Paragon Calculator updated for better visibility on high resolution displays.
Season 9 ends in a week (next Friday), so you can check how many levels will be added to your account in the Era.
First of all - bravo. The good work done deserves admiration
If you want some tips for improving the code, here they are:
p.s. making the page responsive (different resolutions) shouldn't be much of a hustle (great articles on this topic here)
Several new improvements done this month:
Enjoy and happy paragoning
We are Bulgarian clan, looking for new active members (and hopefully get 3-digits number online).
Rules and Requirements
You can check out our achievements in Era 2 and Season 2
I've updated the calculator with datamined data, added small performance and style improvements plus link to diablofans in the resources meta. It should calculate little bit faster now.
Let me know, if you find bugs (flexbox for example doesn't work in all browsers)
I personally think Challenge Rifts could have been much more if they were implemented properly. The problems with them however are quite fixable. Here are some of the most mentioned problems associated with CRifts:
1) The selected builds are bad/not fun - This is the most mentioned problem discussed at all forums regarding CRifts. The players simply don't like the automatic selection algorithm and the snapshotted builds. This however could sometimes be due to the fact that they find them hard to complete. A possible solution would be to implement a voting process, lower the original tier by 20% and allow tier progression.
2) The rewards don't scale with one's accomplishments - Simply said, you play more, you get nothing for it, even the LB is not permanent. A possible solution would be the rewards to be scaled with the tier progression and a permanent LB to be found in-game.
3) Only one class per week - If the player is forced to play an exact class/build there is very high chance the majority will not complete the weekly challenge. A possible solution would be the inclusion of all 7 classes in the weekly pool.
4) CRifts does not involve pushing - The offered snapshots are low tier fast times. While a competition could be build around everything, the skill factor in fast times is a lot lower than this involved during a pushing activity. This simply means that the majority of the competitive players will skip the CRifts as long as there is no tier progression, which will allow a pushing activity to be executed.
There are also a lot of other more minor problems like specific RNG factors and no global competition. Whether you find the CRift mode unfinished or not, share what could be done in order more people to play these and take part in the CRift competition.
I have started collecting farming data on Goblins, in order to better track down Rainbow Goblins. Over the last 10 days I have run 32 different maps 10 times each, doing full clears until I find a goblin or run out of places to look. I'm posting my results to help people decide which maps to run, but keep in mind that clear times are the important thing, and we are all going to have different clear times.
I chose maps that I've heard people talk about in goblin farming communities, Both good and bad.
1. Festering Woods - 11/100 (1 Rainbow Goblin)
2. Cathedral 1 - 31/100 (1 Rainbow Goblin)
3. Leoric's Passage - 30/100
4. Cathedral 2 - 14/100
5. Cathedral 3 - 16/100
6. Cathedral 4 - 21/100
7. Royal Crypts - 17/100
8. Southern Highlands - 9/100
9. Cave of the Moon Clan Level 1 - 25/100
10. Cave of the Moon Clan Level 2 - 29/100 (2 Rainbow Goblins)
11. Northern Highlands - 48/100
12. Leoric's Hunting Ground - 26/100
13. Fields of Misery - 0/100
14. Howling Plateau - 36/100 (1 Rainbow Goblin)
15. Stinging Winds - 21/100
16. Ancient Waterways West Level 1 - 13/100 (1 Rainbow Goblin)
17. Ancient Waterways West Level 2 - 19/100
18. Ancient Waterways East Level 1 - 16/100
19. Ancient Waterways East Level 2 - 17/100 (1 Rainbow Goblin)
20. Dahlgur Oasis - 0/100
21. The Battlefields - 18/100
22. The Fields of Slaughter (Bridge of Korsikk Waypoint) - 17/100
23. Rakkis Crossing - 29/100
24. Underbridge - 16/100 (1 Rainbow Goblin)
25. Tower of the Damned Level 1 - 39/100
27. Heart of the Damned - 11/100
28. Core of Arreat - 33/100
29. Stonefort - 17/100
30. Gardens of Hope Level 1 - 31/100
31. Gardens of Hope Level 2 - 13/100
32. Pandemonium Fortress Level 1* - 46/100 (1 Rainbow Goblin)
*Pandemonium Fortress Level 1 had 23 Goblin Encounters, for a total of 46 Goblins. This level contains 0 or 2 Goblins.
Total Rainbow Goblin Encounters = 9
Total Goblin Encounters = 651
Please feel free to test out maps and post results as well, 100 is a fairly small sample size and I'd love for more people to collect goblin data.
The next step in the process of determining which routes to take, or which single map to run, would come down to clear times. Clear times are basically from Clicking "Start Game" until the next time you can click "Start Game." Loading in AND out is part of clear times and has a huge impact on single map runs! I'd love to start posting average times of different class' farming setups to help people pick a class and route... but that will be a project for the future.
Goblins are most common on these individual maps: Tower of the Damned, Core of Arreat, Gardens of Hope Level 1, Cathedral Level 1, Leoric's Passage, Northern Highlands, and Pandemonium Level 1.
Goblins are also fairly common in these multi-level maps: Ancient Waterways, Rakkis Crossing + Underbridge, Cave of the Moon Clan.
The frequency of encountering goblins does matter, but only when balanced with clear times.
Now that the only challenge is in the Greater Rifts, what if we had an endgame campaign mode, where we could play the campaign from the beginning with our endgame characters? The rewards would be granted after each act, some of them once and some as many time as wanted. The Act V reward is granted according to a gr based difficulty level.
Rewards can be adjusted, of course. Now there would be a way to get stash tab in non seasonal too.
Note that unlike in gr, now you can deal with the gr70 difficulty level with your gr67 character as there is no timer. Death's breaths would drop along the way and player could change between game modes when desired. Wild idea: double the bounty materials gained if died only 1, 2 or 3 times during the campaign.
Once you've defeated Malthael in the normal campaign or in the adventure mode, the endgame campaign mode becomes available at your campaign mode slot.
EDIT: New ACT 2 Reward:
Urshi's Gift :: Player may update one legendary gem instantly to the same level he/she is playing the campaign through.
ACT 1 reward is granted every time the campaign is played through but player can wear only one item at a time that's imbued with a Gift. The item becomes purple colored Unique Legendary when Cydaea's Gift is used to it.
What do you think?
This year I've been suggesting and discussing whether there is room for Runewords in Diablo 3. Some of the conclusions after all the debate:
- Not as rare as in D2
- Shouldn't create powercreep
- Should be modernized as a system
- Should provide increased build variations
Now I'm definitely done with suggesting. However, here's the final solution I've come up with according to all feedback. Pretty simplified and traditional system compared the more complicated iterations but simplicity is beautiful.
1. About 10 different runes
2. About as rare as Consumables
3. Uses the same sockets as everything else
4. Runewords are formed throughout the gear
5. One rune can form multiple Runewords
Forces player to decide whether to use gems or runes and in some cases, whether even to replace a legendary gem with a rune.
Pretty busy photoshop but you get the idea. Thank you for reading and have a nice gaming with Diablo 3.
Its over Hotfix is up
Rathma is back ? i saw no 1 necro clear with tragoul also. Things might be balanced now ^^
The very definition of an exploit is using methods you know are not intended to your advantage. It works yes, but everyone knows it shouldn't, therefore, they are exploiting the fact that it does.
Season 10 is just around the corner, starting in less than a week on March 31. Following Patch 2.5.0, which introduced the Armory and Quality of Life changes such as crafting materials storage, Season 10 will offer players a smoother Diablo 3 experience. For console players, this will be their first time experiencing Seasons.
As always, there are the cosmetic rewards that each season offers: a portrait, pennant, and some transmogs, in addition to giving you another chance at an extra stash tab if you're not already capped. This will be the first season we see Primal Ancients in play, albeit they don’t really shake up the current meta that much.
Season 10 will have more group-viable builds than the previous seasons (with the exception of Season 6). Let’s look at the two new builds shaking up the 4 Player meta in Season 10.
With the addition of the affix buffing Impale to the item Holy Point Shot, Demon Hunters received a huge buff to their Rift Guardian damage potential. With this buff, the Demon Hunter now offers enough damage to challenge the Generator Monk for its spot as RG killer in groups. While it yet remains to be seen if the Demon Hunter can overthrow the Monk for this spot, it will remain very competitive in group play, and, at the very least, kills RGs faster than the Monk does in speeds (fast lower GR clears for gem upgrades/paragon).
While we’ve already seen the Lightning Wizard in Season 9, it wasn’t very competitive, and it was pretty much just used for speeds. However, that's all changing in Patch 2.5.0. Manald Heal now allows pets to proc the damage of Manald Heal, which boosts the damage potential of the Wizard. With this change, the damage output of the Wizard rivals - and even outpaces - the Generator Monk. While it’s clear that the Wizard definitely beats the Demon Hunter and the Monk in lower GRs, it’s still unsure if it will come out on top, as the Monk stacks stricken better than the other two can. Either way, there will definitely be a spot for the Wizard in most groups.
Season 10 is fast approaching, bringing with it a new season in which all but 1 class will see competitive group play (with the Crusader being nowhere in sight since Season 6). Outside of the competitive scene, Patch 2.5.0 brings along with it many changes that allow for more builds to be viable, and I highly recommend looking at some of our user submitted builds and giving them a try. Once again, Season 10 will begin on the 31st of March at 5 PM PDT for NA, 5 PM CEST for EU, and 5 PM KST in Asia.
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Every class can do Bossmode - easily. It's just about the question "when". With Marauders being the free set, I think WD and DH are basically on par - the only difference being that WD is about an hour faster at level 70. But once you are farming T6, WD is one of the slowest classes, so the DH will take over here. It's funny: WD is the best class for the first 3 hours of the season (level 1-70) and the best at the end (main damage dealer in high GR clears). But for everything in between it... sucks. (And I say this as someone who has played most seasons as WD).
As for the conquests, all of them are infinitely easier in groups. Unless it is anyone's passion to "play solo", I urge everyone to group up with others. It will make the 6x GR55s easy as hell. I personally am only playing S10 if at least one of my friends is playing. This season solo is gonna be a terrible experience, but in a group you'll get the 6 required sets very soon - as well as get the conquests much easier. This is a non-solo player season. Last season was for solo players. Unless a solo player fancies the portrait (which is freaking ugly) or doesn't have the stash tab yet, sitting this one out might not be the worst thing to do.