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    posted a message on Diablo III Launching May 15 – Digital Pre-Sales NOW OPEN
    Cheer on brothers. Radujmy sie bracia. Now i know when i'm taking that week off from work.
    Posted in: News & Announcements
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    posted a message on New Skills UI and removal of Rune Ranks.
    In this topic i'll show you just how much the changes they made in patch 1.13 are bad for the game.

    The changes i have in mind are:
    - Removal of Rune Ranks
    - The new skills UI

    When i first heard what blizz is doing with skills in diablo, back in 2008-2010, i was astonished. They gave us the ability to actually modify how the skills work, each of them in 5 different ways. and not only that, those "empowerments" had levels! 7 of them! Simple yet brialliant. I was so hyped about it i couldn't stop talking with my friends for weeks about it. And this is why:
    -Runes as items were supposed to drop randomly like any other loot in Diablo. Thanks to that everyone playing Diablo would have totaly different game experiences based on what runes they found.
    -Having 7 ranks of runes give you the feel that even though u just found an awesome rune, u would still be able to find a better one. A feel of progressing with your character. Especially when i hoped that the highest 6-7 rank runes would be insanely hard to find, like one of the best weapons. I would imagine that finding or simply acquiring such a rune would be an awesome achievement. A feel of accomplishment.
    With every next rank our skill get more and more awesome.

    As of patch 1.13 all that hype and hopes are gone.
    What they changed:
    -Runes are no longer items. You get them as a selectible option to your skills as u level up.
    -Runes are no longer Ranked.

    What this caused:
    Everyone playing Diablo will have the same experience. ... Boring if u ask me, there is nothing to talk about. Its like talking about a movie, u share what u liked or didnt, u agree or disagree and that's it. You cant talk about how awesome it was for you, why it was awesome for you, because you had the same experience, you tried the same things. This kills the social aspect of the game.

    This also kills replayability. Your experience with new characters will be the same. There is nothing exciting to the game except having random loot. This would be fine with diablo 2. Random gear was something new back then. Its not enough today. Nowadays games have tough us that there are far more interesting things then loot. Nowaydays, just loot isn't enough. It's old and boring if left alone.

    Runes are all 1 rank now. Where is the fun in that? You want to tell me that i wont ever be able to advance my skills? Even in Diablo 2 i could've always found more gear with + all skills. You want to tell me that those skills will always be the same? Or till the next expansion? Maybe? Especially that thats how it was supposed to be untill just very recently this was changed. Why remove something so brilliant, REVOLUTIONIZING infact, especially when at least half of it is done. I bet.

    For the next bit i have to quote Jay:
    "Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem."



    First of all if the goal is to provide additional character customization then why remove skill ranks?
    Second, how did jay come up with 3000 different runes? No matter how many times i read this, it sounds like he's talking about have physicly 3000 rune items in the game. There are 5 runes, which fit all skills, and there are seven of them 5*7 = 35. 35 Items in the game.

    Next part of the quote"
    "Diablo is certainly about the items, but later in the game, having to juggle all of those various runes was not only un-fun, it was a serious and tedious inventory problem. We went through a number of different iterations, some of which we fully implemented and tested, to try to solve these fundamental issues while still keeping the customization intact. Ultimately we developed, implemented, and have been playing and testing a new system which we’re confident hits all of the desired mechanics and solves all of the related issues – and that’s what I’m going to talk about today and what you’ll see in Beta patch 13.

    First of all i would never even imagine myself carrying 35 runes in backpack, its not like i need all 7 ranks of the 5 runes at all times. More like 5-10 of the highest rank runes i would posses. Is 5-10 a Serious and tedious inventor problem? Not at all. Especially that this is supposedly the cause of why we are loosing the Rune rank system.
    This is how i read it: WE ARE REMOVING THE AWESOME, BRILLIANT AND REVOLUTIONIZING SKILL SYSTEM BECAUSE YOU NEED MORE INVENTORY SPACE FOR CARRYING BLUES. :(

    Whats more interesting is that with that course of action blizzard is actually hurting itself. How?
    If runes are items, that means u can put them on AH. RMAH. Which means profit for them. The more items and tradeable customiseables there are in the game, the more stuff there is to profit from player sales. With the removal of Runes as Rank items, Blizzard has just shut down their profit.

    Removing Rune ranks and the fact they are not tradeable items hurts everyone, nobody wins, everyone loses. We as players lose fun and entertainment, blizz loses both that AND profits.
    Is it because they want to finally release the game faster? Then thats just not the way blizz does games. This game is NOT done. I WANT TO PLAY THIS GAME SO BADLY THAT EVERY DAY WITHOUT IT SLOWLY KILLS ME! But honestly if its not done, i dont want it now, finish it pls. That's not the blizz way i got accustomed to.

    And with that having stated we make a transition to the new skills UI.
    IF! blizzard want to release the game faster for the cost of sacrificing some of the games systems, which i really hope is not the case. Why would they go through all the length of making a new skill UI? New Rune icons?
    First of all the question WHY a new skill UI?

    Lets compare the Old one to the New one.





    In the old one everything was presented well. 6 Simple buttons close by to each other with a simple rune addon button the the right. The build is clear to the player. Everything is in one place.
    Also note the skill grouping. Fury Generators, Spenders and Situational abilities. Simple, easy to understand. I can clearly see what skills generate or spend fury.
    Now the new build:





    It so big... Why would they make it so big? And why is it in the center of the screen? This is officially the first ever character tab in the Diablo series that's placed in the center of the screen!
    And whats up with those skill categories? Might? Rage? Tactics?! Every skill in Diablo is a tactical choice made by the player! I don't understand the concept of might or rage, they're just words. I cant clearly see which skills generate and which spend fury. If u don't select the election mode, you are not allowed to pick to primary skills... or 2 secondary. Which basicly means that players new to Diablo 3, are given a template. A template of how you should be playing. Which basicly leads to the same thing as the removal of Runes as items. Player experiences are highly similar. Players are stripped of the ability to think for themselves, of making mistakes, making silly builds, learning by themselves.
    Do you remember the hype when you heard about the 9 billion skill combination possibilities? Well then basing on our barb example here lets make some calculations.
    3 Primary skills x5 runes, x4 secondary x5 runes, x4 Defesive x5 runes, x4 Tactic x5 runes, x4 Might x5 runes, x3 Rage x5 runes. 36 mln Builds. Sure, it still sounds cool. But we went down from 9 BILLION. BILLIONS! Thats 250x less builds.
    A player new to the game, playing a barb as an example wont be able to pick frenzy and cleave. I personally would like to keep myself buffed with 75% throwing a frenzy every 5 sec to keep the buff up just to see my barb slashing wildly with cleave. An unaware player wont be able to do that, because he/she wont be able to pick both those skill at once. Why? Just because? Because there is a template and u need to learn to play the proper way ASAP?

    But unfortunately, there's more to that, as blizzard has also decided to put over 60% of the rune effects above level 30. Meaning that casuals, for whom normal mode is enough, will never be able experience all the runes, making a big part of the game unavailable for them. There will be people who will only be interested in replaying the game every now and then, and they will always pick the same runes, which will make them bored with the game faster. And so instead of playing the game 5 times, they'll only play it twice. Because its the same. Nothing new awaits them.

    Overall, with patch 1.13 we have been stripped of a good skill system, character progression, player experiences with the game, excitement of what runes would drop for us at the current playthrough.
    I'm afraid that with gear only, i will get bored with the game very quickly. And i don't want that, i want to keep playing it for years, just like i played WoW.
    As i see it, every single change to the runes and skills UI made in p1.13 is bad, not only for the players, but also for blizzard. I am SHOCKED, STUNNED, FROZEN name any other effects that can paralize u in Diablo, because of the changes they came to agree upon with this patch.
    Posted in: Diablo III General Discussion
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    http://us.battle.net/d3/en/calculator/barbarian#WZehRP!ZYg!ZZbbZc

    Restless Berserker. A PVE build focusing on sustaining WotB at all times thanks to high attack speed and critical chance.

    Skill 1: Wrath of the Berserker with Thrive on Chaos rune.
    Thanks to this rune it is possible to sustain WotB infinetly.

    Skill 2: Battle Rage with Into the Fray rune.
    Combined with a high attack speed and critical chance this rune should give us a lot of Fury per sec.

    SKill 3: Frenzy with Maniac Rune
    Primary Dmg skill with high attack speed. More attack per sec = more Fury per sec.

    Skill 4: Hammer of the Ancients with Smash rune.
    Why HotA as a fury spender? Its got high dmg, and a 15% chance to crit, which is all this build is about.

    Skill 5: Furious charge with Stamina rune.
    Excelent skill with high dmg, granting mobility and a high amount of Fury. Going through 10 enemies means 95 Fury (15 base + 10*8)

    Skill 6: Revenge with Best Served Cold rune.
    Another excelent skill with high dmg. Mostly used to buff yourself with 10% crit and heal yourself for quite a lot.

    Weapon of choice: One Handed Mighty Weapons or One Handed Axes/Maces.

    Primary stats on gear: Attack speed, Crit chance, Crit dmg increase. (and Strength obviously)

    Base buffs from this build:
    Attack speed: 25% (WotB) +75% (Frenzy) = 100% attack speed
    Crit chance: 3% (Battle rage) +10% (WotB) +10% (Revenge Rune) +5% (Relentless) = 28% Crit chance (38% if using axes/maces(Weapon Master passive))
    Damage: 20% (Maniac Rune) +15% (Battle Rage) +30% (Brawler passive) = 65%
    Dodge Chance: 20% (WotB)


    Notes: I actually considered whirlwind for a fury spender position. It has high attack speed which also works fine with the build.
    But the theoritical issue i have with it is that it spends fury too slow. With a high fury generating build like this one,
    u need to spend it even faster to utilize all that fury. If Whirlwind costs 16 fury per sec,
    and we have to generate +25 fury per sec (+35 preferably) then we'll spend more time spending it then gaining it.
    Which is not the point of the build. The point is to generate it fast and spend it twice as fast.
    Thats why HotA is perfect for this task. It costs 20 fury, deals insane dmg, is also an aoe attack, has 15% crit and with high attack speed,
    I believe u can slam it 3 times a sec. Considering the high crit chance of this skill, and the Battle Rage Rune effect, we should be able
    to slam HotA 6-9 times in a row in no less then 2-3 second spam. Absolutely brilliant if u ask me.

    ALSO! in theory, what if this build generates too much fury? For example 50 fury per sec. I believe with high attack speed
    and high crit stats on gear it should be possible. The Weapon master passive grants us a high balancing possibility.
    For example we can chose an axe/mace or a sword for the MH, and a Mighy Weapon for the OH, lowering the already high Fury per sec,
    and giving all main dmg abilities 10% more crit chance or 15% more dmg. Or if the fury is even higher We can swap both for axes/maces or swords.
    Personally i think Mighty weapons should be used in the early game and Axes/Maces in the lategame.

    The build also offers adjustments in a case when our dmg is actually too high for the content. And this is done jsut by swaping some runes.
    For example Frenzy, we can swap Maniac with Relentless, granting us more movement speed, thanks to witch we finish the content faster.
    Or swap Smash in HotA for Birthright for even higher chance for epic loot. In the case that the current content is too tough we can
    add some defenses through stuns. Frenzy's Smite and HotA's Thunderstrike combined with high attack speed should basicly stunlock any enemy.

    The build is nicely rounded up with healing from Rvenge and mobility from Furious Charge and high movement speed.

    If ur wondering

    Overall i think this is a very well balanced build with lots of situaltional customization and a little gameplay gimic to it
    to keep you even more entertained.
    Posted in: Diablo III General Discussion
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    posted a message on HUGE DATAMINING SPOILER THREAD
    I've been just checking out the Boss Artworks and i was wondering where are thousand pounder and the siegebreaker beast from the 2008 barbarian and wd gameplay. Are they not bosses in the final version?
    Posted in: Lore & Storyline
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    posted a message on The Auction House Explained
    Dunno if someone already pointed this out, i'm not gonna read all the comments, but i'm sorry to tell you that there is a major fail in arbitrage explenation. 2000 gold divided by 20$ is 100 gold per $ not 200. Therefore u earn 1900 for the axe not 3800. so u simply sold it cheaper either way.
    Posted in: News & Announcements
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