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    posted a message on Open Letter against Botting

    I support this letter actually. I dont think high leaderboard people can possibly complete unattainable grift level with that kind of system


    I'd actually consider rolling back the leaderboards on a weekly basis, Thats when the botters start dwindling down and we as fair competitors dominate this ugly cheating method.

    Posted in: Diablo III General Discussion
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    posted a message on I think we need more than 5 communities

    As people are finding that it is easier to push grifts either in groups or solo, communities that advocate their achievements is what matters, yet players find it bad that they are limited to five communities instead of more.

    Communities give players a support system to help find groups easier whether it's pushing grifts, finding key wardens or doing bounties, speed rifts, giving advice for rolls etc. Communities are also like a second family, you can play with specific or different players with the same caliber as you if a clan isn't active or does not want to do certain things. When we have a problem where we are restricted to five communities, it is associated with less support systems that players need.

    An example, if I want to join a community such as farm keywardens for ubers when my community list is full, I would have to leave one of my communities that I find important such as bounties. Result of this causes less productivity because you have to choose which is important: either bounties for rift keys or farming keys for amulets.

    Many casual or elite players want more support systems that is based on their needs rather than being restricted to a limited amount. By allowing us to join more communities, this give players more opportunities to find players to do more activities based on what they want to do.


    Discuss

    Posted in: Diablo III General Discussion
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    posted a message on Removing perma stun on wd and sader, What happens when trying to push higher levels?

    @Bleu42


    I totally understand that grifts have infinite levels, but from my perspective, there would be unavoidable deaths from reflect damage, this can be stopped by both zdps characters locking them and the dps characters can shine in killing them. One important factor i somewhat said in group play grifts is how the players have no or little deaths; more deaths mean less time to complete the rift and players start to get frustrated not at the rift, but also the players to a degree by dying many times where its a point that repair armor is necessary.


    This is another thing, why do we even have to repair armor in a grift? Surely the 5 second death each time is a penalty, but having to repair armor is even worse as a punishment. Remove it completely from my perspective.


    I'm fine with certain mobs giving us a challenge (winged assassins) that benefit the healthiness of how difficult certain mobs can be, but right now it is to a point where their damage and leap abilities are unbalanced, lacunis too and their progression is not reflected by how difficult it is to beat them which may not relate to the topic, but it is another problem we're encountering at the moment.

    Posted in: Diablo III General Discussion
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    posted a message on Removing perma stun on wd and sader, What happens when trying to push higher levels?

    I too knew that they were going to take a look at the damage scaling for grifts @ binnesman5, although I find that there are so many problems that still are in grifts.


    What about nasty affixes (particularly reflect damage), monsters (high or low progression), right rg, map, density, right pylons, right location to kill the rg?


    If they fix damage scaling, there are so many factors I mentioned above that influence a higher grift clear time. I doubt that blizzard will address all the five problems next patch or future because they're worked up with giving new sets everytime.

    Posted in: Diablo III General Discussion
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    posted a message on Removing perma stun on wd and sader, What happens when trying to push higher levels?

    Since the upcoming patch will remove perma cc with fear wd and shield glare sader, my thought is if we can still push higher grifts 4ppl wise. Why do i say this?


    Well I find that the zdps sader and wd are what matters in terms of cleartime by how the 2 dps players do not die as often as they should by permanently locking them in place. If the zdps wd and sader's perma cc are affected by the developers, it will be a lot more difficult for groups to push higher grifts, especially 60+. In fact, mobs that give little progress are another thing to blame, but my concern next patch is if we can effectively finish 60+ rifts without perma cc regardless of even fixing monster progression. Who cares if there are the right monsters, affixes, efficiency without dying many times are what matters no matter what type of 4 ppl rift it is. It gives more time to kill the rg.


    If we cannot finish a rift without the permanent crowd control even with the right amount of monsters or pylons, maps, its not ourselves to blame effort wise due to many unavoidable deaths from monsters who broke free from the cc, rather it is the developers themselves to blame for causing so much trouble and possibly having to rework it back to perma cc again in the future. Their decison to remove cc (what the glue of the group was) has really disappointed me, but who knows, there could be builds that are stronger dps wise. However, if thats the case, just wait until we die many times, leave and repair armor to a point where it is dumb design.

    Posted in: Diablo III General Discussion
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    posted a message on I'll be WWing with Devs on 4/30 - ask Questions!

    Hi there


    Can you please ask them to fix greater rift balancing, especially on higher acts. I say this because of how lacunis, moon clan impalers and winged assasins hit too hard. Also the amount of progression in acts 2-5 give little or no progress, unlike act 1 and dust eaters. This is a very important thing to talk about in my opinion, as players are affected in speed grifts and in solo play where rng matters. Thanks in advance :)

    Posted in: Diablo III General Discussion
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    posted a message on Is rolands better than condemn sader?

    For 2.2, I am just wondering if the new rolands set outshines the condemn sader set?


    I have tried the rolands set and it seems like the playstyle is a bit getting used to and the gear is very specific.


    Either way, i don't really know since the rankings are high atm. What are your thoughts when you have tried it for pushing grifts?

    Posted in: Diablo III General Discussion
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    posted a message on How do you kill Rift bosses?

    I too also think that players can kill bosses with the help of pylons. But ultimately what is the most important thing when killing a rift guardian is the degree of progression in the map and the bosses themselves.Why i find this is because when i did my 49 on sader (although not optimal gear), I had good density with decent mobs, but almost did not make it because with help of a conduit pylon. My time was 14:59.733 seconds when i completed it to kill bone warlock.


    From my experiences, the mobs are important to kill the rg because act 1 progression, dust eaters, zombies, teddy bear rifts give you more time to kill the boss. Players who encounter act 2-5 mobs with low progression are not likely to kill the boss in time. Another deciding factor is the bosses themselves, ones with single target like voracity are much harder to kill depending on which class. Dh is easier than crusaders for single target dps. Anyway, the pylons are there for you to kill the boss more quickly, especially if there is more than 1 that's grouped in an area by the time a boss spawns.

    Posted in: Crusader: The Church of Zakarum
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    posted a message on Hamelin's long death influencing greater rifts? 2.2

    While it's interesting that we have a new boss which is the rat king, I find that is one problem.


    his death animation is too long which takes around 3-4 seconds of a rift. I find that it could influence a greater rift clear because of how a player killed the rg with around 4-5 seconds to spare results in a instant clear. But with Hamelin killed around 4-5 seconds, i find that players who kill that rg by that time will not finish it because of his long death animation.


    To give you a reference, here's one example of Hamelin's long death animation:


    https://www.youtube.com/watch?v=cMOQWDGL6yU


    death starts around 2:32 and takes around 3 seconds.


    Solution, devs need to make his death animation instantly. It's really not necessary to have a long death animation that potentially could make players not finish a grift in time due to a discrepancy like this

    Posted in: Diablo III General Discussion
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    posted a message on What is the next character you are going to use for Season 3

    After hearing from the tavern talk, there were many nerfs that are going to be put in the game in the future. As a result, what character are you going to use next season that has considerable improvement?


    For me, i plan on doing either a dh, wiz, or barb depending on the severity of nerfs there are from these three classes and their capabilities in terms of achieving high rankings in group play or solo.

    Posted in: Diablo III General Discussion
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    posted a message on Questions you want answered on this year's Blizzcon

    In my opinion, I think that we would be more likely to have a new expac considering how much time there was between a gap of around a year and a half when vanilla was released in May 2012 and the RoS was introduced in August 2013.


    It's too bad that some of the questions that are directed in the forum specifically trials, might be fixed when the expac is released. But who knows, I think that they will fix all of them beforehand.


    Edit: The questions I've colour coded are ones that we've already answered, so theres no need to ask them. They will be in green text.

    Posted in: Diablo III General Discussion
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    posted a message on Questions you want answered on this year's Blizzcon

    Bagstone, thanks for your post. I will attempt to answer some of the questions you've addressed.


    9.) What I mean in terms of endgame is like similar to adventure mode where you had greater rifts, nephalem rifts and bounties etc. Note i made this thread way later in the night, For instance, lets have some multiplayer events that were suggested by other players. I was thinking about posts that were inspired using capture the flag. And maybe the idea of having runes that was made by another person if you know what I mean.


    5.) Guess that was an oversight :P but it would be nice to have if they implemented it.


    6.) In terms of crusader generators, I thought that they were low by how it only gave 5 wrath when you had a total of 100 in your wrathpool compared to the other generator classes. But now as I thought about it, I think its a balance.


    19.) I remember the developers saying how they were going to have some good use for higher types of gems since we think that having too many imperials are kind of underwhelming since they don't do anything.


    33.) I too also knew that there were 10 shards per solo rank. That is attributed towards solo play rewards, whilst this is a good change, I still think that we could have more reward opportunities such as if reaching 50, you would have the chance of turning a normal legendary into an ancient one by urshi. Think of it as an upgrade.


    As a player myself, I know also that there are improvements being made in the game. I know over time that the developers will at some point address these issues especially the trials. Note, that this thread is an in progress, so there will be so much more time when Blizzcon arrives. What my intention for this thread is from my experiences, I haven't seen any questions that are related to my first post. I felt that as a whole, they answered the general questions rather than delving deeper and answering trials. I even made a post about trials quite a while where I posted pictures of sand dweller's health comparison to wave 47 and 51, that gives 44 and 48 keys respectfully.

    Posted in: Diablo III General Discussion
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    posted a message on Questions you want answered on this year's Blizzcon

    Made this post because I know that the event is far away, but let's please continue with this thread as time passes by. Then use this thread to combine all the questions that we posted and players who go to Blizzcon can make d3 better as a whole.


    Some of my burning desire questions for them (note might change before) are:


    1.) Why are crusader sets so limited other than the rest of the classes,


    2.) Why is monster progression so low in higher acts 2-5 for grifts.


    3.) Why is greater rift density still so low in greater rifts.


    4.) How come rift guardians are unbalanced in terms of damage output, health and unfair affixes. Orlash, Blighter, Bloodmaw, Voracity are big offenders.


    5.) Clan trading should be an important factor in terms of trading, what i'm saying is, if you have a wh yourself that's good than the one you found, why not give it to your clan members who doesn't have one when not in a party and continue this chain of effect. It should be player's fairness that gives the clan members appreciation and respect by giving items you found in single player to them, not limit trading and make items harder for them to find.


    6.) Why are crusader's wrath generators very low and spenders so high whilst dealing little damage.


    7.) Exactly why 4pce set items (except sunwokos) are not strong enough than the 6pce ones.


    8.) How come there are no changes to akkhans set?


    9.) Why is endgame content still limited.


    10.) When are new builds going to be introduced?


    11.) Why are uber keys at 50% drop rate in t6 rather than mp10 100%


    12.) Why does it take luck to craft a good hellfire amulet. Note: I crafted a good one after 105 tries on my crusader.


    13.) Why are grift trials still implemented?


    14.) Why are ultra rare items that are harder to find do not have a guaranteed affix.


    15.) Why is pet survivability still low.


    16.) Why is firebirds set underpowered than delseres or tal rashas. they kept the 6pce bonus without increasing the dmg.


    17.) Why is exp from bounties and story mode low.


    18.) When are legendary gems going to have another higher level for more incentive to play grifts.


    19.) When are you going to introduce useful gold sinks that use our Royal gems etc that gives us rewards.


    20.) Why do you not introduce better map layouts in grifts for more variety.


    21.) How come fps issues and disconnections are still prevalent.


    22.) Why are items that are ultra rare not reflected in their affixes and rarity such as rimeheart.


    23.) When are more quality of life improvements going to be improved.


    24.) Why isn't helltooth and wall of zombies set being reworked.


    25.) Why are the PTR servers unstable.


    26.) Why are underpowered skills for each class not being tweaked.


    27.) Why are final good skills like archon and vengeance still underpowered having high cooldowns and low duration.


    28.) Why are normal rifts mob density so low in order to get Speed Demon as a conquest.


    29.) For future seasons, what is your intention on giving us story mode in order to unlock adventure. We should be quick

    and efficient in levelling up to 70, not limit us in terms of progression.


    30.) Why are we limited to a total of 5 communities.


    31.) Why do we have to leave game and party for public games when in a full party.


    32.) When for lower levels 61-70, why are materials that are savaged limited (1 veiled crystal for each rare) for them to

    enchant.


    33.) Group play have rewards, how come solo play is not considered in terms of some type of reward factor.


    34.) Why is there a member limit in the clan.


    35.) In terms of player interaction with the developers, why not consider giving us more opportunites for us to ask you questions such as Tavern talks, and play your way days.


    If I missed anything, post away. Lets keep this thread going if able ;)

    Posted in: Diablo III General Discussion
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    posted a message on PTR 2.2 - Barbarian IK Set Explained - PermaWrath & Speed G40 (Video)

    Hi, love your videos as always, but I have two questions to ask you about IK set.


    I am just wondering if you think that the 6pce bonus for IK will get tweaked on considering the high damage output. But I think that it wouldn't be in line against other competing sets such as ww set and raekors.


    Another question is if you have ever found the new IK mighty weapon which rolls call of the ancients damage to 75-100% i think and used whirlwind with it. I would like to know if that 2 hander whilst good somewhat for pet builds, not as strong as bul kathos mighty weapons set or isvtan's.


    Anyway, thanks for your reply

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Rimeheart is not good enough

    You know, I have been thinking for quite a while now, The rarest one handed sword in the game which is Rimeheart is not even good enough to justify how rare it is.


    I am disappointed with how some of the developers have thought of a weapon like this when they dont take the rarity of an item in consideration. Rimeheart is the rarest sword in the game, and I feel that it should reflect what the ability is like on a extremely rare item.


    When rimeheart was first introduced, it was considered weak by how low the base damage was, but after they increased the damage to 10000%, its still even weaker by how they still kept in the only way it proc'd was when enemies were frozen.


    Rimeheart also sucks because of how low the proc rate affects the item as a whole by proc coefficients, at times, i have seen videos of people using rimeheart that their damage was very low even though it was 10000% cold damage. Although it may be increased by cold damage, it is still considerably weaker than other swords out there.


    Even so, rimeheart can only be used by 5 classes, crusader is an exception by how they do not have cold skills other than consecration, that will be tweaked. demon hunters dont even use swords, and the other classes benefit from the item. So many people don't even use it because of how subpar Rimeheart is.


    In the future, I would like to propose that in order for the rarity of this sword to be justifiable, the proc rate needs to be increased, and remove the proc coefficient of the sword. Bump the chance from 10% to 15% so that it's in line with wreath or mirinae, be also applicable to chilled and frozen mobs rather than frozen and increase the damage by around 2000% more. That way, it will give players more incentive on finding that rare item rather than the impression of the item sucks.


    Post any thoughts on this issue, because this topic frustrates me by how the developers have not addressed this topic yet. I am hoping that the developers will listen to us in tandem to how they removed health potions and keeping it to one.

    Posted in: Diablo III General Discussion
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