I'm hoping that in this one special case they consider rewording it and retroactively applying the change. "Lightning ball moves 60-70% slower than normal." In all the topic scrounging on reddit and the official forum there is no official answer so far.
- Detruncate
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Member for 10 years, 2 months, and 10 days
Last active Thu, Sep, 6 2018 21:24:02
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Jun 25, 2015Detruncate posted a message on Blue Post Summary; Patch 2.3 Blue Posts Round-UpPosted in: News
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Jun 25, 2015Detruncate posted a message on Blue Post Summary; Patch 2.3 Blue Posts Round-UpPosted in: News
It will be account wide relative to game mode(seasonal, normal, hardcore). Once it is unlocked it's like any other artisan.
Nope. No something else. You have understood the description correctly. Currently one legendary effect from each equipment type(weapon, armor, jewelry) can be active at any one time.
the thing that really needs to be clarified is this 1/1/1 limit, is it simply you can only have 1 legendary power active on a ring/amulet slot, or can i have 1 power on all 3 of these slots, is it slot restricted or simply 1 power per item in that slot, like in the quotes above it says "want a second immunity on an amulet, go do it" does this mean i could have say a mara's and then infuse it with a star of azkaranth, and then i'm locked out from using anything on my rings, or can i use this power setup, then put one on each of my rings, similarly does the same thing go for main armour slot items, can i equip say a legendary power on all my armour slot items, just i am limited to 1 power on each item only, or is it 1 power regardless of slot type, so i have to choose if i want it on my chest say, or boots, but not both, and will it work for all weapon slots as in can i get a power on my main hand weapon, and then have one also on my wizard source, or do i have to pick one slot and be done with it? soo many things to clarify, so little time!
Each equipment piece fits under a larger group. Jewelry encompasses both rings and your amulets. Weapons cover anything that can go into your main or offhand(that includes shields, quivers, mojo's, sources etc). Armor has the largest pool and that's everything not covered by the previous two. You can only have one active legendary effect from any of those pools at any one time.
In the example Travis Day posted that you can cube an immunity amulet and then equip another immunity amulet on the character. He was not meaning to imply that he was also cubing the second amulet.
Hope that clears things up a bit. -
Jun 23, 2015Detruncate posted a message on Patch 2.3 Preview and PTRPosted in: NewsQuote from shinjiIkari666»
haha oh was that first line a quote or you work for blizz.? other then typical lets see mode....i will maybe taking time out of trying to push 65-70 for ptr...we all know you cant get into 70 without a explode monk.......which brings trials into question.....because we can trial a 70 with a monk yet it takes rng to get the clear.....
lol - I was agreeing with you. It is an overwhelmingly powerful addition. Rockets on skates sic. *sheepishly* Y-You really think it's good enough to get me into Blizzard's PR department? Should I include more "soon"s?
As for the rest - Did they say that we have to start from one with the absence of trials? Previous GR clears ignored?
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Jun 23, 2015Detruncate posted a message on Patch 2.3 Preview and PTRPosted in: NewsQuote from shinjiIkari666»
lol...no way this will go live...but if it does. ill be happy i dont need to farm for that GG krider...1 garbage roll will do..LOL. this is leaps and bounds beyond mortics brace...really.
Yes. It is overwhelmingly powerful... However unlike Mortic's we're looking at a baseline adjustment all around rather than a single class. And superficially speaking difficulty is being expanded upon. So the goal posts are moving slightly but we're strapping rockets to our skates.
What I really dig about this system is the potential ability to test things without having the equipment in storage. I'm curious what they intend to do with items whose legendary effect changes at a later date? Will we have legacy legendary passives?
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Jun 22, 2015Detruncate posted a message on D3's Biggest Problems?Posted in: News
Hmm... Biggest problem with D3? Personally speaking it is the disparity between single player and multiplayer. That is what feels most immediate to me.
@MeatHeadMikhail: Although this is the second time I watched this video I never before commented on it. I hadn't ever considered the amount of content we skip for the sake of moving to what is deemed worthwhile. Everything is now eclipsed by Greater Rifts but perhaps that's how it should be. The end game. It would be great if there were more reasons to jump into Bounties or Story Mode if only to break up the monotony, but I do not see them becoming more than a diversion.
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Jun 5, 2015Detruncate posted a message on Rank #1 Playtimes, Firebird's Finery RevisitedPosted in: News
Those are some eye popping numbers from my perspective even when ignoring Necro's statistics.
Cool video MeatheadMikhail. I still have Firebird though I haven't visited Wizard in a while either >_>
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Apr 16, 2015Detruncate posted a message on Trials will be removed in a future patch!Posted in: News
Terrific news! I hope the solution to the trials issue is an elegant one.
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Feb 19, 2015Detruncate posted a message on First Look: Patch 2.2.0Posted in: News
Sort of... but I just can't get past the utter dissonance between the armor on the legs/arms and the spandex(?) elsewhere. I can't tell if it's a piss-take, or a glitch, or just really janky art direction. It's like they deliberately turned the biniki armor trope up to 11... but if they did, they should have gone full ham and called the set something like "Bkini's Relentless Gaze" or "Mi'driff's Triumph".
I really hope the male version is just as daft, but 100% for the lulz, not the Tumblrinas.
Hahaha. +1 https://www.youtube.com/watch?v=OTGh0EMmMC8&t=2m38s
Looking forward to 2.2.0
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Sep 4, 2014Detruncate posted a message on Changes to Leveling Bounties, Major Hotfixes!, Fresh Meat N' Greet, Round 3 Livestream VOD, Vita UEE Off-Screen GameplayPosted in: News
Yes sir indeed.Quote from onecolaplzso those higher drop chances are alrdy on live?
Really digging the hoarder being triggered by pets. Mas oro por favor! -
Jul 3, 2014Detruncate posted a message on Explosive Palm, Furnace and Rimeheart, Greater Rifts' Rewards, Channeling Spells, Barbarian Changes on the PTRGlad to see the channeling spells losing the initial cost. The pessimist in me foresees that this advent change in mechanics is going to suffer from a negligible amount of damage at start. Cheers if not.Posted in: News
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Currently it's having the opposite effect on me. I am holding onto items I cannot currently use for the sake of bronzing them for posterity. Eventually though once we get past the bubble of 2.3 I believe you'll be right. *jangles tab of jewelry*
@Ballsmcgruder: What are those eight games?
Whenever I see this suggested I can feel the sincerity in wanting to deliver a system of trading with the best of intentions. Normally the idea you suggested is accompanied by a time limit. IE: Must be part of Clan/Friendslist X for Y duration before trading becomes enabled. That system has gaps that are open to exploitation. Even the caveats you listed are up for abuse. *If* hypothetically you enabled trading in those restricted forms you might as well open it fully to quell gray markets as best you can. Or you have the current BoA system.
That all being said. I'm only against trading if it has an effect on drop rates. I do not wish to go back to pre-RoS AH drop rates. I'm not competing for top spots but I can see that if someone were to get to the top by "purchasing" their gear that would most likely be an issue.
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How long did the buff last for the previous PTR?
@MacGregor3:
You have my condolences. Next week they said for what that's worth.
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I don't believe they are getting lazy. If the only thing introduced with this patch was the installation of T7-10, then yeah the argument for laziness is reinforced. You must look at the whole of 2.3 to make that statement though. So I agree with RRenaissance when he intimates you're missing a greater majority of changes. The amount of content being shoved out the door is shocking from my perspective. I feel that they are either spoiling us unabashedly or prepping us for a shot in the arm. IE: No expansion announcement. Sorry Ferret and everyone, truly!
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No idea if this has been done elsewhere but from my point of view this is insanely helpful. The datamined notes from the PTR server make it look like a lot of new affixes will be coming online so I wish you luck in keeping it up to date Freezy3. I only have one recommendation from an online viewing perspective. The class restrictions tab. Can you lock in the first row so it remains fixed as you scroll down? And thanks for posting a link here
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I can see the appeal but I still don't think they should. I would even venture that Furnace should not have its current orange effect. *thunder crash* It represents an anomaly in front of the items like the ones you described. Each of them feature a similar issue, ordinariness. They only serve utilitarian purposes and don't really encourage anything greater. 50% elite damage. 30% less incoming ranged damage. 30% less incoming melee damage. These are only enhanced rolls of affixes found elsewhere. Perhaps I'm judging Furnace too harshly but why is he so special? - he asked simultaneously crossing his arms and grimacing.
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Perhaps they've streamlined it so rift keys, normal and greater, are automatically deducted from your inventory/stash based on which rift type you select? How it works currently when you think about it, a key stone is "necessary" to distinguish between rift types from the player's perspective. No UI feature to pick one or other currently.
Removing the cost entirely I feel would only place an even greater emphasis on... greater rifting. I don't believe they want that. Insofar they are actively fighting against that thought with their talk about bounties in adventure mode being altered.
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Blizzard is most definitely missing a humongous amount of untapped feedback, meaningful or otherwise, by not doing something like what you are describing. I would not object to your idea if you simply replaced "required" with "optionally". It can be a blinking notification on the launcher. It should not prohibit a player from getting into the game and (relaxing/freaking out on RNG).
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Thank you all for the feedback! A personal thank you for expounding on the importance of multiplayer JKlimek. I will do my best to stomach that guilty unhelpful feeling it engenders. *sigh* lol
I've read all the replies so far and I agree that making this process easier is not the best course of action. Here, however, are the recurring points:
- Key collection is monotonous
- Ubers are laughably easy
- Amulet RNG
These are a collection of those ideas and not mine but I do see wisdom in exploring each of them.
Key collection is monotonous!
1. Bounty Bags containing keys
2. Bounties for the Keywarden
3. Psuedo-Greater Rifts containing Keywardens
Ubers are easy.
I concur and I'm not a decent player.
1. Ubers spawn minions
2. Debuffs
3. Level them up to GR40+
4. Psudeo-Greater Rifts containing Ubers
Amulet RNG.
The great leviathan lurking in the undercurrent sweeping up to denigrate useful to abysmal.
1. Socket along with main stat.
Off center or otherwise related suggestions to the above:
1. Key Icon when dropped like Legendary
2. Key drop announced in chat for multiplayer games
3. 2 Keys of each required for Infernal Machines but 100% drop chance on T6.
Arduous the path was until at last revealing grandeur beyond known means.
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Coincidentally(thankfully :P) that is the class I am running on Season 3 and I had looked at that build. I've just never come up with a Swiftmount Flail. It's not the preferred or ideal solution for me but I will look more in earnest after the weekend. I say non-ideal because it falls in line with [sic] conformity for convenience. Regardless, I am thankful for the reply with an alternative.
Thank you for the compliment. It's still very much a double edged sword I feel. Verbosity can kill an idea just as well as a poorly framed one.
I cannot argue that Single Player can be, will be, must be, as efficient as Multi Player. I accept that more people are capable of doing more things. I only wish to mitigate the stress it can place on an individual. As for your suggestion assuming I'm understanding it properly: Kill Keywarden (Drops 4 keys or none?), Every person needs a machine to enter? I don't mind the idea that every player participating must front some cost. The current infernal machine iteration does not reflect good faith. I had not made the connection in respect to the the rift keys until now. This is a good suggestion in its own right. I believe it has merit at the least.
Without a doubt RiffSphere a truism that is. But again I am only offering mitigation for the interest of an individual's prerogative to enjoy their play through without as much emphasis on sacrifice. "Forced" as you put it can be swayed to a more palatable "ideally".
It does feel tedious. More so when the steps are boiled down like that. The reward as you say, and as ruksak agrees, makes it hard to justify the effort. I'm all for livening the avenues that lead to the end if it means adjusting the way RNG impacts the Hellfire Amulet. Crit damage please. So for either of our suggestions I hope for the best.
PS: I've never seen Dana Bright either.
Sincerely,
Detruncate
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Would you happen to know any links you could share with me? I can't find 16 keys in a day. I was a bit despondent about the whole affair, thus this topic's creation. What do you mean by unpredictable reward though? Organ drops are 100% on T6. Are you talking about the RNG involved in the amulet's creation? In which case, yeah. I've made more than a few laughable amulets.
[edit] grammar
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I second Arianaa's question. Will an iteration of Mortic's Brace be coming along?
And good luck.
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I've been playing as a Crusader in Season 3 at T6 alone. Also lately I've been working on crafting Hellfire Amulets. It's a time consuming endeavor. I'm not thrilled with the idea of the key being a mere 50% at T6 but I do understand that it increases the chase a bit. The trouble for me is finding the Keywarden. I will not use the word “all” or "we" for the sake of avoiding hyperbole but many times I've caught myself having explored eighty to ninety percent of the map and miraculously no Keywarden. At which point I pull up the map. Find that one mote of obfuscation left. Trudge on over. “Yup, there's Sokahr. Anddd... no key.” Doubly frustrating. Where's this lame gripe going you're wondering?
My suggestion is the following: On Keywarden maps, after X% of the map is uncovered, a “here's the Keywarden” ping comes into existence. And much like that helpful “here's the bounty” arrow after X amount of time, it continues to illuminate the correct path until they are no longer necessary.
Points of rebuttal that I perceive:
Another Solo vs Group play discussion:
I admit that this mechanic is inspired wholly by my solitary playing habits. It would indeed be remedied by grouping but that solution is not ideal for me personally. I do not have the will or desire to group. It invokes a feeling of anxiousness. I do not see compromise of playstyles as much as I see acquiescence. I bear certain proclivities and I imagine them to be a detriment to others. It does not heighten my entertainment factor for me to play thinking that I'm hampering my group's enjoyment. I am aware this is petty, but that is me. My personal drawback's aside, there will always be times when finding a group may prove difficult.
Shortening the length of time it takes to craft an amulet:
Only marginally so. You are still combating the RNG monster when it comes to the key actually dropping. The specific number representing the percentage could also be variable or dependent on the amount of people.
Not looking for Keywarden:
What if you're not looking for the Keywarden? What if the icon is obtrusive/unnecessary? I can only suggest that this system be designed well enough to avoid such annoyances. That a bounty arrow, if applicable, takes precedence over the Keywarden hint for example. Or based on the multiplayer game tag "Key Warden", the reverse occurs.
Play as X to hunt faster:
Conformity for convenience. When Mara's set first hit it was absolutely too good to ignore. I gave up how I used to play and took on the role of a passive knife in the dark. I wasn't particularly fond of it but it was lucrative. It'll always be like that. Adjusting to the meta until I've forgotten what skills delivered a cathartic thwack to the mobs. My point is that conceding here doesn't have to be a necessary absolute.
Why not suggest using a timer like with the Bounty:
Incredibly it was not the first idea that occurred to me while I thought about this originally. The bounty timer came to mind while I was writing this post. So then I wondered why it didn't occur to me initially to just suggest using the timer mechanic from the Bounties. I believe using a timer is wrong. I do not want to propose a mechanic that could potentially remove exploration and replace it with an amenity. I only wish to shorten the exploration phase to avoid an aspect of Keywarden frustration.
Thank you for taking the time to read.
Sincerely,
Detruncate
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I'm going from the current iteration of Diablo 3 RoS and as such I have one extremely satisfying aspect that stands above all the others in my mind. That is its momentum. The game continues to push forward. Brutally so at times and not always at the speed or clarity I may wish. I can apply similar affectations to Diablo 2. Who could have guessed where that was going at release? Likewise when I look at Diablo 3, I am just astonished where it is from where it was.
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I'm not knowledgeable of his past but maybe this is the 'n'th offense incurred? I have no idea if that is in fact true. I'm not attempting to purposely cast aspersions, but it strikes me as a possibility. Personally I don't feel that his exploiting was any more egregious than any others.
Everyone should have received the same punishment excluding repeating offenders.
The division is an odd one, but not entirely incomprehensible. We all share an Overton window on almost every topic. I would venture that this is especially true when applied to notions of justice and punishment. Whenever a strong feeling is placed behind an action it inevitably seeks out a counterbalance.
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Mmmm. Are you suggesting dropping a new gem every time you complete a rift? Its level based on completion time? And I suppose it would be random? I just want to make sure I'm understanding the point.
If that is what you are describing I have to disagree. It completely obliterates the little bit of choice we have and places in more RNG. Again, I am based on the supposition that a new random gem is generated at completion.
If I were to redesign Legendary Gem leveling system around a similar Greater Rift experience exempting Trials from the process... I'd allow Gems to slowly accrue XP and ultimately level. However a Gem's level is capped at the highest Grift level completed within the 15 minute span (Solo or Group, whichever is highest). Additionally, for completing a Rift within those 15 minutes you can inject experience into one(1) Legendary Gem. The amount is amplified by the Greater Rift level and the remaining time on the clock.