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    posted a message on PTR 2.1.2 - Why PTR Buffs Are Bad (Video)
    Quote from FsBelphegor»
    The point of the buff has been very well explained in the official forum: Allowing PTR players to actually get high geared for PTR season 2.

    Seems like it would have been a better idea if they'd just restricted the buff to only new seasonal characters.
    Posted in: Diablo III General Discussion
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    posted a message on Ancient items and retroactive changes to current legendaries
    Quote from Shiroiro»
    I don't care if any changes will be retro or not, as long as they will change useless items into useful.

    Absolutely this.

    Quote from ruksak»
    This forum software is the worst I've ever seen. Even forums in 1998 didn't bug out like this.

    It has become impossible to even quote people correctly, the primary function of a forum.

    lol, have to agree here. It really is awful.
    Posted in: Diablo III General Discussion
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    posted a message on Fixing Unity/SOJ to bring them into 2.1 Standards
    Quote from dallten»

    What did they change about APD and Barbs? Please tell, it's something I've missed.

    When they fixed Bane of the Trapped to work with Frozen they also made APD bracers proc off Frozen as well as Stunned. Which means charge now works with APD.

    Quote from mannercookie»
    pretty sure APD working with charge is a bug since other frozen effects are not proccing the bracers afaik.

    [...]

    this is why the softcore meta of grifts is so broken, since the goal of softcore will always be to push damage output to the max. It will always favor a meta where people are basically saying, well I can't survive the damage anyway might as well try to avoid it completely and just do as much damage as possible before I inevitably/randomly die.

    Yeah the APD thing is possibly a bug, who knows.

    I have to agree on the whole GRift meta being broken. IMO an endless dungeon of infinite scaling is a poor design (although I think people asked for it for some reason...). I think a better idea would be static levels that maxed out at roughly GRift lvl 35 or 40 or something, and then people just competed for time.
    Posted in: Diablo III General Discussion
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    posted a message on Fixing Unity/SOJ to bring them into 2.1 Standards
    Quote from Credge»
    RORG, Unity, and SOJ are just too dominant. We have ring sets that are garbage. We have rings that are completely pointless. We have rings that have really interesting abilities, but they just don't have any synergy with... anything. At all.

    Absolutely agree here. Majority of the rings outside of RORG, Unity, and SoJ need buffs to ever be close to comparable. Will there always be a "best"? Sure, probably, but there should not be the huge gap between useable and totally worthless like there currently is - that's just poor game design. Especially when a lot of the rings just need simple number adjustments.

    Quote from RiffSphere»

    Legacy of Nightmares set (litany/wailing) looked very strong on monk when the unity passive got introduced, then the passive got capped at 20%. People were actually trying to make builds around those 2 rings, with high attackspeed to spam skeletons, to boost damage with the passive. Sadly, blizzard decided this would become too strong and prevented it :(. But this comes to show that, no matter how bad something looks, there can be OP builds with it.


    Something like this would also make all items useful, since every class could have a different item to be best in slot.

    That's really interesting - I wasn't aware of this one. It's a shame they nerfed it since it seems like all it would have done was promote build diversity.


    Quote from Shinna1989»

    People should stop just thinking in black and white. For lots of items there is room if you are creative and try to make new things work. Like 2 months ago 99% of the dh would NEVER consider using the ht/mb combo for an ea/bl lightning build. Now its BiS for higher GRifts. Weeks ago no1 considered barbs for 4ppl higher grifts. Now its totaly viable and people going for #1 ranks with that comp in 4s.

    A lot of that is actually due to just changes Blizz make, not actually creativity. The reason Barbs are now useful in teams is simply because of the change to how APD bracers work with Frozen; if this change wasn't made then Barbs would still be in the same position as before.
    Posted in: Diablo III General Discussion
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    posted a message on I know its RNG and all that but is this really fair?...on the verge of quitting
    Quote from Optio82»


    removing the weights would be good for the game...

    This I agree with. The problem though I think is that different people see Diablo differently. Super-rare, super-strong items are fine for a game that has no competitive aspect to it, which diablo partly is (and what some people think Diablo only is). But now with the addition of GRifts and leaderboards it seems Blizz want to bring some competitiveness to it (for the obvious reason that this adds longevity to a game), and from that perspective super-rare drops are just bad for the game.
    Posted in: Diablo III General Discussion
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    posted a message on Are you okay with the changes in the price / value of the equipment sold by Kadala in the recent update?
    Quote from Autocthon»

    Quote from PrvtPile

    gambling on amulets is currently very painful. If all items just cost 25 shards then that would be an improvement imo.
    Probably also too cheap for Amulet or Ring slots. They have exceptionally limited legend pools, which significantly affects gambling.

    Edit: For 25 shard items I get 1-4 legends for every 500 shards I spend.
    Yes, and the chance for certain amulets is already miniscule so there isn't really any reason why the bloodshard cost should be higher in addition to that.
    Posted in: Diablo III General Discussion
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    posted a message on Are you okay with the changes in the price / value of the equipment sold by Kadala in the recent update?
    gambling on amulets is currently very painful. If all items just cost 25 shards then that would be an improvement imo.
    Posted in: Diablo III General Discussion
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    posted a message on Elite Affixes Types and Damage Reduction Mechanics
    Very awesome list, thanks for compiling it and thanks to the original contributors.

    Quote from RasAlgethi24

    Very nice list thanks. Strange how Range/Melee and Elite doenst work on some of these. What's blizzard's explanation why it doenst?
    If I had to guess I'd say it's just a bug. Seems like a strange and obvious bug, though. But, then again, just like we found out that even though most legendary damage effects were meant to scale with +% Element, they actually didn't. It was just a bug that had gone unnoticed for a long time... =\
    Posted in: Diablo III General Discussion
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    posted a message on Legendary Gem Power Suggestions
    Cool thread. Some really nice ideas here - i'd love to see a lot of these implemented.

    Here's another few potentials:



    Philosophy: So, yes, it basically combines the properties of Ice Climbers and Illusory Boots (or Kulle-Aid), but does free up those spots for other boots to be used. Also the Kulle-Aid potion, despite being a fun idea, is never particularly useful I find (at least not for a Barb/Crus) due to the extremely high cd on potions – the armor or all resist potions seem to almost always be better.

    Alternatives: if it’s deemed to over powered, then one of the effects (either CC immunity or Ignore Collisions) can always be removed.





    Philosophy: This is a fairly common one in various ARPGs, and can potentially provide some interesting builds. There obviously needs to be some tweaking to make the cost of abilities match a health pool instead of a resource pool.





    Philosophy: Diversity in movement speed options is currently non-existent; just use paragon points in MS until max 25%, end of story. A consequence of this is that any MS increase on an item is a wasted stat and potentially renders are fair few items instant garbage if they auto-roll with +%MS. While I doubt this gem will ‘fix’ that core problem, removing the MS cap may tempt people to at least experiment with +%MS on items, maybe.

    Alternatives: The increased MS to 25% could be removed to just leave the unlocked cap, but I doubt the gem would then be desirable enough to warrant using it over straight damage gems. Keeping the +25% MS would then also allow people to redistribute Para points if they wanted.





    Philosophy: I came across a good reddit post the other day about how a lot of high-end builds (particularly Barbs and Crus) are pretty much about completely removing primary resource generators, since they just don’t compare in DPS to spenders, and there are alternate ways to generate resource (Reaper's), or just use cd abilities. While not necessarily a problem (build diversity is great), almost all builds for barb and crus that are able to remove resource generators are just more powerful than ones that have generators, which is not great for diversity.

    Alternatives: once again I'm not sure if this will be enough to make generators desirable – the damage buff and generation buff may need to be increased even more to make them competitive abilities. Also I'm not sure how this would work with classes that don't technically have 'generators'...
    Posted in: Diablo III General Discussion
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    posted a message on Question about Strongarm Bracers effect
    Diablohub has some info on Strongarms.

    http://www.diablohub.com/database/item/strongarm-bracers/information/



    Also you can check out Druin's Monk thread that has a specific section on which Monk abilities proc Strongarm.

    http://us.battle.net/d3/en/forum/topic/12506331470?page=1

    List of confirmed skills that proc Stongarm:
    Fist of Thunder - Thunderclap
    Deadly Reach (knock-up)
    Lashing Tail Kick - Sweeping Armada
    Tempest Rush - Bluster
    Wave of Light - Wall of Light
    Cyclone Strike - all runes
    Posted in: Diablo III General Discussion
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