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    posted a message on user rep (stars)
    I'M PRETTY SURE I HAVEN'T BEEN DOWNREPPED, BUT I'M FURIOUS!!!! THIS SYSTEM IS TERRIBLE!!!! IT'S CLEARLY NOT WORKING BECAUSE ALL THE STAFF ARE JUST 5-STARRING EACH OTHER (I KNOW CAUSE I DID IT EARLIER MYSELF!!!) OMGADKFAL;IFEMFAKEL :boom:

    :troll:
    Posted in: Backstage Archives (Pre-Release)
  • 1

    posted a message on Dungeons & Caves Should Be Dark To Have That Evil Feel To It And Be Scary At The Same Time.
    Not being able to see where you're going is more of an inconvenience than an interesting game mechanic IMO. I always hated the light radius in D2. Good riddance.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on When did you realize...
    Quote from Sixen

    Didn't we do this with zhuge and zhar? :P.

    Didn't you read the OP?!
    Posted in: Backstage Archives (Pre-Release)
  • 1

    posted a message on New items every patch
    Quote from Leonx66

    Id like to see updates with new items simply cause it will screw with people who buys from RMAH, imagine someone buying the best sword in the game for 100 bucks or something, and then next week an update comes with 10 new unique swords each better than the one he bought.
    edit: ok, that's not the only reason I want it :P but honestly I hope they put in enough variety of items at launch to only have to add items on major updates or expansions.


    Official Blizzard Quote:



    Even so, there is going to hit a saturation point and what will we do about that? We have a bunch of ideas on how to deal with that, most of them do revolve around extending the item database at some point. Whatever we do, we’ll try to make sure that the player base has a lot of forecasting, like they will know long before we do anything what we’re going to do so that they can prepare. We don’t want people to go on the AH and spend basically $100 and then us change the item database the next day. We want them to know, in 3 months we’re changing the database “OK, well that gives me time to plan and think about what I want to do.”

    Not gonna happen, sorry.
    Posted in: Diablo III General Discussion
  • 8

    posted a message on Runic Revision?

    During the Q&A session with lead game designer Jay Wilson at Blizzard HQ Thursday, we were treated to a fairly lengthy discussion about the DiabloWiki.com - Skill Runes Skill Runes system. Evidently, runes will not come into play during the Beta test, which led a participant to ask when we’ll see them. Jay responded that Runes will first start dropping in Act II Normal and mentioned that Skill Runes were the only major game system that still had significant revision coming its way. This statement opened the floodgates on a new Rune system that they're hoping they can get into the game. Before I get into the specifics, Jay wanted us to mention:


    Official Blizzard Quote:



    By the way, this is all theory; we haven’t put this in yet, so this is the way we think we’re going to go, but it’s not solidified. So keep that in mind when you report on it, make sure you say “this is theory,” but I feel like it’s theory worth sharing, especially with the fan community… We haven’t tried it out yet. So it might suck. I’m gonna put that caveat out there, but that’s the one thing we still want to try with that system, and if it works, we’ll keep it. If it doesn’t, then the system works pretty well as it is.

    Overall, this theory of Blizzard’s isn’t particularly earth-shattering. Runes will still be placed in skills to alter their functionality in the same way we’re used to. They’ll still be item drops off of monsters, but the team didn’t think that Runes felt like items in the classic Diablo sense. There was no variation, no randomization. A given Rune-Skill combination always produced the same result, so long as the level of the Rune was constant. In addition to this, when moused over, the UI for Runes simply displayed the effect it had on each of your active skills. During the internal alpha testing, they found that this became a nightmare point of comparison and, after a while, just got to be frustrating for the players.

    To rectify these issues, they came up with the idea of having Runes drop “unattuned.” This basically means that when a Rune drops, it’s just plain and grey and doesn’t have any specific effect on your skills. Once you socket the rune into your skill, however, it becomes attuned to that skill, providing it a bonus based on the Rune type that it randomly rolls. In addition, they are considering adding an additional random stat bonus – much like the charm system of the now-scrapped DiabloWiki.com - Talisman Talisman – to attuned Runes. Bashiok had this to say about the new system:


    Official Blizzard Quote:



    Personally, I love it, and hope it finds a way in.

    I'm not so sure about rolling to see which rune effect you get (it could still work), but I *love* the idea of random affixes. That you could have a end-rank rune for the skill you want, with the effect you want, but you still don't have ideal stats on it. That just makes the min/max item hunt that much cooler, and makes runes more important than... "Oh, I found another Crimson rune. Great. /salvage"

    These features combine to add an air of randomness, familiar with most Diablo loot, to Skill Runes as well. Skill Runes of equal level can vary significantly from one to another, and high-stat or “Perfect” Runes will likely become incredibly valuable. On the other hand, if you socket a Rune into a skill and don’t get what you want out of it, they hope that it feels much more like any other piece of loot that drops that you don’t want and not like a let-down or a waste of a Rune (especially considering that Rune might be valuable to another player with a different build or playstyle).

    Another difference from the current system is that when Runes are removed from skills, they will remain attuned to that skill. In the old system, if you removed a Rune from a skill, you could easily place that same Rune into a different skill to reap its benefits there. Not so with the new system. So, for example, if you put an unattuned Rune into your Magic Missiles and it rolls an Indigo effect (which adds additional missiles per rank), if you later decide to take that Rune out, it will forever remain a Magic Missile splitting Rune, unusable in any other skill. Even this isn't completely set in stone though, as they've hinted that they might add a functionality to the DiabloWiki.com - Mystic Mystic to wipe effects off Runes.

    This proposed system would also play into the new skill system. Since skills are now freely swappable, they felt they needed a soft mechanism to encourage the player to focus on their favorite skills rather than swapping them out for whichever skill was preferable for a given situation. The fact that Runes are permanently attuned to a specific skill as soon as they are socketed in that skill accomplishes this. Although Jay described Rank 1 Runes as “candy that you can throw out and experiment with all you want,” higher rank Runes will be much more precious. Socketing high-rank Runes into a skill will represent an investment in that skill, hopefully discouraging the player from swapping it out for another on a whim.

    While the core mechanic of Runes would remain unchanged in this new system, Runes - especially high-level ones - will become a much more valuable commodity. Since each Rune is permanently attuned to a single skill, they will be much more build-specific and, with random stats, highly sought after Runes will be far more difficult to obtain. What do you think? Do you like the sound of this proposed new system or are you happy with Skill Runes the way they are?
    Posted in: News & Announcements
  • 1

    posted a message on First time in hell
    Is it because I said "poison damage"?
    Posted in: Diablo II
  • 1

    posted a message on First time in hell
    Quote from Kickin_It

    Woo just killed Hell Baal with a Zealer. I can't really remember all the way back to when I used to play SP, so this may be a first for me. I got really lucky with drops, which made it pretty easy (finished with a Vamp Gaze, Heaven's Light, Treachery Rune Word, Raven Frost, Treks, Duress on my merc, and other less neat things


    My best advice is just to not get too down on yourself in A1. A1 Hell is definitely the hardest part in the game IMO. Zombies especially just have a ridiculous amount of life. Try to get something with poison damage and/or open wounds to negate their hp regen and you should be able to take care of them.

    EDIT:
    Quote from Magistrate

    (As a side note, if you are expecting life steal attributes on your items to help you against the zombie, they won't. LS doesn't work against the Undead, AFAIK.)

    It doesn't work on some undead, like skeletons. Zombies have 50% drain efficiency in Hell, meaning 50% of your life/mana leech will be effective.
    Posted in: Diablo II
  • 3

    posted a message on Am I in the minority?
    I don't see how any of the points in your argument are construed as a good thing TBH. The mere fact that there were "perfect" specs in D2 was the biggest problem with customization in the game. Variability didn't exist in D2 specs because variability wasn't viable. Everyone used the same specs. You say being perfectly spec'd is something to be proud of, but I feel relatively certain there are way more players around who are spec'd exactly the same as you are than there are "noobs" who screwed it up. Perfect specs are absolutely not the "THE ONLY way to distinguish a good player, from a bad or casual one." Bad players can read guides and use calculators too. Specing in D2 was a joke; everyone rolled cookie cutter specs with cookie cutter gear. Everyone looked the same, played the same; in most cases, there was no difference from one player to another in D2, period. Don't kid yourself.

    You're proud of a character with no spec at all? How is leeching your way to 99 without contributing anything at all something to be proud of? No offense, I just don't understand why that would be something to put pride in.

    Anyway...to your point of respeccing: I've already made my opinion clear on builds in D2 all being the same. In addition, if you screwed it up, you could just reroll and get your character back up into the 80s within a day. How is that a better system than an actual respec?
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Runes and more caffeine
    Quote from Winged

    PS. If you're interested in watching all 8 videos of the D3 panel, I'd head over to Diablo3Inc on yourtube and do it there. The video is only 360p compared to the 480p above but the audio is in sync.

    Psh! Gotta rep the DFans YouTube! 720p and properly sync'd sound!
    Posted in: Diablo III General Discussion
  • 1

    posted a message on DiabloFans Announces Male DH
    Quote from Sixen

    EDIT: Also, he wanted to make it clear that we can ask about absolutely anything within the confines of focusing on the DH.

    Approximately what date would you imagine us being able to play the Demon Hunter at home? :tongue:
    Posted in: Backstage Archives (Pre-Release)
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