimum level of 61 doesn't mean that Blizzard will make all monsters to be lvl 61, champions, unique, and major bosses are 62+... throughout the Inferno run.
You're idea would simply put them back at step 1 on play-ability. You have to think broader...
Your idea most likely would be applicable only on the 1st Quest in Act I of Inferno, but as the game progresses, so does its difficulty... meaning, the monsters level up successively in different Acts of the game, which would make the end-game an overwhelming, often uphill battle.
Besides, Blizzard sure hell did not design the end-game with noobs or the so called "casual players" in-mind.
It would be safe to presume that Inferno was created as an end-game for the die-hard players who have mostly finished the Nightmare & Hell difficulty levels of Diablo II, who wants to see more content in Diablo III.
Inferno would not be a simple child's play that everyone could just breeze through.
It would distinctly set apart the dedicated players from the lot, because only the few, the proud dedicated ones will try to finish the end-game.
As for the chickens, most of them would try to farm in Act I, while some might make it to Act II of Inferno, but that would simply be as far as they can go for they will get overwhelmed.
So for the noobs here or those pretending to have played Diablo 2 through Hell,
wait for the game, then try playing through Hell this time before making assumptions about going to be able to finish or even reach the end-game, Inferno.
So at 6:32 of the new video presentation where Jay is showing off 2 items. Is it just me or that weapon is color coded green? I thought green are now only for artifacts (quest or lore items). Hmm maybe my hoping for a new item quality was already in place?
It is indeed green, and it says Rare, and Jay says it's a rare. Perhaps they've swapped Lore/Quest with Rares, just to make rare and legendary more distinct. I dunno
Hmm he did say rare but the color code for rare is yellow. Maybe because it's unique equip (what I meant by this is it's only for barbarian, when you look closely at top right corner of the tooltip)?[
Isn't it that green color coded items are part of a Set Item?
This simply means that this powerful & rare Barbarian's 2-handed axe, Savage Mangler, would only be attainable in Inferno.
So aside from the rare individual items you may get when playing Inferno, there's is
a randomized possibility that you may end up collecting a complete epic Set Items as well.
Remember, after you've completed a Set Item & use it as a whole, you get additional bonuses
and possibly affixes & affix combos as well.
I wish you guys would stop locking all the Gamescom threads in order to push traffic to this topic when you don't even move the relevant information along with it. You should put the Gamescom presentation video in the OP.
I dunno. Maybe I'm just a bad, but I thought D2 Hell was pretty tough. Especially with 8 people in the game, a pack of Gloams would one shot you. And if they're maxed out at 85 compared to a player cap of 99, I can't imagine a difficulty where they start higher than you AND you're only allowed 3 partners.
Yeah this will be awesome. It excites me because hopefully it will require a lot of skill and co op to do it. I feel this will helP stop azn farmers as they won't be able to solo it. This Kinda helps solves my RMAH problem
The max level 85 doesn't include throne of destruction. I think that was just referencing straight D2. I want to say Baal on Hell was higher then 85.... anyway. Venator: The idea behind Inferno is that it is all a flat difficulty. Meaning that Act 1 inferno is just as difficult as Act 4 inferno. I imagine the majority of the difficulty difference between monsters will be the amount of abilities they have. There may be some level variation, but I would imagine Inferno Diablo is probably level 65 absolute max in a solo game. Now depending on how scaling works, he could be level 75 or 80 in a 4 player game...though I doubt it would be that high. While inferno will be hard to solo, I don't have any fears of a level 61 fallen 1 hitting me. seriously at that level, 1 level advantage on a cannon fodder will not suddenly make them a huge threat. Now, a pack/horde of fallen at level 61 would be a much bigger threat, but I think a solo lvl 60 could handle it. A group of Unburied/hundred pounders or the skeleton king surrounded by a bunch of skeletons would be a bit more difficult. But I would imagine still doable.
Otherwise you have the Raid idea from MMOs start up. I can see it now "Need full group for inferno run" messages everywhere. You will be able to solo, it will be hard, and whenever someone joins your game it will scale even harder.
Anyone noticed that this looks a lot like the River of Flame from Diablo II and that there is a Thousand Pounder in the upper right corner?
<input type='button' class='bbc_spoiler_show' value='Show more stuff' />
I honestly didn't notice the Thousand Pounder in the upper right that's him alright! Either he's not really a mini boss, but instead just a random instance area. Or by dying he got sent back to hell where he lives again.. Those are my two guesses.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I honestly didn't notice the Thousand Pounder in the upper right that's him alright! Either he's not really a mini boss, but instead just a random instance area. Or by dying he got sent back to hell where he lives again.. Those are my two guesses.
Mmm, I don't remember, but was the thousand pounder said to be one-of-a-kind or just a rare variety of monster?
The add on rewards for completing the level. Wouldn't it creates shortages on having players to do co-op plays with? Due to having to find players that are at the same prgression in Inferno, the effort of completing all the Inferno areas will be a solo mission.
This is a great feature. I always hated to do runs I rather cleared the whole act or all the parts that would give me decent exp. Was stupid to do 1 minute games all the time..
I honestly didn't notice the Thousand Pounder in the upper right that's him alright! Either he's not really a mini boss, but instead just a random instance area. Or by dying he got sent back to hell where he lives again.. Those are my two guesses.
My guess is that, in a classic RPG manner, he is indeed an early mini-boss, but ends up being a common closer to end-game. Remember the good old NES/SNES Final Fantasy games? You'd get that kind of treatment for mini-bosses fairly often.
Moreover, having his first appearance in the game spectacular can make for a great first impression, while any further encounters as end-game enemies can be seen as "Oh, damn, a second TP just joined the first one I was trying to kite, going to have to be careful, they can catch up quite fast if you happen to step in the slowing goo puddles the freaking bugs leave on death. Aaaand here comes a third."
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My Wizard build inspired by Mario Kart items 3 Green Shells / Bananas / Red shell / Lightning Bolt / Fake Item Box / Blue Shell
Regardless of what they do, there will be an area in Inferno where you can get the most items / minute of grinding.
They say they want a flat difficulty curve and no incentive to do runs of a particular boss/area. The only way to guarantee this is to give all monsters in Inferno the same drop rates.
So that you don't grind the first area of Act 1 (or the first area which has the highest number of low-HP monsters) they would need to adjust the HP/Resistances of every monster in Inferno to be able to be killed at the same rate.
I know we shouldn't compare to D2, but the portal to Nilathark's temple that Anya made. That was a huge farming spot just for XP. If, in inferno, you could go to a similar style of location (near a portal or waypoint) and kill enemies quickly, then the incentive becomes to just grind that area.
Of course, they could simply just implement a 30 second or 1 minute timer on exiting a game and creating a new one.
That's nightmare level
Find any Diablo news? Contact me or anyone else on the News team
So at 6:32 of the new video presentation where Jay is showing off 2 items. Is it just me or that weapon is color coded green? I thought green are now only for artifacts (quest or lore items). Hmm maybe my hoping for a new item quality was already in place?
As for the "debate" on monsters over 61 how about all monsters are lvl 61, champions, unique, and major bosses are 62+ happy?
Since Inferno difficulty was slipped (or not) in that interview a while back I've been waiting for an official announcement, as we all have. This is a pretty grand idea to push replayability even most past just farming bosses. If every area of the game truly is equally hard (I still hope bosses are even harder) that really opens up the endgame.. A LOT.
I'm glad we got a little peak into Hell also, it looks.. Hellish :D. The gear shots look epic also O_O.
About the Runes though.. I wonder if they've went with the system spoken about at the Beta meeting, or the original system.
Hmm he did say rare but the color code for rare is yellow. Maybe because it's unique equip (what I meant by this is it's only for barbarian, when you look closely at top right corner of the tooltip)?
"Diablo III's Inferno difficulty is aimed at players who have maxed out their character by reaching the level 60 player cap.
Only then can they tackle Inferno difficulty, a challenge that will throw enemies at the player that are of even higher levels.
Wilson says the level for every monster in Inferno will be, at minimum, level 61 making Diablo III's hardest difficulty setting an overwhelming, often uphill battle.
At minimum level of 61 doesn't mean that Blizzard will make all monsters to be lvl 61, champions, unique, and major bosses are 62+... throughout the Inferno run.
You're idea would simply put them back at step 1 on play-ability. You have to think broader...
Your idea most likely would be applicable only on the 1st Quest in Act I of Inferno, but as the game progresses, so does its difficulty... meaning, the monsters level up successively in different Acts of the game, which would make the end-game an overwhelming, often uphill battle.
Besides, Blizzard sure hell did not design the end-game with noobs or the so called "casual players" in-mind.
It would be safe to presume that Inferno was created as an end-game for the die-hard players who have mostly finished the Nightmare & Hell difficulty levels of Diablo II, who wants to see more content in Diablo III.
Inferno would not be a simple child's play that everyone could just breeze through.
It would distinctly set apart the dedicated players from the lot, because only the few, the proud dedicated ones will try to finish the end-game.
As for the chickens, most of them would try to farm in Act I, while some might make it to Act II of Inferno, but that would simply be as far as they can go for they will get overwhelmed.
So for the noobs here or those pretending to have played Diablo 2 through Hell,
wait for the game, then try playing through Hell this time before making assumptions about going to be able to finish or even reach the end-game, Inferno.
If you want to see the video of the presentation at GamesCon, click thru my link below:
http://www.diablofans.com/topic/27214-new-armor-weapon-item-tiers-exclusive-to-inferno-alone/page__p__636965#entry636965
.
Isn't it that green color coded items are part of a Set Item?
This simply means that this powerful & rare Barbarian's 2-handed axe, Savage Mangler, would only be attainable in Inferno.
So aside from the rare individual items you may get when playing Inferno, there's is
a randomized possibility that you may end up collecting a complete epic Set Items as well.
Remember, after you've completed a Set Item & use it as a whole, you get additional bonuses
and possibly affixes & affix combos as well.
.
My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
Thanks Caniroth for the awesome sig!
Otherwise you have the Raid idea from MMOs start up. I can see it now "Need full group for inferno run" messages everywhere. You will be able to solo, it will be hard, and whenever someone joins your game it will scale even harder.
I honestly didn't notice the Thousand Pounder in the upper right that's him alright! Either he's not really a mini boss, but instead just a random instance area. Or by dying he got sent back to hell where he lives again.. Those are my two guesses.
Mmm, I don't remember, but was the thousand pounder said to be one-of-a-kind or just a rare variety of monster?
So far this news sounds really good.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
My guess is that, in a classic RPG manner, he is indeed an early mini-boss, but ends up being a common closer to end-game. Remember the good old NES/SNES Final Fantasy games? You'd get that kind of treatment for mini-bosses fairly often.
Moreover, having his first appearance in the game spectacular can make for a great first impression, while any further encounters as end-game enemies can be seen as "Oh, damn, a second TP just joined the first one I was trying to kite, going to have to be careful, they can catch up quite fast if you happen to step in the slowing goo puddles the freaking bugs leave on death. Aaaand here comes a third."
3 Green Shells / Bananas / Red shell / Lightning Bolt / Fake Item Box / Blue Shell
They say they want a flat difficulty curve and no incentive to do runs of a particular boss/area. The only way to guarantee this is to give all monsters in Inferno the same drop rates.
So that you don't grind the first area of Act 1 (or the first area which has the highest number of low-HP monsters) they would need to adjust the HP/Resistances of every monster in Inferno to be able to be killed at the same rate.
I know we shouldn't compare to D2, but the portal to Nilathark's temple that Anya made. That was a huge farming spot just for XP. If, in inferno, you could go to a similar style of location (near a portal or waypoint) and kill enemies quickly, then the incentive becomes to just grind that area.
Of course, they could simply just implement a 30 second or 1 minute timer on exiting a game and creating a new one.