I would have to add onto the questions about a playable demo being released.
I know it will be too far in advance to give us a time period, but could you perhaps let us know when an announcement about a demo would be coming? (Eg. In october we plan to announce the demo)
- DimitriPayet
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Jul 10, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryJust saw that there was a "minor lethality rune"Posted in: News
I think runes will work in the same way as gems, and there will possibly be runeword or rune-gem word comibinations, but they won't be so biased towards the high-skill players.
Instead of the 30 something runes there were, now we have ones like lethality, vitality, power, and varying levels of this; minor, moderate, mega (or something)
Lethality might be the equivalent of bleeding/open wounds in D2
Vitality might be life steal in a weapon, +vitality in a helmet etc.
Power Power Lethality might be something, but depending on the strengths of the runes used, will depend on the effectiveness of the runeword.
Also just saw the final boss in the demo dropped an Amulet. Maybe medallions are what charms have become -
Jul 10, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryWill people stop worrying about something so insignificant like the inventory, and on the better parts of the demo?Posted in: News
Early skills that don't go up to 20. I Can't express how happy I am with this.
Why would any barbarian have level 20 leap, when he can have level 20 leap attack. Or a sorceress with fire bolt instead of fire blast (except for the synergies)
This will make the game a lot more linear in the early stage, which is needed imo, with customisation later on, once you have had time to experience the game.
Runes seem pretty basic, which is good (way too much emphasis on the crazy runewords after the patch), but star gems may replace them, in a simpler way. - To post a comment, please login or register a new account.
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Max Monster Power, Leorics Manor runs in Act 1, Zoltan Kulle runs in Act 2, some Act 3 runs, then do Act 4. Do that with an XP gem and a socketed weapon from level 15 onwards, and you're laughing.
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People think they can outpace inflation, and get better deals on the AH. I'll sell that amulet, and then when I want it for the wizard, I'll buy it again.
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Maybe for the guys who can play 5+ hours a day, it's certainly not ridiculously easy for me.
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Eg. The Barb passive could be reduced to 1.5% life steal from 3%, but instead of being an 80% reduction in Inferno, it's going to be just a 30% reduction.
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They may be altering the effect of resistances, and as a result, change the War Cry rune such that it only buffs resistances by 25% instead of 50%, but, the nature of the revamp could mean that it results in more damage reduction.
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However, I suspect the margins would be so small (and the added time of Auction Housing) that it would be more beneficial just to instasell everything, and spend those extra few on the auction house killing a few more monsters and getting some added gold drops.
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This might be what the developers want, but there simply isn't enough variety in what to put in armor sockets.
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Simplify it.
Normally, it costs 20AP per second, and you are regaining 10AP/second. Every second, you lose 10AP, so you should be able to hold it for 10 seconds normally.
If you have 1.00 Attacks per second, and disintegrate costs 15AP per second, and you are regaining 10AP/second, you are only burning 5AP every second. Then with a base of 115 AP, you'll be able to keep it going for 23 seconds. Your ring with -5 Cost, and +15 Max increases the duration by 13 seconds. If you were to have the Enchantress bonus of 0.5AP/second, you'd only be burning 4.5AP every second, meaning you could keep it up for 25.5 seconds.
If the ticks are related to attack speed as you suggest, you'll be able to keep it active for a very long time.
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Now, the Hardcore AH, that's another matter entirely. Flawless Square Rubies going for 5,700, whilst Flawless Square Amythests go for 50,000 +
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2. Fix the loot system. As it stands, a weapon without a socket is substantially weaker. There are too many potential affixes and too many potential ranges for these. The Random Number Game is just that, but the odds are stacked too heavily for getting items that are worthless. I would rather they increase the quality of yellows, and drop them less frequently, then have my inventory stacked with a load of useless stuff.
3. Paragon levels shared across characters. Not necessarily the stat boosts, but at least the MF/GF. My main character has a Paragon level of 12, and even at this stage it seems counterintuitive to try progress any other characters in inferno, because my chances of getting great items are smaller.
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Yes, it makes it seem awesome when you find a legendary, only to find out after identifying it that it is also a load of junk.
There are too many affixes which can roll on items, which nullify the chance of finding a good item. Weapons need either crit chance, or a socket, as well as one (or more) of the damage affixes along with mainstat/vit. Helmets need sockets, virtually every other piece of gear needs a high all-resistance roll along with armor/main stat/vit, and either crit chance or crit damage. Because you can get some absolute junk rares with no desirable stats (Extra HP from Health Globes, Increased pickup radius, gold find, etc) the number of rares you take a quick look at, and vendor straight away is so, so high.