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    posted a message on So the new mobs affixes in the beta.
    Quote from KageKaze

    Sorry was the best way to describe it since the place where you'd see "nightmareish" or "Knockback" had the text string of "must be shoveling off". Thanks to your link tho, I can say it must have been DiabloWiki.com - Digger O'Dell Digger O'Dell

    :) Yea I can understand the confusion since the affixes and nicknames are on the same location right under the bar. Interestingly enough, "Vortex" was first featured at Blizzcon '10(?) but before we had access to these new areas in the beta it was assumed to be removed from the game. Glad to see it's still there, but I have a feeling it could still be in that "maybe" category - as in, more questionable than Mortar or Molten were before they got moved to higher levels.
    Posted in: Diablo III General Discussion
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    posted a message on So the new mobs affixes in the beta.
    Quote from KageKaze

    Speaking of odd mobs, I did find a mob who's name I cannot recall that had the affix of "must be shoveling off"... he was a unique gravedigger ghost mob... and yes, I laughed.

    Not an affix - all Unique monsters have nicknames. DiabloWiki.com - Unique_Monsters Unique_Monsters
    Posted in: Diablo III General Discussion
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    posted a message on Undocumented Patch 14 changes
    They mentioned that the gold dropped was "adjusted" but it's definitely noticeable, especially early on, that it has increased. Not only that but as quests rewards as well. The total amount rewarded from quests nearly tripled from a potential 778g to 2370g!
    Posted in: Diablo III General Discussion
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    posted a message on Website Database Compromise, Champions and Bosses linked, +Skill Affixes, French and German Clients
    Quote from afkalmighty

    for me it looks as if they will make only doing one ineffective and that you have to do both to achieve maximum efficiency.
    otherwise there really wouldn't be any point in 'tying' rare/champions and bosses in the first place.

    True, probably something silly like tokens required to make certain gear - some only drop from bosses, some only drop from champ/rares.
    Posted in: News & Announcements
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    posted a message on Website Database Compromise, Champions and Bosses linked, +Skill Affixes, French and German Clients
    Perhaps... actually reading the quote again makes it sound like there's some balance mechanism going on. What if the more times you kill a boss the worse its drops get but the better the champ/rare mobs' loot gets and vise versa. That would encourage people to spend time doing both.
    Posted in: News & Announcements
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    posted a message on Website Database Compromise, Champions and Bosses linked, +Skill Affixes, French and German Clients
    Quote from Molster

    so if what he says there is taken word for word. Then even if a Boss can be killed in 1/4 the time.. its still not worth it

    Why is it not worth it? Bosses are required kills to progress to higher parts of the game. If I can get past that, then I instantly have access to higher level mobs and thus better quality loot.

    Edit: I don't see this change revolving entirely around boss loot. I see it more as about getting to the parts of the game you want to be at without having bosses being such roadblocks.
    Posted in: News & Announcements
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    posted a message on Website Database Compromise, Champions and Bosses linked, +Skill Affixes, French and German Clients
    Whether the boss' loot becomes better or becomes easier to kill are the same thing time cost/reward-wise. Right now it costs time to go out of your way to kill champ/rares, but you are rewarded with loot from them. My suspicion would add an extra incentive so there is reason to kill them :P
    Posted in: News & Announcements
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    posted a message on Website Database Compromise, Champions and Bosses linked, +Skill Affixes, French and German Clients
    I suspect killing champions and rare monsters will weaken the boss or provide some tactical advantage to the players for each champion/rare killed (temp boosted stats or buffs). Several reasons: it encourages players to explore the rest of the map, it makes progressing in the game less of a road block, and gives players the option to make a boss fight go faster if they want.
    Posted in: News & Announcements
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    posted a message on Playing Diablo III With a Controller
    Item management and navigating menus will be a pain without a mouse - I'm curious how they will implement this effectively. I recently bought an xbox controller for my PC to play other games, and I have to admit it's pretty darn comfortable. If I can get by playing D3 on my controller I'll definitely do so... less hand cramps == more play time :)
    Posted in: Diablo III General Discussion
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    posted a message on Highest kill streak
    Quote from Reebz

    Is it possible the loot increases the more kills you make?

    It's more likely the drops from the chest are affected by your MF, but I haven't tested that.
    Posted in: Diablo III General Discussion
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    posted a message on Highest kill streak
    It's not a quest - you don't get bonus xp. And after a certain number of kills, you don't get xp from the kill streak either.
    Posted in: Diablo III General Discussion
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    posted a message on Highest kill streak
    Quote from pinycone

    What is that skeletal tower thing at :26?

    Holy cow where is this? I havent found any trapped chests lke that yet!

    This tile only spawns on Cathedral level 4 and it will always be on the northeast-most section of the map (north being the top-right corner of the map). So if you want to "farm it" always head right after the first fork upon entering Cath level 4.

    Also, the other place where you can find a resplendent chest is on the second level of the Den of the Fallen- if you're lucky enough to have it spawn in the Weeping Hollow.
    Posted in: Diablo III General Discussion
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    posted a message on Magic Find Was per Player, is it still?
    Quote from HunterSCtv

    You're referring to players using builds that "synergize" with eachother and that makes sense. However, do we have a concrete answer on monster stat scaling. Does a 4 player game have monsters with 4x hp, 4x dmg etc. I would imagine not which leads to benefits in group player no matter what (unless obviously someone is a complete noob or sitting in town etc.).

    I don't think we do (just based on my play observations so far), but if it's anything like D2 post-1.08 then it will certainly scale at less than 100% per player.
    Posted in: Diablo III General Discussion
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    posted a message on Magic Find Was per Player, is it still?
    Quote from OneTwoSC

    unless your group has all 100's of MF, you're better off solo.

    Discounting the fact that there is no emergent benefit to playing in a group, which there certainly can be if arranged properly. By virtue of having more players your killing speed should scale faster than monster hp assuming you have a coordinated group.
    Posted in: Diablo III General Discussion
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    posted a message on You Will Die
    Quote from Nastai

    I thought I read somewhere that in Diablo 2 monster hp was the only thing that increased with more players -- not the damage they did. Who's wrong here?

    I can see why this is a misconception, because 6.25% per player doesn't necessarily equate to "insane power".
    Posted in: News & Announcements
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