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    posted a message on A proposal for mara 6pc change
    Quote from chadwx
    Not a very good idea. If you dont want your sentries doing the work use strafe (its just as strong)

    Also why are you using 2 1h xbows on a m6 build?
    With the right gear 2 1h xbows can be as good any 2h xbows(really depends on rng and rolls on items and weaps)
    Posted in: Diablo III General Discussion
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    posted a message on A proposal for mara 6pc change
    This is copy/pasted from the official forums in order to increase its visibility

    link to official forums post: http://us.battle.net/d3/en/forum/topic/13840724197



    As you all know, with the latest 2.1 fix to sentries, they are now able to use 3 hatred spenders without any delays or glitches in the attacks.

    It has come to my attention as most people that this brings up a few problems with the set regardless with how well it performs(looking at the latest leaderboards):

    1) The fact that people can use 3 hatred spenders to max out the dmg of sentries as much as possible limits their skills bar to only 1-2 skills of choice as the other 4 skills are the sentries and 3 hatred spenders that the sentries can shoot(especially when not much spenders can be used by sentries). By making people take 3 hatred spenders, there won't be much to build diversities other then taking certain runes to match the player's gear(mostly for elemental dmg).

    2) With people taking 3 hatred spenders to max out the sentries dmg it encourages a "lazy" and "cowardly" styles of gameplay(as been said by most people playing non-dh and dh alike). Since people will most likely won't have any hatred generator skills on their bar(with the exception of kridershot and elemental arrow) most of them will use their hatred only to summon the sentries and then run to a corner for easier survival and let the sentries do all the work(maybe shoot 1-2 times with their spenders with whatever hatred they have left), since they have no stable source of hatred they will need to conserve their hatred as much as possible to be able to resummon their sentries should the need for it arise. This is true when looking at other classes that need to face-tank the mobs in some way or another in order to do dmg, which is the main reason why dh is currently at the top of the leaderboards, not needing to even see the mobs and still kill stuff.

    *By no means am I saying that all dh players play this "lazy" style of play. However it is a fact that most do play it simply because that's the style that the set currently encourages to play.

    My proposal:

    6pc: Sentries cast your equipped Hatred Generator(limited to 1) and Hatred Spenders(limited to 2)

    To the current 3 spender builds it is somewhat of a nerf in terms of dmg done by the sentries, HOWEVER, if played right it can also be a BUFF!

    Currently the sentries use 3 different spenders with the one with lowest cost replacing the sentries auto-attack bolts completely.
    My proposal limits the amount of spenders used to 2 while having a 3rd generator skill replace the sentries bolts instead of a 3rd lowest cost spender, making the sentries still use 3 skills of the ones the player equipped.

    To the current play style of putting sentries and run to a corner to hide for better survivability it is considered a nerf in terms of dmg, ONLY when the player isn't doing anything else and just let the sentries kill stuff for him/her. However if the player starts attacking alongside his/her sentries, since by having a generator on the skill bar, the player can use the hatred spenders without any worries to having enough hatred to resummons the sentries, effectively acting as a 4th,5th or 6th sentry(depending on gear choices) therefore making stuff go down even faster. By doing so this limitation encourages a more active play by the dh player, and will only be better the better the player is.

    Another bonus is the fact that Blizzard is making items to make generators better(i.e. the new seasonal legendary bow which gives bolas a pull proc) therefore giving players more different skill and gear choices for cool combinations. Also by making players take a hatred generator gives players up to 25(5 skills with 5 runes each) more skill choices depending on gear or what they like or play with better.

    Also the limitation on hatred spenders can be by-passed for 2 spender skill: elemental arrow and chakram. Using those skills respective items(kridershot and the newly buffed silver start piercers) will effectively turn them into generators(otherwise the limitation will still be applied).
    In the future I expect that blizz will release more items that turn spenders to generators effectively giving players even more options for gearing.

    *A problem arises from this fact that will make people think that kridershot will be a must in order to maximize the build's dmg. The answer to that problem is that it never existed and the reason is simple: By using a kridershot the dmg that each sentry will dish out will be lower for it being a bow with lower dmg compared to a 2h xbow(or slower compared to using a 1h xbow) therefore counteracting the dmg bonus from elemental arrow compared to a normal generator. Also depending on skill and gear choice, the player can do more dmg with a normal generator and other weapons as long as the player knows how to play.

    A good example of a choice that a player will be able to make:

    The player has gotten a Silver Star Piercer quiver(with the newly added chakram affix) which gives him the option to start using chakram as a generator therefore making his sentries able to dish out more dmg per sentry(and himself) by sacrificing 1-2 sentries(depending on skill choices). *Currently, there really isn't much of a choice since the chakram skill is really weak in terms of dmg so the player will probably stick with his bombardier's rucksack, but you get my point(lets hope that chakram will get a buff in the future).

    Another example:

    A player has gotten the new seasonal bow that gives bolas a pull proc. This in combination with the Emimei's Duffel quiver that makes bolas explode instantly the player will be able to buff out the bolas for a new type of gameplay by sacrificing 1-2 sentries(again depending on skill choice). Especially since the player will be able to attack himself with those bolas only makes it the more interesting.(imagine the mobs not being able to do anything as they get pulled constantly by bolas from the sentries and the player alike effectively giving mobs perma cc)
    *Not sure if the sentries will be able to proc weapon abilities but I see no problem in letting them proc since most abilities don't do much.

    In addition it will give players a better reason to use other weapons instead of the biggest dmg 2h xbows. such as using a 1h xbow for less dmg but faster hatred regen and therefore more dmg dished out by the player and a faster sentries attack speed without the need to use t&t gloves, or the averaged dmg and attack speed bow for constant dmg from sentries and player.

    The reason I came up with this proposal is the fact that I've seen many people complain about the gameplay style that the mara6 encourages to play and how it rewards players to play it(looking at the latest leaderboards). Another reason is that I play a dh myself(with over 700 hours on him) and I don't want to let my sentries do all my work for me while I do nothing(especially when I like the set so much and the play style that comes with it).

    IMO this change will probably be better in the long run compared to other suggestions of nerfing the mara set completely(no need to nerf something like this completely), especially since it will reward active play and therefore reward it more compared to the "lazy" play style which is currently encouraged with the way sentries work currently(this proposal won't make people unable to play this kind of style should they choose to do so).(will also refute people saying that a dh player doesn't need to do anything and the sentries do all the work for him/her)
    Posted in: Diablo III General Discussion
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    posted a message on Patch 2.1 in a ‘Couple of Weeks’
    In truth the only stuff im waiting for in this patch are the fixes to classes such as the dex->armor change for monks and dh.

    Also changes to class sets such as the firebird(got all pieces rdy on my wiz waiting to be used)

    The gems aren't that good in my opinion(only 3-4 of them are probably worth using and I will still won't use them most likely) and the GRifts will only make me need to farm less keys(IMO at least) even more with the change to the amount of keys needed to open rifts(if this change was implemented sooner I would have enough keys for 2k rifts but now only got enough for about 150 with this change).
    Posted in: Diablo III General Discussion
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    posted a message on A suggestion about hte RoRG set reduction bonus
    I've read everything that you guys have written.

    As most of you have said the RoRG problemis indeed a tough nut to crack.

    However there are many possible solutions which currently the first 1 that comes to mind with most ppl is adding it to the hellfire ring and by thathitting 2 birds with 1 stone:

    1) It gives ppl a reason to start using Hellfire ring which became complete garbage with the release of RoS.

    2) Will give players another option other then a RoRG to get the bonus(in my opinion we should have both rings with the bonus in gameto allow more variety of farming the reduction bonus, however as I said in my first post the bonuses mustn't stack)



    Another guy here posted about giving the bonus as something akin to an achievement reward when hitting paragon lvl 800 which is a great idea(also considering the fact that when a guy reached lvl 800, he kinda reached somewhat of a dead-end when it comes to gearing, therefore giving lvl 800 a new start by being able to instantly replace 1 item to try different things and new combinations which weren't available because of the necessity of the ring).



    Keep on giving your opinions and ideas and that way we might make blizzard do something about that ring by adding something new to the game with those ideas :)
    Posted in: Diablo III General Discussion
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    posted a message on The male Monk's beard
    More of a personal opinion but can we please get the option to hide the male monk's beard?!

    It's weird to use the 1000 storms set and at the end of the cool red mask you see black hair dangling from it...

    At that note please add this option for barbs too!(although for them its less noticeable compared to monks)



    It should be a checkbox option that will just change the model for male monks and barbs to be able to see or "hide" their beards whenever you want.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on A suggestion about hte RoRG set reduction bonus
    I've posted what I wrote here in the official forums and I'm writing it here as well for people that browse only this forum and no the official forums
    the link to the post on official forums: http://us.battle.net/d3/en/forum/topic/13660806275?page=1

    As you all know most people will use a RoRG whether they need it or not to optimize their gear as much as possible making the RoRG a mandatory part of it.
    While some people aren't lucky enough to find a RoRG and therefore their gear will be less optimized then the ones that do have a RoRG.

    The problem with this is that people confuse the Legendary affix of the ring to the ring itself being mandatory. While in reality the ring itself isn't worth anything and only its set reduction legendary affix is what people look for.

    So a suggestion I want to make is adding the set reduction bonus from the ring into paragon(replacing the gold find since compared to all the other paragon points it's the only one that won't help you in fights, aside from using the Goldwrap legendary belt).

    In order to get the bonus you will have to invest 50 points in it(the minimum paragon lvl to get it will be 200) as each point will give you 0.02 towards the bonus for a maximum of 1 at 50 points invested.

    However I'm not asking for the RoRG or its bonus to be removed instead I will ask for it to remain as it is and just add the bonus to paragon as well. HOWEVER the bonuses from the ring and the paragon WON'T STACK so it won't be too op for people that reached lvl 200 AND got the ring as well. i.e. if you use both the ring and the paragon bonus you will still get only 1 set reduction bonus and not 2.
    It will instead be an alternative for people that didn't get any ring by the time they reached paragon lvl 200.
    And for people that did get the ring, they will have an option to replace it with a different ring to further customize their gear. i.e. a DH will be able to use a SoJ AND a Natalya's Reflection ring for the extra set bonuses of the Natalya set. Or people will start using the set jewelries such as the Focus and Restraint set.
    Or in other cases replacing a badly rolled RoRG for a better rolled legendary ring that the player was able to find.

    Also considering the fact that some people will start using the new legendary gems they will simply get the option to replace a RoRG for another ring with a socket without the need to spend gold to reroll one of the stats on a RoRG to a socket.

    By adding the RoRG bonus to paragon while not removing the RoRG itself will give people 3 more options as well:
    1) Not farm the ring at all and play the game until they reach paragon lvl 200. This case is for people that don't like the grinding aspect of getting a RoRG, which currently most people don't.
    2) Farm the ring from the start and start to lvl to paragon 200 after they got the ring, and replace it with another once they hit paragon 200. This case is for people that were lucky enough to get the set pieces that they needed before reaching paragon 200.
    3) Farm the ring from the start and use it until they reach paragon 800. Since it's paragon, people can choose to get the set reduction once they hit 200 or at a later level instead.

    Since it's PTR I hope Blizzard will see this thread and consider adding it to the game as it will solve lots of issues for those that did get the ring and for those that didn't get it.

    Also people that wish to get the ring removed, it is a bad idea since some of the builds require to have it. i.e. Jade WD requires having the Quetzalcoatl Voodoo Mask and 5 parts of jade set for the full dmg of the bonus(without the mask they deal half the dmg). Or a Crusader with perma Akarat(that is using a 2-h weapon and not a 1-h one) will need to use the capt. crimson set in combination with akkhan to get the perma akarat.

    Please write your opinion about my suggestion and any suggestions if it can be improved. And if most opinions are positive, then with some hope Blizzard will see it and add it to the game :)

    P.S.
    Before people will start saying that I'm one of the whiners that didn't get a RoRG after countless hours of farming, I already found 11 RoRGs so your argument is invalid.
    Posted in: Diablo III General Discussion
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    posted a message on Question about Strongarm Bracers effect
    Great, that means I should get Strongarm bracers for my pet wd now.



    Thanks for the help!
    Posted in: Diablo III General Discussion
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    posted a message on Question about Strongarm Bracers effect
    So I got for my lightning monk a nicely rolled Strongarm bracers and I wanted to know what exactly triggers it's effect.

    Is it triggered only by knockbacks(knock ups) from deadly reach for example or is it also triggered by pulls from cyclone strike for example?

    If it's also triggered by pulls I thought about getting one for my wd aswell.

    Did anyone here already clarified this and can give me the answer?
    Posted in: Diablo III General Discussion
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    posted a message on [EU] Since yesterday I get kicked from bnet/game
    I'm having a similar problem but not in the "kicked out" perspective.

    In my case I'm having trouble logging in...

    The desktop app randomlly logs me in when it starts and most of the time doesn't until i manually press connect.

    Similarly in the game I was having a stuck on Authorizing credintials problem with no sign of logging in(game itself was running fine).

    When I do manage to log in I sometimes get stuck on an endless loading screen when trying to start a game...

    When I do manage to start a game when I log out(to reset bounties for example) it gets stuck when trying to create a game again...

    Started to happen to me yesterday as well and I'm 1000% sure(double-checked ISP and everything) that my internet is working fine...
    Posted in: Diablo III General Discussion
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    posted a message on Any point in doing high difficulty bounties? An Idea!
    As the titles suggests, I've been wondering if it is worthwhile doing bounties in torment difficulty.

    *Prepare for a long read.

    Now I know what most people think and I'm not complaining or anything, its just I think there is not much point in doing bounties in torment difficulty other then the small chance to get torment legendaries, which at the moment is probably better to get those in rifts considering the recent buff to the drop rates in rifts.

    I mean some people here would like to get keys toopen those rifts and caches(which cannot drop torment legendaries)while having a chance to get torment legendaries, but the chance is still twice as small compared to rifts.

    IMO since the rate is so small(and according to most of my clan which is currently full with 500 ppl and min 50 active most of the time) it is far more profitable to just farm bounties in normal(or any other difficulty that is done as fast as possible) since the whole point of doing bounties in the first place is getting keys for rifts and getting caches(which according to researches done on reddit and this forums have the highest chance to get legendaries from), while also getting a legendary drop from time to time(albeit a non-torment).

    So now I've thought about an idea(most likely most of the ppl have thought about this same idea): having a different cache reward depending on the difficulty all the 5 bounties of the acthave been completed on instead of the regular cache reward, which will contain the regular cache reward but also contain all the torment-only legendaries. As the difficulty the bounties have been completed on is higher so the rate of legendaries to get from caches is higher as an example:

    Normal-Master: same as now.

    T1: Same rate as normal-master but can include torment legendaries.

    T2: Slightly higher rate from T1.

    T3-T6: Higher rates as the difficulty scales

    Or just give the caches same rates as the rates in rifts(depending on the difficulty only from T1-T6)



    Now some people might think it's a bad idea considering the option of split farming and also it might be hard to code into the game with the difficulty lowering option.

    Now to give a counterargument to that:

    1. As the difficulty gets higher it gets harder to split farm and therefore a lot slower to finish bounties(in this case it's probably better to do rifts)

    2. The game should check what difficulty the bounties have been done before giving the reward. As an example a party have started doing bounties on T4, after 4 bounties have been finished they found a super hard elite pack which obstructs them from finishing a clear out lvl 2 cave bounty, so the party reduces the difficulty to T2(kinda big jump from T4 but who knows) and finishing the bounty and now going to grab reward cache from Tyrial. At this point the game should check what difficulty the party is playing(not the difficulty they started with) and give them the appropriate reward which is a T2 cache. Now some people might think it is unfair since most of the bounties have been done in T4 and only 1 have been done in T2. In this case if possible the game should REMEMBER what difficulty each of the 5 bounties have been done on and give an appropriatereward weighted (In the case above they should get a T3 cache and not a T2).

    Another question arises is what if they lowered the difficulty to T3 from T4. In this case they should get a T3 reward cache with the thought that if they needed to lower the difficulty at some point they should have started doing it on that difficulty from the start since it's easier and less time consuming.

    One of the reasons I thought of this idea(and probably most people) is because other then drops there is no other way to get torment-only legendaries while non-torment legendaries can be gotten from 3 different sources including: Drops, Caches and Kadala.(some people must think I'm ranting here and I probably am but still :D)

    And also by doing this the RNG factor gets lowered a bit since people will get another source with a chanceto get good items from and should stop complaining about "I've done XX rifts in about XX hours and got nothing"as they got another option other then rifting.

    So give your thoughts and tell me if it should be implemented in the game or not^^



    **Sorry if made any mistakes since English isn't my mother language and feel free to correct me :)
    Posted in: Diablo III General Discussion
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