what it should be instead is they should make you redo a super high top 10 solo gr clear so the noobs can see it takes much more than just gear and paragon to do a high lvl grift. would also be muich more fun, competitive and challenging this way.
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Jun 30, 2017AnaheimDanger posted a message on What do you think about the new Challenge Rifts mode?Posted in: Diablo III General Discussion
Jan 6, 2017AnaheimDanger posted a message on What is the best way to approach seasons in general?Posted in: Diablo III General Discussion
just do the season journey... its not hard at all to get guardian withing the first 2 weeks of the season
Dec 1, 2016Posted in: Diablo III General Discussion
Yeah I think you should gain extra upgrade chances based on the level of the gem and GR you do. Such as every 10 GR lvls above the level of you gem grants you additional upgrade chances.
GR100: lvl 99 gem can be upgraded once.
GR100: lvl 90 gem can be upgraded 5 times.
GR100: lvl 80 gem can be upgraded 10 times
Nov 21, 2016Posted in: Diablo III General Discussion
I'm sure I am not the only one that wants this. I've seen requests to make bounties doable without needing a full 4 player group many times so I have thought of a possible solution. For each player missing in the game, there should be 1 less bounty to do in each act:
4 Players: 5 Bounties per act (6-7 Bounties per person)
3 Players: 4 Bounties per act (6-7 Bounties per person)
2 Players: 3 Bounties per act (7-8 Bounties per person)
1 Player: 2 Bounties per act (10 Bounties to do solo)
As you can see, you would still need to to more bounties with less players but it will be much better than doing 25 bounties solo. If you start in a public game by yourself and more people join afterwards, the number of bounties per act should increase accordingly in order to avoid having 4 players but only 10 bounties total. If players leave however, the number of bounties should stay the same as how it was.
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Feb 8, 2017Posted in: Diablo III General Discussion
There is a lot of discussion, arguments and suggestions relating to Primal Ancients and Blizzard has Ideas on making them more interesting as do I. As a 5 year member of Diablo Fans and lurking prior to that I've seen some awesome threads and some incredible photoshop skills come into play when a few people with a few good ideas come together and that's where the basis of my suggestions come from.
I personally like primal ancients, the idea of another step up, adding grinding on top of grinding and in my opinion that is Diablo but I also believe that they should be more than a % increases in number ranges and a few way to simply tweak them, add some flavor or spice to the items are listed below.
- Visual differences in-game i.e. different colored glowing effects, cosmetic variations of the normal Legendaries to add some eye candy. Not making these new appearances transmogrifiable (?) will give a way to show off or running into somebody with that Golden Wand of Woh or a Primal Tals set giving off an angelic aura will inspire you to set out on a new adventure to look as awesome as they do.
- Adding an extra primary or secondary attribute to the armor and weapons unique to primal ancients but not game-breaking OP abilities or stats. Some examples of this could be as simple as a permanent XP bonus or more exciting such as a randomly selected ability on primal weapons / armor such as the first attack on elites slows their movespeed by %15 for 2 seconds, killing an elite pack grants you %100 more gold, after being hit by a champion or elite ability they're stunned for 1 second, after reviving move through enemies unhindered for 1 second, after reviving nearby enemies are stunned for 1 second, elites and champions also drop 5 blood shards, elites and champions also drop bonus crafting materials, and many more to chose from specific to weapons or armor that can not be enchanted that also do not dramatically effect gameplay. Attributes such as stunning enemies would not stack but bonus mats and blood shards would adding some variation. Getting that well rolled primal would be exciting then to read "Awesome, elites drop some blood shards too!"
- Adding another layer of depth into these items may be difficult but an ability to "level up" primal ancients all on their own could be another cool aspect with minor rewards such as "per level primal ancients draw closer to perfect stats" if you got a really good primal ancient with the perfect attributes but terrible rolls the item would start at level 0. you can reroll one attribute through the mystic as per usual but the ability to level up the item as you play could but the rolls up ever-so-slightly towards perfect. In example I find a primal ancient balefire caster. Damage is good. Rolled everything I want but the dex is as low as possible. Usable, definitely. Now this item levels up very slowly, with every level it adds automatically adds to the dex. Lets say items can be leveled 100 times. 1 dex per level. Not game breaking and sure it adds more grind but unless you were perfectly geared you wouldn't specifically grind XP just to get 100 dex but using the item over time draws it closer to being perfect.
- Combining the two ideas of leveling Primal Ancients along-side the specific primal ancient attributes, at a certain level you could select the attribute you want for your Primal as it slowly and progressively levels with the item. For example, you've leveled your primal ancient to 10. I want more blood shards starting at 3 blood shards from every elite pack, every 30 levels on the item it adds 1 more shard for a total of 6 blood shards per pack killed stacking alongside other primal ancients. I believe minor things like this will add some fun and depth, nothing game changing, but something else fun to strive for.
Jan 5, 2017Triceron posted a message on What happened to the armory and the new crafting material storage?Posted in: Diablo III General Discussion
but removing the time it takes to manually swap out that gear, gems, paragon, skills, passives and cube items is itself a QoL change, whether it saves space or not. Even something simple like swapping +goldfind and movespeed in rifts was a pain when someone decides to change the pace with a Grift run. It should be as simple as set and forget, not a constant fear of getting locked into a GR wearing your boon of Hoarders or having nemesis still cubed by accident.
Dec 4, 2016Posted in: Diablo III General Discussion
I play supp monk 2 (I have 1200 Paragon this season and
done 102 lvl grift 4 Player
done 97 lvl grift 3 player
done 93 lvl grift 2 player)
*4 Inna set + no uliana set ---- > not tp (mouse on walls) there is no problem
*2 pieces Uliana set (E.Plam) + 3 Inna Set ---- > Auto tp random mobs (mouse on walls again)
Dec 1, 2016Posted in: Diablo III General Discussion
Really wish that they'd grant something like 20 upgrades if you do a GR that's 40 levels above the gem you're trying to upgrade.
Dec 1, 2016Posted in: Diablo III General Discussion
They won't remove bounties... there'd be next to no reason to venture out into the game world then. If they did, all one would do would be to run rifts and grifts (and eventually challenge rifts) from the town hub. You might go kill a key warden from time to time but there'd be nothing else in the game world to do.
Feb 10, 2016Posted in: Diablo III General Discussion
Optimistic idea for a Paragon update
For a long time now players have recognised that the current paragon system not only has a few problems (the unlimited paragon grind incentivizes botting, for example), but is also pretty uninspiring (you fairly quickly reach the point where you simply max everything, and past 800 you simply add to mainstat). There have been many great ideas put forth by the community to address one or both of these issues, and here I’ve tried to collect a lot of those ideas and combine them together and present them in the form of some colourful pictures (everyone likes pictures).
(A sort of TL; DR)
This idea for a new paragon system has two main objectives:
- Address the infinite paragon grind which incentivizes botting. This is done by having a ‘soft cap’ on paragon (only for those wanting to compete on leaderboards)
- Address the tedium of the current system. This is done by providing players with actual choices and different ways to customize their builds
Don’t worry too much about the particular values suggested for each of the stats – I won’t claim that they’re perfectly balanced, although I did spend a decent amount of time math’ing through them to attempt to balance them, but I could obviously be way off the mark on many of them. If you think any of the numbers are particularly off, throw your feedback this way.
Paragon is divided between ‘Core’ and ‘Bonus’. This simply divides your first 800 paragon levels (Core paragon) from anything above 800 (Bonus paragon).
There are 5 Categories (Offense, Defense, Resource, Utility, Adventure).
There are 10 Stats per category.
Almost all Stats max out at 50 points per Stat (like the current system), with a few exceptions.
While below paragon 800.
Points can be spent on any stat in any category at any time (unlike the current system), up to 200 points per category (like the current system). This equates to being able to max out 16 stats across the 5 categories, and 4 out of 10 stats within a category. So, if using the maximum 200 points per category, only 4 out of 5 categories can be accessed (or, alternatively, one could spread the points across all 5 categories).
Beyond 800 paragon.
The restrictions of 200 points per Category disappear. Perhaps there could be brackets: Paragon 800 – 1600, the cap is increased to 400 points per category; Paragon 1600 – 2400 the cap is increased to 600, etc.
Why the paragon 800 threshold?
This deserves its own separate discussion, but as a basic summary: I feel the general consensus of the community is that there needs to be some ‘restrictions’ in place to curb the incentives for botting i.e. the infinite progression systems that are present in almost every aspect of this game only serve to enhance the benefit botting gives – and botting will never be got rid of (it exists in every game and always will), so one ‘solution’ (the only realistic solution) is to minimise the impact botting has, and minimise the incentives for botting.
So, there’s nothing special about 800 in particular, and the threshold could be set anywhere, but Paragon 800 should be an ‘achievable’ paragon level to reach for most people interested in the leaderboards. Now, what we can do is have some kind of ‘Competitive’ Rift system (which would be the only Rift system tied to leaderboards – there would be no more need to tie Leaderboards to GRifts, which is really getting more and more ridiculous as can be seen by having well-documented botters holding top places on the leaderboards). In this Competitive Rift system your paragon would be capped at this 800 threshold. Outside of this Competitive Rift system (i.e. everywhere we currently play: Adventure Mode, Rifts, Grifts, etc.) players could use their uncapped paragon points. Ideally (and now I’m really digressing here) these Competitive Rifts would not be exactly like current Greater Rifts, with their heavy dependence on RNG – however, that’s definitely a topic for another thread, and I’d settle for the Competitive Rifts being effectively identical to Greater Rifts, and see it as a move in the right direction.
(Another alternative could be simply to have Seasonal paragon cap at 800, while non-season has uncapped paragon.)
In the following images, this player has a Paragon level of 1123, and has currently applied only 200 points of their 800 Core points into the Offense tab, maxing that tab out.They have not placed any more points in any other tabs, leaving 600 Core points to distribute. The 323 (1123 - 323 = 800) Bonus points would not be able to be used while inside a Competitive Rift.
Attack Speed (10% @ 50 points)
Critical Hit Chance (5% @ 50 points)
Critical Hit Damage (50% @ 50 points)
Elemental Damage [10% @ 50 points]
Elite Damage [10% @ 50 points]
Area Damage [10% @ 50 points]
Primary Skill [15% @ 50 points]
Increase all damage of Primary skills, as Depth Diggers and such do. There is a problem deciding on appropriate values due to additive dilution, but oh well.
Secondary Skill [15% @ 50 points]
Increase all damage of your Secondary skills. Same issue with Primary skills: additive dilution with new items in 2.4 increasing Secondary skills damage by up to ~100%.
Pet Damage [10% @ 50 points]
Increase the damage of your Pets. Currently Pet Damage is additive with Elemental damage, which once again makes finding appropriate values difficult.
Cooldown Reduction [10% @ 50 points]
Armor [20% @ 50 points]
Single Resists [250 @ 10 points]
The only stat that maxes out at 10 points instead of 50 points. The idea is that spreading out your points into all the single resists should give you roughly equivalent mitigation as the same number of points put into Armor, while also being able to specialise in particular resistances if one wishes to.
Elite damage reduction [20% @ 40 points]
Maxes out at 40 points. Greater damage reduction than either Armor or All Resists, but specifically for Elite damage.
Ranged/Melee damage reduction [20% @ 50 points] Similar to Elite damage reduction in that each category provides more mitigation than straight Armor, but is specific to a damage type.
Life% [25% @ 50 points]
Vitality [2000 @ 50 points]
Health Globe Bonus [40,000 @ 50 points]
Life per Second [15,000 @ 50 points]
Life per Hit [10,000 @ 50 points]
Life per Kill [10,000 @ 50 points]
Life per Resource Spent [800 @ 50 points]
This one is a bit tricky. Only Barbs, Monks and Crusaders have LpRS, and in different quantities, so the particular value would be adjusted per these classes. For the other 3 classes, either this stat could remain (which might be an interesting option in itself), or could be replaced by Arcane per Crit, Max Discipline, and flat increase in Mana regen for Wiz, DH, and WD respectively.
Resource Cost Reduction [20% @ 50 points]
Primary Resource Generation [25% @ 50 points]
Increases all sources of resource generation/regeneration by 25%.
Max Primary Resource [50 @ 50 points]
Amount varies from class to class, just as in the current system.
Some of these stats are technically ‘Defensive’ or ‘Offensive’, but in the interest of keep 10 stats per category they are placed here.
Dodge [10% @ 50 points]
Thorns [10,000 @ 50 points]
CC Reduction [40% @ 50 points]
Block Chance [10% @ 50 points]
Chance to Bleed for 5 seconds [40% @ 50 points]
Bleed could do 350% weapon damage (the same as the weapon roll), but it would not primarily be for damage, but instead be for use with Pain Enhancer for builds that might not crit.
Chance to Stun [10% @ 50 points]
Chance to Freeze [10% @ 50 points]
Chance to Charm [10% @ 50 points]
Chance to Blind [10% @ 50 points]
Chance to Knockup [10% @ 50 points]
Movement Speed [25% @ 50 points]
Material Multiplier [100% @ 50 points]
Doubles all white, blue, yellow and forgotten soul mats that drop.
Gold Find [50% @ 50 points]
Gem Enhance [15% @ 50 points]
15% increase in the power of all your non-legendary gems, similar to how Leoric’s Crown works, but for all of your sockets. Ideally this would accompany an overhaul of the current non-legendary gems to make all of them more interesting/useful.
Pickup Radius [7 @ 50 points]
Health Globe Chance [100% @ 50 points]
100% increase in base chance to drop HGs (e.g. double health globe amount) – probably shouldn’t interact with Solanium.
Nephalem Globe Chance [100% @ 50 points]
Doubles number of NGs produced. Ideally this would coincide with a rework of NGs, to make them actually good.
Shrine Duration [100% @ 50 points]
Double the duration of shrines (they currently last 2 minutes) – could multiply with Gloves of Worship as well.
Teleport Duration [100% @ 50 points]
Reduction in TP channeling time. Currently channeling lasts 5 seconds. 50% would reduce to 2.5 seconds, 100% would make it instant, like you were using a waypoint.
Follower Damage [100% @ 50 points]
Multiplicative increase in your Follower damage – ideally this would accompany a full rework of Followers that made them actually do non-negligible damage.
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