- Lethal_Weapon
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Member for 15 years
Last active Tue, May, 29 2012 17:07:53
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- 653 Total Posts
- 4 Thanks
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Sep 14, 2011Lethal_Weapon posted a message on New Pals: Blizzard and PayPalYea, not really surprising, kinda saw it coming, but I am glad it is with Paypal since that is what I use most often...Posted in: News
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Sep 11, 2011Lethal_Weapon posted a message on Much Ado About ColorsI think that green "voodoo" globe looks awesome!!! But, I do have to agree with Blizz that it too closely relates to a poisoned health globe :/Posted in: News
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Sep 1, 2011Lethal_Weapon posted a message on ActivisionBlizzard WebCast Analyst DayNice, I dont think anything is going to come of it, but I guess we will seePosted in: News
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Aug 30, 2011Lethal_Weapon posted a message on Character Resource PageVery nice! The details they are putting in this game are amazing and I can't imagine what else they have to the rest of the game we haven't even seen yet! AWESOME!!!Posted in: News
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Aug 30, 2011Lethal_Weapon posted a message on Diablo 3 Beta: What to ExpectAnd there goes any productivity I might have had this fall at work :/Posted in: News
Can't Wait! -
Aug 17, 2011Lethal_Weapon posted a message on Inferno RevealedPosted in: NewsQuote from OmniNom
I hope Inferno isn't just a farming extravaganza and is actually meant to be a real challenge.
I mean, even if it wasn't super difficult to complete it would still be nice to have the whole game to look through for sexy loot, but I'd like it if it was a reasonably hard challenge as well.
~12-15 hours of content to search for items >>>> 10 minutes of it.
Bingo! Though I think a lot of end game of D2 was Baal runs to level and a side item of that was drops for the quick fingers...but it seems that leveling in D3 wont be an issue and you should be 60 by the end of Hell and ready to farm in Inferno, not grinding for levels...which is good, I think I could do Baal runs in my sleep... -
Aug 17, 2011Lethal_Weapon posted a message on Inferno RevealedAwesome, sounds good to me, we will see how "hard" this will be. I hope it compares to Hell Unleashed...only one can hope...Posted in: News
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Aug 5, 2011Lethal_Weapon posted a message on DiabloCast: Episode XX - Give Me Options or Give Me DEATH!What everyone doesnt realize is that most people, whether they intended to or not, will always convert their sales into an e-balance and then use the e-balance to buy other items. At least that is how I see it. You are going to use/play both auction houses...Posted in: News
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Aug 4, 2011Lethal_Weapon posted a message on It Ends with DiabloCan't wait for that battle! But I think someone made a little slip...lolPosted in: News
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Aug 3, 2011Lethal_Weapon posted a message on Activision/Blizzard's August Financial Conference CallHoping for good news!Posted in: News
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Aug 3, 2011Lethal_Weapon posted a message on Runic Revision?Posted in: NewsQuote from peshom
Quote from Leeodin
Quote from Cujo2
Let me get this straight:
A level 7 Rune drops called "Rune VII" (I guess). I want a Crimson Rune for my spell that I've been after for quite awhile. I whack that level 7 rune into that spell and it goes Indigo. I go "$@#$" and keep looking while being left with a wasted level 7 rune that ONLY works in the spell that I want Crimson for?
Is that how the proposed system is meant to work?
Yes pretty much. That rune can then be sold / traded / wiped for a cost.
It also gets random attributes (+10str or w/e) so even IF you get the Crimson rune you want. It may not roll with the stats you are after.
I don't mind the random stats BUT the rune-type should still be known. I should know it is a Crimson Rune even if I don't know what other attributes it may have. At least then it will only be a subpar rune rather than a useless one at worst.
I agree with you (and Lethal_weapon's comment - second posts below yours). Not knowing the type of rune you will get is just too punishing when you don't get the one you were looking for.
On another note, IF they make the rune type unknown it would be pointless to give the ability to the Mystic to wipe it. If that was the case, you would only need gold to get the rune you want, since after you get a rank 7 rune, you can just keep wiping it and "attuning" it again until you get the one you want. If they do this "new" system, it shouldn't let you wipe it. Otherwise it will pretty much be the same as knowing the exact effect of the rune. The only difference is that it will cost gold (and maybe a ton of gold) to get the exact rune you want.
Yea, I agree with you on this as well. They definitely should not allow you to "wipe" the rune clean with the Mystic, because it then eliminates the whole point of not knowing what type of rune it is; though, it will probably cost you heavily in gold/materials. Still think it is counter-productive if they let you do this... -
Aug 3, 2011Lethal_Weapon posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from Roger
Quote from MasterFischer
1. No I don't agree. If people feels they need to replay Diablo 3 with a new character, then that's exactly what people are gonna do. Just like in Diablo 2. However, the difference is that you don't HAVE to do it, in order to see and try out new skills and builds. You CAN do it, but you dont HAVE to. Big difference and it's actually alot more fun this way, because nobody is forcing you to do anything. There is tons and tons of freedom. No incentive? Was there ever one in Diablo 2 ? Other than having to forceully do it, or else you couldn't ? That's really a positive thing?
Like i said, people will do whatever they want. If they wanna relive the entire campaign with a new character with a new build, then they will do it. incentive or not.. doesn't matter.
2. Yes you are wrong. You won't get ALL spells at the start. That's ... I mean cmon.. really that's just stupid. You unlock skills just as Diablo 2, as u level up. They grow stronger, + u get new ones.. and u get more attributes. you constantly have to rethink your char in Diablo 3, because u can choose rather freely what u wanna do.
Well, I think I get you point, but I don't agree. I always loved the way you could create a new character and start anew to do something you've never done before and live all the game with that. The first levels were always more fun than the last ones. Now that you can try different builds in higher level, people just won't try newer characters. Yes, I can do it, but most people won't and that will make less people in lower levels, which are the best IMO.
Thus, what I THINK will happen in MY OPINION is that people will just get to high-level and swap some builds, then bore from the game, even they having 1 bazillion builds left, it just bores to try A LOT of builds. The TIME they will spend replaying will be much lower than they spent in D2, that's why I say the replayability seems to be lower.
I do agree with that people will not make new characters, you will play each character and then you can make them whatever you build you want; therefore, eliminating the need to make new characters. Since you would have already played though the game with all five characters, more than likely you will know the story like the back of your hand, so there would be no reason to replay a new character for that unless you just wanted to. On the flipside, this eliminates the painful and boring process of rushing a new character and grinding until your eyes bleed to try out a new build like it was in D2. So, I guess there are upsides and downsides. But I know I wont make a duplicate character when I know there is no point... -
Aug 3, 2011Lethal_Weapon posted a message on Runic Revision?Posted in: NewsQuote from Leeodin
That's what I saidQuote from Lethal_Weapon
Quote from Leeodin
Quote from Cujo2
Let me get this straight:
A level 7 Rune drops called "Rune VII" (I guess). I want a Crimson Rune for my spell that I've been after for quite awhile. I whack that level 7 rune into that spell and it goes Indigo. I go "$@#$" and keep looking while being left with a wasted level 7 rune that ONLY works in the spell that I want Crimson for?
Is that how the proposed system is meant to work?
Yes pretty much. That rune can then be sold / traded / wiped for a cost.
It also gets random attributes (+10str or w/e) so even IF you get the Crimson rune you want. It may not roll with the stats you are after.
I don't mind the random stats BUT the rune-type should still be known. I should know it is a Crimson Rune even if I don't know what other attributes it may have. At least then it will only be a subpar rune rather than a useless one at worst.
I believe they should keep the attributes on a random roll when set in a skill and that the rune becomes set with the skill; however, I dont think they should make the type of rune unknown. With the current amount of work it takes to get to a level 7 rune, putting it a skill and getting a worthless rune type is just a kick in the balls...So keep everything in the new system except let the rune type be know, I think that is the best solution imo
Yep, you totally did, what he said, lol, just agreeing with you -
Aug 3, 2011Lethal_Weapon posted a message on Runic Revision?Posted in: NewsQuote from Leeodin
Quote from Cujo2
Let me get this straight:
A level 7 Rune drops called "Rune VII" (I guess). I want a Crimson Rune for my spell that I've been after for quite awhile. I whack that level 7 rune into that spell and it goes Indigo. I go "$@#$" and keep looking while being left with a wasted level 7 rune that ONLY works in the spell that I want Crimson for?
Is that how the proposed system is meant to work?
Yes pretty much. That rune can then be sold / traded / wiped for a cost.
It also gets random attributes (+10str or w/e) so even IF you get the Crimson rune you want. It may not roll with the stats you are after.
I don't mind the random stats BUT the rune-type should still be known. I should know it is a Crimson Rune even if I don't know what other attributes it may have. At least then it will only be a subpar rune rather than a useless one at worst.
I believe they should keep the attributes on a random roll when set in a skill and that the rune becomes set with the skill; however, I dont think they should make the type of rune unknown. With the current amount of work it takes to get to a level 7 rune, putting it a skill and getting a worthless rune type is just a kick in the balls...So keep everything in the new system except let the rune type be know, I think that is the best solution imo -
Aug 3, 2011Lethal_Weapon posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from xRand0mH3rox
The idea behind the recent rune ideas that Jay talked about in the interview gave me the idea to solve the problems most of us have with this new skill system. It is ok to swap the skills without any consequences, but the skills could be made like runes.
If we insert a skill into a slot, it is unmastered, so it can be changed any time, like in the current concept. But every slot would have a mastering option. 30-60 is 30 levels, divided by 5 is 6. So the characters would get one mastering points every 5 level after level 30, which means 6 points total.
Every slot would have 3 master level, like advanced, expert and master.
If someone starts to master a skill, that would be locked into the slot. Mastering would give affixes semi-connected to the skill, like increasing critical-chance or resource pool maybe.
So basically it would keep the skill changing option to experiment any time, but if someone wants to really go deep into customization and maxing out the potential of a character, mastering a skill would be a choice to go as well, and it would make the skill build locked.
I am sorry for this wall of text, hope that my idea is understandable and I am really interested about your opinion...
Hmm, very interesting approach, but I think that this adds a lot more confusion to skills and I think it would personally create a balancing nightmare for the team. Though, I like the out the box approach - To post a comment, please login or register a new account.
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I am in the same boat as you and there will definitely be power naps between getting back from picking up my CE/Install and the 3am release. Then you play until you fall asleep on the keyboard!!!
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Ok, this is what I have heard as well, I thought they were shared for the reasons they mentioned in the podcast. The only reason I can think they would make them separate for all your characters would be to provide a bigger gold sink in the development of artisans and that each artisan provides different services/items to different classes. So basically, if your are a barbarian, the blacksmith would craft melee weapons, while the blacksmith would provide say casting wands for the wizard or something. That is the only way I could see them separate the artisans per character and not account wide...just my thoughts
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This ^^ Except I want mine to be pink...
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This ^^
Since you are supposed to salvage some of the higher end items in order to get the rare materials you need to craft, having an undo option would eliminate the chance you take salving legendary items hoping to get the legendary materials needed for higher end crafting...I am pretty sure this is why they did not allow this...
(Because the whole point to keep a lot of legendary items out of the market is people salvaging them to get rare materials)
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That is what I was hoping for
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