• 3

    posted a message on Updated forum rules

    :D we've been pushing for this internally for some time now and got the green light for the changes recently. We think these changes will improve the forums a lot and were very necessary for when Patch 2.1 comes. Hopefully you guys agree, and enjoy the changes.

    Also, if you have any feedback on it or other changes to suggest, feel free to contact me or Bagstone :) even via PM.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Youtube fullscreen.

    I'm not sure if you're talking about news posts as well, but in case you are, thanks for the suggestion, I will make sure to add that in future posts.

    Posted in: Site Feedback
  • 1

    posted a message on 2.1 Release date?

    I'm leaning more towards 3 months than 2. It's been a couple weeks already and they haven't even started implementing and testing Seasons/Ladders.

    Let alone balance classes, sets/legendaries/items, new seasonal Legendaries (so they're actually useful), Greater Rifts.

    There's SO much to be done before even talking about "live", and that can be seen by what's currently on the PTR - how short-sighted some of the changes were for classe and item balancing.

    Posted in: Diablo III General Discussion
  • 4

    posted a message on Patch 2.1 (PTR) - Undocumented Changes

    Update 26th June: moved all the "item changes" into their own category. Most changes to items are very similar. Kept the "miscellaneous" stuff on the first section. Added links to all items mentioned (for easier referencing), and added everything else I saw here and on reddit.

    ---------------------------------------------------------------------------------------------------------------------

    Let's put together a list with all the undocumented changes (aka not in the Patch Notes) for Patch 2.1.0 (PTR).

    I've already added a few (from reddit), and I'm sure you guys will spot a few more.

    • First and foremost (as this will be repeated a lot below): lots, lots, lots of items have had changes to their "base affixes", some had "meh" affixes removed from always rolling (like Blackthorne's Life%/attackspeed/LoH), and quite a few were changed to roll 5 Primary Affixes (up from 4 maximum).

      While this does make these items considerably more powerful, bear in mind the more difficult stages of Greater Rifts (lvls 40+) will probably require a lot more power than what end-game characters have right now.

    Miscellaneous

    • Malthael XP is fixed. You get the xp from kill only after his death animation now (no double kill xp anymore).
    • Gold drops now show (the amount on the ground)
    • Your last sum of your gold within ~5 second time frame now shows in the lower right hand corner
    • Treasure Goblin Realm now exists after killing a goblin, random chance to spawn portal - Greed is the boss.
    • Kadala now says her other lines, when getting rares and legs.
    • Greater Rifts can roll Pandemonium Fortress maps (not a change per se, but still kind of unexpected)
    • Icon for Reusable Parts and Forgotten Souls has changed.
    • Not 100% on this, but I think Orlash spends less time invisible. He's still annoying, moreso when you're on a time limit.
    • New Particle effect for Frozen Pulse. It's the same blue ice star, but now it spins and has a blizzard effect. It's larger and more noticeable.
    • Area Damage now has a new icon in the utility section for Paragon levels
    • New Cursor
    • Meteor Shower's tooltip updated. Now it displays "Unleash a volley of 7 small Meteors that each strike 228% weapon damage as Fire".
    • The goblin from the puzzle ring no longer glows.
    • QOL change: Holding down a button will now recast that spell when off cool-down.
      1. The spell will not go off if you have another skill being 'permaclicked' when the cd ends (channeling spells or hold position+autoattack)
      2. The spell will not go off if you are running around by keeping left button clicked at all time (You have to release it slightly before the cd wears off)
      3. consequence from 1 you cannot have two cd spells kept clicked at the same time (only one of the two will go off & priority seems to be given to the one with shortest cd no matter which one you started channeling first)
      4. Also clicking your main skills too fast (if you have high AS for example or if you are a SC born clicker) while having a cd skill channeled might prevent it from triggering. Most likely every click trigger an extra internal cd to the skill like 0.3 sec so if you click faster than that you will permablock said skill.
        (mechanics tested by Masterswipe)
    • Fixed a bug where crusaders wouldn't get nephalem glory buff from picking up an orb while using steed charge.
    • The gas from Ghom rift guardian doesn't hurt after you kill him.
    • Red Nephalem Globes are in Higher Rifts fill your completion bar.
    • Screen shake has been deleted or added to certain skills
    • New artisan that upgrades your gems found after killing a level 25 greater rift. Reported on level 23 as well.
    • When you have Low FX checked in options, disco beams show the direction they will spawn (didn't before).
    • Lootable objects (chests, corpses, etc.) do not spawn in Greater Rifts, making Harrington's Waistguard and Sebor's Nightmare practically useless.
    • Female Crusader 'Inspect Hero" picture fixed!
    • Horadric Cache Icon changed
    • Fixed the Crusader's skill Slash (Guard rune) stacking more than 5 times as stated in the description (on live it stacks up to 10 times for a total of 50% armor)
    • Enemies hexed by the Enchantress (into chickens) now properly show life bars above their heads.
    • Earthquake fury cost is now 25 (down from 50)

     

    Changes to Items

     

    Posted in: Diablo III General Discussion
  • 5

    posted a message on Legendary Gem Power Suggestions
    UPDATE - 14.06.2014: Added new Gem ideas.
    The developers have recently been talking about the idea of adding Legendary Gems to the game.They also mentioned that these will likely be only socketable in Rings and Amulets.



    • I believe the reasoning for this is for sockets to have some meaning in these slots, and for them to be a competing affix with things like Attack speed, CHC and CHD. I also think that's meant to "limit" how many legendary Gems you can have equipped at a time, so there's actually an interesting choice to be made at the end-game (which wouldn't be possible if you could equip them on Chests/Helms/Pants).
    With that in mind, I came up with a few ideas of what these Gems could be, their lore, the philosophy behind them and potential powers that could bring some change to the game's current meta-game.



    Table of Contents:

    Hellfire's Twilight
    Darklight
    Ancestor's Crystal
    Sky Puzzle
    Homing Fury
    Nightmare Skull
    Ivory Strand






    Philosophy Fear in general is a very unwanted debuff because it causes enemies to scatter away and make it harder for players to hit their area of effect abilities. In general, players like enemies clumped up.

    It was probably meant to be a "defensive" debuff, but it doesn't last much longer than other debuffs and makes affixes like Fire Chains or Molten even more deadly. Other crowd control effects (Knockback, Stun, Freeze, Blind) are a lot better at preventing damage.

    This gem improves it by reducing the damage of enemies Feared by your character (specially good in a party setup), as well as increasing your damage against Feared enemies - to make up for the fact that enemies "scatter". It's ok if testing shows overall damage is roughly the same, since it's meant as a balancing factor to make Fear viable, not as a strong offensive addition to your character - specially considering Fear usually last longer than other crowd control effects.


    Philosophy Ranged/kiting builds sometimes are considered weaker than their meele rivals, and are particularly vulnerable to affixes like Knockback or Vortex. This Gem is meant to give characters who want to stay away from their enemies a chance of doing so against some of the more deadly elite affixes.

    Also there aren't any items/effects that interact with Vortex or Knockback currently. This gem does that in an interesting way (even preventing things like Frozen/Molten explosions), but without trivializing these mechanics because of the internal cooldown of 10 seconds.


    Philosophy This Gem is meant to be a tool for the player to use in Goblin Rifts, against extremely difficult (double? triple?)elite packs, or against Rift Bosses.

    It's also meant to be a tool for players who want to build their character tankier, but still want to contribute to the party's DPS in those crucial fights, without feeling they are a dead weight.

    It has the downside of taking one of your active slots, and having a long 2 minute cooldown. Might also require some balancing in regards to Rift Bosses (like dealing 50-60% less damage to them, in order to not trivialize every Rift Boss fight).



    PhilosophyThis one is pretty simple: right now elemental specs and affixes dominate the end-game. Area damage has an interesting concept and the potential to allow people who don't want to focus that much on a specific element to have a more diverse skillset - with better rune effect sinergy.

    The item disables elemental damage bonus as a balancing factor, because otherwise people would just ditch as many defensive stats as they can and stack both extremely powerful offensive stats (Splash damage AND elemental damage) - which is exactly what happened with Trifecta + Elemental Dmg.

    All in all, an item meant to allow people to come up with builds that don't necessarily have a single element type in all their skills.





    Philosophy Critical Hit Chance. The one affix to rule them all. A lot of people want to see the mechanic limited or changed at its core. I'd like to just propose an alternative, a different path for those who don't want to have all their characters be defined by CHC and CHD all the time (and 8+ of their gear slots have one predetermined affix/gem ALL the time).

    Let's do some very basic math here. Assume 50% Crit Chance, and 500% Crit Damage, the average for end-game characters. On half of your attacks, you're doing 4 times more damage (the variation/delta is 400%), so critical hit chance increases your average damage by about 200% - it's no surprise everyone still uses it, in conjunction with the "new" offensive affixes.

    This Gem increases your damage by 100%, which is certainly a lot less than what you would get with Crit Chance, BUT, as a HUGE advantage it opens up affixes on 7 gear slots, plus the Sockets on Weapons!!! It would obviously require some testing and balance, but I can defniitely see people trying different things (more cooldown reduction, more resource reduction, more life regen, etc.) on slots that previously had 3 out of 4 affixes set in stone.




    PhilosophyCharm and Confusion are 2 other types of debuffs that are generally underwhelming. The reason for that is that both enemy damage and AI aren't reliable, you can't make them focus on a specific enemy. This Gem is meant to give those debuffs slightly more power, specially against elites.




    PhilosophyThis Gem has two goals. Increase the power of Dodge as a mechanic (considerably weaker than other mainstats), as well as shift some focus from "infinite resources and just spenders"-builds. Ideally this would make people give more thought into whether they want a resource generator or not on their builds.

    Also, while the gem is obviously more efficient on Monks and DHs, the flat 15% chance to dodge makes it useable for other classes as well.





    This post is also meant to encourage you guys to post your own ideas!!! If you think of something incredibly creative that could change how players use their characters, make sure to post it! Here's the download link for the template I'm using.
    The devs are reading, and they love great community suggestions!

    I just think there's a few ideas to keep in mind when making suggestions like these.









    First, the effect has to be somewhat simple, easily described in a line or two, otherwise the mechanics and description become just too convoluted and cluttered. I've seen suggestions for legendaries on the forums that have 3-4 lines, or weird "charge" mechanics, and separate cooldowns for different effects - that's not what devs are looking for,imho.

    Second, keep in mind these effects need to make someone wonder"ok, would I trade 'x affix' for this?", at the end-game. I believe the Ring of Royal Grandeur is a great example of this in general. Since getting a trifecta RoRG is so hard, people usually weight having just attack speed and either CHC/CHD, and giving up one of those affixes for its effect.

    Third, I believe in general they want to implement ideas that make unused skills and unexplored areas/mechanics of the game more interesting. The "Fear" Gem proposed is an example of that. In general, people don't care too much about Fear effects. Frozen, on the other hand, is a theme/effect already heavily explored by items like Frostburn, Azurewrath, Winter Flurry and Light of Grace, so having more items for that would be somewhat redundant.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Expected Date for Patch 2.1
    Quote from Venaliter »
    They said "Summer." So expect it...next winter :P

    Winter is coming... soon™

    Place your bets. Who's gonna release it first? GRRM (next book) or Blizz's first RoS patch?

    Posted in: Diablo III General Discussion
  • 5

    posted a message on I'm concerned about seasons.

    So the order of the day for this subject is fallacy-filled analogies? This thread seems to be full of them, despite the extensive explanations preceding them. Allow me to present mine as well.

    Let's do the following experiment. Make a game mode that costs 50 dollars a day to play, and it will drop the best items in the game, new legendaries and sets. Or a more realistic scenario, let's make seasons have a 50 dollar monthly fee.

    Suddenly these guys saying nobody is forced to play ladder have their pitchforks up against that idea. "Oh, it's not fair... why should I be excluded from a certain game mode or gameplay experience because I'm not a stupid rich guy who can waste that kind of money". What? You don't want to spend your money on that? Your problem, nobody is forcing you into anything. It's your "choice" as well. But hey, if it involves money then people who are worried with "pay to win" just go bonkers.

    It's a similar situation, just from a different perspective - people who are against exclusive items for seasons have limited time and patience when it comes to "starting fresh". They don't care about competing, or don't want to log-in to see a level 1 character and spend 100+ hours just getting that character to a point where the gameplay gets more interesting. To these, being given the middle finger for not wanting to waste their whole free time playing one game redoing everything they've done before, is a big issue - and will kill the game for them.

    The more I read the arguments in favor of such idea, the more I feel exclusive legs/sets are about e-peen and showing off. People just want something to make them feel like a special snowflake for choosing to play the game instead of doing other things, either in gaming or in real life. And that's such a fucked up mentality from modern gamers (which you usually see from streamers and "hardcore" players).

    Posted in: Diablo III General Discussion
  • 3

    posted a message on I'm concerned about seasons.
    Quote from noladrew »

    That's different with seasons. And that's the whole thing.[/quote]
    Nothing forces you into playing seasons either. Like I said, incentive and force are two completely different things.

    in·cen·tive
    inˈsentiv/
    noun a thing that motivates or encourages one to do something.

    force
    fôrs/
    noun coercion or compulsion, especially with the use or threat of violence. verb make (someone) do something against their will.

    NO ONE is forced to do anything in this game as far as choosing which game mode they want to play, they CHOOSE which game mode to play.

    That's just sheer hypocrisy. If seasons or ladders didn't give you a "very strong" incentive, almost nobody would play it. A lot like "banner rewards" and achievements, very few people care about those since they're meaningless to the gameplay experience.

    Let's have it like this. The reward for playing ladder and doing well on it is a "black potion". It does nothing, it's only black. Or a "pink wing". Let's see how many of these so called "competitive players" will play ladder then. Exclusive legs show a very clear intent on the devs into pulling people into a game mode that would absolutely fail without that kind of incentive, because people don't really want what they say they do. 

    And by having things like "exclusive legendaries", that for all we know won't be able to drop afterwards, they are flat out forcing people who want to enjoy those gameplay experiences into playing ladder. If the next big thing for Wizards is ladder-exclusive, I absolutely FEEL forced to play it.

    This whole argument of "nobody is holding a gun to your head" that people have been using since the game came out is just retarded. In an online-only game environment, where the dev cares about what people are doing with their end-game, that argument simply doesn't apply. Nobody is forcing you to do Mira runs, but if that yields 100x more legendaries than anything else in the game with no downsides, everybody's gonna do it. There's obviously an issue there, and only hypocrite players fool themselves into thinking there isn't.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on I'm concerned about seasons.
    Quote from ruksak »

    This is the elephant in the room, the big 'ol negative that I doubt anyone could successfully argue against. Ladders are divisive. Given the implement of ladders, here's the split;

    1) Ladder Softcore

    2) Ladder Hardcore

    3) Non-Lad Softcore

    4) Non-Lad Hardcore

    That means your Friends List and your Clanmates will be split into as many as 4 camps. So....you could play all four modes, or, more than 1 to try and keep up. This breaks your playtime down into as many as four modes, relegating people whom have more time to play at even more of an advantage.

    Nobody hand me that shit about "Why do you care what other people....". We all know it's not much fun to play with friends that out-gear you by a wide margin, and vice-versa.

    My personal opinion is that Ladders are a mistake, a death-nail to many social avenues. As well, I feel we'd all be better off if they'd spend time dev'ing complex (all-inclusive) modes like Tiered Rifts, Uber Events and other challenges which could bring competition to Diablo 3. Ladders are an antiquated and borrowed idea, rife with issues that I believe will create a schism in the player base and likely be seen as a mistake, a waste of time and development resources.

    Also, this ^ I had to quote it.

    Because it is probably the ultimate reason they decided in favor of "season exclusive legendaries" after discussing it to death. (and boy, I promise you those items will be very powerful or interesting).

    It is the only way they can do it without splitting the community so much, and without having an entire game mode (that took months of design, implementation, iteration and Q&A) fail miserably in its first couple months.

    Posted in: Diablo III General Discussion
  • 4

    posted a message on patch 2.05 the end of RoS

    Still needs to farm hours upon hours to get enough shards (2.5k+) for a set item from her...

    Then you need a couple dozen hours farming bounties (preferably split) to get a RoRG that actually makes the sets viable for T4+...

    Then you need to get a dozen+ set items until you get lucky and have no repeated rolls (3 Vyr's Pants, yay \o/), so that you can get the set bonuses...

    Then you need to get those same items to drop at least a few more times (5-6) until they actually roll gg-endgame affixes that suit your personal build (CDR, bonus to health globes or life-on-kill, CC/CHC or trifecta, allres or armor, etc)...

    All of that to get one character to T5+.. there's 5 classes in the game, and hardcore mode, and ladders/seasons incoming.

    Yeah, game's ruined now.. 110% casual fest... needs moar hardcore... much drama, such qq, wow...

    Posted in: Diablo III General Discussion
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