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- bay_Dimcho
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Member for 9 years, 8 months, and 12 days
Last active Mon, Jun, 24 2019 11:02:57
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Skelos_bg posted a message on OMG, GR 128 in 10 mins, crazy combo.Posted in: Diablo III General Discussion -
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brilovely posted a message on Season 10 Meta ChangesCredit: Frequ
Season 10 Meta Changes
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.
Impale Demon Hunter
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).
Lightning Hydra Wizard
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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Bagstone posted a message on Season Journey TrackerPosted in: General DiscussionEvery 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.
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Bagstone posted a message on Season Journey TrackerPosted in: General DiscussionIf you just want to go for Conqueror, definitely go for Boss Mode and the rank 65 gems. Those conquests are BY FAR the easiest and least time-consuming in S10. Going for Guardian and doing any other 3rd conquest will definitely take a bit more time this season (unless you're super experienced with Sprinter and can one-shot this one; but for anyone who has never done this, Sprinter can take up to an entire day if you make mistakes and/or get unlucky). Of course doing the set dungeons or 6x GR55 is simply time consuming due to the fact that you need 8 or at least 6 sets, respectively. It's not about leveling the second class (that takes 10 minutes of powerleveling) but getting all the gear, changing build, doing the dungeon/GR and so on.
As for the tracker update, I definitely intend to update the tracker - but I don't have ANY data for the conquests past chapter 4. Not sure if I have time to do the season journey on PTR, so if anyone has screenshots of all those up to Guardian that would be great. I'll prepare the new version then (it'll go live once S9 is over).
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Skelos_bg posted a message on Patch 2.5.1 - Predictions PollPosted in: Diablo III General DiscussionWe know what is coming with patch 2.5.0, which should go live in March, but what are your expectations for patch 2.5.1?
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UncleDan2017 posted a message on Primal Ancient LegendariesPosted in: Diablo III General DiscussionLol. Higher Multiple Weapons and Armor so we can fight higher multiple health and damage mobs in higher rifts.
It's almost at the point of self-parody.
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Bagstone posted a message on Paragon 10000!Posted in: Diablo III General DiscussionUPDATE2: Apparently, paragon starts scaling exponentially again - after level 2250. Updated chart at the bottom of this post. However, paragon 750 to 2250 are still unchanged and relatively easy to get, and provide a ridiculous benefit; and even beyond it's not super crazy scaling, though much more difficult than on PTR and pre-2.3. Despite this small bandaid fix to insanely high paragon levels, all the issues (and potential solutions) of this thread are still valid.
UPDATE: Some of the issues in this thread have been addressed as paragon continues to scale linearly after 2000. Nevertheless, paragon is still an issue and, depending on how long season 4 will last, will be an even larger issue as it was in season 3 due to the fact that XP gain will even be more inflated. The core issues are still relevant, and the solutions proposed should still work. Note that CAPPING paragon is not really a solution - better would be to either 1) let it continue to scale exponentially after 750 (best solution), or 2) remove XP gear (it's the same as MF gear in D3V), or 3) lower the benefits paragon gives after level 800 (probably the best overall and feasible solution as it also works retroactively on non-season).
Yay, catchy title! Sorry for the buzzfeed style, but at least I got your attention now. I previously made a thread about my concerns regarding paragon. There was also a nice thread on Reddit by Xabster highlighting an issue with paragon scaling. However, since yesterday we have new data as Kalmah raced to paragon 10000 on PTR using the GR glitch (live on Empyrian's stream). As it turned out, that changed the game once again - because the paragon XP charts we used so far (including Xabster in his post) were off. After reaching paragon 2000, every level requires exactly the same amount of XP - approx. 170 billion. Yep - paragon level 2000 to 2001 takes exactly as much XP as 9999 to 10000.
Edit: If you don't like to read text but prefer videos, watch Empyrian's great summary of the paragon issue: https://www.youtube.com/watch?v=llPluMsxE7M
Now, in all those paragon threads many people said "I don't care". If that's the case, and you don't like numbers or charts then just stop reading and don't bother replying, there will be nothing in here for you. Otherwise, hear me out and read on.
This is a chart displaying the race from paragon 1 to 750, how much XP you need for the next level. This is what most people are probably experiencing, or have experienced - in all Diablo games ever: as you acquire more power, acquiring *even more* power becomes more difficult. In one word, power creep is exponential. As it has always been, and as it should be. Now... after 750 this is not the case anymore. This is what it looks like once you reach paragon 750:
The amount of XP needed to reach the next level increases only linearly - by exactly 122.4 million per level. On this level you acquire several billions of XP per hour though - in 2.3 there might be scenarios of 200-250 billion per hour in a fast group - which makes this a minuscule increase. It's not like in D2 where the next level *feels* like it's going to take longer; instead of an hour it will only take an hour and a few seconds more (not even a few minutes), so not noticeable at all. That's the reason why paragon leveling at this point has become so rewarding: after 750 you make steady progress without a noticeable slowing down effect. However, after paragon 800 every level gives you 5 more main stat - which is a noticeable increase in power and something that you can't get easily through gear upgrades on that level. That's why people are hunting paragon like crazy. And the first few have reached 2000 already. That number will increase in season 4 when paragon farming becomes even easier (shared XP, power creep will let us farm 10-15 level higher). In non-season, where half the playerbase (including me) has found its home, it's going to be even worse: from the start we will have several 2000+ paragon players, and many many more just after a few weeks. Now, why is paragon 2000 such an interesting number? The answer can be found in this chart:
After level 2000, the paragon needed does not increase - as aforementioned. It will always be 170 billion. Now, why is this an issue? Simply because you will *increase your power* - more paragon, maybe occasionally even more gear, more DPS/toughness which allows for even more XP, higher GR clears which result in higher gem ranks. Paragon leveling will be faster and faster - but the paragon XP required will be the same. When you're paragon 2000, you need probably a bit more than one hour to get one level. When you're paragon 3000, you will have 5000 more main stat (!!!), which means 5000% more damage - granted, it's additive damage; but it will still make you much much stronger and let you farm faster. What that means: the higher paragon you are, the more powerful you are, and the more paragon you will acquire. "Paragon per time" (or "power per time) will not be an exponential curve anymore in Diablo - as it has always been - but it will be a bell curve. Once you're at paragon 2000, you are definitely on the lowering right slope of the bell curve, and you will acquire more power as you go on, and you will not slow down but actually get faster in acquiring this increased power.
I hope some more people start to understand now why there's something wrong with paragon. There are several issues - and relatively "easy fixes", though they might hurt. Note, I am not crying for nerfs or anything - I am almost 1000 myself, so I can see the "benefits of the bell curve" for me as well soon. But I just don't think that running low-level Greater Rifts non-stop every day is the best that this game can offer. Here are my main issues with the paragon system and how I believe it can be fixed:
Problem 1: Paragon leveling becomes slower and slower until 750, stays at approximately a steady pace from 750 to 2000, and becomes even faster after that.
Solution: It should continue to be exponential after 750, and especially after 2000. It cannot be that the power creep is even exacerbated by a bell curve - that simply has to be a design flaw. It doesn't necessarily need to be as crazy exponential as before 750, but as players gain more power it should be harder to get *even more* power.
Problem 2: Paragon levels after 800 are more rewarding than any before.
Solution: After paragon 800, each additional level should only grant 2 main stat (instead of 5). After paragon 1000 - up until 10000 - each additional level should only grant 1 main stat. That would still mean a paragon 1000 player has 400 more main stat than a paragon 800 player, and a paragon 2000 player has 800 more. On this level, those differences matter - especially in season 4/era 4, where top-level players will all have very similar gear thanks to the cube. But at least with a bit of skillful play and luck in GR RNG you can make up for it, and aren't straight out of the competition.
Alternative solution by Skelos_bg: "Cap the bonus from stats at P800. Turn the points after P800 in a currency: With this currency the dedicated players who reach P1k, P1.5k, P2k etc can buy special cosmetic rewards, more stash space etc..."
I love this idea - I would kill for stash space. The option to have one more stash tab every 200 or 500 or 1000 levels or whatever would just sound amazing and, although I dislike paragon leveling, would have me leveling like a mad man. Plus, it wouldn't break the game for anyone else if I'm paragon 5000, but at least I don't have to re-farm all gear when I want to experiment new builds. Thanks!
Problem 3: Greater Rifts, especially low GRs for speed runs in 2-4 minutes, are too rewarding and pigeonhole competitive players into a very specific, tedious, time-consuming, and (in many people's opinion) boring gameplay.
Solution: Make XP gained similar in all aspects of the game. This low GR speed madness only started after the XP was changed to be multiplicative in GRs. I guess this was done because T6 was more effective for XP than GRs (I don't really remember, but I think that was the case), and it gave people a gearing choice (Hellfire Ring or Stone of Jordan? Diamond or Ruby?). However, this means that you want to run GRs only (as it currently yields about 10 times more XP!), and you want to run approximately 20-25 levels below your "real power level", as you can afford to give up DPS for XP gear on at least some characters in the group and run this at an insane speed which yields the best XP/hour. Basically, if this game's rules would apply to football, it would mean that Champions League players would have to practice 10-16 hours a day against mediocre low-league teams to become the best players. I'm not sure that would be fun for either side. The concrete solutions here would be to reverse the multiplicative bonus XP change - or even better, get rid of XP bonuses on gear (just like you did the absolutely right decision by basically removing magic find).
Thanks for reading everyone. If you want to see the complete 1-10000 XP plot, here it is:
https://docs.google.com/spreadsheets/d/1MIVWYG18yayYU52xFPIH2iT-N_Yap3_UoQh_ZSHndlY/
(Last change in 2.3, accurate as of October 2016 (2.4.2/S8), thanks to <ZE> Vajet for data and Diablo3Ladder.com for publishing them)
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Angry_Roleplayer posted a message on How upvotes/downvotes work?Posted in: Site Feedback
I see. Thanx for clarification. It is most likely some weird delay indeed.
No, it cannot be. You're not triggering anything.
I can think of two reasons:
1) Your browser caches some info and doesn't update until you take action to force update the vote count (and one of the ways to do that is upvoting/downvoting yourself). Dr_Jerrone mentioned something along the lines; the upvote/downvote isn't a live display but sometimes delayed.
2) I have no idea about the code, but maybe there's actually a built-in spam protection that delays the display of other people's upvotes/downvotes. It's a similar reason why some websites don't display this (for example, Reddit doesn't display vote count until a post is one hour old).
In any case, it's a display issue on your side. Whether it's your browser messing with you or intended by the devs as a spam protection, I don't know. But I can tell you that we can see every individual upvote/downvote and some more info. This helps us to identify vote fraud - and for the obvious reasons (to not give those people any hints on how to fool us and hide their vote fraud) we can't reveal any more details. But rest assured, every upvote/downvote is registered and it's tied to one user account, so whatever is happening is most likely a browser or display issue, but no flaw in the system. "It's not a bug, it's a feature".
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After observing votes, likes, follows, and all this kind of Internet karma bullshit developing for the past 10+ years, I wish we just would get rid of it once and for all. It just brings out the worst in people and it doesn't stand for quality. Just look at Reddit: A Diablo 3 troll post gets 1000 upvotes within an hour. Useful guides rarely get over 100 upvotes and often fall off the main page just because someone doesn't like their name or remembers one single bad action of said person in the past.
As for the last part - i absolutely support it. Let's take Drahque for example. How he got 600+ upvotes?? 100% fraud since he wasn't even streaming/playing the game and even Quin69 never got so many upvotes. And for the rest of the system it's exactly the same. Popular streamers promote their builds through a huge army of subscribers/multiaccounts?/whatever, and i can absolutely confirm that many of these builds are far from good/playable. While many unique and cool builds simply never get any respect, because the person who made the build is not popular enough. The karma thing is very biased. -
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Bagstone posted a message on 2.4.2 Difficulty OverviewPosted in: Diablo III General DiscussionWell, this popped up a while ago on Reddit, and I've waited for a long time but no one cared to re-do the chart. And since there are now approximately 23 threads per minute asking those questions, I thought I'd just give it a go. So here's the somewhat updated difficulty overview:
(Click on the picture for a larger view)
Disclaimer: Many of the values are guesstimates - solid guesstimates based on lots of work, but not exact science. In GR key drop rate and some T11-T13 data, like DP drop rate, could always benefit from more data.
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Bagstone posted a message on Season Journey TrackerPosted in: General Discussion
Thanks! About the suggestions: Working on the first, yep. Actually, the "logic check" only works one way and is a bit messed up, I'm rewriting that entire part of the code as we speak, and will make a "check this entire column" thing when clicking on the th. About the Haedrig's Gifts... I had this as list before but it didn't really look as nice as I thought it would. I like the 2x3 layout, maybe I'll turn it into a table (or div, I'm never sure when I'm allowed to use tables for stuff like this - I wonder if there are even people who would argue that I should turn the entire SJ table into flex divs :P)Quote from bay_Dimcho»
The code looks better now Nice touch with the "current" indicator.
Two more suggestions:
- clicking on <th> toggles all checks below - select/deselect
- ordering/listing for the Haedrig's Gift bags - <ul> will do the trick
Cheers
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Hi, nephalems.
With Season 2 ending soon, I've created a very light Paragon calculator, so you can see how much progress you'll have at the end. Paragon cap is 1000, but it will be enough for most of the users.
Enjoy and happy farming