Yes it's a great implementation. I'm really curious as to how the difficulty in inferno will scale when soloing versus party play. Will it be easier playing through inferno with 4 top tier players compared to one godly player + follower?
Am I crazy or did we get a statement from some official source estimating a Q1 launch. I understand that it was originally slated for Q4 2011, then "Early" 2012 but I thought that officially changed to "Q1" before the delay revealed at last week's conference call. I remember much hype a few weeks back as "Early" was updated to "Q1". Anyone else remember this? :\
I love the idea of an uber difficult mode to graduate to once hitting level 60. I think it's a GREAT implementation. That being said, is it really necessary? No. Without inferno, they would simply scale Hell's difficulty way up and all the challenges/loot from inferno would be placed late in hell mode. Ultimately it doesn't make a huge difference, but I think it's a fitting follow up after what happened in D2 (i.e hell being too easy and blizzard adding uber diablo/tristram).
I hope this MF/Party flaw gets remedied before launch. Of course you can play solo, or with reliable friends/players, or use the kick feature but these are simply methods of avoiding a broken system that should just be fixed in the first place. I wonder how averaging MF across the party would effect gameplay.
I farmed those skeles the other night for maybe 10 runs. First I found one of the worst ammies possible (+1% Block): but only a few runs later I found what is a truly godly find: +13% MF ammy :DDD
I haven't tried using -showfps (didn't realize that was a command - are there other commands like this?) BUT Fraps shows FPS onscreen and mine as always around 90 unless there's a TON of stuff dying at once.
Even after a few months, I still play the beta quite a bit. I try to spice it up by running zones naked (except for a weapon) to make it a challenge. Apart from D3, I really enjoy Dark Souls as a highly satisfying JRPG - very challenging, huge, and very rewarding. I watch a lot of pro SC2 (GSL) and play Street Fighter 4 to get my competitive fix (SFxTekken soon too!). That's about it until D3 hits.
Does all of this relate to casters also? Say a wizard or witch doctor's spell damages are reflected on their DPS number in their character attribues.
Also, does increased attack speed help a witch doc or wizard cast their spells faster? Or is there something else for that?
In older beta patches there was a separate "Increased Attack Speed" for barb/monk/dh and"Faster Cast Rate" from WD and Wizard. Currently, IAS applies to all five classes. Not hugely game changing but a reasonable simplification all the same.
I like the current system and hope it doesn't change too much. Having different runestone levels dropping in their respective difficulties (Level 1-2 normal, 3-4 Hell, and Level 5 inferno) makes the more sense to me than other suggestions/interpretations in this thread. Then again, Blizzard has introduced some changes out of left field before and I've warmed up to them. Looking forward to the next unveil re: runestones. =]
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In older beta patches there was a separate "Increased Attack Speed" for barb/monk/dh and"Faster Cast Rate" from WD and Wizard. Currently, IAS applies to all five classes. Not hugely game changing but a reasonable simplification all the same.
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