Quote from Zergie
Yo, wall seemed more appopriate.
We have the ilvl63 WoS, and the Buff Blue WoPride, its time peoiple shared those fantastically rare legendaries for the lolz.
I wish i'd thought of this before salvaging.
I still have this tho:
I find it curious........did not one developer....not one intern, asistant etc speak up when this shit was presented? Nobody? Nobody said ..........
"Why is this item legendary?"
Who wears that shit?
I wouldn't put that on my lvl 50....even though he's not even capable of wearing it.
How about......70% mf and 50% GF....maybe throw in 50-80 AR just so that it could actually be used?
I'm sayin it........if Blizzard doesn't take this 1.04 item buff VERY seriously, people are going to be jumping ship like an Italian boat captain. And it won't be the "vocal minority". It will be most of their player-base streaming out by the thousands.
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These are the keynotes of Diablo 3’s future Expansion, and will contain:
* Keep in mind that the game changes are made keeping 1.0.7 in mind.
Battle.net 2.0+
The Medieval City Hub:
World
Gheeds’ Exotic Treasure Island contains:
Crafting
Level 50: Increases the starting amount of Nephalem Valor stacks by 1.
Level 55: Increases the chance of finding Legendary items by a small amount.
Level 60: Treasure Goblins and Resplendent chests are now marked on the minimap.
Level 65: You can now list 15 auctions, up from 10.
Level 70: Your experience gain is increased by 5%.
Level 75: Monsters explode more violently.
Level 80: Increases the chance of finding rare monsters by a small amount.
Level 85: Increases healing received by 10%
Level 90: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
Level 95: You resurrect players 35% faster
Level 100: The size of your Charm Specific Inventory is increased by 2.
Level 105: Increases the pickup radius of gold and items pickup by 2 yard.
Level 110; Increases your movement speed by 5% in PvE areas
Level 115: Increases your stash by 1 half-tab.
Level 120: Reduces the crafting costs by 20%
Level 125: Increases the number of followers you can have in a solo game to 2.
Level 130: Increases item quality of random objectives
Level 135: Increases the chance of finding rare monsters by a small amount.
Level 140: Reduces the cast time of town portal to 2.5 seconds.
Level 145: Increases the size of your additional stash tab.
Level 150: Increases movement speed by 5% in PvE areas
Level 155: Increases the starting amount of Nephalem Valor stacks by 1.
Level 160: Increase item quality of PvP objectives
Level 165: The size of your Charm Specific Inventory is increased by 2.
Level 170: You can now list 20 auctions, up from 15.
Level 175: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
Level 180: Increases the number of followers you can have in a solo game to 3
Level 185: Reduces the duration of control impairing effects by 15%
Level 190: Increases the duration of your control impairing effects by 15%
Level 195: The size of your Charm Specific Inventory is increased by 2.
Level 200: 1 Follower will now join you in a multiplayer game.
- FIERY WINGS ITEM
- All your characters gain an additional 25% more experience after reaching level 60.
Level 201-999: Increases XP by 3% per level after reaching level 60. Also Room for future perks.
PvP
Random monsters will spawn in waves that will even challenge the most experienced players.
Random dungeon levels will spawn, with random monsters and elite packs.
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Sounds like you described yourself perfectly.
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Simple idea:
1 player game = 5 stacks of nephalim (with a bonus 100% chance to drop an extra rare from bosses and champions/rares) Which is how it currently works.
2 player game = 6 stacks of nephalim (with a bonus 133% chance to drop an extra rare from bosses and champions/rares)
3 player game = 7 stacks of nephalim (with a bonus 166% chance to drop an extra rare from bosses and champions/rares)
4 player game = 8 stacks of nephalim (with a bonus 200% chance to drop an extra rare from bosses and champions/rares)
opinions?
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I've been playing this game with much love and I feel the game lacks finesse with some of its systems. The Kill Streak system is one of them. At early levels it felt awesome to kill a whole bunch of monsters at the same time, while also getting a small bonus. However, the bonus is gone and the kill streaks mean nothing more than an already saturated feeling and a pixel display of your score. Why stop there? Its Diablo, its a loot game.. So heres a very straight forward idea;
Kill Streaks add a temporary magic find boost!
Example:
Kill Streak 100!
Adds 50(or X) MF for 2(or X) Minutes
-Cap of maximum bonus
-Relavitly easy to add to the game
-New meta (end)game
-Incentive to clear trash over skipping to elite groups = play more of the game = find more spots to grind other than Act 3 all the way to Azmodan.
+++ Other streak bonusses could add something small to the game as well
Massive Blow: After attaining a massive blow of X, the next mob you kill will explode with a bunch of treasure and gold
Surviviour: Comments?
Savior: Comments?
Demolist: Comments?
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This in combination with the ladder, resetting each 6 months (WITHOUT resetting characters). Yeah, who wouldn't like that?
+1 to Kripp, such a shame he isnt on this forum.
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Enjoy!
"The Fallen Star" has made these fields uninhabitable! What was once a blooming green farmers paradise but has become a place of demons and despair! However there are still farmers that do not wish to leave their homes and crops. It is our duty to save/evacuate as many villagers as possible from these corrupted lands.
In the last section of the Fields of Misery you meet the Scoundrel. I can only presume he leads us to the Drowned Temple.
Leah: "Legend has it that within the Temple angels would come to impart their wisdom to the Nephalem."
And so your quest begins to obtain wisdom regarding the impending Demonic Apocalypse.
Once arrived at The Drowned Temple it is guarded by Alaric. He tells you; to enter this Temple you need 2 magical Beacons.
The Beacons can be found in the Crypt of the Ancients and the Warriors' Rest. Which are presumably located in the Festering Woods.
Alaric then mentions only a TRUE NEPHALEM can enter the Temple, which havn't been seen in thousands of years according to Leah.
Inside the Temple we meet Alarics' Brothers, the guardians of the Drowned Tempel.
The guardians seem to be lost in the battles of the past, and do not know the present. We will need to kill the guardians to proceed.
In the Drowned Temple I presume you do speak to an Angel, who explains what/who the Fallen Star is, and what this means for Sanctuary.
For an yet to be uncovered reason you travel to Worthams Chapel (By boat at New Tristram). Perhaps in order to reach Leorics Manor.
Eventually leading up to Highlands Crossing, where you meet a Khazra Shaman. He asks you to find a magical staff.
The Khazra (a feral goatman race) are barricading a narrow passageway between The Northern Highlands and Leorics Hunting Grounds. We will need to find a staff located on a kart in The Southern Highlands and give it to the Khazran Shaman to secure our passage.
When the player has passed the blockade you will have reached Leorics Hunting Grounds, the source of all goat men. You will need to stop The Khazra from summoning their brethren.
Eventually you will reach Leorics Mansion
I believe that cultists are located within Leorics Manor, in the Halls of Agony to be exact. The cultists seem to be performing dark rituals to summon a mighty demon. However, the summoning requires fresh blood, bones and flesh. The supply of villagers used to come from The Highlands and The Fields of Misery. However most of the villagers have fled from the goatmen, and we have saved the villagers in the Fields of Misery.
By doing so we disrupted the summoning. It is our job to find this demon and slay him. This demon is rumored to be Azmodan, the endboss of Act 1.
The act finishes in New Tristram. Where you depart to Caldeum.
I will update this post as soon as I get new information regarding the storyline.
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Barbarian rising up a wooden shack from the ground.