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    posted a message on Every Barbarian Glove is the same...?
    The in-game model you linked to looks like it could be the full model of the second concept art from Daemaro's links. Bladed armguards make sense for someone so physically aggressive, and fits the the theme of the barbarian's all-out offensive, especially with those armor concepts being light, low-protection pieces.

    The two concepts from the crafting sanctuary video before they showed all the witch doctor armors also have those blades on the armguards.
    Posted in: Diablo III General Discussion
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    posted a message on Minecraft Middle Earth
    Is that in classic, classic beta, or current beta? I can see the water flowing, but it's a different color than I'm used to. Either that or it's modded.

    Will they include goblins, orcs and Uruk-hai? and how complete is Helm's deep?
    Posted in: Other Games
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    posted a message on Clarification on the 18 Tiers of Armor
    Quote from Gheed2010

    So, just for the record - do you guys want endgame to not be a recycled-content stepchild and multiplayer to have at least a tiny bit of balance, or do you want to play the game in the next 12 months?

    A. The art team has very little to do with the development of real content for the game, so they can focus on cool stuff like this.

    B. What does your question have to do with the armor sets having individual looks?


    On topic, The progressive armor looks also seem like they might mix and match very well, and I wonder what the standout features for the monk, wizard, and DH will be?
    Posted in: News & Announcements
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    posted a message on Shared Artisans
    Quote from Daemaro

    I'm pretty sure we get a shared stash this time around, so I could just trade my materials to my higher level character and have them make the item. Unless for some reason that isn't possible.

    So yeah I think you're right.
    That's what he's saying, just eliminate the middle man by having access to the higher lvl artisan with the lower lvl character directly.
    Posted in: Diablo III General Discussion
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    posted a message on SC2 Expansion Info?
    They're probably saving everything for blizzcon or major marketing milestones at this point. Been pretty much a drought about d3 until recently, so I'd expect their newsiness about other games to be pretty moot as well.
    Posted in: Starcraft & SC2
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    posted a message on DiabloFans and their Ads
    As soon as I discovered Firefox, I discovered adblock, and then I discovered it works on video ads, too, and I fell in love.

    The best part about internet advertising is if you have an adblock program, the sites you visit still get paid to host the ads, but they'll never bother you in the slightest.

    So as far as I'm concerned, Load em up! stick 20 billion of the things at the bottom and rake in the cash, I'll never see 'em.
    Posted in: Site Feedback
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    posted a message on Keys to secret Dungeon
    Who says there wont be something like the ubers? I'm no expert, but I think that was soloable by some absolutely insane people. They have plenty of practice making things difficult to the point of being almost impossible. The co-op idea just feels too much like instances and raids, and then you'll anger the WoW-haters.
    Posted in: Diablo III General Discussion
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    posted a message on Will You Craft in Diablo III?
    Excellent Article yet again. I am consistently surprised at the fine men and women producing such quality information and presentables on this site, even in such a news drought.

    Oh, and I'll level them as I go and specialize them around my class.
    Posted in: News & Announcements
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    posted a message on Leaked D3 Box Cover?
    Some Quality Mythbusters on this here site.
    Posted in: Diablo III General Discussion
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    posted a message on Level 60 cap and experience gain rate
    The best I ever did was an 89 barb(qwertynnvbf :P) my first character, and that took a ridiculous amount of time even to get there. I like the earlier Idea of getting to 60 and then all benefits cease when you level up and new levels are just a measure of how long you've played, so those who like to be super leveled can be.

    There will be plenty of things to do at max level because of the way diablo's loot works. In WoW, there is hardly any progression, just basically the current tier of raiding. In D3, gear makes all the difference in the world, so it's important to work through the tiers of content. They can make a difficult dungeon with release, and have it hard to beat with even the best loot available, then with an expansion, that dungeon will still be relevant, cause you need the type of drops from it to advance. A static level cap is a good thing for a game based on gear progression.
    Posted in: Diablo III General Discussion
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    posted a message on Two New Artisans
    Hehehe, Starts at a sandal and turns into a spiky metal boot at the highest level :P
    Posted in: News & Announcements
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    posted a message on How will set items work?
    I'm not saying the set items found questing are the best possible sets, but more mediocre ones to be used during leveling, or a starting end-game to replace some slots you might need a little power boost to. Most sets will still be completely up to chance, and of course they won't be the best thing to wear.

    I also agree with the niche set bonuses, something specific and neat, unique to that set. Not something that increases combat effectiveness directly, but a fun thing that adds some value, like how trangs turned you into the Caster enemy from act 3(name not forthcoming) or IK made you shiny.
    Posted in: News & Announcements
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    posted a message on How will set items work?
    I voted other, for Quest related sets. Airandius has an excellent point that sets should be from famous lore characters, or heroes of sanctuary, even if they are made up in game. I remember in Dungeon siege they had little mini questlines of going thru puzzle or monster-heavy dungeons to pick up one or two items of a set at the end of it, where the hero hid his armor or weapons for fear of it falling into the wrong hands. This sort of idea would make set items available at any level, and pretty tailorable to when they're relevant, as well as some nice lore or history behind it that could even be included on the flavor text, or told to you by cain as he identifies it, altho that little idea sounds kickass in any case.

    Like before a major quest point, there are a series of three sub-dungeons in the dungeon you are in, and each leads to a chest with some minor rewards and a piece of a set. it doesn't have to be a full set, but wearing all the pieces influences the chance of a unique monster appearance further in the dungeon, or as an aide during the major quest event that drops the rest of the pieces when killed.

    Another possibility is in certain dungeons, a rare/unique monster could show up, and when killed drops a map that leads you to a dungeon that only the map can open, where there is either a guaranteed set droppage, or a much higher chance that pieces of that set will drop in that dungeon. Only one of each piece can drop, to prevent farming and increase the chances of getting more of the set. This holds true with diablo's random loot tabling, but makes sets better and more relevant at lower levels.

    This can also be done with end-game sets, making the challenges much more difficult, essentially like a boss in dungeon form, while decreasing the drop rate of the set to make it a little more farmable, adding much more to do at max lvl.
    Posted in: News & Announcements
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    posted a message on Lord of Destruction's Influence on Diablo III
    well, then lemme put it this way: I <3 tps. I hate Arreat summit.

    It's what made diablo a little more unique to me. The monsters and bosses, while you could kill hundreds with a single skill still presented a scary enough threat to you that you would avoid getting hit like the plague(zombies. Which would also kill you :D). I can see each class' mobility skill being their answer to removing the escape mechanic that was tps, but I hope they retain that sense of everything is trying to kill you, and will totally succeed if you can't get away. Basically, no wizard tanks unless they are specifically built that way.

    And if we're too low on health, we can always run to the previous Waypoint or pop a potion to kill the monsters we have ahead.

    No potions anymore. They basically gave us a permanent chance on death life leech with hp globes from dead monsters. So you have to kill to live longer.
    Posted in: News & Announcements
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    posted a message on Lord of Destruction's Influence on Diablo III
    Town portals are gone? Wow. That by itself makes it feel like it just isn't Diablo anymore.
    In a bad way.

    Ever through the first and second games you had the option to get the hell out of there with a quick tp, especially on bosses and enemies where I'm sure I used a whole damn book of those things. It's because of the tps that you can make more challenging encounters, knowing that players will have to escape more than once to refill their potions and come back swinging at full force. Even after going back, I always slapped down another portal, just in case.

    Not to mention the gigantic amount of waypoints you will have to use to cover the whole game effectively and efficiently, without pissing higher levels off that they have to run through so much crap every time, and pissing lower levels off that the next waypoint is too damn far away, beyond that army of monsters which will kill them in a heartbeat.

    I don't think you can take away tps and call it a diablo game. That's all there is to it.
    Posted in: News & Announcements
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