Their view on items is that it's better to have a crapload of useless items drop as opposed to the occasional useful item. When you played Diablo 2, did you even think of a non-magic or better item dropping as even BEING a drop? When you were playing with friends, and you killed something that didn't drop a rare, but dropped an extra white item, did you say "wooo double drop off Pindle!"? I'm assuming not.
They are just generating screen clutter to disguise the fact that the items that you do pick up aren't as interesting as they were hoping they would be. I have no idea what other changes they are planning on making, but none of the ones they just announced make me go "oooh, that's way better than what it was before"
They can continue to modify this game all they want, eventually they either have to release it or eat the who knows how much money they spent developing it. I'm sure when they release it they will sell a lot of copies and that most people here will buy one, but seriously, I grew bored with the Beta in under a week, I'd rather start new characters in Skyrim than play more Diablo 3 and I don't really see that changing even after release, they just don't seem to be making it that much more interesting. That being said, I'm fairly confident when the game comes out I'll buy it and play for awhile, but I doubt I'll bother playing to inferno at all and I probably won't play past normal on more than one character if that. If their goal is to make the game lasting, this isn't helping, but if their goal is to sell one-off copies, they probably, correctly, figure "who cares"?
TLDR: Meh, release delayed, boring changes that don't mean much.
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Or at this point are we not really trying to keep the wiki up to date everywhere because things are changing so fast?
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Is it just me, or does he look like he's armed with D2 assassin weapons?
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I figure it's something to ask the people who get into the Beta though.
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5 Million SC2 accounts, 5 Million WoW accounts, several million other types of accounts for U.S.
Lets assume that the first wave needs 10,000 people. They have probably already invited about 2500 or so through contests and media, so let's hope that means another 7,500 invites.
Let's say that only a million people have their account set up to request the D3 beta, but I will freely admit, that's a guess. We're talking about each person having significantly under a 1% chance to get invited into the Beta. Now, hopefully if you can invite friends and family we can increase that number here, but I expect that very few of us are likely to get beta invites.
So, all you people who do get into the beta, you better show us some cool stuff or we'll have to beg more!
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Camp one: Min/Max people who will go for the absolute most DPS, no matter how boring it is, or what kinds of utility they give up to achieve it.
Camp two: Those who want to look awesome. They will dual wield pistol crossbows while wearing an outfit dyed all black and kill monsters with style, even if they give up a small amount of total DPS to do it.
Personally, games are about fun for me. If I can look awesome and do awesome things, that's what I'm going to do, even if it's not the 100% most efficient way to play. That was how I played in D2, that's how I intend to play D3.
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I think it will be very interesting to see how some of these new bosses work, some of them look absolutely huge, which could make for some interesting combat mechanics. Like destroying limbs, or having to hit him from behind to do damage, or who knows what. It's all very exciting!
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I think the intent is though to have Inferno eliminate the need to bounce around quite so much and leap and teleport, etc. are not quite as vital if there's not a lot of jumps that need to be made to get to the boss faster. IMHO at least.
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1. Magic Missile runed for maximum one target damage.
2. Frost Nova runed for maximum slowing ability
3. Slow Time runed for lowest cooldown or largest area.
4. Arcane Torrent runed for maximum damage in AOE
5. Ray of Frost runed for maximum damage
6. Familiar runed for maximum rate of fire or accuracy for helping mop up little guys while I focus on bigger targets
Passive skills:
1. Glass cannon (can passives be runed?)
2. Quickening
3. Temporal Flux
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It was a cool idea, but I have to think they will scrap it when they realize how strange that would make the lore. On the other hand, if they just don't address that issue, or find some way to explain it, like maybe he hung up his loot sometime, or it was destroyed by the Worldstone and he was knocked into the future.
It's Blizzard, they can find a way to make almost any ridiculous thing sound perfectly reasonable.
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I seriously doubt they look at "real" gems as much of a guide for their high level gems. Almost no real jeweler would cut gems like that because it doesn't maximize the gleam and the appearence. When you digitally make a gem, who cares? It can shine as much as you want it to, you just increase the "shiny" nob in your graphics program.
Besides, the only time you'll even have to see the gems are in your inventory, when they are actually on your armor I suspect that at most it will change color slightly, I can't imagine you'd actually see the shape on your armor as that would be insanely detailed.
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These thoughts are primarily focused around the Wizard because most of the other classes rely far more heavily on physical damage so resistances are not as big a concern for them I would expect.
With Blizzard giving us 6 skill slots to deal with I would expect to have about 3 of them with utility spells, such as Teleport and 3 with combat spells. Since there are passive abilities that do things for arcane damage spells (slowing) and the like it seems that the most beneficial build would be one where you have at least a couple spells of the same damage type, which would limit you to only having 1-2 different types of damage.
Blizzard has also said that they don't want to force people to be constantly hot swapping skills as that's not a lot of fun so I think we can safely assume that they won't have a lot of triple immmune monsters wandering around because they have to realize that for Wizards that could make them completely invulnerable unless you get out of combat and swap spells, and without the ability to town portal in the middle of combat, that means if a fast triple immune monsters was chasing you around, you might have to run for ages to be able to get in a place safe enough to swap skills. I can't imagine for a second that Blizzard thinks this would be a good idea or any fun.
So that leaves basically two possibilities, one that nothing will be immune to more than one type of damage or that immunities will be completely eliminated and replaced with strictly resistances. In Diablo 2, you couldn't really make yourself totally immune to elemental damage, but you could post huge resistance scores. I have to assume this would be the way Blizzard will set it up.
So if we assume that few monsters have immunity to more than one thing, the next question becomes "how much resistance can we expect monsters to have?" If they have very little resistance it doesn't do much to make the monsters different from each other but if we give them too much you run into a similar problem, I imagine in Inferno the difference between a monster with 95% resistance and 100% resistance is going to be effectively none as you wouldn't be able to kill either monster fast enough to get rid of it before it whacks you.
So how as Wizards are we going to need to prepare for immunities in Inferno? Are we going to have to have 3-4 different skills with different damage types, or can we focus on maximizing one damage type safely?
I'm curious as to other people's thoughts on this and if anyone has any good information on what the state of play is on the resistance/immunity issues. Sorry this was so long, thanks for reading and giving any thoughts or feedback you might have.
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