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Feb 11, 2014I don't now what "rare" and "common" actually means? Man, you're such a troll, I don't even know why I feed you. I'll just add you to the ignore list and end this nonsense. What a ridiculous person. I can't stand yet another wall of text that says basically nothing, anyway.Posted in: Diablo III General Discussion
Feb 10, 2014Posted in: Diablo III General Discussion
Yeah, I can think of a few. Diablo 2, Titan's Quest, Torchlight, Elder Scrolls games (with mods), the Disgaea series......that's just off the top of my head. I'm sure I can come up with more if I think about it for a while. None of these operated under the philosophy of "max level or die".Quote from eman41
Think about the non-MMO games you've played where the playerbase expects a game to have enough content for a full year of gameplay (in gamplay hours), if not 10 years. Then think about how many of those games are not Diablo 3.
You didn't answer my question, though.
Feb 6, 2014Posted in: Diablo III General Discussion
Are we really doing this? That was my entire point!Remove the option to reroll legacy weapon damage!Quote from Zero(pS)
You can reroll a weapon's damage Maka, that's why the lvl 60 weapons with good affixes could compete with lvl 70s. And lvl 70s have different rules now for rolling affixes.
Why would anyone want to make the game less fun for themselves?
Feb 5, 2014Posted in: Diablo III General Discussion
Hey Laevus. Tiny victory for us, I supposeQuote from Laevus
It's a small victory.
I'm grateful that they've decided to add an extra tab, really I am, but it's still not going to help a massive lot with all the reasons people put forward for wanting more space (specific builds leading to legendary hoarding, account bound paragon to encourage/not penalise playing different characters thus pointing towards more hoarding etc).
It's better than nothing, but still a little half-hearted IMO. Would still love to see that fifth tab slot space filled by a ' only' tab that's only available to that class to better divide class specific loot and items you want for that class.
Dec 19, 2013
I suggest you brush up on your definitions. That wasn't sarcasm, it was disbelief. @shaggy: I guess you missed the part where I wrote "'only' share the same currency". Plus, I don't know why we're even discussing the Eurozone, since the price is the same for the entirety of Europe except the UK and Russia. Also, nobody has been able to explain the 1:1 conversion, which is damn convenient. And to all the GIF warriors out there: fuck off. Just thought I'd add this little gem:Quote from miles_dryden
I like how when Maka has run out of arguments or counter-points, he resorts to sarcasm. That, or changes his mind on what was being argued in the first place.
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Dec 26, 2012Posted in: Diablo III General Discussion
I'm not quite sure on who I should contact if I want this on the frontpage but I believe I have news the diablo 3 community deserves
A famour streamer has been botting for a very long time, I tried confronting him on his own stream, but with a ban as a result I believe a fansite like diablofans.com should support the community fightning botters by making it public.
And now for the proof http://www.thebuddyforum.com/archives/71014-trinity-legendary-drops.html
In this post a user named Minimumkill started a tread if you look down in the tread a user named GilesSmith quote:
"sometimes I check my bots inventory just to see if they found something when I got time, at max I see 2 then this happened"
As you all see the tread was originaly started by him, he got aware of this and changed his username @ minimumkill, but the quotation revealed him.
How stupid can you be to make a tread with your original diablo3 user name on a know forum for diablo 3 botters?
Would be great if anyone could make this a frontpage news
On behalf of the diablo 3 community
Jul 16, 2013Fiiresphere posted a message on DiaBro3 - find your Optimized MP Level, and a quick gear analysisUPDATE--- REAPER OF SOULS DIABRO3 UPDATE NOW LIVE---UPDATEPosted in: Diablo III General Discussion
Hey guys, you can find your Optimal MP level on this website as well as a quick gear analysis. This site is built to give you information quickly so you can spend less time deliberating over what content makes sense to run or which piece of gear is pulling you down.
Hope you enjoy it.
**UPDATE 10th August***
API Limit Increased, thank you all for you wonderful support, an amazing community here.
I wanted to post this in here so it could be seen more easily. We updated the website and have had a wonderful response, a large element of these changes were catalyzed by this forum, I want to thank you all for your help. Our site is developed to help the community, and it appears that the community has helped us even more.
Zero(pS) suggested I edit the original post with the following, to make it more accessible, thank you..
Post From Page #3
Sorry I haven't replied in a while, we have been very busy working on adjustments for the site which are largely driven by this forum. We have done adjustments to calculated ehp that are live and should be much more accurate now, so please check those out, and we are currently working on other tweaks. We aren't declaring that the site is perfect, one thing it can never predict is how a player wants to play, we do not wish to adjust how someone wants to play and we encourage it completely, thus we will never satisfy everyone. The goal of our website is to supply you with an mp level that will suit your current gear, as well as give a quick overview of your gear so you don't have to spend hours theorycrafting over which items is holding you back.
The feedback received on this forum has been phenomenal, we really appreciate all the support, there has been a lot of time and effort in the criticism of our site, and we treat this as gold. We cannot improve without critique.
===Update September 4===
DiaBro3.com - Update http://www.DiaBro3.com We have just finished an update we have been working on for a while. It is our goal to provide an increasingly helpful resource for the community. For anyone not aware as to what DiaBro3 does, simply visit our site and throw your battletag in the search. We'll take your character's information and help you figure out which MP level is optimal for your character with their current gear. We'll also rate your gear and let you know which items are holding you back. Our latest iteration contains the following adjustments:
- DiaBro3 Recommended Builds We have added a new section below the armory which will display builds that we encourage players to use. We found that we wanted to provide a platform for new or returning players to jump in and this part seemed key.
- Full Calculations Displayed We were always using a more in-depth analysis of your character, which reaches beyond the armory, however, we wanted to show more of this information to you. It has its very own tab so you can view this information if you want, or keep it simple. We located it below armory, and below the recommended builds.
- Nephalem Stack Chart We are really excited about this one. Not only do we analyze the ideal MP for you to farm, but we also dynamically create a chart which grabs your gear, paragon, mp, etc and shows you a breakdown of your experience, magic find and gold find for each stack of nephalem. This is located inside the Full Calculations section.
Thank you all for such amazing support!
Feb 10, 2014Posted in: Diablo III General Discussion
A lot of the people that were rather upset by everything were people that have put a lot of their time and effort into being effective beta testers and should not be dismissed out of hand just because people didn't like the tone of their argument.
How is that unfair? Following your logic, Blizzard has to give in to people that clearly did not read the "everything is subject to change" disclaimer, sticking to all bad design decisions. Essentially, you're saying that even arguments based on a misunderstanding of the beta should hold up and be considered in further iterations. This will eventually lead to worse design. Is that fairer? Just because some people neglect the beta disclaimer, everyone has to live with the consequences of half-assed iterations and bad design decisions? I think this is not fair at all.
By the way, the tone has obviously a huge impact on how something is perceived, but if an argument is valid, it will not be automatically dismissed because of its tone. However, many people just don't have an argument at all. Jaetch brought forward very good arguments as to why legacy enchanting should be implemented. Blizzard acknowledged that the arguments are valid, but the implementation is not possible because of time issues. However, simply stating "70 > 60" is not valid because many many people highlighted that there are indeed level 60 items that trump level 70 items. Saying "we want legacy enchanting because it was promised to us in F&F beta" is not valid because absolutely everything has always been subject to change.
This is not about tone or fairness. This is about what's best for the long-term enjoyment of the game.
I don't really know how to be any clearer that I am not making any actual arguments to advocate for one side or the other, but rather clarifying the arguments of one side that were being incorrectly summarized. Strawman arguments are always unfair by simple fact of being logical fallacies to begin with. If an argument is to be made, it should be made against all of the merits of what it contests.
Taking this a step further, I do not understand how you can in the same post say that the people who were arguing for the inclusion of legacy items in enchanting, such as Jaetch, do not understand the purpose of a beta and then go on to say that Jaetch brought forward good arguments. Either he does not understand the purpose of a beta and thus does not have valid arguments to make, or his arguments are valid and he thus does understand the purpose of a beta, since all of his arguments are based on the testing therein. The two are mutually exclusive.
I will agree that it should not be about tone, but really, when it comes down to it, that is the main issue the community is having right now. Some people agree with the changes, some people disagree, but the majority of the commentary I have read on both boards about the changes has been an insult war about people paying to win, rabble, rambling, elitism and so on. Saying someone does not understand the purpose of the beta because they vehemently disagree with proposed changes is right up there.
Feb 10, 2014Tbh it would have been kinda nice to have viable gear that isn´t max level. worked for d1,d2 and path of exile.Posted in: Diablo III General Discussion
sadly the gearing is the way it is and the whole "only max level counts" wow mentality plauges it.
still, not being allowed to enchant legacy gear is just another lame ass reason for hating. Im more upset that we have yet to hear a single word on ladders for RoS.
Feb 9, 2014Posted in: Diablo III General Discussion
To be fair, a lot of the vitriol comes from the fact that a lot of testers have been saying since the day they stepped into the Beta that enchanting was bugged in this way. They were told, eventually, that it would be fixed and that it was not intended to be that way. Then, a few days ago, blues came back with the information that, no, turns out that was not the case because some level 60 items could be re-rolled much better than the 70 items that are supposed to replace them.
The main points of contention then became:
- That's not what you told us
- How are we supposed to test things when you don't even know what we're testing?
- There are maybe a handful of lvl 60 items that a lvl 70 might try to enchant to use as BiS item, and most of the time people still don't
- Why would you make a decision like this based on so little information that isn't even completely accurate?
- Okay, but you still have itemization issues to address?
So yeah, a lot of people got really mad and weren't exactly sunshine and daisies about it all, but there's more than one side to every argument, you know? The elitism I've seen from all sides about this is pretty headache inducing, to be honest. Just because you weren't upset by something does not automatically mean you are in the right or that their emotional reaction negates their reason for being upset in the first place.
Full Disclosure: I am not in the beta. I do not post on the official forums outside of bug reports. I do not really subscribe to any one side of this argument, I just read and listened a lot after the explosion happened.
Feb 9, 2014I really like this one to lighten upPosted in: Diablo III General Discussion
"Nothing stands between you, and whatever it is you wanna ****..."
"These cultists are walking time bombs, at any moment they could.... BOOOOOM!"
Feb 8, 2014This is one of the things that bugs me SO much about D3.. They've just taken a big piss on the whole leveling process. I enjoyed it alot in D2 and i think it should be a more important part of the game. But i guess things changePosted in: Diablo III General Discussion
Feb 7, 2014Posted in: Diablo III General Discussion
- Fire damage deals much more damage at the first hit but monsters build resistance after every finished hit. Very good for slow attack weapons. Very weak for fast attack weapons.
- Lightning damage deals more damage but your character also receives the same amount, greatly reduced by lightning resistance. Lightning effects suggest that you can not control that element. Build lightning resistance to the max or you will kill yourself.
- Poison damage has a chance to spawn a poison cloud that damages everything (including the player) inside of it. Procchance is based on the % of damage it dealt on the attack. Leave a thick poisonous mist aver every won battle (and try to lure new monsters into it).
- Ice damage deals much more damage to demon type monsters. reduced damage to everything else. The "boss" - farm element. Demons hate ice.
- Holy damage has a chance to heal you. Can proc only once per finished attack. Very effective for AoE and quick attacks.
- Arcane damage increases the physical damage the monster receives. Barely any effect on low HP targets but best against high HP targets.
So, Loot 2.0 hit and I don't know about you guys but I felt very underwhelmed. It was supposed to be the great change in loottables and I was looking forward to have some new interesting affixes. Well, we got +x% elemental damage as a new roll on rare+ items.
Unfortunately, this new affix doesn't do ANYTHING because elemental damage is nothing but a recoulering of your damage. So yeah, they added a choice. The choice what colour you throw at your enemies. *clap*
I'm still a huge fan of the series but it bothers me greatly how they decided it is a good thing to let every item do every thing for every body in every situation so I tried to come up with ideas for elements that not only reinterpret the archetypes of the elements a little (cold != slow) but also create character by giving benefits for certain elements to certain weapons in certain situations. Chosing an element should have an influence on how you play and it should be visible by all other players what element you are specializing in, so let's give this a shot:
First, we need to introduce the idea of elemental split damage: The damage you deal is split up into all the modifiers you have and is calculated seperately. So if you have 1500 physical damage and 1500 fire damage you deal both physical and fire damage on every attack. If you also have 100 ice damage you deal 3 types of damage on every attack. Every damage type is calculated seperately. This is very important to allow skills to have more character ( skill A turns every source into lightning damage, skill B turns physical damage into ice damage,...) and allow for a proper interaction as players will want to specialize into a single elemental type of damage. Of course we need more itemslots that give basic + x elemental damage for this. Now, we only need interesting mechanics for the elements:
LIGHTNING:Ahh, lightning damage. My absolute favourite one in this game. Looking at the Mage's electrocute or the Monk's thunderclaps is just a feast for the eyes. It's an uncontrollable force spreading everywhere, hurting everything and it's FANTASTIC. So, let's give this element that characteristic? It's uncontrollabe, it's everywhere, so why not make it harm the player as well and put some interesting math behind it?
I'm not talking about 1% of the damage dealt goes to the player. I'm talking about a full 100% of every damage dealt as lightning also affecting the player. You crit for 1 million on 5 enemies ? Well, you take 5 million damage for it! Insane isn't it? To make this work we need to change the lightning resist formula a little bit:
Lightning damage that is dealt by the player TO the player gets mitigated like this:
1 - ( 1 - ( Resistance / Resistance + 5 * characterlevel ) ^ 4 )
This formula is actually very similar to the normal lightning resistance formula with the only exception that it is raised to the power 4. This creates a very interesting mechanic where every additional point of lightning resistance makes you MUCH more resistant to your own lightning damage.
Here is a table that shows you how much damage you take if you deal 5 million damage per attack, based on the lightning resistance you have:
Here are the important values: EHP = Effective HealthPoints; deltaEHP = Effective HealthPoints gained per additional 100 Resistance; HtK = Hits to Kill yourself with your own damage.
Okay, now what makes this so great? If you want to deal lightning damage you turn into a lightning immune zeus-equivalent because you have to stack huge amounts of lightning resistane. The first 100 lightning resistance give you 86.000 additional health against your own attacks and it gets more the more resistance you stack. Imagine you could get up to 2400 single resistance, of course the single resistances neeeeed to roll a lot higher, the next 100 resistance would give you 26.000.000 additional effective HP against your own attacks. THIS is what you should aim for. A lightning affine character is going to look for completely different loot. His damage isn't held back by his attackspeed or his critdamage but by his own recklesness. And of course, with 3000 resistance to lightning he isn't going to give a shit about "lightning storm" affixes of monsters. Why? Because he is a fucking tesla-coil himself!
FIRE:Very straight forward compared to lightning but it stems from a interesting fantasy: Fire is VERY bursty. Fire spreads rapidly it devours rapidly and it destroys rapidly. A fire starting in a forest DEVESTATES the entire area in short periods of time. A second fire though? Not nearly as dangerous. The damage has been dealt already. So yeah, enemies that have been attacked with fire gain a natural resistance to it after every attack:
1. Attack: 200% damage
2. Attack: 150% damage
3. Attack: 100% damage
4. Attack: 75% damage
5. Attack: 66% damage
6.+ Attacks: 50% damage
So yeah, fire excels at quickly devestating masses of monsters, especially in conjunction with really slow 2handers but ends up being terrible against high HP targets or when players use weapons with rapid attacks, such as daggers.
ICE:I hate that ice is ALWAYS the exact same thing in every game ever made. It deals less damage but it slows. BLEH. In this case, ice deals MORE damage but only to DEMONS. After all, demons are not used to the chilling freezes, they are not used to the piercing projectiles and heavy bolders and the icy winds greatly weaken their immune system:
Ice damage: 133% damage against Demons
No slows, no freezes. A simple multiplicator that turns this element into the best at everything demon-slaying related and into the worst at everything else.
POISON:Let's make one thing clear: Poison is not your friend, Poison does not create, Poison does not benefit ANYBODY. It destroys, withers living beings away and gives you up. So we have to make this as anti-Rick-Astley as possible. One great image that always comes to my mind when thinking about characters using poison is the image of huge areas being covered in a thick toxic mist that slowly decays everything inside. Nobody would want to enter that fog of war, that fog of death. How do we implement this correctly?
Every finished attack has chance to spread a poisonous cloud that spreads slowly for 30 seconds dealing 100% of your poison damage per second. The chance to proc is based off of the % of total damage you dealt on your attack.
Example: Monster is at 100% HP. You deal 50% of the monsters HP as poison damage on your attack and therefore have a 50% chance to spawn a poisoncloud. If you kill the monster in a single strike the chance to spawn a cloud is 100%. If it takes you 50 attacks to kill a monster you have a 2% chance per attack to spawn a cloud.
Poison is uncontrollable. Nobody should want to fight in an area that has fallen victim to a poison character, not even the character himself. However, the player can chose to lure new mobs to these old battlefields giving him a huge tactical advantage if he manages to escape the clouds himself.
ARCANE:What is there to say about the nature of this mystic force? It is impossible to understand or even perceive for most living things. An unreachable realm, impossible to grab for those seeking immediate gratification. However, those that decide to dedicate their life to the study of it can harness great benefits and reach power and knowledge unimaginable to everyone else. Arcane damage works just like this. It perceives the battlefield. Gathers information. It reveals the enemies weaknesses while empowering your own strengths. The greater your pursuit of the arcane element the quicker you will find the sought revelations.
On every proc arcane damage places a debuff on the target that increases the amount of physical damage you deal to it by 10%. The chance to proc the debuff is based on the % amount of damage dealt as arcane and it stacks up to 20 times for a total amount of 200% bonus to physical damage:
1. 40% of your total damage is arcane. So your chance to apply a debuff on every attack is 40%. However, after 20 stacks you gain 60% * 200% = 120% bonus damage. Total damage with 20 stacks = 220%
2. 80% of your total damage is arcane. Your chance to apply the debuff is 80%. After 20 stacks you gain 20% * 200% = 40% bonus damage. Total damage with 20 stacks = 140%. However, you apply the debuff WAY WAY faster.
Arcane damage takes time. Arcane damage takes thinking. Arcane damage takes calculating. It is the opposite of fire, weak against small targets but uncomparable against high HP targets and it is difficult to figure out the proper ratio of physical damage to arcane damage to maximize the output.
HOLY:Holy damage deals +50% damage against demons. That's BULLSHIT. The light does not strike. The light does not destroy. The light sends out warriors into the battlefield and gives them the power they need. It helps those that struggle and it embraces those that embrace it in their darkest hours. It grants power to those that are disciplined and strong and those that abandon their own strength shall fail. Holy damage creates a duality between physical damage and holy damage:
Holy damage has a chance to heal you for 50% of your total % damage dealt as physical. The proc chance for a heal is based off the % of damage dealt as holy per target. It can proc only once per attack.
This sounds fucked up, doesn't it? So let's make it simpler: It has a chance to heal you based on your physical damage. The chance for the heal to occur though is based on your holy damage.
Example 1: One target
Example 2: Five Targets
3. Example: 20 Targets
The first 3 columns show the varying ratios of damage you have. 30% holy damage and 70% physical damage would result in a procchance of 30% agains 1 target, 83% against 5 targets and an incredible 99% against 20 targets. It can proc only once and the grey area indicates the "ideal" ratio of holy / physical damage based on the numer of targets that get hit by the attack. the % of life you gain is based on how much physical damage you deal. 90% physical damage would heal you for 45% of your total life. 50% physical damage would heal you for 25% of your total life
As you see, holy damage helps those that are at their darkest time - swarmed by large enemy forces. Those that rely solely on holy damage barely benefit from the blessings (low heals), those that abandon holy damage very rarely receive those blessings (low procrate). It's ideal for fast weapons and tanky builds (and people that don't give a shit and jump into massive groups of monsters).
That's it, thanks for reading!
If you wonder why I created those. Well, I suck at painting and drawing things but still wanted to give something for people to look at, so this is my way to create an omage to the game ^^ - Excel sheets.
Jan 11, 2014Hawke323 posted a message on [Suggestions] Fusion Forge, Innate Affixes, Free Upgrades etc.Hello everyone! I am here to suggest some ideas I had. I tried to make it as simple and short as possible, so I hided some details. And I added Requirements Analysis to the end of each idea, to explain whys. Hope you will find some of these interesting and enjoy! Principles: More code reusePosted in: Diablo III General Discussion
Meet urgent needs
Fusion ForgePurposes: - Making “useless” legendries more useful
- Helping players accept account-bound
- End-game content like Cube/Runewords Brief:
- The forge has 4 slots; player can put whatever lv-70 legendary item into the one of slots
- If player puts another legendary item to an adjacent slot, and this legendary item has one and has only one common primary property as the first item, a link that represent this property would be formed - After clicking the Forge button, an amulet which has 4 “link” primary properties will be made, and all of those four legendary items will be salvaged
- This amulet has some very powerful secondary properties, like 500 arcane resistance, 10 pickup radius etc. Those secondary properties are decided by those 4 primary stats and their order
For example: Primary Attribute + Health (%Life/ Vitality) + Life (per hit/per second) + Critical (chance/damage) =500 Physical resistance + 80% Gold Find Details:Requirements Analysis:
- Players can upgrade this amulet to legendary by spending some mats and gold and completing some quests. After upgrade, the amulet gets a random legendary amulet affix. Players can upgrade it again to swap this affix
Examples of Formulas:
Formula 1: Primary Attribute + Speed (ASI/movement speed) + Critical + Elemental (bonus damage/skill damage increase) = 300 Fire Resistance + 300 Cold Resistance + 300 Lightning Resistance
Formula 2(1.5): Speed + Primary Attribute + Elemental + Critical = 300 Arcane Resistance + 300 Physical Resistance + 10 Pickup Radius
Formula 3: Life + Speed + Element + Critical = 5000 Life after Kill + 5% Additional Experience + 10% Less Damage from Range Attacks
- Not only creating amulets, the Fusion Forge can be used in other ways like Horadric cube. However all formulas should contain at least one legendary item in order to differ it from the cube system, and serve its purpose “making any legendary item useful”
To players who get used to selling useless legendary items on AH, it is not easy to accept BoA immediately, not at all. It is because: the theme of the game is to farming valuable items, can’t selling but salvaging means less value (based on experience of D3V).
However, if this player gets more reward from salvaging this legendary, his pain maybe eased (because the value of a legendary piece is increased). For example, giving him a lot of gold for each salvaging may be good, giving him another nice rolled item that he can use might be better
So here comes the basic idea of fusion forge:
- Combine useless (good or bad) legendary items into good items that always could be useful
- Add “formula” element into this system, in order to increase the complexity and depth of this game
- Provide players something more to play, even if he is fully equipped with legendries
- Giving players 7th, 8th, and even more “skill slots” without adding any real skill slots
- Reduce complains about “elemental damage effect” (like fire weapon deals AoE damage etc.)
- Further increase build diversity Brief: - Any skill that deals damage can trigger Elemental Harmony
- Once the Elemental Harmony is triggered, a spell will be cast automatically
- The type of the Harmony spell is determined by the weapon’s elemental damage type and the skill’s element type Details: Examples:
Physical + Arcane= Wave of Force
Fire + Arcane= Hydra
Poison + Fire = Fire Bomb More examples and details:Requirements Analysis:
Ice + Poison= Acid Cloud
Lightning + Ice= Sweeping Wind (Cyclone)
Physical + Fire= Whirlwind (Volcanic)
- Skills without cooldown, when used, there’s a chance to trigger Elemental Harmony
- Skills that has a cooldown, after holding the skill key for 0.3 seconds, will always trigger Elemental Harmony (EH)
- After the Harmony is triggered by any skill that has a cooldown, all skills with cooldown cannot trigger EH again within a few seconds
- Players can swap the elemental damage type of their weapons by using Fusion Forge, collecting special mats, or completing quests etc.
Requests about “more skill slots” and “elemental weapon effect” never rest. However, on the other hand they show needs of players that cannot be ignored. Elemental Harmony is such an idea that gives players more skills to use while keeping the 6 skill slots design.
The prototype of EH was Passive Elemental Combo effects. For example: ice + fire=steam; lightning + any doubles the triggering rate; arcane + any reduces spell cost etc. However soon I found out that if it triggers so frequently, the operation burden of servers might be unnecessarily increased too much, and it is very hard to balance. So the triggering rate should be reduced, but as the compensation, the triggering effect should be powerful enough, maybe as power as another skill. So as the result, it became the EH.
Demonic Soul Gem and Monster Innate AffixesPurposes: - Better monster balances while keeping their characteristics
- Give players reason to fight ACT4 mobs instead of ACT1 boring zombies
- Solution to bad lucky problems (farm x hours without a legendary loot) Brief: - Some monsters have innate affixes. For example: Soul Ripper have “Tongue Attack”
- Those monsters, when become elites, have less elite affixes(like fire chains etc.) because of their innate affixes - Killing any monster gives player Soul Gem energy. Each affix (innate or elite) increases energy gain by X%, which means, a Phasebeast yields much more soul energy than a zombie - After the soul gem is fully recharged, player can use it and summon a powerful monster that guarantees drop a legendary item Details: - The soul gem can be over-charged to 1000%. Each time it loses 100% energy when used. The item type of the legendary drop is affected by the sum of numbers of energy.
“492% charged”-> 4+9+2=15 -> 15->1+5=6
6 means it has triple chance to drop a shoulders item than other armor types More details:Requirements Analysis:
- In case of exploit, the soul gem can only be used in single play mode, and the room will be locked, invitations will be aborted once the soul gem is used. And after the monster is killed, a random rare item the player is currently equipping will again “Ignore Durability Loss” property and became account-bound
- The soul gem gains a small amount of energy each day, even player doesn’t log on
It is impossible to perfect balance monster’s strength and its rewards, so almost every player choose to butcher dumb zombies instead of getting one shot by ACT4 monsters. As the result, a large part of game content is wasted.
The purpose of this system is to find a way to balance, although it is impossible to be perfect. However, I always believe the best balance is incomparability.
- Find a way to nerf strong monsters without losing their characteristics
- Find a way to reward players who fight those monsters, and make it very hard to find out what is a better choice
So the idea of innate affixes comes out. By taking the place of elite affixes, the most infamous monster types could get a moderate nerf by adding innate affixes to them. And in order to balance normal monsters, increase drop rate by killing them could be a good idea. However, just by comparing farming speed of different monster types and drop rates can find out which is a better choice. The way that increases rewards must be complex enough to make it very hard to compare which is better. So idea of Demonic Soul Gem system came out.
Infernal TrailPurposes: - Short pain, guaranteed profit
- A challenging end game content
- A way to compete with each other Brief:
- Compared with Campaign and Adventure mode, it is just a minor mode
- Monsters are very powerful in this mode - Each week, a player can only kill each monster once. They will not re-spawn until next week
- Each sub boss guarantee drops a legendary item the first time you kill it each week Pain Control: - Each item when you are killed by a pack of elite of a boss, their health and damage will be decreased by 10% this week
- If you failed to kill a sub boss 5 times in a row, its loot will be degrade this week (legendary gear to mat). Same rule applies to elite packs (3 times) Details:- Player can view best 100 players and inspect their builds and gear from a billboard Requirements Analysis:
- The locks of single player mode and multiplayer mode are separated
- Sub bosses only drops legendary mats this week if you’ve killed it in another mode
- Sub bosses only drops legendary mats in multiplayer mode, if you’ve never defeated this boss in single player mode, in case of exploit - ACT 1 is available at first month, ACT2 at second month etc.
Dev teams introduced infernal difficulty to the game in order to provide top gear players something to do. However it soon turn out a tragic massacre, not players butchers monsters, but players get butchered by monsters. Countless complains and bad reviews confirm it again and again that it is not a good gaming experience.
However, it is very important to provide players challenges, in order to drive them collect better gear and became more powerful, which is the theme of this game. And some players do like the challenging difficulty of infernal before nerfed.
No pain, no gain. But too much pain, not enough profit maybe worse. What players need, is “Less pain, good profit”. However if there are too much easy profit, it is no long “profit” any longer. How to solve this paradox?
In order to provide enough profit, the loots are guaranteed legendries. And in order to keep those rewards “valuable”, you can’t farm again and again.
This mode is difficult, so the pain must be under control: you can’t farm again and again. And before you gain too much pain (die too many times) from a single pack of monsters, they will be nerfed to ensure you will not receive any more pain from them.
Adding a leaderboard could make this mode more competing, and drives players to gear up their chars, in order to earn a better place in the leaderboard.
Separate Challenges from Achievement UIPurposes: - Another PvEvP end game content
- Some of the challenges are combat-irrelevant, which means everyone could join in despite their gear level Brief: - Separate challenges from Achievements and put them into a new Challenges interface, and add a leaderboard to it
- At the end of each month, the best 10 players of each class will be awarded with special portrait frames and aura dyes
- Some achievements could be converted to challenges like boss kill achievements (on torment 6; in 2 minutes; don’t get hit by some skills etc.) Requirements Analysis:
Some players bought Diablo 3 just because it is made by BLZ. However some of them were soon disappointed because they don't like farming the same content again and again. It is true: this game may need something else for players to do, not only farming and farming, because it is 2014 now, not 2004. Even though some of those contents should encourage players to farm, but some of those should be played even if a player is not that well geared.
On the other hand, the resource like man-month is very limited for dev team. A “new” content that reuses as much as code as possible, is much better than some brand new content. Challenges are a part of achievement now. Just need a leaderboard added could make some players spend hours in them, happily.
Demons Must DiePurpose: - Offering players a new way to play Brief: - Inspired by game "Orcs Must Die". Players can build blade traps, explosive barrels and even moonseeds in order to help them to defend waves of attacks
- Unlike OMD, all of those traps must be active by hand, not automatically, in case of exploit. And blade traps have cooldown, barrels respawn after each wave
- DMD mode doesn’t reward any gear loot. But it is a faster way to collect gold and experience than adventure mode
- Strength of monsters are dynamically adjusted by players’ gear level (EHP, DPS and Healing) Details: - Traps deal little damage. But they apply effects to monsters, to let players kill them much easier.
Triple arcane damage taken
Convert chill effects into frozen effects for 15 seconds More details:Requirements Analysis:
When taken fire damage, additional 200% damage will be dealt in 5 seconds
After receive lightning damage, stun for 10 seconds
Slow 90% if taken physical damage
- After killed by monsters 6 times, the game will fail. And rewards will be reduced each sequential failure
Just like challenges, DMD mode is also easy to be made: all of those traps are preset. Just need an interface that allows players to place traps wherever they want, and make those traps click-to-active. Or even simpler, provide different maps instead of traps placing UI.
However, there are too big problem of introduce a new mode to the game.
1. How to make it compatible with existing modes, which means players will play both of them, none of them would be wasted
2. A new game mode, especially like survival mode, could be easily exploited by bots
Both of those problems are very hard to solve. Especially the second one, ‘cause for the first one, by adjusting the reward type of different modes, players will have to play both of them for different types of reward. Or limit players’ access to a certain mode can also solve first problem, just like Nephalem Rifts.
The secret of effective bot farming is camping: the less movement the bot does, the better. And survival mode it just a perfect place for bots: they just need to stand there and kill whatever comes to them.
So that’s why, monsters are dynamically adjusted, so players are impossible to defeat them without the help from traps. And all traps must be active by hand, making movement be required in order to survive. And if the bots dies too many times, it will receive less and less reward.
Demonic InfusionPurpose: - Another end game content Brief: - Players can get item: [Foul Demonic Crystals] from monsters. They can choose to salvage these into gems, or use them near a normal monster
- Upon used, the crystal will shatter and imbue its power to the monster, which will get a special affix, and this monster can level up. Once reached level 10, it guarantee drops a legendary mat or even legendary gear and a lot of gold Examples of this “special affix”: · Greed: This monster automatically picks up gold drops by other monsters, and gains a level for each X piles of gold picked up
· Enrage: Watching another monster killed increases damage and speed for 2 seconds. Gain a level for each X monster killed Other examples:
Renewal: Once killed, revive after 30 seconds and drain every soul of monsters killed nearby. For each X souls drained, gain a level
Possess: Once killed, possess another nearby monster, and gain a level
Devour: Another monster that has 20% or lower health for more than 5 seconds will be devoured. For each X monsters devoured, gains a level
Skill-oriented instead of Luck-orientedPurposes: - Improve gaming experience
- Reduce complains about random or inevitable death that pisses player off Reasons:
- Skill-oriented battle design makes player proud of their increasing skill
- Luck-oriented battle design pisses players off, just like arcane enchanted/frozen+ vortex, old reflect damage/mortar etc. Brief: - A Skill-Oriented affix should contain and only contain 2-3 of following parts:
1. Unavoidable Effect: Like Frozen, it deals unavoidable damage once the ice ball spawns. But it is not deadly. The purpose of Unavoidableis to make players balance between EHP/Healing and DPS
2.Deadly but AvoidableEffect: Like frozen effect of Frozen. Once applied, it can put player into a very dangerous situation.
3. Rewarding Effects: If players didn't get frozen by any ice balls, those ice balls will frozen/slow enemies. This kind of effect is to reward players for their skill and give them sense of accomplishment. Also, it "increases" farming difficulty of bots because it is hard for them to get rewarding effects.
Details: - Vortex:Spawn a big cycle of wind under a player’s feet and deal damage to him. If he chooses to run out of the cycle, he will be pulled to caster’s location. Otherwise the cyclone will disappear after 2 seconds.
Shielding:Damage taken will be doubled in 4 secsafter the shield expires.Requirements Analysis:
Lightning Storm: Decrease the damage of first strike, and the damage will be increase with each sequential strike until player moves for at least 5 yards.
Jailer:Increase damage dealt while being jailed by 300%
Fast: No longer a passive effect, it increases monsters’ attack speed, movement speed, as well as damage taken by 60% for 4 seconds when active.
Nightmarish:Players will always run to the opposite side of their mouse-over directions. Their damage taken will be reduced by 50% in 3 seconds after being feared.
Extra Health: Also increase gold dropped by this monster. The faster they die, the more gold will be dropped.
Desecrator:Damage will increase the longer player stand on it. Increase damage dealt by players who stand on it by 100%
Mortar:When killed, deal a huge amount of damage to nearby monsters.
Electrified:Taken damage from electrified monsters increase attack and movement speed and electrical damage taken by 10%, up to 10 stacks.
Plagued:If nothing is standing in plagued pools, monster will be slowed by 30%
This part could be longer than a paper; I hope this image could help to understand:
Most of famous ACT games, for example Devil May Cry, even at the highest difficulty, if the players if well trained, he can still defeat it without taken any damage, which means no random damage, no random death, and even no inevitable damage.
Why? Because that’s the essence of a successful ACT game: players receive as much as happiness as how they are skilled, which means more practice, more happiness. In other word, happiness is a somehow.
However to Diablo, making some damage unavoidable is necessary in order to encourage player to get some EHP and Healing. But decisive damage must be avoidable, not only to provide guaranteed sense of accomplishment, but also avoid pissing players off, just like arcane enchanted + vortex or old damage reflect did.
Waking PowersPurposes: - Giving player a better first impression instead of “I became weaker after 2.0”
- Giving player more driving force to level up Brief: - For every X paragon level a player gains, he will also get one level of a passive skill beside paragon points
- Most of things that was taken away from players, like primary attributes of old paragon system and Nephalem Valor, will be back as one of those “passive skills”
- Some interesting things that does not booster players’ combat capacity that improves the game experience, could be added into game as one of those skills
- If possible, a skill tree could be better and it could silence more complains Example of the Powers: • Increase player’s movement speed while in town
• You can attack and destroy Treasure Goblin’s portals
• When a legendary item drops (from an enemy), confuse nearby enemies and make them attack each other More examples:Requirements Analysis:
• There is a chance that, after dealt the final blow to a pack of elites of a boss, places player’s banner upon the corpse of enemy and gold rain from sky. (The total amount of gold equals to 20% of the gold dropped by this boss)
• Decrease portal casting time while no enemies around. (Up to instant cast)
• Give you a chance that acquire additional mats when salvage an item
• After killed a pack of elites, reveals the location of nearest elite packs on your area map.
• If you were killed by a pack of elites and after they are dead, there is a chance that a meteor will fall from sky and blow up their corpses, returning repairing fee to you
• When removing a gem, there is a chance you can take your gold back
• Using a shrine of elite restore some durability of your gear
• Sometimes after you killed a monster, its ghost will help you pick up gold for some minutes and increase your Gold Find slightly
• Increase your sight to help you reveal map faster, elites enemies you engaged will be marked on the map
• After engaging a pack of elites, there is a chance that, durations of all shrine effects on you will be frozen until they are killed or disengaged.
Each player has different feeling about 2.0 PTR, but all of them find out that they are weaker than before. It is a bad first expression but easily solved.
Some player feels less driven leveling up because there are less reward, and there is no cap of leveling. More encourage might be needed.
Also, countless players cried for a skill tree, and a skill tree could silence most of them.
Free Upgrades: Standard to deluxe, deluxe to Prime-Evils PackReasons: - A lot of people complain that the expansion is a little bit too expansive.
- A lot of people were disappointed by D3V Brief:
- Upgrade current standard edition to deluxe edition, and deluxe edition to Prime-Evils editions for free
- The Prime-Evils contains World of Warcraft heirloom weapons (transmogrify weapons of RoS deluxe edition), Black Soul Stone mineral fields skin, RoS theme card skin etc. Requirements Analysis:
It is true that many players don’t like the price of expansion. The standard solutions are lowering the price or/and compensation. Compared with first one, compensation, with virtual property, may be as good as real property compensation for game players
So the idea of a free upgrade comes out: Compensate players to make them think it is worthy to buy this expansion.
Almost every player who has brought the standard edition knows that there is a more expansive deluxe edition. And what if they know they can get it for free now? They may think it saved them $20!
High Resolution Face Textures
Purpose: - Making this game looks like something released after 2000 instead of before Reasons: - Allowing players to custom their chars benefit a RPG game just like allowing players name their chars, dyeing their gear, transmogrifying their gear. And 1000% better
- When most of online games, especially those made in Korea or Japan, allow players to customize their chars however they like, while Diablo 3, a RPG game made by one of the best companies on the earth, only offering players a bad looking and low resolution face texture.
Miscs- Completing a bounty increases rewards from bounties of another random acts by 10%, and remove 1 stack of bonus of this act - Allowing players to modify models might be a better idea than offering high resolution textures, just like the Elder Scrolls. - Difficulty settings could not be liner, like easy- normal- hard etc. The difficulty setting design of Meteor: Last Light is very advanced. Player can choose between normal mode and hardcore mode, and each of them has easy to hard settings. So Diablo could also provide players 3 modes like:
Serious Nephalem: Very high monster density, lower drop rate, low monster health
Destiny Warrior: Normal monster density, normal drop rate, normal monster health
Humanity Defender: Low density, high drop rate, high monster health
And 6 difficulty choices like torment 1-6. Torment 1 “Serious Nephalem” should be as difficult as torment 1 “Humanity Defender”. So players can use different builds to farm different modes. - Currently, one of the problems that discourage players do public games is that, if they play with some players that has less DPS than them, they may feel that they are carrying but without additional reward.
Unlocking higher public game settings by soloing uber bosses of that difficulty could be a solution - Whatever players complain is whatever they cannot control. Leaving something that system does now to players may solve some of those problems
For example, if players complain the reviving time of followers is too long. You can allow players clicking on followers to revive them (just like reviving players). They may stop complain, because it is their problem now.
Many designs follow this rule, like Runewords vs. random properties, luck-oriented affixes vs. skill-oriented affixes etc. - It is excited to see a lot of gold or some gear dropped by chests or ashes, but it is also easily exploited by bots. One of the solutions is adding invisible buff stacks to players: killing a monster gives player some stacks of this invisible buff, which greatly increases loots from chests etc. Opening chests removes some stacks of this buff. - Adding player rating system may improve environment of public games: If a player gets low ratings from many players in different games. He may not join another public game for some hours. - Adjusting the class balance is like trading with players - Dynamic system could be introduced to balance skills and runes, if a skill or rune is not popular then it will be automatically buffed by up to X%. This buff is determined by players themselves so they cannot complain about it. By Hawke0323 [email protected]
Jul 30, 2013Jaetch posted a message on ☆ The Archon Video Guide Series: by Jaetch [PRE 2.0 PATCH]The Archon Video Guide Series CompiledPosted in: Wizard: The Ancient Repositories
The following video guides are designed to help players who are new to (or confused about) the Archon wizard build, or simply need some pointers. Most experienced players may find much of the content in these guides very familiar, but hopefully there are some elements here that can still prove to be enlightening.
Disclaimer: names, items, places, etc. featured in the videos belong to Blizzard Entertainment, Inc. All music used belong to their respective recording artists. All included footage credited to their original recorders. No copyright infringements are intended. These videos are not to be used for personal profits.
Guides are currently Patch 1.08a viable.
The Archon Guide
CHAPTER I: Overview (00:02:14)
CHAPTER II: Gearing (00:03:40)
- Gear Choices (00:04:14)
- Upgrading Demo (00:29:29)
- FAQs (00:45:52)
CHAPTER III: Skill Selection (00:49:10)
- Active skill choices (00:49:42)
- Passive skill choices (00:51:20)
- Alternate skill choices (00:54:15)
CHAPTER IV: Gameplay (00:55:41)
- Using Archon - Using Critical Mass (00:56:55)
- Tips & Tricks (00:59:31)
CHAPTER V: Farming (01:02:49)
- Act I, II & III Routes - MP Selection (1:12:58)
- Paragon Farming (1:15:37)
CHAPTER VI: Ubers & Bosses (01:17:46)
CHAPTER VII: The Future (01:20:17)
Approximate run time: 86 minutes
The Archon Guide: XPAC I - Paragon Leveling
With the news of an expansion (Reaper of Souls) arriving for Diablo III, along with a new "Paragon 2.0" system, many players are now scrambling to raise their characters' paragon levels...
Approximate run time: 8 minutes
- On occasion, pop-ups will show up on the screen. Feel free to pause the video to read them as they act as supplementary information to what I'm talking about.
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