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    posted a message on Fourth Batch of Screenshots and Art
    Quote from Don_guillotine

    Quote from lester0987

    Is the image of the trimstram cathedral in-game?

    It looks like it's a still from cinematic cutscenes.

    I thought It was an illustration/concept art piece. Especially because it's signed.
    Posted in: News & Announcements
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    posted a message on Fourth Batch of Screenshots and Art
    If that is what it looks like in game....I will have to find those folks complaining about art and punch them in the mouth. :starwars: But seriously, those are fantastic! :laugh:
    Posted in: News & Announcements
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    posted a message on Salvage, Item Drops, and Worth.
    I think the enchantments will add only a very small range of upgrades to existing equipment like an elemental effect and bonus on crit effects. I don't think they will want to overshadow the item recipe by going over board with these effects, Just extend the life of equipment and give some more personalization (my epic weapon XCL is fire while yours causes knock-back on crit)
    Posted in: Diablo III General Discussion
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    posted a message on Gem Musings
    @italofoca: I like the Health globe drop chance increase, But I doubt that Crit chance will be one because that's an attribute modifier and the realm of charms(traits too?) I think that anything covered by some other customization system will likely not show up in gems, but that might just be me.
    Posted in: Diablo III General Discussion
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    posted a message on Gem Musings
    I hadn't thought about it either until a recent tweet by Blizzard indicated that they were completely changed
    Here is the tweet
    Posted in: Diablo III General Discussion
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    posted a message on Gem Musings
    All of the discussion and tweets regarding gems had me wondering What sort of effects Gems would have.

    If elemental effects are enchants, and attributes are charms, what sort of effects are likely for gems. Here are my thoughts...

    1: Damage boost
    2: Resistance penetration
    3: Cool-down reduction
    4: Movement speed increase
    5: projectile speed/range increase
    6: Resistance boost

    Obviously I didn't come up with ideas for different equipment slots but here are some of my ideas. Notably magic find, life steal, and resource bonuses are absent because I felt magic find would be too powerful, and life steal may not be in at all. As for resource I think that Blizzard wants each tool to be distinct so if you want to mess with attributes you need to use charms. What are other people's thoughts?
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 copied a lot from Torchlight
    It's natural that it should have similarities to games in the genre that came before. I hope they take a few of the good things in TL and adapt them/make them their own (looking at you shared stash). I must agree that it sometimes looks like they went too far but I will reserve judgment until the game comes out! (Also it would be interesting to know when some of these attributes were developed in relation to release of the source that gave the inspiration.)

    Edit: Jamoose, you got here first and with more solid information! I am so ashamed.
    Posted in: Diablo III General Discussion
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    posted a message on Salvage, Item Drops, and Worth.
    I had not accounted for the lack of arrows/bolts and the reduction of potions. That will certainly help to remove the sea of white that occasionally got sprung on a zealous adventurer. I do, however, like the Salvage mechanic and get the feeling that hording up more than 30 of any material for no reason will not be beneficial, to support the 'no need to vacuum' theory.
    Posted in: Diablo III General Discussion
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    posted a message on Salvage, Item Drops, and Worth.
    So I was just reading am older topic on Salvaging and its problems/merits on the official forums. There was a concern by some members that It would lead to de-valuing or overvaluing of items or processes when it came to min/maxing (well if you can craft the best items crafting will be dominant and if you have to pick up the best items it becomes useless) and also that in some circumstances you might be forced to pick up every item you see. Now I'm not compleatly sure I grasped the point of all the arguments, But I remember how very shortly into D2 there was never a reason to pick up any non magical item or even an item that wasn't Unique/Rare or what ave you. Then Bashiok posted the following

    Jay's response was "If its not worth picking up for gold, it is definitely not worth picking up for crafting."

    Essentially any player worth their salt is going to favor gold over crafting materials, simply because it's required for so many other things that are important to a high level character. And essentially a lot of this comes down to tuning and making sure the relationship between all of the systems isn't broken, and all we can say to that is we appreciate your passion for the game. :)

    So I was wondering what folks thought about the following idea on the topic: once you get into Nightmare difficulty, non-magical items cease to drop. This does not mean that magic items drop more, just that the 'worthless' items don't show up

    Also any further insight on the economy of the game etc. is, of course, welcome!
    Here is a link to the referenced thread.
    Posted in: Diablo III General Discussion
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    posted a message on Hello World
    Thank you everyone, your beautiful! I hope I can live up to your expectations.
    Posted in: Introduction
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    posted a message on Hello World
    Hi all! I can't wait do duke it out with all of the cool people on the forums in conceptual, theoretical, and philosophical style.
    Posted in: Introduction
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