Fixed
- MugsyAU
- Registered User
-
Member for 8 years, 3 months, and 15 days
Last active Tue, Nov, 21 2017 02:32:34
- 0 Followers
- 156 Total Posts
- 33 Thanks
-
Aug 27, 2016MugsyAU posted a message on Minor Patch - August 25th, PTR Server Slam - OptimizationsPosted in: News
-
Aug 20, 2016MugsyAU posted a message on BlizzCon 2016 Hype, wudijo's Support Wizard GuidePosted in: News
My guess is still that at Blizzcon, they'll release some sort of DLC pack with an Act 6 campaign; whether free for paid. Finishing off the D3 story with one of the hand drawn styled cutscenes is kinda crappy and this will at least make the game somewhat complete. They don't have a game director atm so I doubt that it'll be the release of a fully fledged xpac with an increase in character level, new skills, new class, etc. There's a lot of work that follows post release with balancing that stuff but a new Act is doable.
Meanwhile, they'll probably showcase some legendary powers for the remaining items with no powers, and maybe another round of 6pc sets, one for each class, to look forward to in 2017... maybe an increase in stash tabs to 15? These things are small scale enough that someone at Wyatt Cheng's could oversee it.
There might be a tease of D4... maybe introducing the new game director if they've hired the person but I seriously doubt they'll be showcasing anything, just announcing that they're working on it and that it'll be released when it's ready.
-
May 20, 2016MugsyAU posted a message on Bugged Grotesques, Fallen Pennant Clarification, Witch Doctor 2.4.1 Meta BuildsPosted in: News
I'm guessing the pennant will drop from either Bashiok or from the fallen corpse that drops Wirt's Original leg.
-
May 5, 2016MugsyAU posted a message on Conquest: Boss Mode GuidelinesPosted in: News
My group did Boss Mode and it was definitely quite fun. Though, we each took A1, 2, 4, and 5 (my barb was specced for a bit of speed so I took A5... didn't stop me from being last to our respective bosses each time). Went to one boss in each of those act per round and did the TP and waypoint trick as suggested in the article. After the 3 bosses in each of those acts were done, we then split up A3.
Done with 2min spare.
Between this and the 350 kill conquest, they're definitely the two easiest to do in groups.
-
Apr 23, 2016MugsyAU posted a message on First Look at Season 6 Journey, 2nd Batch of BlizzCon TicketsPosted in: News
And this is why so many NS are up in arms about those stash tabs being bound to Season.Quote from Archangel2736»
2 pieces after reach lvl 70 (I agree); Defeat Izual at lvl 70 on T2 or higher (not agree), should be T6 or higher, last 2 pieces should be at least GR45....Players can do around at 400-500 Paragon, GR70+ solo even non ancients ( I did in S5) and after need to farm more paragon, augments and you can do speed GR70-75+ solo, etc...
As primarily a NS player, The current implementation of Haedrig's Gift does allow me to get that tab in under a week then go back to NS play. I hit ~P400 in S5 when I got my tab but still helped out clan mates with getting their tab so ended up at ~P600. I did not want to hang around seasons more than I needed to with the exception of attempting some Conquests simply because I had the gear.
But making the seasonal journey easier for players like me will dilute the experience for players who play seasons for seasons. - To post a comment, please login or register a new account.
0
In a previous forum chat, someone mentioned it would be a good pair of bracers for improving WotW and IK performance and because there are better choices for Raekors and LQ, it probably wouldn't affect those builds all too much.
At the very least, I reckon the power would go well on the IK 6pc bonus.
2
Life will get in the way of gaming and some Day 1s you'll have a good run and others, things don't go as planned.
In S5, my group stuffed up the Day 1 process, S6 ran better with a player getting us Leorics via SK and me finding a decent Seismic Slam bracer (which obviously scales with damage as I upgraded weapons) but no one else got good leveling weapons so I was left carrying the team (had to waste a lot of mats crafting leveling weapons as well). S7 my drops weren't brilliant and I ran the run to the SK but overall, the group got some good drops and we all managed to craft a leveling weapon after half a dozne tries so that was the best Day 1 I had.
I usually have someone who needs to bail simply because my clan has a lot of parents and they do need to tend to their kids. I'll continue the leveling and carry them for that last 20lvls they have when they get back. I've learnt a bit about family this season having to miss out on Day 1 S8 to tend to my mum who going through chemo and have appreciated getting back the powerlevels I've given out.
Whilst it can be extremely satisfying to run the perfect day 1 and blitz ahead on the charts, it's definitely more enjoyable just to focus on what you can control (namely adapting to RNG) and just enjoy what comes your way.
0
But agree that RNG can really suck.
Last season, I dropped 4x ancient Yangs across 3 accounts. This season, no ancient Yangs and one account even finished Conqueror without finding a single Yangs. My only ancient Sacred Harvester was given to me.
0
My understanding is that it only takes items from the inventory of your active character or the stash and not another character. This would mean that stash space is needed more than ever to be able to swap items around between characters that share the same main stat.
I do hope that the devs have used the Blizzcon demo reaction a means to gauge if they should redo the system to hold items too because as it is, I will have limited use for it. I would have preferred for the armoury to house two other set ups and swaps it with what you currently have equipped.
0
The good news is that the armoury feature being implemented will remember the skills for your build along with the Kanai's Cube powers and you can save up to 5 loadouts. Hell, it'll also remember the legendary gems chosen and socket the highest level version of that gem you have.
The bad news is that it's not extra space for your gear. It'll just remember which items you've used in that build. You will need to house the items for the build you want to swap to in your stash or inventory still.
And for the record, when I asked for this feature, I also wanted it to let us move the items out of the stash/inventory and house it in the armoury too.
0
Yes, the random rotation of the bonus cache needs to be done away with. It's confusing for many noobs or half asleep players.
It also makes running just those one or two acts that you're low on mats frustrating.
Should be an easy enough fix to just add bonus caches and delete the code for the bonus.
0
I remember my reaction when watching the 2015 panel when they said they were increasing stash space and then said we needed to unlock them in seasons... kind of a gut wrenching, facepalming sort of feeling that the devs didn't get what us players really wanted, and what us players had to do to it was gonna be annoying.
Same feeling when hearing about the armoury.
Though, this time, I don't have to use it if I don't want to but my characters' inventories (all the NS ones) are currently doubling up on mule duty. It's the sets that are taking up the most space so an armoury that takes those items out of my stash or inventory is what I need. I'd be happy for the number of builds that could be saved to drop to 2 or 3 if it took the items out of the stash/inventory... would still make a bigger difference in the long run. There's no way I'd be able to hold 5 builds worth of items on any one character in the first place and my stash has no spare space to hold more gear.
0
It would be good if the number of tabs would be increased or that those with a fully unlocked stash could get a new reward at Conqueror but by no means should players late to the party be denied any chance of getting a full 10 tab stash (and what will be a 12 tab stash come the Necro pack).
1
2
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.
0
Yeah, been confirmed that the armoury won't take items out of our inventory/stash space. In fact, it'll make stash space more crucial to have.
And for the record, this isn't the last season to earn stash tabs.
0
0
Yeah the CC immunity that eventually comes around kills off any potential for this ring (or using paralysis for that matter. If they revised the passive to ALWAYS stun every time you hit with a lightning skill, and that it occurs at most once every 6 sec to it doesn't end up OP but CC immunity doesn't affect it, it would be OK.
Alternatively, I think CC immunity needs a reset... things such as the Tikilandian Visage are utterly useless. If CC immunity resets after X amount of unsuccessful attempts to CC that enemy, it would introduced a period of gameplay where you need to be on your toes but can use the effect again eventually for another short period of time.
0
I suppose the concept of 'mandatory' differs from player to player. It certainly isn't mandatory to group up and when you're undergeared, it just means one needs to lower the difficulty to finish them in a reasonable time.
I don't find doing the current 5 bounties per act solo tedious once I've gotten my speed build up and running. It's certainly faster than running with a bunch of noobies who don't get around as fast or know how to quickly finish each type of bounty and personally think there are more important things the devs need to focus their resources and time towards (would much prefer them ensuring all skills are catered for in the 6pc sets and not resort to LoN as the answer to everything that 6pc sets don't support).
In saying all that, I agree with the players above who said that they need to provide another means to get legendary mats other than bounties. I sure hope the cache rewards for challenge rifts give leg mats... maybe just 2 or 3 or each type max so that bounties is still the better way of getting leg mats but at least we can still get them via other means.
0
The problem with a dynamic bounty requirement system is how do you handle the scaling when players jump in and out of the game?
Say you start with a full group and then 3 players decide to bail when half the bounties are done per act. Does that mean the remaining player gets to cash in immediately? Or do they have to finish off 5 bounties per act alone then?
And then there's the opposite... if a player starts solo, completes 4 acts but doesn't hand them in, and then players keep joining, does the goal post keep moving and now the team needs to do a full 5 bounties per act (effectively punishing the first player)? Or does the team just need to do 2 bounties per act only? (extremely broken this would be)
As it is, I don't find the current bounty system a problem... it rewards you for gearing up a speed bounty farming build... and that's what end game Diablo is all about, creating builds to handle different situations.
The devs have said again and again that D3 is designed as a social game they will reward players more for playing in groups and I don't think they're gonna change this anytime soon.