Hello, ask a single question. Why not make the Turkish language?? There are many Diablo 3 players in Turkey, not knowing the language, game is very difficult. Will it be to add Turkish language for EU server?? I apologize for spelling errors.
- Rebjorn
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PrvtPile posted a message on [Suggestion] Optimistic idea for Paragon update.Posted in: Diablo III General DiscussionOptimistic idea for a Paragon update
For a long time now players have recognised that the current paragon system not only has a few problems (the unlimited paragon grind incentivizes botting, for example), but is also pretty uninspiring (you fairly quickly reach the point where you simply max everything, and past 800 you simply add to mainstat). There have been many great ideas put forth by the community to address one or both of these issues, and here I’ve tried to collect a lot of those ideas and combine them together and present them in the form of some colourful pictures (everyone likes pictures).
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(A sort of TL; DR)
This idea for a new paragon system has two main objectives:
- Address the infinite paragon grind which incentivizes botting. This is done by having a ‘soft cap’ on paragon (only for those wanting to compete on leaderboards)
- Address the tedium of the current system. This is done by providing players with actual choices and different ways to customize their builds
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Don’t worry too much about the particular values suggested for each of the stats – I won’t claim that they’re perfectly balanced, although I did spend a decent amount of time math’ing through them to attempt to balance them, but I could obviously be way off the mark on many of them. If you think any of the numbers are particularly off, throw your feedback this way.
Basic outline:
Paragon is divided between ‘Core’ and ‘Bonus’. This simply divides your first 800 paragon levels (Core paragon) from anything above 800 (Bonus paragon).
There are 5 Categories (Offense, Defense, Resource, Utility, Adventure).
There are 10 Stats per category.
Almost all Stats max out at 50 points per Stat (like the current system), with a few exceptions.
While below paragon 800.
Points can be spent on any stat in any category at any time (unlike the current system), up to 200 points per category (like the current system). This equates to being able to max out 16 stats across the 5 categories, and 4 out of 10 stats within a category. So, if using the maximum 200 points per category, only 4 out of 5 categories can be accessed (or, alternatively, one could spread the points across all 5 categories).
Beyond 800 paragon.
The restrictions of 200 points per Category disappear. Perhaps there could be brackets: Paragon 800 – 1600, the cap is increased to 400 points per category; Paragon 1600 – 2400 the cap is increased to 600, etc.
Why the paragon 800 threshold?
This deserves its own separate discussion, but as a basic summary: I feel the general consensus of the community is that there needs to be some ‘restrictions’ in place to curb the incentives for botting i.e. the infinite progression systems that are present in almost every aspect of this game only serve to enhance the benefit botting gives – and botting will never be got rid of (it exists in every game and always will), so one ‘solution’ (the only realistic solution) is to minimise the impact botting has, and minimise the incentives for botting.
So, there’s nothing special about 800 in particular, and the threshold could be set anywhere, but Paragon 800 should be an ‘achievable’ paragon level to reach for most people interested in the leaderboards. Now, what we can do is have some kind of ‘Competitive’ Rift system (which would be the only Rift system tied to leaderboards – there would be no more need to tie Leaderboards to GRifts, which is really getting more and more ridiculous as can be seen by having well-documented botters holding top places on the leaderboards). In this Competitive Rift system your paragon would be capped at this 800 threshold. Outside of this Competitive Rift system (i.e. everywhere we currently play: Adventure Mode, Rifts, Grifts, etc.) players could use their uncapped paragon points. Ideally (and now I’m really digressing here) these Competitive Rifts would not be exactly like current Greater Rifts, with their heavy dependence on RNG – however, that’s definitely a topic for another thread, and I’d settle for the Competitive Rifts being effectively identical to Greater Rifts, and see it as a move in the right direction.
(Another alternative could be simply to have Seasonal paragon cap at 800, while non-season has uncapped paragon.)
Picture Examples
In the following images, this player has a Paragon level of 1123, and has currently applied only 200 points of their 800 Core points into the Offense tab, maxing that tab out.They have not placed any more points in any other tabs, leaving 600 Core points to distribute. The 323 (1123 - 323 = 800) Bonus points would not be able to be used while inside a Competitive Rift.
Offense
Attack Speed (10% @ 50 points)
Critical Hit Chance (5% @ 50 points)
Critical Hit Damage (50% @ 50 points)
Elemental Damage [10% @ 50 points]
Elite Damage [10% @ 50 points]
Area Damage [10% @ 50 points]
Primary Skill [15% @ 50 points]
Increase all damage of Primary skills, as Depth Diggers and such do. There is a problem deciding on appropriate values due to additive dilution, but oh well.
Secondary Skill [15% @ 50 points]
Increase all damage of your Secondary skills. Same issue with Primary skills: additive dilution with new items in 2.4 increasing Secondary skills damage by up to ~100%.
Pet Damage [10% @ 50 points]
Increase the damage of your Pets. Currently Pet Damage is additive with Elemental damage, which once again makes finding appropriate values difficult.
Cooldown Reduction [10% @ 50 points]
Defense
Armor [20% @ 50 points]
Single Resists [250 @ 10 points]
The only stat that maxes out at 10 points instead of 50 points. The idea is that spreading out your points into all the single resists should give you roughly equivalent mitigation as the same number of points put into Armor, while also being able to specialise in particular resistances if one wishes to.
Elite damage reduction [20% @ 40 points]
Maxes out at 40 points. Greater damage reduction than either Armor or All Resists, but specifically for Elite damage.
Ranged/Melee damage reduction [20% @ 50 points] Similar to Elite damage reduction in that each category provides more mitigation than straight Armor, but is specific to a damage type.
Resources
Life% [25% @ 50 points]
Vitality [2000 @ 50 points]
Health Globe Bonus [40,000 @ 50 points]
Life per Second [15,000 @ 50 points]
Life per Hit [10,000 @ 50 points]
Life per Kill [10,000 @ 50 points]
Life per Resource Spent [800 @ 50 points]
This one is a bit tricky. Only Barbs, Monks and Crusaders have LpRS, and in different quantities, so the particular value would be adjusted per these classes. For the other 3 classes, either this stat could remain (which might be an interesting option in itself), or could be replaced by Arcane per Crit, Max Discipline, and flat increase in Mana regen for Wiz, DH, and WD respectively.
Resource Cost Reduction [20% @ 50 points]
Primary Resource Generation [25% @ 50 points]
Increases all sources of resource generation/regeneration by 25%.
Max Primary Resource [50 @ 50 points]
Amount varies from class to class, just as in the current system.
Utility
Some of these stats are technically ‘Defensive’ or ‘Offensive’, but in the interest of keep 10 stats per category they are placed here.
Dodge [10% @ 50 points]
Thorns [10,000 @ 50 points]
CC Reduction [40% @ 50 points]
Block Chance [10% @ 50 points]
Chance to Bleed for 5 seconds [40% @ 50 points]
Bleed could do 350% weapon damage (the same as the weapon roll), but it would not primarily be for damage, but instead be for use with Pain Enhancer for builds that might not crit.
Chance to Stun [10% @ 50 points]
Chance to Freeze [10% @ 50 points]
Chance to Charm [10% @ 50 points]
Chance to Blind [10% @ 50 points]
Chance to Knockup [10% @ 50 points]
Adventure
Movement Speed [25% @ 50 points]
Material Multiplier [100% @ 50 points]
Doubles all white, blue, yellow and forgotten soul mats that drop.
Gold Find [50% @ 50 points]
Gem Enhance [15% @ 50 points]
15% increase in the power of all your non-legendary gems, similar to how Leoric’s Crown works, but for all of your sockets. Ideally this would accompany an overhaul of the current non-legendary gems to make all of them more interesting/useful.
Pickup Radius [7 @ 50 points]
Health Globe Chance [100% @ 50 points]
100% increase in base chance to drop HGs (e.g. double health globe amount) – probably shouldn’t interact with Solanium.
Nephalem Globe Chance [100% @ 50 points]
Doubles number of NGs produced. Ideally this would coincide with a rework of NGs, to make them actually good.
Shrine Duration [100% @ 50 points]
Double the duration of shrines (they currently last 2 minutes) – could multiply with Gloves of Worship as well.
Teleport Duration [100% @ 50 points]
Reduction in TP channeling time. Currently channeling lasts 5 seconds. 50% would reduce to 2.5 seconds, 100% would make it instant, like you were using a waypoint.
Follower Damage [100% @ 50 points]
Multiplicative increase in your Follower damage – ideally this would accompany a full rework of Followers that made them actually do non-negligible damage.
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Novaspawn posted a message on Stash Space. The Struggle is real. - Updated comment.Posted in: Diablo III General DiscussionHonestly I think the best solution would be similar to what Torchlight did with the characters personal stash and having a separate shared stash. Unfortunately I think that was only possible because of less players and a offline mode. I would even be willing to pay for additional stash space whether it be Gold or USD hell I'd even pay monthly for more stash space like additional retainers in FFXIVARR. Whatever the solution this needs to be solved, it's a bigger issue than I feel blizzard realizes it is.
At this point in Diablo I'm practically playing Tetris with my inventory more and more often. I feel discouraged in playing other classes since the inventory issue is a big problem.
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bodziaq posted a message on Drop rates in 2.3Posted in: Diablo III General DiscussionI was asking about accurate data.
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arc1880 posted a message on Trouble getting past 40+ griftsPosted in: Wizard: The Ancient RepositoriesSlow time elemental damage is based on the highest elemental damage you have to proc the Tals meteor. From my experience if you have an equal amount of arcane and fire, your slow time will be arcane. Not sure how this goes with equal amounts of cold and fire. You'll have to test it out.
A couple of things about your current build. You are running a DelRasha hybrid. But you don't have any skills that help to pump out more Slow time bubbles. That's the point of it. Get as much out as you can and surround yourself for protection as well as damage. You don't take advantage at all with the Del 2 set bonus and getting as much cooldown as you can to get out those bubbles so using Electrocute is not good. Magic Missle - Glacial Spike is a typical generator that DelRasha builds use. You could also use Shock Pulse - Piercing Orb. But remember to pick one with a particular element that you don't already have as a skill for the Tal Rasha bonus.
If you haven't seen rebjorn's build, you should take a look. He has so many variations on the hybrid build and you don't need a specific weapon for it. He's got a ton of videos as well. http://www.diablofans.com/builds/54387-delrasha-gr50-4pc-delseres-6pc-tal-rashas If you like using Hydra he has a version with the Hydra build but uses a Serpent Sparker, but you could still make use if it but might cap you off at a certain GR level. Watch his videos on how to play it. He's actually very offensive with his bubbles. Not just surrounding himself for protection but seeking packs.
As for survivability, you really need Energy Armor - Force Armor even with Unity. Ice Armor - Crystalize is really only good with the Halo or Arlyse ring.
As for items, a better RROG with crit stats. If you have another pair of gloves, that resource cost reduction is kind of a wasted stat because you aren't spamming a ton of arcane spenders. If you have gloves with Int, Vit, CC, and CD you will want to change that Vit in your amulet to CC. Or if you have gloves with Int, CC, CD, and CDR you can keep Vit in your amulet.
For gems, typically Taeguk is used when you spam a lot of spenders to keep the Taeguk stacks up. The hybrid guide above will explain which gems that are typically used. I have used Bane of the Trapped, Zei, and Toxin.
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Molster posted a message on Thanks for handling that.Posted in: Site FeedbackThis has been taken care of! thank you!
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MrMonstrosity posted a message on Thanks for handling that.Posted in: Site FeedbackThanks Rebjorn! We're currently investigating.
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MrWhite00 posted a message on Gr delrash problem that make me boring !! sadly.... boring... :( And a question !Posted in: Wizard: The Ancient RepositoriesWhy would you make a del-rasha build without slow time?
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Ratatoosk posted a message on Gr delrash problem that make me boring !! sadly.... boring... :( And a question !Posted in: Wizard: The Ancient RepositoriesDelrasha build without slow time doesn't make any sense.
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sOFrOsTy posted a message on Everybody lie down on a floor and keep calm, Del-Rasha.Posted in: Wizard: The Ancient RepositoriesI disagree with you BDF. I think it might be more powerful.
desleres pants, shoulders, gloves. Tals ammy, belt, chest, Orb, and helm. RROG, convention of elements. And last, but certainly not least, an ancient arcane Gesture of Orpheous. (I was lucky enough to get one pre 2.2 with 70% slow time CDR) so one magic missile fire resets the cool down. (I use 20% arcane damage, 7%ias, 6%CC, 499int steady strikers. And the new meteor boots.
Skills and benefits:
Slow time. Let me just explain to everyone who doesn't understand. Slow time reduces the movement speed of all monsters inside. Slow Ike reduces projectile speed of all projectiles, slow time (point of new return) stuns all mobs going in or out of the bubble for 3 seconds, slow time deals 2000% damage per second + the 600% dmg boost from tap rashas and the 60% or more boost from arcane % on gear means slow time ticks for 500m on all mobs. With convention of elements, when arcane rolls around, that 500m tick becomes 1,000,000,000 per second. Slow time also procs tals 6 piece for a stack every time you cast it, slow time also procs arcane meteor from tals every 8 seconds, and best of all slow time costs 0 AP. (if I am with a group I use 15% dmg boost rune)
Hydra Mammoth Hydra. The dmg is good, big AOE, adds a stack to tals 6piece and procs Fire meteor, and best of all, only costs 15AP.
Magic Missile Glacial spike: Does AOE so procs AP on crit well, dmg is "okay" for a signature spell, freezes all mobs 100% of the time on hit the first time. And procs cool down reductions for slow time. Also, procs cold meteor and tals cold stack.
Meteor Thunder Crash: Procs Lightning meteor, adds stack to tals 6 piece, and it hits instantly on cast, after getting 4 stacks and you have full AP, spam this skill for burst dmg.
Energy Armor Prismatic Armor: Good for toughness, period.
Magic Weapon: I go back and fourth, solo I prefer deflection rune for the added toughness, with groups I choose Force Armor
passives: Blur, elemental exposure, prodigy, astral presence
I can do GR54 solo with tals serpent spark build and focus/restraint, but survivability is a nightmare. I can do GR 54 with tals desleres solo quite easily because of the CC. After 54 I can't figure out how to survive against jailer lol. But this tals deslere combo I can do GR54 solo in 13-14 minutes, and GR 69+ with groups. This is a fantastic combo and slow time has so much utility, incredibly high damage, procs everything for you, and costs 0 AP so starpAct can still hit like a truck. Once I ancient all my pieces and get. Better tals ammy, I think this will be the best spec in the game for Wiz.
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Just came across this article, may be old news for some but here you go:
https://screenrant.com/diablo-2-resurrected-alpha-mods-cease-desist-blizzard/
I think that one concern for many D2 players have been whether or not Blizzard will encrypt the game files and deny the community the opportunity to make modifications to the game. Looks like we might actually be able to enjoy those awesome D2 mods after all - and who knows, perhaps they'll even take it one step further and provide the community with some real tools for the job (modding D2 can be very cumbersome and what one can actually do is limited because many bits and pieces of the game code can't be accessed).
“We acknowledge that a big part of Diablo II’s longevity is the modding community and we appreciate their enthusiasm for the game. Classic Diablo II and its mods will continue to exist and we’re going to do our best to continue to support the mods for Diablo II: Resurrected as well .."
According to reports, Blizzard Entertainment sent cease-and-desist orders were sent to creators who build mods based on Diablo II: Resurrected's recent alpha. Blizzard hosted a closed technical alpha for the Diablo II remaster in early April, allowing only a select number of players to try out the title's first two Acts.
Many members of the modding community got their hands on the alpha build despite not receiving an invite. Some modders gained access thanks to a Belgian programmer named Ferib Hellscream, who managed to invite himself into the technical alpha by bypassing Diablo II's anti-cheat parameters. Upon successfully manipulating the system, Ferib shared his tool, D2ROffline, with friends and other modders. Trouble arose when someone leaked the tool, opening the door to people charging money for access. To combat this, Ferib open-sourced his work; naturally, more players and modders poured in. Blizzard has now made a few moves of its own.
Speaking with Kotaku, Ferib and another modder said they received cease-and-desist letters from Blizzard, effectively putting the kibosh on their Diablo II: Resurrected mods. One person who goes by Shalzuth claimed a private investigator delivered their warning. In compliance with Blizzard's request, both creators deleted Diablo II: Resurrected projects from their respective websites. Ferib additionally removed YouTube videos related to his work; meanwhile, Shalzuth shuttered his Diablo II-centric Discord server. When reached for comment, a Blizzard spokesperson shared the following statement with Kotaku.
Blizzard's response to the ordeal is expected and understandable given the circumstances. After all, some of these mods were based on a hacked version of Diablo II: Resurrected's alpha build. At the very least, it seems as though Blizzard plans on fully supporting the modding community whenever the full game actually goes live later in the year.
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'Wilderness' from Diablo II is a Masterpiece
The Diablo II Soundtrack has no equal. When I decided to do this I wanted to do it right and not just copy/paste a cover image with some music. I wanted it to look and feel right. I wanted to make it something that I could enjoy again and again. The tracks are all absolutely fantastic. I went out of my way to find the highest quality sound files that I could find, I used lossless FLAC whenever possible. I scoured through many websites, digging in deep to find good concept art. I ended up spending a lot of time piecing this thing together, I had to start all over many times with some segments but I think that in the end it was well worth the effort.
Credit to Matt Uelmen for this unprecedented muscial legacy. This is real art. There's nothing like it. This will never happen again. I sometimes play D2 or D3 muting the in-game music and I keep this one playing on my second screen. Call me a narcissist. And now we have Diablo II Resurrected incoming .. what can I say .. good things come to those that wait. † † †