yeeeeeeeeeeeah . "WE DONT NERF INFERNO" "INFERNO IS NOT FOR EVERYBODY". And what u did in 1.0.3 NERF IT ! U SUCK BLIZZARD !!! Now every fuckin' n00b will clear inferno, remember this. U FUCKED DIABLO LIKE U FUCKED WoW Classic !!!
The new prices for gems ... REALLY ? REALLY ? REALLY ? U want hard game u make it when u released and now u fucked it HARD and make it easy....
DUMB - Monsters will not longer have bonus damage per additional player in coop games.
DUMB - Act 1 feels just how they want it.
DUMB - Getting to Act 2 is to large of a step, if a barb and monk can clear Act 1 with an offensive build and murder everything, they should be able to switch to a defensive build and do okay in Act 2
DUMB - Act 2,3 and 4 will have have monster health and damage adjusted to make them fit smoothly.
Wow someone's mad. Diablo3 difficult is ok. Want a challenge? Get out of your nerd room and face real-life.
But also, keep in mind that the NV stacks will still be an incentive to keep you in the current game, so if you run into a difficult mob you will still be evaluating your choices as to whether you should try press on or restart. At the moment, I often see teams only deciding to skip certain elite packs after dying multiple times to them. So the increased repair bill will actually make players think more carefully rather than throwing their corpses at them over and over again.
But seeing as how if repair bills go up who is gonna say to them selves "yea keeping this 5 stack of neph is worth the the repair bill!" when ur not even guaranteed 2 golds anymore and if u kill a boss. and elite mobs u only get a guaranteed gold if u have 5 stacks already?!?!" Idk bro someone show me the bright side dont get me wrong i love the patch but the repair bill is what gets me.
The rebalancing was necessary. Acts 2-4 inferno weren't really that fun and that's the yardstick of success imo.
Coop was difficult in inferno act 2-4. Not everyone has furbished gear. Hell was still tolerable but once you took that step into inferno, especially act 2+, what was previously safe for a wiz (2-3 hits to die with force armor), became a one shot death as damage exceeded the low force armor treshold. The increased incoming damage really encouraged defensive builds which became increasingly hard to maintain as more players joined. In a 4 player game, a player who could maintain a reasonable defensive build while solo might find it just isn't working. Not everyone has a 1k weapon in their hand either, the dps requirements to burst down elites before they used their enrage timer made it difficult to use coop as having allies just made it harder to meet the enrage timer. A rebalance is definately welcome to make inferno act 2-4 more fun.
The drop rate change really helps. Currently you can roll really powerful ilvl61 items in act 1 inferno that can help you steamroll act 2 but the probability is very low, so low that people are grinding act 1 and seeing limited results. It is more efficient to grind gold and buy upgrades than hope for a ilvl61 rare with 4-6 good affixes.
Item rebalancing is necessary as well. Currently any weapon, even an ilvl63 one, without at least 2 of the 4 dps mods will not be worth a damn. You need a huge +fixed dmg affix, +ias, +%dmg and +mainstat. Of all the 4, the mainstat is the lowest priority. Outside of your main weapon +ias and +crit (only with enough) far exceed the dps potential of +mainstat and +fixed dmg to the point where they are arguably necessary in an item because you wouldn't swap them out with any other affix.
I trust Blizzard to balance and change as needed to make this more fun. Currently I just farm act 1 inferno and raise alts because the rest of inferno just isn't fun.
@Phrayed dont worry they will nerf them or remove them to be easy for casual players
I'm not a casual player... I have multiple toons at 60 on hardcore... =/
Both those mechanics are good ideas, but they aren't tweaked properly. Invulnerable Minions can at times be damn near next to impossible without kiting them for what seems like forever... and Reflects Damage can cause the same thing, where you have to kite thing around and wait for cooldowns/potion cooldowns.
Ah yes, the "casual player" thing. Where this random guy thinks it proves that he's good at the game because a mechanic requires him to run around like an idiot for five minutes to not die. Because that's "fun" and "challenging".
I love the change. I love the jewel change and hope it extends to blacksmith. I love the drop rate increase.
Anyone complaining about inferno needs to look at the numbers.
The game has sold around 6 and a half million.
Blizzard stated on average everyone has 3 characters.
That is 19,500,000 characters created so far.
Only 1.9% of those made into inferno.
So only 370,500 characters have made it to inferno. Still a small number compared to 19 million.
They also stated 80% of characters was still in normal. So this inferno change will affect a small group of players and people won't be bashing their heads against their keyboards no more.
yeeeeeeeeeeeah . "WE DONT NERF INFERNO" "INFERNO IS NOT FOR EVERYBODY". And what u did in 1.0.3 NERF IT ! U SUCK BLIZZARD !!! Now every fuckin' n00b will clear inferno, remember this. U FUCKED DIABLO LIKE U FUCKED WoW Classic !!!
The new prices for gems ... REALLY ? REALLY ? REALLY ? U want hard game u make it when u released and now u fucked it HARD and make it easy....
DUMB - Monsters will not longer have bonus damage per additional player in coop games.
DUMB - Act 1 feels just how they want it.
DUMB - Getting to Act 2 is to large of a step, if a barb and monk can clear Act 1 with an offensive build and murder everything, they should be able to switch to a defensive build and do okay in Act 2
DUMB - Act 2,3 and 4 will have have monster health and damage adjusted to make them fit smoothly.
Wow someone's mad. Diablo3 difficult is ok. Want a challenge? Get out of your nerd room and face real-life.
quote for truth man.
Anyways, this fixes a lot of the major flaws that people have been complaining about since the majority has reached inferno. Great changes it's good to see that blizzard is listening.
What about *spoilers* Whimsyshire mobs? i mean are those mobs going to be considered as act iii / iv mobs? they are way harder than act i mobs so i hope they have better drop chance *spoilers*
Loving most of the changes. I've honestly been stuck in the first few quests on A2 Inferno and have tried about 30 different builds and such, but have gotten absolutely 0 progression. It's nowhere near as fun as getting my ass handed to me in A1, then getting a little better, the slowly moving on, and finally progressing past it. Glad to see Blizz wants to give us a chance.
On the flip side, I'm not sure about the repair solution. Blizz has this strange way of finding a problem and then punishing EVERYONE for it. I don't personally zerg things in the game - if I can't get past something, there's no harm to me in just reloading the game and farming more stuff. Blizz seems to take the easiest way out for some of these problems, and it adversely affects unnecessary people. Not to mention that you're going to be killed ALOT just from normal monsters in the later Acts, so they're punishing you're natural progression in a way. I'll reserve judgment for now because it may work well with the other changes, but, on paper, I do not like this change.
The changes to boss/elite drop rates as well as the fact that act 1 can now drop lvl 63 gear solidifies 5-stacking in Act 1 and then doing Whimsyshire as the most efficient way to get good gear.
This is of course assuming that they nerf the Treasure Goblin spawn point in Act II, if not then 4-man groups will be constantly camping that point.
I personal think boss shouldn't drop much except if it is the first kill.
Boss is nothing compare to elite pack. Try a pack where even Tyreal couldn't finish them. Fast, mortar, health regen and you see what I meant. Tyreal couldn't even move. You get 5 or 6 of them hitting you every second
Both those mechanics are good ideas, but they aren't tweaked properly. Invulnerable Minions can at times be damn near next to impossible without kiting them for what seems like forever... and Reflects Damage can cause the same thing, where you have to kite thing around and wait for cooldowns/potion cooldowns.
I'd propose allowing shields/invunerable minions to not absorb projectiles, so that you can actually hit the non-shielded ones. As for reflect damage, either fix it so that it can't kill you directly (leave you at 1hp), companion damage has no effect on your health, and/or so that only a certain number of ticks of the reflect can happen every second (so that aoe doesn't kill you in less than a second).
The only change that I dislike is the increase of the repair costs, I like it when I first had to do like 30+ wipes on Diablo Inferno, just to get used to not get hit by anything. With the repair cost change they just force me to rerun content until I beat the encounter with gear, not by improving my skill.
Exactly!
Most of the game is faceroll of gearroll. At least we had one or two fights we were "stuck" for a few hours until we overskilled it.
Item level 63 dropping in all of inferno will fix the brick wall feel of the later acts all by itself. I am not sure they need to tone the later act monsters down as well.
The changes to multi player are great. I was unaware monsters got a boost in damage when other joined. I thought only their hp changed. This is certainly a welcome change for me as most of my plating is in a group.
Repair costs going up is something I was hoping for. It really did seem ridiculously low. Never once did I go to repair and even think about the cost. Death will now be at least a small deterrent instead of a complete non issue.
The changes to champion pack and boss loot guaranteed rares are also great for me. I enjoy clearing a whole act and will get more loot after the changes. It is weird that bosses currently drop more loot than champions with a full NV stack, but have the reputation of dropping less somehow.
Overall most of the changes are excellent, but I fear nerfing inferno and making item level 63 drops available in earlier acts will be too much of a swing to the easier side. I would prefer just the item change.
yeah im a little worried about increased repair costs.... im already paying 5-6K gold every visit. i play as a glass cannon demon hunter so i die, a lot. so i actually do pay quite a bit. i actually have to go back to hell to farm gold just to play inferno. they are still going to one shot me and they are still going to take a lot of damage, so im really going to struggle. gold is an issue for me cause i dont find good items to sell for mucho gold on the AH. hope they think of something else between now an patch.
hell, increased revive timers prevent a lot already.
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
They compared dying in hardcore to be as devastating as repairing... That's the only thing that worries me, although I hope they're just being extreme.
All and all this seems great...but man, the attack speed thing has me a little worried. Most of my builds revolve around having that added attack speed......ugh....blizzard is going to force me to think.
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Wow someone's mad. Diablo3 difficult is ok. Want a challenge? Get out of your nerd room and face real-life.
Wondering what they are going to do about Invulnerable Minions/Reflect Damage mobs.
But seeing as how if repair bills go up who is gonna say to them selves "yea keeping this 5 stack of neph is worth the the repair bill!" when ur not even guaranteed 2 golds anymore and if u kill a boss. and elite mobs u only get a guaranteed gold if u have 5 stacks already?!?!" Idk bro someone show me the bright side dont get me wrong i love the patch but the repair bill is what gets me.
Coop was difficult in inferno act 2-4. Not everyone has furbished gear. Hell was still tolerable but once you took that step into inferno, especially act 2+, what was previously safe for a wiz (2-3 hits to die with force armor), became a one shot death as damage exceeded the low force armor treshold. The increased incoming damage really encouraged defensive builds which became increasingly hard to maintain as more players joined. In a 4 player game, a player who could maintain a reasonable defensive build while solo might find it just isn't working. Not everyone has a 1k weapon in their hand either, the dps requirements to burst down elites before they used their enrage timer made it difficult to use coop as having allies just made it harder to meet the enrage timer. A rebalance is definately welcome to make inferno act 2-4 more fun.
The drop rate change really helps. Currently you can roll really powerful ilvl61 items in act 1 inferno that can help you steamroll act 2 but the probability is very low, so low that people are grinding act 1 and seeing limited results. It is more efficient to grind gold and buy upgrades than hope for a ilvl61 rare with 4-6 good affixes.
Item rebalancing is necessary as well. Currently any weapon, even an ilvl63 one, without at least 2 of the 4 dps mods will not be worth a damn. You need a huge +fixed dmg affix, +ias, +%dmg and +mainstat. Of all the 4, the mainstat is the lowest priority. Outside of your main weapon +ias and +crit (only with enough) far exceed the dps potential of +mainstat and +fixed dmg to the point where they are arguably necessary in an item because you wouldn't swap them out with any other affix.
I trust Blizzard to balance and change as needed to make this more fun. Currently I just farm act 1 inferno and raise alts because the rest of inferno just isn't fun.
I'm not a casual player... I have multiple toons at 60 on hardcore... =/
Both those mechanics are good ideas, but they aren't tweaked properly. Invulnerable Minions can at times be damn near next to impossible without kiting them for what seems like forever... and Reflects Damage can cause the same thing, where you have to kite thing around and wait for cooldowns/potion cooldowns.
Ah yes, the "casual player" thing. Where this random guy thinks it proves that he's good at the game because a mechanic requires him to run around like an idiot for five minutes to not die. Because that's "fun" and "challenging".
Anyone complaining about inferno needs to look at the numbers.
The game has sold around 6 and a half million.
Blizzard stated on average everyone has 3 characters.
That is 19,500,000 characters created so far.
Only 1.9% of those made into inferno.
So only 370,500 characters have made it to inferno. Still a small number compared to 19 million.
They also stated 80% of characters was still in normal. So this inferno change will affect a small group of players and people won't be bashing their heads against their keyboards no more.
quote for truth man.
Anyways, this fixes a lot of the major flaws that people have been complaining about since the majority has reached inferno. Great changes it's good to see that blizzard is listening.
On the flip side, I'm not sure about the repair solution. Blizz has this strange way of finding a problem and then punishing EVERYONE for it. I don't personally zerg things in the game - if I can't get past something, there's no harm to me in just reloading the game and farming more stuff. Blizz seems to take the easiest way out for some of these problems, and it adversely affects unnecessary people. Not to mention that you're going to be killed ALOT just from normal monsters in the later Acts, so they're punishing you're natural progression in a way. I'll reserve judgment for now because it may work well with the other changes, but, on paper, I do not like this change.
This is of course assuming that they nerf the Treasure Goblin spawn point in Act II, if not then 4-man groups will be constantly camping that point.
Boss is nothing compare to elite pack. Try a pack where even Tyreal couldn't finish them. Fast, mortar, health regen and you see what I meant. Tyreal couldn't even move. You get 5 or 6 of them hitting you every second
I'd propose allowing shields/invunerable minions to not absorb projectiles, so that you can actually hit the non-shielded ones. As for reflect damage, either fix it so that it can't kill you directly (leave you at 1hp), companion damage has no effect on your health, and/or so that only a certain number of ticks of the reflect can happen every second (so that aoe doesn't kill you in less than a second).
Most of the game is faceroll of gearroll. At least we had one or two fights we were "stuck" for a few hours until we overskilled it.
The changes to multi player are great. I was unaware monsters got a boost in damage when other joined. I thought only their hp changed. This is certainly a welcome change for me as most of my plating is in a group.
Repair costs going up is something I was hoping for. It really did seem ridiculously low. Never once did I go to repair and even think about the cost. Death will now be at least a small deterrent instead of a complete non issue.
The changes to champion pack and boss loot guaranteed rares are also great for me. I enjoy clearing a whole act and will get more loot after the changes. It is weird that bosses currently drop more loot than champions with a full NV stack, but have the reputation of dropping less somehow.
Overall most of the changes are excellent, but I fear nerfing inferno and making item level 63 drops available in earlier acts will be too much of a swing to the easier side. I would prefer just the item change.
hell, increased revive timers prevent a lot already.
Anyways bring on the patch.