75% seems good enough for me. or 80%..
100% seems too easy to farm for a potential BIS gear...
- Azidonis
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yuhanz posted a message on No incentive on farming uber keys? well here's the smackdown why this is.Posted in: Diablo III General Discussion -
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Thatissoless posted a message on Kripp and Alkaizer talk about Diablo 3Alkaizer joins Kripp on his stream to talk about a variety of topics, one of which was their thoughts on Diablo 3. Kripp has made his views on Diablo 3 known, but this is the first time we get to hear Alkaizer's thoughts on the game after he was the first to reach paragon 100.Posted in: Diablo III General Discussion
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Bagstone posted a message on Bug Makes The Friend List Disappear, Blue Posts, XP and MF Spreadsheet, Curse Weekly RoundupBefore anyone else doesn't get it:Posted in: News & Announcements
The post by the "Communications Industry Solution Specialist" is a troll post. Every sentence is full of crap, it was dissected already when this got posted the first time.
"I don't have an authenticator" should be enough to stop reading. But even if you go on: 17 character password - but B.Net password can only have 16 characters max. (Did you even know that B.Net password are not case-sensitive?)
Not to mention all the crap in the end that says nothing about how secure he keeps his passwords, if he stores his password in a non-encrypted key chain or writes it on a napkin and his 15 year old brother just steals it... no encryption or VM in the world can help against that. (And before you say "a security guy would never do that" think again - a security guy would use an authenticator in the first place.) -
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Reelix posted a message on Bug Makes The Friend List Disappear, Blue Posts, XP and MF Spreadsheet, Curse Weekly RoundupCrikey - With security paranoia like that, you can pretty much guarantee it was Blizz's sidePosted in: News & Announcements -
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Seifa posted a message on Traveling through acts with waypoints - A fanmade VFX videoI was hoping to see fi you included bosses without cutscenes and you did!Posted in: Diablo III General Discussion
A free travel, no story mode would open up so many farming routes (before we have a new <insert name> run here) including bosses between a waypoint and the other. All bosses should be avaiable to kill too, not only final.
I really want to see something like this after 1.0.8 with the new density. One can dream. -
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MrMonstrosity posted a message on Patch 1.0.9 Preview, a dream...Patch 1.0.9 PreviewPosted in: Diablo III General Discussion
Well, we just recently launched patch 1.0.8 but we're already well into development on 1.0.9, and while it's still weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. The next patch is going to be the biggest patch we’ve developed to date and most certainly provide the most features and systems changes. To kick things off, I wanted to provide an overview of some of the larger features, systems changes and game improvements.
Introducing the Trading Post
When we first started working on the Auction House the initial idea was to make a system that was easy to use and as efficient as possible for players to buy and sell gear. The end result was a system that was almost too efficient at what it did and removed all player interaction completely from the process.
We want to get back to the roots of what made Diablo II trading so popular over the years, but at the same time also improve it by taking what works rather well with Diablo III's Auction House to enhance it. In patch 1.0.9 we'll be removing the Auction House and introducing the Trading Post. The Trading Post works in a similar fashion to the Auction House in terms of its search functions and interface but with some key differences. Gold will no longer be used as the currency when it comes to buying items, instead you'll be trading the items you collect through your adventures with other players. You'll be able to use an interface to select which items you have for trade and also search for items other players across your region have for trade.
The Trading Post will offer an easy to use interface to make the trade process simple:- Choose the items you wish to trade.
- Search what others have to offer or the offers you receive.
- Accept offers through the interface without needing to be in game.
- Ability to barter back and forth with other players.
Here's an example of how a trade might work:
Player A just finished his play session for the night and has a sword that he wants to trade. He opens up the Trading Post interface and adds the sword he just found to his trade window and then logs off for the night.
Player B is searching for a new sword for his Barbarian and uses the search filter to find one that matches the criteria he's looking for, he sees the sword that Player A just posted. Player B selects the items he feels he'd be willing to part with from the items he has for trade and creates an offer.
Player A logs in the next day and finds he's received many offers for the sword he'd posted the night earlier. Player A goes through a couple of the individual offers but decides to use the search feature instead to filter the offers to help find a specific item he's interested in. Player A finds the offer Player B has sent, likes the item, feels it's fair trade, and clicks approve.
The items are traded to each players account.
The removal of the AH also means the removal of the Real Money Auction House. Many players refer to the RMAH as a “Pay to Win” feature, that wasn’t our original intent but in reality it does hold true in many scenarios and we feel it really is removing the enjoyment out of actually playing the game for a majority of our players. It will no longer be possible to purchase items using real currency, however we still have plans to offer the option to buy and sell gold. Gold will still remain as the main currency in the game but instead of being the sole currency will be used in combination with other in game items.
We’re also exploring the idea of drastically reducing the amount of gold dropped from normal monsters. We’d like the main source of gold to be from killing bosses, elites and champions, opening chests, and completing side dungeons. This should result in the value of gold to increase as we add in new features that rely on gold and also act as an extra step to combat gold sellers and bots. We'll provide some more details on this further down in our blog entry and will also be sharing more information in the near future.
Crafting
To salvage, or not to salvage…
We’ve introduced 7 new Brimstones to the game, each corresponding to one of the 7 types of available weapon damage. Salvaging a weapon with a specific type of weapon damage whether it be Holy Damage, Cold Damage, Fire Damage, Lightning Damage, Arcane Damage, or Poison Damage will have a chance to produce one of the new Brimstones. Salvaging a legendary Physical Damage weapon or a legendary armor piece will also produce a new type of Brimstone. Salvaging jewelry will provide a chance to receive any of the new Brimstones.
Salvaging legendary Lightning Damage weapons and jewelry will sometimes produce a Charged Brimstone.
Salvaging legendary Poison Damage weapons and jewelry will sometimes produce a Toxic Brimstone.
Salvaging legendary Cold Damage weapons and jewelry will sometimes produce an Icy Brimstone.
Salvaging legendary Fire Damage weapons and jewelry will sometimes produce a Fiery Brimstone.
Salvaging legendary Arcane Damage weapons and jewelry will sometimes produce an Arcanic Brimstone.
Salvaging legendary Holy Damage weapons and jewelry will sometimes produce an Angelic Brimstone.
Salvaging legendary Physical Damage weapons and armor will sometimes produce a Somatic Brimstone.
These new Brimstones are not a 100% guaranteed when salvaging legendary items, but rather will only a small 5-10% chance to be produced. While you may not receive a Brimstone every time you salvage an item, we’ll also be making a type of “consolation” item which can be sold to a vendor for a significant amount of gold. This should create a market not only for the Brimstone’s themselves, but the legendary items that produce them. We want you to be faced with a difficult choice when you find a legendary item, do you keep the item, trade the item away, or salvage the item for hopes of a Brimstone?
These new Brimstones will be the key ingredients used to craft the newly updated Blacksmith and Jeweler items which are also being introduced with patch 1.0.9.
A New Ally
Patch 1.0.9. not only updates the current crafting system for the Blacksmith and Jeweler but will also introduce a third type of craft. We’re introducing the Mystic, Myriam Jahzia, who was first introduced during beta. The Mystic’s primary purpose will be enchanting items which will include the upgrading of existing stats on items and also the re-rolling of the randomly generated properties found on an items.
The Mystic will require significant amounts of gold and combinations of the newly introduced Brimstones in order to purchase her services, further strengthening the market value of legendary items and gold.
The point of the mystic is to offer players a new way to improve their characters in terms of item progression as they play the game instead of relying solely on finding drops. Now all legendary drops, no matter if the item is an upgrade or not, can potentially be used to upgrade your character. We think this system offers players fantastic item progression and will allow all players including some of the top geared players in the world to continue upgrading their gear for a very long time.
We haven’t decided on the costs associated with upgrading each of the many different stats yet but we do know they will vary from stat to stat. We expect stats such as Increased Attack speed, Critical Hit Chance, and Critical Hit Damage to fall into one category, primary stats in another, and so on. We don’t expect unique procs or unique properties found on legendary items to be included with this feature. Expect this to broken down into a different blog post all together in the coming weeks.
We would also like to point out that by using the Mystic to enchant items the item itself will also become Account Bound. This will ensure items are constantly being removed from the economy as they’re upgraded and still allow non-enchanted items with desirable properties or highly rolled stats to have a high trade value and continue to be sought after as they will help players skip some of the steps necessary to eventually upgrade to a “perfect item”. We don’t expect players to ever be able to fully upgrade every item on their character or even be required to, but it’s something the min/maxing type players can strive for over time.
The Mystic will also offer unique potions and elixirs that can’t be purchased or found anywhere else in the game. These items can be purchased with gold and brimstones and when used will give the player bonuses to stats such as Magic Find, Experience Gained, and Movement Speed, for a limited amount of time. Think of them as a Shrine that persists through death and lasts much longer.
Truly Legendary Items 1.0.9 and Beyond
We want to make “game-changing” legendary items the norm going forward. Our philosophy for legendary items has always been the same, to be powerful and promote build diversity. We know we haven’t been able to deliver on this fully up to this point, but with patch 1.0.9 we think we’ve finally been able to make this reality. When a player finds a legendary or set item the first thing they should be thinking is how can they use this item on one of their characters or how it might fit into a specific build.
Class specific items
We feel the one of the best ways make legendary items truly game changing is to allow certain items to alter the way specific class skills and passives work. While we can’t obviously give every single legendary item the ability to alter skills and runes we chose to focus only on class-specific items and set bonuses. This made the most sense in terms of design, we could take an item that was already exclusive to one class and use it to provide new and interesting ways of playing that class.
Patch 1.0.9 introduces revamped class-specific items and set bonuses that provide unique alterations to already existing skills and passives. The most intriguing idea behind this concept is going forward we’ll be able to constantly open up new and exciting builds for each class as new items are introduced to the game. With the introduction of one new item or even mixing different items an entire build could be born. This will truly allow new builds to be built around items.
Legendary status
We're not just updating class specific items in patch 1.0.9. We're going to revisit all legendary items to make sure they live up to their legendary status by not only providing great stats but also providing unique properties that will change a players game experience. While class-specific items will change the way skills and runes work for classes, we still want to make sure non-class specific legendary items also have an impact on build diversity. We decided to go a little bit of a different route with non-class specific items. Rather than focusing on individual class skills and passives, these items will introduce new unique properties that might change a players gameplay or change the way specific stats interact with a character. By doing this we can take a non desirable stat and change it into something a specific build highly values when using one new item. We plan on releasing a entire blog post dedicated to this topic in the next few days but here's a taste of the type of things we'll be talking about.
Itemization
In addition to the upcoming legendary items we're going to be reworking the way elemental damage and physical damage work with weapons. Weapon damage including the base damage of the item will roll either as Holy, Cold, Poison, Fire, Arcane, Lightning, or Physical weapon. By doing this we can use the "adds % elemental damage" affix found on many of the legendary items in the game to provide a direct damage boost to weapons that also have the corresponding damage type.
For example, if you have a sword that has a damage range of 700-1000 Fire Damage and you equip an item with the property "Adds 5% Fire Damage", the new damage range of the sword will be 735-1050 Fire Damage. This not only provides a simple way of calculating damage but also provides an interesting way to combine weapons and armor.
We'll also be including more information in the next coming days in addition to the blog post regarding legendary items.
Promoting Exploration and Adding Excitement
You call that a dungeon? This is a dungeon!
Many ideas have been discussed by our developers in terms of how we can constantly add exploration back to game after the initial play through for our players. There’s nothing that saddens us more than seeing 90% population running the same act or in many cases the same zone over and over knowing that if they do anything different they’re hindering efficiency in both terms of items and experience gained. While repetition has always been part of the Diablo series we feel this can be cut down substantially. You’ve already seen improvements when it comes to giving players options in regards to this when we adjusted the monster density in patch 1.0.8, we’d like to go a bit further.
In 1.0.9 we’ll be improving on the randomly generated side dungeons found in all acts across the game in Inferno difficulty. We’ve created new tiles for almost every zone across all 4 Acts which will allow spawn locations to be found in every part of the game. An entrance in the wall found in the Cathedral, a burrow found the in Dahlgur Oasis, many different possibilities exist. We’ll also be taking a look at every aspect of them to truly make them a random experience. Things such as:- Increasing the amount of spawn locations substantially in terms of both Acts and where they can spawn in each zone.
- The difficulty, dungeons can be found with additional monster power levels above the current game.
- Dungeon size, number of levels, the layout, and tile sets.
- The type of monsters
- The “end boss(s)”, which includes a random elite/champion pack which is buffed considerably
Of course there needs to be an incentive to search out for these improved dungeons, which is why we’ve created them to provide a fairly substantial buff in terms of experience gained from the monsters inside and also completing the entire dungeon. We’ve also decided to add a new type of chest found exclusively inside these randomly spawned dungeons which not only provides a much higher than average chance to drop legendary items but also provides a small chance to find items of immense power that can’t be found anywhere else.
We think by adding these new features it will promote exploration across all acts and provide a much needed type of end game experience for our players which doesn’t take away from Diablo III’s storyline.
Beam me up...
One of the most exciting events in regular play session is hearing that special “clang” legendary items make and seeing that beam of light coming from the pile of corpses at your feet. Over the past patches we’ve increased the chance of finding these items and we really think they are in a very good place in terms of drop rates. While RNG is still a huge factor when it comes to the amount of legendary items you see drop in a play session we still wanted a way to add to the excitement without actually increasing the drop rates any further. We think we’ve found an artificial solution that does just that.
Now when playing with your friends or other players in public games you’ll be able to see and hear all legendary and set items that drop in game, even if they aren’t yours for the taking.
We’ve received very positive feedback on the elite/champion and goblin announcement introduced in patch 1.0.8, so much that we’ve decided to extend it to also include an announcement when players identify legendary items. Now through your chat window you’ll be able to see and view the items your friends and party find during their play session. Obviously this won’t be taken positively by all players so we’ve also added the option to hide or display these messages from chat.
In Conclusion
We’re very excited to share this new patch with you and gather your feedback. This patch will be our biggest one to date and we think it adds to Diablo III immensely in terms of fun game play and longevity. We defiantly aren’t done yet when it comes to improving the game and we’ll work hard to provide our player base with many features to come.
Be sure to check out the new information on Dungeons, which can be found here: http://www.diablofans.com/topic/92538-patch-109-dungeons-a-dream/
And then I woke up from my dream and came to the realization that we were still only in Patch 1.0.7...
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user-9977822 posted a message on Kripp and Alkaizer talk about Diablo 3Posted in: Diablo III General DiscussionI've played both. PoE got boring quick. Made it to act 3 cruel, then went back to grinding d3. It's all a matter of opinion. In my opinion PoE is a ripoff with no fresh ideas. I've played all these games before, why would i play them again?
Any game will get boring if you grind the shit out of it. Everything is good in moderation, including moderation.
No fresh ideas in PoE ? You can not say this if you played the game for real. Sincerely. -
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Lezard_Valeth posted a message on The Case For Buffing Life Per Second: An Analysis Of Sustain Options For The Discerning DevilkillerI would politely like to argue that, although 10k LPS sounds broken, a lot of things need to be sacrificed in order to achieve it. I would further argue that, again, gearing for that amount of LPS would cripple a character's EHP/DPS to the point that it wouldn't make him invincible.Posted in: Diablo III General Discussion
Let's take Jaetch's wizard as an example, if I may. The only natural life regen on her comes from the shoulders to the tune of 248 lps, all well and good. If we tried to add more LPS, the only slot I can imagine putting it on are the gloves, by dropping the strength(which is still 33 armor). We could also drop the cold res from the bracers for more regen. With hypothetical perfect rolls at the proposed 200% increase, we're looking at another, oh 1364 lps. Pretty good, right?
If we tried adding it to the Mempo, the crit would have to go. 684 lps sounds like a very poor bargain in exchange for 6 crit. Ditto with the Allegiance - we could possibly sacrifice the extra vit roll, but would it be worth the EHP loss? Again, ditto with the Pox - would losing 86 vit be worth 684 lps? At some point, while the regen numbers keep going up, DPS and EHP begin to go down. However, with the doubled amount of regen, the 1364 lps we theorized above sounds like a fair bargain for the stats he dropped. If we used current stats however, it goes down to 684 (for perfect rolls!) which sounds a lot less attractive. My napkin math might be wrong, and of course both of you have more experience than I do in these matters, but increasing LPS by a straight value just doesn't seem to be gamebreaking to me in any way. Also take note, to get to the 10k lps value, you're assuming both max rolls and the use of specific legendaries like the Sky Splitter. Take that out, and the max drops to 9000 LPS, thereabouts.
I'm totally down with the idea of shoving LPS into a few select pieces though. As I pointed out, Life Steal and LoH are helped by their specificity. If we took the current absolute max of 4618 LPS (no legendaries) and divvied it up among three or four pieces instead of 12, that would definitely increase its attractiveness and give it more bang per armor piece. -
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Jaetch posted a message on The Case For Buffing Life Per Second: An Analysis Of Sustain Options For The Discerning Devilkiller^ Truth.Posted in: Diablo III General Discussion
If I managed to stack 10K life per second regeneration on my gear (without downgrading my other stats), I can assure you, I will probably never, ever die again in-game. Right now, on MP7-8, normal Phasebeasts actually do no damage to me. None. Elites tickle me, but I can still manage about 20-50 hits before I actually need to run and heal.
I'm not the only player in the world with high life and mitigation... and I'm a wizard. Use a barb or monk as an example (counting the 30% damage reduction) or a DH/monk with their 50-60% dodge rate, highly buffed life regeneration is going to be rather broken.
There are many players focusing primarily on PvP who regularly run 2.5-5K life per second. That's already enough to cancel out a ton of incoming damage. With life steal or LoH factored into the vast majority of players that take farming seriously, additional regeneration will make everything far too trivial. No one's going to feel threatened again. Where's the fun in that?
There's a wizard running around the official wizard forum with 18K HP, very little mitigation, but well over 400K DPS. He runs Force Armor and relies heavily on life steal to quickly replenish HP with minimal kiting on MP7+. If you throw in 10K life regeneration—hell, even 5-7K—he's not going to die... ever, unless he stays still and doesn't attack.
Perhaps, though, they can keep life regeneration as is, but when you're out of combat for X seconds, the regeneration doubles until you go back into combat. That, at least, will make things a little bit more interesting. Yes, you did say it's old-fashioned and gone the way of the dinosaurs, but at least it's better than nothing. Perhaps people who do enjoy kiting will make better use of it.
P.S. it's late over here and I probably misread some things or haven't thought some things out too clearly. But this is a good topic and healing is quite boring, so there's potential here for some tweaks and new features. -
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Zero(pS) posted a message on The Case For Buffing Life Per Second: An Analysis Of Sustain Options For The Discerning DevilkillerNice read.Posted in: Diablo III General Discussion
I think their main concern with Life/Second was that it could easily work to mitigate all damage done, if we could get like 10-15k health/sec and enough mitigation, we could have 20k HP (anyone remembers Force Armor + Regen?) and tank higher MPs with just the mitigation and regen.
This isn't much of a problem in itself (it would require testing though), and I'd love to see more "sustain" options other than just LoH and LS.
But the other concern is that it could be just too good if paired with just a little bit of Life Steal or LoH. I think my US Wizard had 600 LoH and Lifesteal for quite some time (before changing to a new weapon that gave me 20k+ dps) and her survivability was pretty amazing for my gear level. Combining a buffed L/sec (10-15k Life/sec) + Lifesteal or LoH would be insane.
I think one of the first things they'd have to do is make it specific to some gear slots. Or at least high rolls of it specific to some slots (like a really high 2k Life/Sec roll only possible on weapons, and then something like 400-500 Life/Sec on jewelry). And then restrain L/sec rolls to only Shoulders and Pants. All these particular slots imho desperately need more options.
Another interesting idea would be if L/sec could be a "recovery" stat, a glass-cannon stat, useful on hit-and-run builds/tactics that don't want to facetank mobs. I've actually tried L/sec on my Wizard that has an Oculus (to spam teleport) and focuses mostly on hit'n'run tactics, but it's just not worth it. To make it such a stat, it could have a mechanic that triples its effectiveness when you haven't taken damage for 2-3 second (thus giving us a solid 15-20k life/sec and allowing us to prepare for the next round of attacks). - To post a comment, please login or register a new account.
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I'm an "actual D2 player" - played D1 and D2 for many since their releases, and am in my 30s...
...and I think that D3 is technologically a step up from both games. But gameplay, no. It might beat D1 but doesn't come close to D2, in my opinion. D2 wasn't boring to me either, even before LoD.
And the story of D3 is just total shit. I could have written a better story putting a marker in-between my toes and spinning around on a large roll of wax paper completely drunk off my ass... and that's if you read it with the vomit still on the pages. The story is absolute trash.
And Diablo's voiceover is just completely terrible. People may say, "Oh, it' just a voiceover," but when you spent over a decade opening the seals of Chaos Sanctuary to hear the chilling, "Not even death can save you from me," the Diablo voiceover from D3 just doesn't cut it.
Let me not fail to at least mention the disaster that is itemization in D3.
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My friend's lightning resist monk just drooled heavily.
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I think that Blizzard is a very large company with many years of experience in their field of expertise. They hire "top men" to gather statistics, analyze and psychoanalyze them, and finally, to determine marketability. In short, they have all the tools necessary to figure out "what players want", including thousands of players screaming at them on the forums for YEARS about what they want from this game.
That this type of discussion continues after the release of Diablo 3 is an indication that have, indeed, failed. They can make up for it, and improve, sure. But up until this point, they have done nothing short of alienate and exasperate their player-base. They have unreasonably caused millions - yes millions - of players who have stood behind them religiously in the past, to call it quits. They are losing player loyalty, and their brand name is sinking quickly along with it.
It doesn't take a genius to figure this stuff out. Diablo 3 is pointed directly at the RMAH, and in the end only two types of players will continue playing it: those who benefit highly off the RMAH by selling on it, and those who benefit off of it by buying from it. Those in-between will rely on beating their heads against ridiculous RNG and elite packs in order to get some sense of accomplishment and recompense for their time, and eventually, they will quit.
When it comes down to it, if you have to pay $60 for items to help you in a game that cost you $60, you would spend that money more wisely just buying another game.
They like to say, "It's all about the item hunt". That is only a half-truth. The Diablo 3 game, like any game, is about getting the most amount of pleasure for the least amount of suffering. If you are able to get godly gear, then you have effectively increased your pleasure while reduced your suffering. Currently, the game is not set up that way, and unless they change it, the massive amount of die-hard fans that have willfully pounded their heads into brick walls of elites since day one for them are eventually going to quit.
They have already lost millions of WoW fans, some of whom came from the Warcraft 3 days, and simply no longer enjoy the direction of the franchise. Starcraft 2 still has some hope. Diablo 3 has some hope. It is not too late. But if they do not make the right changes soon, the Diablo franchise too can lose its luster and its namesake.
The players have been telling Blizzard for years what they want. They have made spreadsheets, PowerPoint presentations, videos, etc. in order to show Blizzard what they want and even prove to them how the ideas will benefit the game on the whole. Blizzard has decided instead to stick with what they want out of the game, the net result being a loss of players and loyalty as their RMAH efforts unveil their greed for the world to see.
You want AH improvements? How old is the WoW AH? Come on, don't act like this company cannot improve on it. Don't act like, with all of the other games and even mods/add-ons in the world that they couldn't have released a better AH than they did with Diablo 3. At best it was a rushed job. At worst it shows a complete lack of expertise, and worst of all, insight. In short, they know better. They could have released a wonderful AH, but they gave us a shell instead. They did the same with the story, classes, itemization, and gameplay. It's lackluster, and I daresay that it is unworthy of being called a Blizzard product.
When Blizzard merged with Activision, they really should have changed their name to something else. That way, long term fans would not continue to expect the same product expertise that they have come to appreciate Blizzard for over the years... the lack of which is showing brighter by the day, and working to ruin their legacy.
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This is so true. I remember in D2, searching for that one Unique or Rune come hell or high water. And I also remember IDing every rare worth IDing, like amulets and such. Sometimes I would find really good ones! If not, I always had the Uniques. And then, the crafting amulets were so very good.
I also don't like the forced use of gold as currency. I think the prices were much easier to understand when we used PSkulls, duped SoJ and legit SoJ, and later runes. I miss trading. I miss trading for things like dracs for rends, nigma for nigma, etc. That type of stuff really made the game fun for me.
I even miss Baal runs, and the old sorc tele cs runs in classic, and the cow runs.
I've thought, many times, about saying screw D3 and going back to D2.... but the spam bots really ruin the experience in D2.
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Translation: "I have [insert random complaint here]. My problems haven't been address yet. Has Blizzard given up on me? Who's with me?"
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And people continue to point out details of the horrible story that is Diablo 3.
I like the game, I do. But Diablo 2's story was much better, and makes Diablo 3's look just plain terrible.