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    posted a message on Patch 1.0.8 Datamined Info - Blizzcon, Scheduled Game Maintenance - 05/07/2013, Full PTR Patch Notes Roundup
    Man I hope it's tomorrow =D AFAIK last week was the last time they rolled out tweaks to the density in the PTR, and I think the feedback's been good on it. Me thinks tomorrow !
    Posted in: News & Announcements
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    posted a message on Increasing the NV cap
    I think they should be left as is. It's a good tool for stopping most quick 1-2 type farming routes from being the most efficient ( bye-bye scorps 1.08 =P ) and it's not too hard to obtain with it staying at 5 stacks.

    The bonuses should stay the same as well imo. This leaves room for any type of legendaries / gear that might have an unique property such as exceeding the cap / ect.
    Posted in: Diablo III General Discussion
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    posted a message on Suport on facebook
    NO! *swats with newspaper* NO!
    Posted in: Diablo III General Discussion
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    posted a message on My fantasy Diablo changes
    Hello everyone, I go by Bleu. The following is a Diablo 3 patch / expansion fantasy of which I'll detail the changes / additions I would love to see. (You can thank whoever started this craze a couple weeks ago, as well as Blizzard themselves for urging people to create such topics).
    Please consider that I'm not a developer, and I realize some / many of these ideas would take a while to create. I'm instead pretending I have a magic wand that forgoes development time, resources and cost.
    These are just suggestions. I have spent a long while re-iterating my ideas however (which are not all original) but I'm not about to uninstall if I don't see these sometime in the future. Instead I'm hoping to provoke a discussion on the suggestions / ideas and the goal is the have something halfway fleshed out that might actually get incorporated.
    Lastly before we dive in, I realize this is a long post. I'm thankful to anyone who has the time to read all the way through it, and while it is numbered, it still would be best if you read through every section to help with any questions you might have on why an idea would be implemented that way / the motivation for such.
    The average player;
    I'll reference this once or twice to describe what the ideal middle ground is for an 'average player'. This would be minimum use of the AH, buying gold off the RMAH would be very rare if existent at all, and most of the gear is either the cheap AH version or self found. Now I realize this doesn't describe the more advanced / hardcore type player, but as a company trying to create mass appeal, it makes the most sense to adjust to the 'average' player.
    1. Itemization ideas.
    I'll start with damage increasing affixes. So far we've got crit chance, crit damage, + damage, increased attack speed, and + main stat. Using gloves as an example, everyone can get all these stats plus more on one item. This turns into a problem quickly because it becomes the standard for what makes a 'good item', since we can regularly see not only these stats but more. One fix would be to not let all of these roll at the same time, but that wouldn't be very fun. Instead the fix Blizzard has suggested is to add more affixes that actually appeal to players than there are slots.

    1-A. + %damage to a specific school. (For instance, +10% to fire damage)
    This is already in the game in one form, but I'd personally like to see this stat become more of a sought after one, primarily by letting it roll on other items besides some legendaries. Again using rare gloves as the example, depending on my set up I might actually take a pair with all the right stats, and +10% fire damage instead of crit damage, or even a main stat. I'd love to use the fire rune for whirlwind on my Barbarian, and I could gear him out in that direction using a stat such as this. This stat would also of course range in all the schools of damage.

    1-B. Attack and Power stats.
    These would actually be close to what was originally planned for Diablo; A stat that increased the characters base damage, that all classes can use. I've suggested splitting it up though.

    Attack.
    You'd have a range of Attack that rolls on the gloves, say from 50-150 or so. (The numbers could defiantly change, that's just to give you an idea). This stat would increase your base damage, much like your mainstat does, at a 2 : 1 ratio of said main stat. The trade-off is that Attack only increases physical damage / weapon damage done, and it doesn't provide any of the defensive bonuses that your characters main stat does, thus the 2 : 1 ratio. Getting a pair of gloves now becomes a choice between "Do I want damage with my main stat, plus the added benefit of dodge, armor or resist all? Or do I want more damage with the attack stat, forgoing defenses?"
    My suggestion of making Attack only affect physical / weapon damage is because it splits up the classes pretty nicely; The barbarian mainly uses physical or weapon damage attacks. A fair amount of the Monk's attacks are base weapon damage, as well as the Demon Hunter's.
    This makes for a stat that isn't specifically for one or two classes only, can be used with all classes depending on the skills chosen, and is different enough from the three main stats.

    Power.
    Power is, as you've probably guessed, just like attack except for what it affects. Power would affect any damage that isn't physical or straight weapon damage, and could still be used across all classes depending on play style / build / skill choices. For instance using my fire whirlwind barb example, if that was the skill I wanted to build around, I'd absolutely stack Power as a secondary stat on gear to benefit from the increased damage.

    1-C. Attack & Power Vs. %damage of spell school.
    These may seem the same at first glance, but they offer different functions and fill a different roll. Just like all resistance and single resistance increase defense, these two types of stats increase damage in different ways. If I was building around a single skill or two that used the same damage type, I'd go for %SSD ( spell school damage ) over Attack or Power. If I had a couple of attack skills I routinely rotated through ( think a blizzard / hydra / chain lightning Wizard) I'd want to get Power over %SSD.
    Now suddenly when assessing the value of gloves, it becomes a harder choice to deem them good for myself because not everything that I want can fit on these gloves, even if I was going for straight damage with no defenses. If I was going full glass cannon build, I'd look for Crit chance, Crit damage, IAS, a + damage roll, main stat, and then I'd have to choose between Attack, Power, or %SSD. And that's completely forgoing any sort of defensive or utility stats. Suddenly you can't tell if something is good by quickly seeing if it has trifecta / quadfecta stats, and the choice becomes harder and more compelling.
    Cons; This may seem confusing to any player that is new, and possible unbalances could occur. Testing would, of course, have to be extensive.
    Pros; This helps alleviate the itemization problem by making more items worth something because of the different affixes that could roll on them. It also makes for a more interesting choice when it comes to gear.
    2. Dropped items.
    It may be anecdotal evidence on my part, but the overwhelming majority of my friends would testify that the item hunt is the entire reason they continued to play Diablo 2 after they beat it. I happen to agree of course, because finding items is why I play.
    This however happens to be one category out of just a handful that I believe D2 still has done better. This doesn't mean D3 can't beat it, not by a long shot, it just hasn't been implemented yet. I'm talking of course about other dropped items, besides gear. Having something else to hunt for while still killing demons is a place that Diablo 3 can improve upon, and I believe it would greatly help save farming from being 'dull'.
    In this section I will describe how, If I were given admin powers for a day, I would implement new gem(s), jewels, runes and charms.

    2-A. Gems.
    I'll start with the easiest here. There's defiantly an argument to be made for more gem colors, but at the moment I feel there needs to be at least one more; Diamond (or you pick the color if you don't like it). Diamond would be a defensive gem.

    Off hand / shield; Reduced damage from elites.
    Helm; Reduced damage from melee / ranged.
    Weapon; + IAS.
    Chest armor; + All to resistance.
    Gloves, boots, jewelry; + Armor.
    What this does is round out gems in terms of main stat / defenses / weapon offenses.

    2-B. Jewels.
    Now these are slightly harder. Jewels would drop from magic to legendary, giving 1 to 3 stats respectively. These affixes would be offensive and defensive stats exclusively, and won't roll any sort of utility stats (such as pick-up radius). Again the numbers would have to be worked by someone more qualified than myself, but a suggestion would be say a rare jewel with + 1-4% IAS, and 10-20% critical hit damage. Or you could see another rare jewel with + 4-8% life and + 450 armor. To keep legendaries useful while not always the best for you, and to avoid the pitfalls of making them still useless, the legendary 3 affix jewels will still roll in the given ranges of the affix, but the 3 affixes will always be from the same pool; Either offensive or defensive.
    But what if you WANT to have two offensive stats and one defensive stat, staggering them? Well, I've got a solution that tackles two problems; Jewels will only be able to be put in jewelry sockets.

    A; This keeps things balanced. Having a 3% IAS affix on a jewel isn't broken, but being able to stack them in a potential of 13 open sockets will defiantly result in overpowered-ness.

    B; This also solves the problem of people wanting staggered stats. Since legendary jewels will only roll offensive or defensive stats on all three affixes, you can achieve the same balance by either having two offensive or two defensive jewels in your rings, and the single one in your amulet.
    Pros; This adds another layer of dropped items for people to search for, and adds another layer of customization for picking stats. While we don't know any (if at all) new affixes Blizzard decides to add to the itemization patch, whatever IS added would obviously be in the pool for jewels. At the moment it's pretty obvious an 'offensive' jewel will just be the 'trifecta' of attack speed, crit chance and crit damage. Hopefully we get to see a + % to specific schools of damage stat, and maybe something close to the concept of 'power' and 'attack' stats (see the itemization section of this thread).
    Cons; Just like other pieces of gear, once the desired jewels are acquired there will be less and less demand for them. This will eventually lead to 'market overflow' unless crafting is made desirable enough that salvaging them is a real option. Hopefully with any addition of new affixes it will still be harder for the average player to obtain each one that they want with the specific affixes they want, leading to them hunting for this type of item for longer.

    2-C. Runes.
    Runes were the next to the hardest for me. With armor / weapons, gems and jewels all giving some form of + stat affixes, I felt adding another layer would be too much. Both in the sense of balance and just confusing at points. Instead I suggest runes DO have affixes, but they are minimal at best, being out shined by gems and jewels in most slots. These affixes could be reoccurring from D2 or completely new. An example would be a rune that slowly repairs the slot it's in, or one that increases your run speed by 3% but doesn't break the cap.
    Why even have affixes if they are going to be terrible? That's actually a good question, and I think it comes down to that it just doesn't feel right to have something go into a socket and not do anything at all. The point of course of runes isn't to scatter them around your gear (unless you're really needing that clutch + 3 yards of pickup radius rune). Instead their main purpose is, of course, runewords. More on that below.

    I personally feel 15-20 different types of runes is the sweet spot.

    They would be trade-able.

    Runes would also be of legendary quality, as to mark how hard they are to find, while also helping
    to actually find them in the loot pinata that is Diablo 3.
    I'd like to see people's opinions on since they would be legendary, would you rather have an orange beam and dark orange letters, or something else such as purple letters and / or a different colored beam?
    Runes would be extremely hard to find. I'm thinking somewhere between a crit mempo and a legendary blacksmithing plan. Unlike Diablo 2's runes, I wouldn't scale their rarity, and instead would make their drop rate equal across the board.

    3. Runewords.
    Runewords are such a gold-mine of fun for a game like Diablo. They offer a different experience in that it's something a player starts to build for. Unlike random legendaries and other gear, you know you're getting a certain runeword, you just have to collect the material and hope the roll is what you want.
    A problem in D2 was that they were just plain overpowered, and were hands down better than uniques of the same gear slot (with very minor exceptions). It seems however it would be simpler to avoid this time around, as they would just be like any other legendaries, except for the unique affixes they might offer and that you have to build them yourselves.
    Killing three birds with one stone.
    It wouldn't be much fun to build a runeword out of a single socketed item, and it wouldn't make much sense either. Unfortunately it's almost a year into Diablo 3 being live, and a tad late to change socket ranges on items, and subsequently change gem and jewel values for balancing. It could be done - an emerald only offering 18% crit damage in a weapon or a 9 strength ruby in a chest, but what of a single socket pair of gloves? Nine strength isn't much fun there. So no, changing socket and socketable values now would be a train wreck. If anyone could do it, it would be Blizzard, but I highly discourage it.
    Instead, I suggest having non-magical (white) items (poor-superior) be granted the ability to roll the necessary sockets. 1-3 on helms, shields and 1-handed weapons, and 3-6 on two handed weapons and chest pieces. Testing would need to be done, but my gut says that having 660% crit damage on a white two handed weapon from all marquise emeralds probably still wouldn't outshine high end rares and legendaries with their unique affixes and high base damage.

    Bird 1; Introduces runewords back into the game. They were personally a favorite of mine from D2, and at least in my circle of friends everyone would be extremely happy to have them back in the game.

    Bird 2; Non-magical items are useful again! You might actually want to search through the pile of treasure after AOE-ing a scorpion pack now.

    Bird 3; The non-magical items being the only ones able to roll the appropriate sockets also solves the problem of having to completely re-balance gems (and jewels!), and tackles the problem of what to do with existing gear.

    3-A. Thinking far into the future;
    Now on to the potentially ugly side of runewords, that after many a night contemplating, I have finally decided upon; I would make runewords BoA. Now please, read on before flipping tables.
    A fact of this game is that over time the economy will eventually be filled with whatever you add to the game. There's no way to completely stop this without game-wide item wipes such as ladders, but there is a way to slow it down so much that it'l take years before it's noticeable.
    Socketing a rune shouldn't do anything besides incur a small fee to unsocket the rune later. Socketing the last rune that then turns the equipment into a runeword however, will not only make the runeword BoA, but also make the runes permanently socketed. The ability to take runes out of runewords can't exist, because then it's just a matter of trying over and over until you get what you want, with the same runes, and that just wouldn't make sense.
    Making the runeword BoA however, solves a potential problem. Runes should be trade-able, simply because I think it would be fun to be able to sell if you really wanted to, or trade for a different rune since they are all the same rarity. If people want to buy their way into runewords, they'll have to fork over whatever ridiculous amount of gold someone wants for the runes and the white gear. Once made however, there's no ability to re-gain what you've spent if you don't like the roll, other than salvaging. Not being able to trade runewords forces someone to vendor or salvage if they can't use it, and that subsequently takes runes out of circulation. If you were able to sell your medium-rolled runeword, they would flood the market after awhile making it less exciting to find that rare rune.
    Because of their nature of being so rare, and that they are going to be constantly taken out of circulation permanently, this makes a rune drop guaranteed to be exciting, to at least most.

    Con; Magic find actually hurts this type of item hunting because you want non-magical items to drop, and it promotes farming with low level characters to find said white items. A possible solution would be to have the runeword roll it's affixes based on the item level of the base item or monster that dropped it. This could actually turn out as a secondary way to 'twink-out' a low level character, giving them a fun legendary with level appropriate stats and unique affixes.

    Pro's; See the dead birds segment from above.

    3-B. Cross-class skills.
    I could see runewords working without this feature, but I think the nature of runewords warrants the use of cross-class skills.

    The bonus category.
    Every class has categories that breaks up skills. Adding a new one (call it what you like, at this time I'll refer to it as the bonus category) would fit right in. Since there's a potential of having a maximum of 5 different class skills in the category ( two weapons, a chest, helm and a shield) there shouldn't be any UI clutter as well.
    These skills would be put into this category (which wouldn't appear unless you've got at least 1 extra cross-class skill) upon wearing the runeword. These would also follow the same rules as other skills and take up a slot on your bar, if you choose to use it.
    Extensive testing of each runeword's skill would defiantly be needed. Without being able to test all I have is to contemplate what it would be like; Bringing back enigma for example would give the teleport skill to anyone who wears it. It makes sense that whatever skill is given would have the same damage / cooldown / proportional resource cost as it's original.

    Random skill runes.
    My friend's idea was to have the runeword's skill roll a random rune from it's pool. My barb's enigma could roll with teleport - wormhole, whereas my monk could get the fracture rune, ect. Again, extensive testing would occure, but this is a section where Diablo 3 could really shine compared to it's predecessor when it comes to runwords.

    Cons; Potential overpowerd-ness would be rampant without extensive testing, and a possible outcome would be that not all skill runes could roll with the skill on the runeword. Animations might also be a pain in the rear. Balancing to make runewords not the BiS in every slot would also take some work.

    Pros; Being able to hop on my withdocter with my newly made runeword and channel arcane torrent would be an absolute blast. Having a shiruken cloud runeword on my monk could be really fun as well. You can really get creative with runewords.

    The TL;DR for runes.
    Non-magic items.
    Only non-magic (white) items would be able to roll more sockets.
    1-3 sockets for shield, helm and 1 handers. Up to 6 for 2 handers and chests.
    Possible scaling of stats to match the level of the base item used.
    Solves the problem of having to change existing gear to create RW's.
    Runes.
    Extremely rare, legendary quality.
    15-20 different types.
    Affixes provide small boost, most of the time outshone by gems / jewels.
    Trade-able.
    Runewords.
    Once made, runes cannot be unsocketed.
    Bind-on-account upon creation. This creates a rune-sink, helps stop flooding.
    Possess cross-class skills.
    Possible random skill rune of the skill tied to the runeword.
    A 'bonus' page in the skill book would be made for these skills for each class.
    The goal would be to not make them better than other legendaries.

    4. Charms.
    This section will be short, mainly because I haven't decided on what would be an acceptable iteration. I've got some idea, and I'll lay the ground work out for everyone.
    Charms won't have affix roles, or conventional stats. I believe, like my reasoning with runes, that there's already just the right amount of affixes and stats with gear / gems / jewels. Instead, I think it would be very fun to have charms be class specific, affecting skills.
    How exactly they would affect skills, and if they affected one skill, a category of skills or a grouping of select skills is still up in the air. They could defiantly take advantage of the proposed talisman, which servers as a balance system in only allowing a set amount, and also doesn't make the annoying sacrifice of taking up precious bag space.
    My original idea of charms stemmed from me trying to creatively make a way to where my Barbarian had an alternative to Battle rage - into the fray. I thought, using three charms, that I could use one that lowered the cooldown of certain fury generators such as war cry, to say 3 seconds. Another charm would increase the fury generated by war cry (and other generators such as furious charge and leap) to 60 or 80. These two alone would allow me to spam my war cry to generate enough fury to use some spenders constantly and I could then pick something besides into the fray. But why stop there? Maybe add a 3rd charm that adds a 100% weapon damage 10 yard AOE to my shouts such as war cry and battle rage. Now all of the sudden I've got a mini shout barb that also lets me use a different rune or skill other than battle rage.
    The problems however stop me from finalizing my ideas here. I lean towards specific skill grouping for charms, but I feel there'd still be too many charms. That might actually be a good thing, but they also have to fun to use. An idea my friend floated was to have the charms grant a skill an extra rune to use, but again the complexity might outweigh the gain. You'd also probably want to limit the allowed charms to 3, less it becomes mandatory to have your skill charms inserted with every skill you use.

    I wanted to share with everyone where I was on charms, and I'll have to edit this post once I've come up with something suitable.

    5. Single resistances.
    At the moment, single resistances (SR) are pretty high on the unwanted scale. With the exception of a single class using a single passive, they are next to worthless. All resistances outshines them by miles, and that's defiantly a problem. A solution that I've come up with would be actually pretty simple; Allow single resistance rolls on items to achieve up to 200 (for a hypothetical). This might seem drastic at first, but there's only 13 item slots, and there are eventual diminishing returns. Doing this would also not invalidate all resistance, and hopefully it would make both a viable option.
    As a player, I might actually take a look at some boots that rolled with 190 poison resistance. The idea here is to let players if they want, stack higher than they could with AR, 2-3 resistances. Suddenly instead of just assuming getting 600 all resistance will be fine, I might go for ~ 350 in all resistance, and stack my poison and fire resistance a lot higher. I'd still have to watch out for cold damage, lightning and arcane beams, but standing in plagued is a lot more doable now.
    One problem off the bat with this is that I'll bet everyone reading can immediately think of the three resistances they'd stack more than the rest; Fire, poison and arcane. The fact is simply that champion affixes lean more towards these elemental types than the rest, which leads me into the next section.

    6. Champion affixes.
    At the moment, unless I'm wrong, the champion affixes for damage types are as follows.

    Fire. Molten, fire chains, mortar.
    Cold. Frozen.
    Lightning. Lightning.
    Poison. Plagued.
    Arcane / holy. Arcane.
    Physical. Desecrator.

    Here are my suggestions for added affixes that deal a certain type of damage, and what I would change about the current affixes.

    Fire. Leave as is.
    Cold. Lancer. The enemy launches a piercing ice spear that damages and slows.
    Lightning. Stormy. The enemy is surrounded by a lightning storm, damaging players.
    Poison. Diseased. Subsequent enemy attacks apply stacking poison on the player.
    Arcane / holy. Unholy. The enemy periodically pulses, damaging players in a large AOE.
    Physical. Frenzied. The enemy gains attack speed when attacking the player.

    For the frozen affix, there is one thing I would change. Keep the instant ice orb that builds up and explodes, freezing players caught in it. But I would also add that the radius around the orb as it builds slows and deals cold damage to players as they try and escape it. I'd go for this change simply because frozen as it is, is really easy to dodge, and when it does hit it's not for very much damage.

    7. The mystic.
    I'm sure everyone will be surprised if we don't see this artisan helping out our hero in the next expansion. But, because we don't have details on her other than what the original plans were, I'd like to offer my suggestions.

    Adding sockets.
    This was something that was ultimately deemed to be 'not fun' by Blizzard, because it felt like a chore for players every time they found an upgrade to run back to town just to put in a socket. Now while this didn't make it in to live so I can't say for sure whether it would feel that way to me or not, I can see how that might not be as fun as it sounds.
    That's why my suggestion (which ties in nicely to my jewel suggestions) would be to allow her to add sockets just like previously planned, but only to jewelry. With my iteration of jewels from earlier, rings and amulets would either always have to roll a socket or they're useless. Giving players the ability to add a socket alleviates this.
    One glaring and immediate problem is that suddenly a piece of jewelry that drops with a socket isn't near as wanted now, because ones that roll with 6 wanted stats are far more valuable. That's because adding a socket would be a way to achieve 7 stats on them.
    After spending a lot of time thinking of the best way to solve this, I think I've come up with a good solution. To add a socket to a piece of jewelry, the player will have to decide on an affix to delete off the piece in place of it.

    This does three things;

    It makes it a legitimate choice whether to do this or not with a well rolled amulet or ring.
    It solves the problem of jewelry with already rolled sockets becoming unwanted.
    It adds an ability to the Mystic, giving her a better 'reason' to exist.

    8. One world to rule them all.

    I've spoken of this idea before, but while I'm fantasizing I might as well have it here as well. At the moment the game feels much smaller than it actually is. This is because it's broken up into four sections. I completely understand the reasoning behind this; The game's events are story and quest driven, and act as such. The only way to change acts without creating a new game is to play through the whole story, and even then there's no way to travel backwards to an earlier act once you've progressed. This isn't a problem to someone who's playing through the game once for the story, or to even those who enjoy quick single digit timed farming runs. Personally I'd much rather have the option to make a single game, and jump to any point in it to farm. Once minute I'm in act 4 farming the hell rifts, the next I'm back in act 2 on my way to the desolate sands.

    I have two solutions to this that I think could work well.

    1. Create and option that disables the story line and quests. Every doorway (with the exception of boss room fights) act boss, mini boss and event would still be active, as well as every waypoint. this option would receive my vote because it tackles what I really want to do; Farm multiple areas across all acts in a single game, while also having the ability to kill every boss without having to play the entire questline up to them.
    2. Enable the option to go backwards in acts once you've progressed the storyline. This would mean creating an act 4 game would allow you to go backwards to any waypoint you choose. Bosses and minibosses would be disabled.

    I realize (or at least think I do) the effort that would have to go into something like this, and it wouldn't be easy. However, I would have so much fun with this I'd shell out money just for the update =)

    9. The smaller updates.

    The following sections will detail smaller updates / changes that I'd like to see in the game. The sections will not be as long, but I still feel each one will just exponentially add to the fun of Diablo 3. Feel free to reply on any feedback you guys come up with on why something shouldn't be implemented / why it would ruin or break the game / why it wouldn't be fun, ect. Or heck, add your own changes.

    9-A. Scroll of companion.
    This was taken out either by the forum outcry of having cute animals in Diablo, and / or the the fact that pickup radius was not as attractive with this implemented. I would disagree on the second point, as the animal has slow travel time and only picks up one pile of gold at a time.
    I really did like this feature in the beta. It was just something fun that didn't really help with any sort of efficiency / ect , and it was a blast having a golden chicken go pick up gold for me. I think now that the game has evolved past the concerns of the scroll of companion ruining pickup radius, it would be fine to implement it back into the game. Pickup radius will still be just as important, since it's mainly used for health globes.

    9-B. Uber events.
    The uber events introduced so far are really awesome. It's a fun change of pace to farm for keys and organs to try and craft a hellfire ring. But I'll always be in the market for added events. One Idea I had was an uber event close to the Diablo 2 uber Diablo event. The D2 version had people selling duped SoJ's to vendors and then had people server hunt hoping to find the server that spawned him. I was thinking that another uber event that was based on luck would be fun, but I would take out the selling of items / the server hunt. Instead, I had two ideas.
    1. Upon reaching your 5th stack of nephalem valor, players have a very small chance to have an (insert uber here. Hell portal / champ pack changed to uber / ect) spawn, somewhere in the game they've created.
    The requirement to reach that 5th stack of NV would be to combat everyone who would inevitably spam-create games in search for the uber. This would still happen, but at least someone would have to take a little bit of time to stack up their NV.
    2. Upon killing the last uber team from the original uber events, there's a small chance a 4th portal will spawn in the center of the heretic's abode, leading to an extra uber event.
    This idea has the same basic structure of the first idea - randomly have the event spawn - and makes it to where spamming games to find the uber would be extremely hard. However, personally I'd choose option 1, because in that scenario I might not even be thinking of doing any uber event and just farming, reach my 5th stack and all of the sudden the dialogue box emotes with whatever uber I've accidentally summoned.
    9-C. A second secret level.
    One of the coolest ideas I enjoyed when playing Diablo 2 was the notion that there could be secrets to uncover if you found / combined the correct materials. Everything from the cow level, to creating items with the horadric cube, to discovering runewords for the first time was really exciting.
    Now I won't be able to go into much detail here regarding a second secret level, because, well, it wouldn't make sense to discuss how to achieve it and reveal everything. But I think having a second - and much harder to find / gain access to - secret level would be really fun. For instance, it could be something along the lines of being able to gain access to a treasure goblin's portal, or an actual cow level.

    Conclusion.
    If anyone has read this far I am very grateful. I realize it was a very long read, and I tried to cut as much of the fat as I could. These are all suggestions that I've either come up with, or I've seen mentioned that other players would like as well. I'd really like to hear any and all criticism for this thread; Misspellings, math mistakes, obvious problems with a suggestion, ect. I'd also like to point out it's a lot harder to edit things when copy + pasted here from something as simple as wordpad, so please if paragraphs look off it that wasn't my intention.
    And please remember, these are suggestions that disregard cost, time and resources. They are simply what I'd love to see sometime in the future of the game. Thanks again for reading, and I hope you have a good day

    Edit; I'm terrible at any sort document changes and this looked a LOT better formatted on my wordpad. I apologize for the way it looks now. If someone knows how to get rid of this type of font (simple highlighting and font change doesn't seem to work) that'd be awesome if you can let me know. Thank you.
    Posted in: Diablo III General Discussion
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    posted a message on So.. is there any release date of this "extremely long hot fix"?.
    Quote from TheWaldemar

    Quote from RasAlgethi24

    I can understand why its taking long. They're are already numerous areas they have to adjust due to too low density, not spaced out accordingly, or some areas which are already being exploited for crazy exp gains. These things are why they were a PTR in the first place when people were complaining about having a PTR.

    Really? Blizzard isn't able to create a WW barb and test the zones to see if it's fine or not? I always find it hard to believe that Blizz has less tools than people like Moldran that use simple excel sheets to determine zone efficiency (monster density). It sounds like the devs create the patch and noone at Blizzard ever plays them. I mean one area has 9k lifetime kills per hour and the other has 3k.... how can Blizzard not know that without "feedback" lol it makes them look so dumb imo.

    You're looking at it all wrong. Of COURSE they have the tools, it's called a calculator, to figure out how much XP a zone can have with X amount of spawns.

    What's taking so long is it isn't as simple as putting in a number into the engine and having a set amount of spawns, and everything is dandy. It requires a LOT of testing, code writing and re-iterations to completely overhaul a zone with monsters. How many, where they spawn, what their random spawns are, what shit is broken when XYZ spawns here and there, ect.

    Blizzard isn't a two-bit company looking to quickly try and make a buck by pushing stuff out the door. I mean it's a good thing, but it's also funny how people already forgot how long it took to bring D3. Remember EVERYONE bitching at how long it took? While QA testing is never 100%, and neither are betas, the longer they are in that process the better the product. Get mad at D3 all you want if you're frustrated at the itemization / loot / skills, but realize the base of the game - arguably what's most important because you need it to build a great game from - is intact, working as intended and actually really awesome. The changes coming in 1.08 and beyond are possible because it took them so long to build the base of D3. Entire engines don't need to be overhauled, just new systems developed and plugged in.

    TLDR; It's a much deeper process than pressing 'insert X amount of monsters here' and shipping.
    Posted in: Diablo III General Discussion
  • 4

    posted a message on Kripp and Alkaizer talk about Diablo 3
    Quote from Bagstone

    Thanks for posting, it just reminds me again why I don't like these people. Extreme elitist behavior, all this "I want more complexity", "I hate casuals", "Blizzard is shit they just want to make money" (HAHAHAHA and this coming from people who made thousands just through a Blizzard game?), and the worst thing in the end: "just throw some random shit out and let people like me take the shit abilities and turn it into something awesome". Well, guess what, whenever I see these "uber players" like Kripp and co. they play the same stupid boring builds that everyone and their dog is using, why doesn't he just take one of the shit abilities in D3 and create a build around it? He certainly has the time, gear, and resources.

    It's so sad that people actually help them earning money.

    Completely agree, these two are asshats, and complete hypocrites.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Seriously guys
    Quote from Zambi666

    Im just trying to think of ideas to keep people interested. I can farm mp10, obviously not as efficiently as lower levels but the point is as soon as your able to withstand m10 farming seems almost pointless. I really love this game it just needs more content to keep us coming back. Endless dungeon with mini bosses every say 10 levels would be awesome ;)

    And then that would be the only thing people would do, and it would be boring again, AND it would ruin any farming anywhere else in the game unless that endless dungeon dropped no better loot than the rest of the D3 world, and gave no better experience.

    Itemization - The hot topic so far, is at the root of the problem. They already have plans to change it up. If legendaries that dropped were actually good, we'd have something to hunt for instead of the handful of items we do now. Now think forward to the expansion; I can almost guarantee new dropped items to hunt for will be added. Farming not only for exciting legendaries that'l actually kick ass, but jewels, runes, more gems and charms will make ANY farming fun, because now you have a lot of stuff to look forward too.

    It's going to get even better. But you have to remember, while to the die hard fan this game seems like something we would play everyday, and it is to me at least, this game along with every other game in it's genre is NOT played by the majority of the people who bought it for any extended period of time. Blizzard has already stated, less than 10% of the people who bought D2 made it to hell mode, and even less continued to play after. Yet D2 is still cited today as one of the most awesome games from years ago. Same thing will happen with D3; The overwhelming majority of players, after having seen the story, will move on to different games. You have to be ok with that, people get bored. The fact that Blizzard is STILL dedicating so much time and resources into this game is fantastic, because for the small amount of people who don't get bored, it's going to be an extremely fun game =D
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Clarification on Itemization and Legendary Items
    What are you talking about? They've never once said they are adding new legendaries with the itemization fix. They DID talk about adding new unique affixes on existing legendaries, such as the ethereal affix Travis day suggested. Someone created that thread you mentioned and blizzard said they wanted to hear ideas and encouraged it. If you're unable to comprehend what is actually said and you get confused, then that's on you, not blizzards fault.
    Posted in: Diablo III General Discussion
  • 3

    posted a message on Shouldn't they allow us to copy our characters into the console version?
    Quote from Nikdik

    Quote from Jamoose

    Should'nt they allow us to copy our accounts to the console version?

    No. That would mean that PC players would have no incentive to buy the console version. This is Activision we're talking about here, let the cash cow milking continue!

    I need to step in here, not knowing if you're just joking or not, to try and squelch this. Activision is a SISTER COMPANY of Blizzard. This means that their PARENT company, Vivendi (if I'm spelling that right) owns both Activision and Blizzard. This does NOT mean they in any way interact when developing their own games. Activision does not have ANY say in Blizzard games, and vise versa. Please, stop trying to spread this falsity because it causes a lot of confusion to people who don't know all the details.


    Edit; To OP, no I don't think this system would work. On the console version there is no RMAH or AH, so trading and drops is the only way to acquire gear (besides 3rd party sites). This would mean people would play their PC characters to use all the AH's, and then copy them to the console. this would cross pollinate economies, and create the same problem on consoles as there is on PC at the moment.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Harlem shake ---Diablo Style
    Quote from tommyct

    Why is everyone so obsess with that stupid harlem shake, gangman style etc...i rly cant see how can someone even like it...

    Because people are stupid. That gangman style song? The singer ( forgot how to spell is name ) Has a song out that calls for the murder of all american soldiers, their children and families, ect. But is that even reported? Of course not, and people still play this song giving this scumbag credit.


    Also way to be like 4 months too late on the harlem shake OP.
    Posted in: Off-Topic
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