SUCK IT!!!!!!!!!!!!!!!!!!!
I knew they made inferno harder, not easier.
- FistOfZakarum
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Member for 14 years and 7 months
Last active Fri, Sep, 16 2016 17:02:20
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Apr 4, 2012FistOfZakarum posted a message on The Real Box, More on Inferno, Dyes, Poisons, GDC Panel Video, PAX East PartyPosted in: News
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Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookPosted in: NewsQuote from Shrieker
Quote from BogatogFair enough, the amount of gear you'll get in a run through probably won't be sufficient to have a huge impact on the difficulty on a single run through.
I'm still not convinced that the overall level of difficulty in inferno has increased or decreased. All we know is that Acts 3 and 4 are more difficult than 1 and 2 right now. Maybe they tweaked it to be harder and then decided it was too hard for the whole game, but wanted the end to be even more difficult than originally planned.
Personally, I was fine with the static difficulty and was a fan of it as well. But I actually prefer the later acts to be more difficult.
Hopefully you're right about not being sure if the difficulty is increased or decreased.
Sorry for quoting this again but:
We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard.
The "that" does in my opinion confirm that the other acts was as hard as the last act is now, but they've been decreased.
This is stupid logic. They never said a decrease, all I read is that they made Acts 3 and 4 now BRUTALLY hard. AKA, they wanted to increase the difficulty even more to give a ladder effect on the progressing acts difficulty.
Let's remember. All monster in inferno are 61+. How would they lower the monster level in acts 1 to make it harder than hell if they had to go to level 60 or lower for inferno. Doesn't make sense.
I approve the change, haters gonna hate.
See you at release lol. -
Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookHELLO!?Posted in: News
They never said anything about DECREASING difficulty, where are people getting this idiotic notion from?
They said they're INCREASING the difficulty on Acts 3 and 4 to make it an ELITE level.
TL;DR You can't satisfy everyone. Might as well stop arguing with the fools that think this is a bad change.
Let's put it this way. Would you rather have the Skeleton King and the LORD OF TERROR have the exact same difficulty? No. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »Uhm... sure...
Lets say that he has 2 skills.
Skill 1:
Move 1: Charge
Move 2: DoT
Move 3: Escape
Skill 2:
Move 1: Flurry
Move 2: Stun
Move 3: AOE
He starts out by using either Charge or Flurry, which activates DoT and Stun for a bit over 0.5 seconds. Same thing for DoT/Stun --> Escape/AOE. He can combine these moves to create varied combos.
And no, I didn't read your whole post. The quote is what matters (I was actually looking for a excuse to post...
...I like posting...)
Well that actually clarified things for me, glad to see they implemented this instead of the assasin style floating orbs. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »But we already have a combo based character.
The Monk.
I don't think you read my whole post, please define how the monks "combo". -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesJust occurred to me that it would be cool to have a combo based character. They wouldn't have an energy bar necessarily but instead options of moves to go further with.Posted in: News
Example from currently unknown 5th class (we'll assume it's a Ranger esq. class):
- Opening Abilities Available: [Mark of the Hunter] - [Armor Pierce] - [Multishot] - [Etc]
From here we would combo out fo the opening move ^ , be able to cancel out of the combo and restart, or switch combo's to another finisher.
- Secondary Tier Abilities: [Find Weakness] - [Piercing Strike] - [Seeking Arrows] - [Etc]
-Third Tier Abilities: [Cripple] - [Dancing Blades] - [Precision Volley] - [Etc]
- Finishers: [Prey on the Weak] - [Heart Strike] - [Lock and Load] - [Etc]
Basically you have buffing / debuffing combos, single target high damage combos and AOE damage combos. Thought it would be cool to see implemented.
If this were the case though going back to my point on cancelling out of a combo or switching into another combo... obviously the later combo moves wouldn't be as powerful if you didn't start then from the original ability.
This was just a very abstract cool way of designing a different style of energy system for a very diverse class which uses both ranged and melee combat to its fullest. -
Oct 6, 2009FistOfZakarum posted a message on Diablo III, the Female MonkPosted in: NewsQuote from "Septar" »
As everyone knows
muscle=speed.
not really
[/COLOR]
Do you even know what you just said? Muscle is directly related to your speed so i don't see what the point of your post was. I don't mean she needs to look like the HULK or anything but at least be very very toned. -
Oct 2, 2009FistOfZakarum posted a message on What Do YOU Want To Know About Diablo 3?COW LEVEL!? Confirm or Deny!Posted in: News
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Oct 1, 2009FistOfZakarum posted a message on Diablo III, the Female MonkShe has better be at least visually muscled so i can believe that she has the monks speed.Posted in: News
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Sep 28, 2009FistOfZakarum posted a message on Character Energy SourcesHas it been confirmed yet that life/mana (or in this case energy depending on the class) leech will be in the game? Or is the orb system supposed to replace both that and potions?Posted in: News
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http://us.battle.net/d3/en/calculator/witch-doctor#SgjdUT!TZV!caaZZc
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http://us.battle.net/d3/en/calculator/witch-doctor#SgXdUT!bZV!cacZZc
Took horrify with mana rune, changed rune on Spirit Barrage to make it a more viable spam, dropped Blood Ritual for Jungle fortitude and Grave injustice for Spiritual Attunement.
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Interdasting....
Well this changes things for sure... I'll try swapping things around and repost with a more mana efficient build.
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Ok so I'm not getting the gripe with my mana regen, I have 30% max mana renewed with every spirit walk and Grave Injustice. That's a good amount of mana coming back to me at a steady rate. This means I'll be able to regen 60% mana in a 12 second window (assuming I'm going in a fight with Spirit Walk off cooldown) and not including Grave Injustice procs to give me more mana back as well as well as give more uptime on spirit walk.
Assuming Acid Cloud doesn't work the way I intended it I'll simply swap for Zombie Bears, Corpse Bomb or Spirit Barrage.
Current possible build based on suggestions:
http://us.battle.net/d3/en/calculator/witch-doctor#SgZdUT!TZV!cZaZZc
Let me know what you think.
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But you're arguments as to why it sucks are nonsensical so I'll just disregard.
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I've also stated the uses of Acid Cloud in my previous posts and consider it as a hybrid spam direct damage/dot abilty (which it is unruned).
I don't know if it's just me, but I'm sure skiled players will be able to use this build effectively. Pets are absolutely not required for WD's no matter how much you preach the difficulty of inferno. If the monsters are in fact hitting that hard, then your pets will die quickly and then what? The same logic can be used. I've made my share of pet builds and they all sacrifice damage for pet survivability which leads me to believe these builds are comparable.
I still don't understands peoples gripe with Spirit walk, I think I had this same conversation at some point with DH fanatics about Smoke Bomb and its extreme utility ( I love smoke bomb).
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Thanks for the great comments, I share your same views on the game, haters gonna hate I guess.
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Implying I'm just going to stand there is not the best way to address my build when I clearly stated it's for kitting. I have slows to support this and a quick movement speed buff. Locust swarm does 468%% weapon damage, which is also greatly increased by Soul Harvest. Acid Cloud has (as ive stated) not been rune finalized. But it's damage is respectable and is a great cast and forget ability perfectly suited for kitting.
You must learn that inferno mobs will not simply die like Hell mobs in D2, they will take time to die no matter what, this build is quite safe when played correctly [read: skilled players].
Also no need to insult Seinfeld, that's crossing the line.
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Basically you become a spirit, that can traverse through another plane of existence. (from what I understand your life total is frozen and is not affected by the physical realm body, the life total by 50% is the dummy representation to end the effect)
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Well thanks for the amazing input I guess I'll just have to scrap the whole build!
There's plenty of damage. Open your eyes.