- "Seasons" that reset every week or month.
- Rankings based on challenges (set dungeons, large Cursed Chest like event, etc)
- Rankings broken up for each class (classes are too hard to balance).
- Visual rewards (banners, wings, dyes, transmog items, achievements)
- Only available at level 70 (endgame)
- MrMonstrosity
- Wise Elder
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Member for 13 years, 7 months, and 3 days
Last active Tue, Aug, 22 2017 09:30:55
- 2 Followers
- 98 Total Posts
- 171 Thanks
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Mar 14, 2014MrMonstrosity posted a message on Another Josh Mosqueira Tease, Patch 2.0.3 Hotfixes, Crusader in Game Guide, Crusader Art, AH FAQ Updated, Crusader Voice ActorsIf I had to guess we probably won't see anything like the d2 ladders we're all used to but rather something like this:Posted in: News
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Dec 5, 2013MrMonstrosity posted a message on The New Diablofans.com is LiveLooks pretty nice, me likePosted in: News
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Nov 19, 2013MrMonstrosity posted a message on Friends and Family Beta Test UnderwayJust downloading the client now I've never streamed and probably won't start but I'll be sure to share all of my experiences with everyone here.Posted in: News
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Sep 17, 2013MrMonstrosity posted a message on Diablo III Auction House is Shutting Down on March 18, 2014This is just insane. I'm certain they've already thought of a different way for players to "trade". Cough..Trading post..coughPosted in: News
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Aug 22, 2013MrMonstrosity posted a message on Expansion Recap, Rondrian Reviews Gamescom Gameplay, DiabloFans Influencing D3?, Loot 2.0 Panel Video, Josh Mosqueira Gamescom ISounds like we're going to see an idea similar to what I suggested for item achievements in "Loot 2.0, discovering its true potential". In order to use an items appearance for transmogrification you will need to unlock that item by finding it first.Posted in: News
http://diablo.incgam...rview-gamona-de
It also sounds like Loot Runs are a very similar concept as proposed here http://www.diablofan...review-a-dream/ . They even mention the random elite/champion/boss at the end of them, the random tile sets, mobs, etc. The only thing they don't mention is how we get access to them, maybe new drops from the purple named monsters? -
Aug 21, 2013MrMonstrosity posted a message on Expansion Recap, Rondrian Reviews Gamescom Gameplay, DiabloFans Influencing D3?, Loot 2.0 Panel Video, Josh Mosqueira Gamescom IThat's crazy if the legendary beam was actually sparkling... If the Nephalem Trials are indeed random spawning dungeons scattered all over the world that's also very similar to my ideas posted in "Patch 1.0.9, a dream". Hopefully we'll get to see what they're all about very soon as well.Posted in: News
Super exciting! -
Mar 22, 2013MrMonstrosity posted a message on Diablo 3 on PlayStation 3 VideoEither I need a new computer really bad (which I probably do) or the PS3 version is just 10x better looking.Posted in: News
Barbs rolling/dodges (maybe all classes?), better boss fights, and better graphics. What else am I missing? - To post a comment, please login or register a new account.
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I've actually been doing T4 with a slightly different variation of the thorns build. It's of course slower being in t4 but pretty manageable.
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Not really, I'm just trying to show an example of how items can be combined to make new builds in Loot 2.0.
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The first couple clips I'm just showing off how powerful Thorns can be when combined with the right legendary items. I'm literally just standing doing nothing and mowing everything down including elites. I could easily complete full Nephalem Rifts by just running through the entire map not using a single skill besides the occasional health potion and Steed Charge for mobility sake. Using skills makes things even faster and is definitely required when I go up in Torment difficulty.
http://youtu.be/X16-pIerrh8
Here are the 6 key pieces of gear needed to create the build:
Thorns Set (helm, shoulders, gloves) - (4 set bonus) Your Thorns damage now hits all enemies in 15 yards.
Sanguary Vambracers - Chance on being hit to deal 1000% of your thorns damage to nearby enemies.
1h Thorns Axe - Your Thorns damage is applied to every attack.
Ring of Royal Grandeur - Reduces the number of items needed for set bonuses by 1.
The key here is the Ring of Royal Grandeur which lets me replace the Thorns Set bracers with the Sanguary Vambracers.
Near the end of the video I decided to try out a new legendary amulet which occasionally pulled all enemies to me which was SUPER nice in order to get everything in range of my Thorns. Even though I lost both damage and toughness I feel the trade off was worth it.
Hope you all enjoy!
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http://i.imgur.com/BzYfXWi.png + http://i.imgur.com/pmUqZxQ.png
= http://www.twitch.tv/cdxliv (WW barb wrecking Torment VI)
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I've been taking screenshots of any legendary items I see or find and I have a couple not on the list, but didn't have time to post them from home. I'm in Overneathe/Molster's clan so they have access to see everything that's dropped for me.
I <3 the post though, thanks for putting in the time!
Edit: Overneathe or Molster, you should grab screenshots of the legendary items that have a chance to be rewarded from Bounties (there's an in game menu that shows you them all and their respective Acts).
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Now that BlizzCon is over and we've all had some time to go through many of the panels, interviews, and reviews I'd like to discuss one of my favorite new features, Nephalem Rifts.
I absolutely love the idea of random dungeons, never quite knowing what you're going to encounter in terms of maps, monsters, and bosses. It really will be a breath of fresh air for many of us after playing countless Act III, Crypt, or Uber runs. However, I still think Blizzard can do so much more with the concept and take this already great idea and turn it into truly one of the greatest features in, dare I say, any Diablo game to date. The good news is Blizzard is listening to our feedback and is still making changes to the expansion, so there's still time to offer our own opinions. I'm going to quickly go over a couple of my own suggestions which I feel would make for a much more fun experience, at least for me, to the overall Nephalem Rift feature.
Keystone Quality
Originally Posted by Lylirra (Blue Tracker / Official Forums)
Why do we have to choose only one of the options Lylirra mentions? Dividing Keystones into different qualities would allow all of the above. Not all rifts need to be equal in terms of risk and rewards. The quality could have influence on the difficulty/mob density, number of levels, and potential loot rewards. If someone wants to spend their entire night running rifts they should be able to do so, not be limited to only a couple because of drop rates.
Different qualities of Keystones can be indicated by the color of its name and accompanying text:
Magic - These Keystones produce rifts 1-3 levels in depth and have an average monster density.
Rare - These Keystones produce rifts 1-7 levels in depth, have a moderate monster density and also have a slightly higher chance at rewarding high quality items.
Legendary - These Keystones produce rifts 1-10 levels in depth, have a high monster density, and have a much higher chance at rewarding high quality items. These could also provide more challenge by giving monsters special abilities or having more champion/elite packs. Imagine if every monster, including trash, had one elite affix such as molten or fire chains... There are many possibilities which could deem a rift worthy of legendary status.
Searching for Keystones
I think Blizzard is pretty spot on in terms of how players should be able to obtain Keystones. Completing Bounties or finding Keystones as random drops in Adventure mode is a great way to get people out exploring different areas they may not have visited otherwise. The only suggestion I have is to make sure Bounties always reward you with at least one Keystone, but follow my suggestion above and reward a random quality such as magic, rare, or legendary.
Difficulty
One area I haven't heard much about and hope we get some clarification on soon is how the new difficulties work when it comes to Keystones and rifts. If they work in a similar manor as Infernal Machines players will be able to farm lower difficulties for Keystones to create rifts in higher difficulties. I really hope this isn't the case and instead Blizzard makes Keystones usable only in the difficulty they were found in. I want there to be progression and players earning their way into these harder rifts where they'll be getting a better shot at high quality items.
I would love some sort of a challenge which is sorely missing from the current Diablo III. Even if I couldn't ever complete one myself it would be awesome to see streams/videos where players have to theorycraft and strategically try to complete a Legendary Torment difficulty rift. The words Blizzard keeps throwing around when they talk about the expansion is "End game for all" and this could be their chance to add something for the hardest of the hardcore which hasn't been present since early release.
Incentive to go Deeper
One of the first things I asked my friends shortly after they got back from BlizzCon was "What was at the end of a rift?". To my surprise none of them could even answer this question. All of them said that they completed the required number of kills to spawn the Rift Guardian before making their way to the end of the rift. I hope this isn't the case when the expansion is shipped, otherwise it's going to feel pretty lame.
I feel there needs to be an incentive to finish all of the Rift levels instead of just completing the required monster kills, but at the same time not punish the players that don't have more than 20 minutes. One easy option I could see is to have a counter for each individual level in a rift instead of one for the entire rift. That would mean a Rift Guardian spawning after each level. Is that a little excessive? I'm not really sure, but it would encourage people to finish a rift completely so they get to clear all guardians.
Named Keystones
This is just a fun suggestion I have when it comes to Nephalem Rifts. I think it would pretty cool to have some named legendary Keystones that generate rifts with unique content.
Examples like the one above could be used to open special rifts to things like unique monsters, tile sets, and even have the potential to drop items not found anywhere else. From the elusive secret cow level to a map populated entirely of champion/elite packs or perhaps a rift littered with treasure goblins and include greed himself. There are so many fun possibilities here.
I'd love to hear what other suggestions the community might have to improve the Nephalem Rift feature in its current iteration.
P.S. Please forgive me for any grammatical errors. I could hardly keep my eyes open at the time of writing this.
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Thank you.
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http://diablo.incgam...rview-gamona-de
It also sounds like Loot Runs are a very similar concept as proposed here http://www.diablofan...review-a-dream/ . They even mention the random elite/champion/boss at the end of them, the random tile sets, mobs, etc. The only thing they don't mention is how we get access to them, maybe new drops from the purple named monsters?
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Super exciting!
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http://img3.cache.netease.com/game/blizzard/d3/images/d3-1-8-bg.jpg
Shows the Black Soulstone, Imperius, Itherael, and Auriel!
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I can't wait for the news to drop come GC.