I KNEW IT!
Not the spoiler bit, but that the female wizard was voiced by Grey DiLisle (Azula from Avatar). Perfect fit, IMO.
The rest...must resist spoiler. Must...focus...on...work.
- TheDFO
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Member for 13 years, 9 months, and 2 days
Last active Mon, Mar, 20 2017 19:40:17
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May 10, 2012TheDFO posted a message on Diablo III Cinematic Screenshots, Results Conference Call, "One of the Chosen", Blue PostsPosted in: News
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Feb 3, 2012TheDFO posted a message on 100,000 Diablo III Beta InvitesYay! I got on!Posted in: News
And then the lag. BOOOO!
But seriously, how can anyone play in this? My game would pause for about 10 seconds everytime I shot and killed a zombie with my poison dart. I gave up before I even got in the New Tristram. -
Feb 3, 2012TheDFO posted a message on Patch 12 Incoming - Patch 12 Notes, Your thoughts on beta, Blue PostsSo...why does my patcher say this is 2+ GB if it's so small?Posted in: News
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Jun 12, 2011TheDFO posted a message on Sanctuary Speculation: ImperiusGood read.Posted in: News
Personally, I'm going for fighting heaven to primary be in the expansion, because Hell moved first. Or, it would because Heaven moved first, but Hell made the overt move and so the heroes go after them.
Either way, if they set up D3's story correctly for an expansion (and does anyone think there will not be an expansion?), then they could easily flow from fighting Demons to fighting Angels without the story being split into two "campaigns" that are just barely connected, story wise.
If that is Blizz's plan, then I hope they have some foreshadowing in the main game involving hunt down angels. It would be a great side quest (even more so if it is hidden and so if you don't find it, then you don't have a blank in the quest screening telling you as such). So we would either fight a few low level Angels, or at the end you find out the bad thing the quest is trying to fix was caused by an angel, not a demon. -
May 16, 2011TheDFO posted a message on Trait UpdatePosted in: NewsQuote from Pit Stains
They said over and again they don't want traits to be under-powered or boring... then things like +Gold find should NOT be a trait. I really hope it's not....
Unless, of course, just maybe, gold is actually...I don't know...useful? Because, if you actually need gold, maybe this is worthwhile? -
Jul 22, 2010TheDFO posted a message on The Cosmology of Diablo: Angels and DemonsSo, I'm new here, but not to Diablo by any means (I do believe I was around to by D2 and LoD when they were knew, but that was awhile ago). And sorry for the necro post, but it somewhat fits my missive on the Angel of Death issues.Posted in: News
Anyway, I feel you all are taking "Death" as a MORTAL human would (understandable, I doubt any of you are immortal aliens), as in, "shuffle off this mortal coil." Basically, dying is something unavoidable. I very much doubt that either the Angels, or the higher up Demons, would agree. It might be a possibility, but not a necessity of living, like it is for us flesh piles.
Think of it more like this: When you clean up some space, and you find something that doesn't fit, you move it. But if the thing that doesn't fit also doesn't fit have it's place anywhere, you get rid of it. You throw out trash, swat bugs, flush waste, etc. To an Angel, Death might mean the complete erasure of time. Malthael may simply be the Angel in charge of removing things that do not have their place in the Angels idea of Order (well, at least those things that can be removed by a single angel). They felt that humans are/were abominations, and thus should be DESTROYED, as in cease to exist, erased from all of existence.
That would probably make Malthael the Angel of Death, Oblivion, Nothingness, or something else. He could possibly be the opposite of Baal. Instead of wanton destruction, he would govern the excise of unwanted things. The surgeon who removes tumors, if you will. It could also be said that he's the opposite of Mephisto, what with the orderly remove of that which does not fit being about as far from Chaos as you can get. - To post a comment, please login or register a new account.
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Okay, so my love of Firebomb got the better of me. But I think that either needs the 100% base, or to hit more than once (maybe not all six, but at least twice)
Also, I think it's a multiplicative reduction. Otherwise it'd be doing negative damage on the last hit (as it stands now, starting at 85%)
And the point with increasing range on LS and FB isn't because we have trouble hitting with it, but because we get hit when we do hit with it. Also, they have to compete with longer ranged skills (such as dire bats) that do just as much damage, and in the case of LS, they do it much faster.
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Plague of Toads - I have a similar issue. The issue is that you have to be so close to use it, and the spread is so random. I would say reduce the cost and add another toad (so it's a little less random up close).
I would also add that Corpse Spiders need to leap by default. Otherwise they just can't hit moving targets.
I feel no one would ever use ZB then. It's basically a short range version of Dire Bats then. My suggestion would be that if this happens, they need to add a buff somehow. Maybe a little less mana, or just fix the cast rate so it matches attack rate.
Things I would Add:
Toad Of Hugeness now applies one hit damage and knockback to champ packs, dealing 80% of the damage it would normally do over time to a white. Additionally, damage is buffed to 40% per second for up to 5 seconds against whites. It uses it's tongue attack at 75% of your APS when it doesn't have something in your stomach.
Splinters - splinters now spread out a bit randomly, meaning that at long ranges there is a chance that at least one splinter will miss.
Firebomb - base damage increased to 100% (which is still the lowest damage of the WD's primaries). Additionally, all "repeat" runes such as Roll the Bones and Flash Fire can hit the same enemies repeatedly.
Locust Swarm - Base range tripled. The speed of the cloud reduced by 50% every original length (not sure what it was).
Fire Bats - Range doubled. Fire bats spreads out so that it does less damage the farther away the enemy is. Dire bats range not not changed.
Sacrifice - Able to sacrifice dogs one at a time. Remove Cooldown. Having both Sacrifice and ZD skills on your skill bar decreases the cooldown for ZD by 15%
Big Bad Voodoo - The fetish teleports to your side after 10 seconds.
I also feel that Blood Ritual needs to be changed to be more of a risk reward thing (as 15% of mana at level 60 is nothing compared to your life). I just can't figure out how to make it not overly complicated to explain.
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Eh, they didn't teach her Necromancy, and they probably wouldn't have made up a cover story name. Also, how would an Angel in the High Heaven know anything about them?
I agree, they're probably going to go with Inarius, I just don't think it's a good choice. There are too many issues with dates, motivations, and communications.
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The other ways it "ruins" the game was if you care about your epeen, or if you buy from it yourself. Particularly that last one. There isn't any point in farming for items (which oh, btw, you probably aren't getting to till after you've put in ~50ish hours already, which I would say means you at least got your moneys worth) if you can just buy them cheap.
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Also, doesn't the N52 auto switch profiles based on the .exe launched? I know Razer version of it can, and according to Wikipedia it can. So...you're too lazy to make a second profile that auto switches?
No, the key binding thing is a legit issue. The hateful attitude goes WAY beyond that, to the point where I don't see why he's still playing either. Just the fact that he actually thought an optional entertainment forum could be as bad as living in North Korea shows his level of maturity. If his only complaint was the key binding thing, I'd agree with you. But it seems it's not.
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I get the idea that you don't want to give glass cannons super awesome defensive pets. But, when they heavily scale with defensive stats (vit, armor, hp, etc), then they become somewhat redundant - if I'm building a tank, why would I need the tankiest pets? Wouldn't I want damage pets? Or, if the only way to make them viable is to be a tank already, then again, what's the point?
Pets should, IMO, scale nominally based on player advancement - no matter what your gear is, with no skill buffs, they should be okay (not great), on the act you are trying to progress on. I'm thinking 50-75% of the cool down. Basically, they should be balanced so that if you don't spend at least a portion of your build on them, they so-so. However, if you want to use pets, you can choose passives and skills that would benefit them. That way, you're making a trade off - less damage/survivability through passives and CC, but more survivability through pets. I feel this would have worked with the original idea of having active skills interact with pets, like being able to set fire to, or add locust to, pets. If you want to use pets, you build your build around them.
I only have three other major wishes.
The smallest, but maybe the largest impact, is faster animations. It makes it incredibly difficult to kite well when you have stop for so long to cast something.
Second, I think they need to revamp the spirit based attack spells - haunt and SB. Haunt would be decent if we had unlimited spell slots, as it's very situational (45% dps is too low for a main attack spell, especially one that is as mana happy as haunt). Maybe halve the damage but make it a debuff (extra damage from spirit attacks, slow, reduce damage, a small improvement to all spirit skills for every enemy with haunt on them, something). For Spirit Barrage, well, it's just got a terrible damage/mana ratio. Sure, you can use up a passive and a rune and reduce it to 40ish mana, but it still only does 10% more than splinters (does less if you happen to be rocking PtV instead of the Rush of Essence to get the reduced mana). Also, even if it only "costs" 40 mana, it still takes the full 108 to cast as you only get the rest back over time (as opposed to nearly every other classes cost reduction runes which are a straight up reduction in cost, frequently for a better reduction as well).
Finally, mana. Now, my personal wish is that it gets completely replaced, like with some form of Blood Ritual (that'd make a truly unique class if we cast out of hp). However, that's a bit much for a patch. I think the best they could do is rework the costs and cooldowns. I'm not sure how they could make the class more unique, but I think the first thing is reduce or eliminate the cost for the primary skills. We're the only class that has no way of attacking when we oom. Maybe reduce APS when using primaries below a certain mana %, or cast primaries out of HP, or just do what the Wizard does and make them free. Also, splinters needs a reduction in damage. It's just too good right now. That, or make the other primaries better. For all the limits on firebombs AoE vs other classes primary AoE's, it doesn't do much damage (can't hit anything more than once, it's slow so it misses a lot...I guess only two limits. But they're big!).
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All that said, they do have mistakes. I just feel that, just like Skyrim or Arkham City, outweigh the issues enough to make it one of the better games of the year. Probably not game of the year, but not horrible like some people who I won't insult say.
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That said, I agree they should just leave the MF system alone. It's not that I like it the way it is, but that if there are people who like the idea of hot swapping, fine, let them do it. But at least leave in the challenge of having to swap in the middle of combat. If you do put in a hot swap, make it a 1 or 2 second cast time. That way it fits the whole risk vs reward aspect of the game.
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I think the reason why they didn't suggest that was they never bothered to create an "in combat" state. That's why the TP and leave game timers exist. Somewhere there was a blue post about it, and they decided that the effort wasn't worth it, because "in combat" states are usually really wonky. Having one would solve a lot of issues in the game though.
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Yes, and was further explained in the AMAA. What they said in the AMAA was that they did NOT balance the drops towards the AH. They couldn't, they didn't have enough people in the internal testing to properly test the AH. They geared the game for gathering drops on your own, and, by and large, succeeded up until Inferno. Inferno balance is a WHOLE nother issue that I won't touch on, because Blizzard themselves admitted they didn't balance it before release.
What Bash's statement meant (or what he should have meant if he got confused) was that they CONSIDERED it as a means of getting gear, along with picking it up off monsters and trading. I'm not 100% sure what that meant, but they (forget if it was Jay or Wyatt) do state that the drops were balanced for solo progression.
Anyway, slice it however you want, but I feel no pity to those who complain about the game being "ruined" by the RMAH. When I saw it, I knew using it would lessen the game for me. Because, for me, it's as much about the journey for the gear as the gear itself (that's also why I didn't do the gobo or chest runs). However, there was clearly a demand for it, so I don't see anything wrong with including it (as the game isn't being made as a serious competitive game - selling upgrades for units in SC2 would just be wrong). As it turned out, you ruined the game for yourself. Would you complain if a game was too easy because you used cheats?
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No, I see how it's "not that big a deal" but I feel there are better ways then doing it then reducing the NV stack.
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Current gear is watered down versions of upgraded gear. They dropped the cool +skills from D2, but didn't replace it with decent affixes (the +skills are marginal, at best). Possibly because they thought (correctly, IMO) that +skills had become too important. And then they dropped all the cool stuff from the runes because just about all the cool runes where incredibly overpowered. Personally, I'd like to see more +class skills (only actually worthwhile, like 20% mana reductions instead of 3%), or adding new skills (give the WD the ability to enchant weapons, or the barb a three hit combo bonus like the monk has).
Eh, I think the 5 affixes works, they just need to be spread out better. Say, +globe only works on boots, bracers, and helms, +regen only works on chests, shoulders, and shields, life per second only on jewelry and pants, and LoH and vamp only on weapons/class offhand/gloves.
Life on kill should either be removed forever, or buffed up to be a % on kill (that isn't nerfed in Inferno). % on kill could be cool if you new that it'd give 50% boost. It'd add a "oh shit, these champs are almost dead. Do I risk the pack healing and find a white to kill and get my hp back?" But they have it like 600, which is just meaningless.
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I think Blizzard's goal is impossible. They want to please the players who think hot swapping is fun, but not inconvenience the min-maxers who don't like it, but feel they have to do it for efficiency. That doesn't appear possible. Either hot swapping is an benefit, in which case people who think it is fun will gladly do it, and others will begrudgingly do it, or it's not a benefit, and no one will do it, and the people who thought it was fun have lost a little bit of entertainment value.
Maybe it's possible, but I haven't seen any idea that adequately "solves" the problem. They either go one way - make it easier to swap, but you still have to swap to be the most efficient (along with all the issues with having a full MF gear swap), or the other - gear swapping is either impossible, or inefficient (and when it comes down to it, the people who think it is "fun" are thinking the extra efficiency is fun, not the act of swapping gear).
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I do like this idea. Although I'm torn between having MF on gear or not. The advantage of having it on gear is it (should) make people balance MF and survivability. The downside is it (as it stands) drives swapping before kill/chest.