I don't think any of the top clans have interests to share their insights at this point. But from some informal background noise I would be tempted to make a statement that this will 99% not be the final meta. (Before you ask: I don't know though what the meta is gonna be, but people should keep testing, a double DPS class meta simply only makes sense from a mathematical point of view if one class+build is way ahead of the rest which is not the case, Garg WD is strong but not like 5x as strong as the next best builds.)
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Jul 30, 2016Posted in: Diablo III General Discussion
Jul 28, 2016Posted in: Diablo III General Discussion
Recently everyone here talked about to find a good single target dps for the RG combined with the garg wd. So we tested some single target build in Grift 90 and let tem kill the boss so I just wanted to share the time the different builds needed for the boss. I also need to say that we always needed another person for the different build so it was different paragon and augments on gear, but we always tried on a single target boss with no adds.
1. Rainment generator monk p3,3k full 100 augments = 1:05 min for boss
2. LON thorns Barb p2,1k full 80 augments = 2:05 min for boss
3. Zunimassa Carnevil WD p1,4k no augments = 2:12 min for boss
4. Helltooth Garg WD p3,1k full 100 augments = 57secs for boss
Just wanted to share this. I think most of you can imagine the different builds with another paragon.
May 29, 2016Posted in: Diablo III General Discussion
It's probably worth noting that Blizz has attempted to add in more story/lore for players in recent patches. Ruins of Sescheron and Greyhollow Island are perfect examples of this. Obviously, neither of these areas provide a significant reward (in terms of combat), as it simply provides loot drops as per any other area of the "open world". I am personally not a fan of 1-2 hour dungeons, although 30 - 45 mins does appeal to me. The problem with creating a new game mode is that, as Shap has stated, a new reward would need to be offered, otherwise there is no continued incentive to replay these missions; this basically translates to infinite scaling rewards, much like paragon/gems/augments. The most obvious incentive would be, as already suggested, lore/side-story and to this I would add that EXP rates should be higher, such that it is always better to boost exp in missions, as opposed to bounties/rift/GR. As it stands, players are already grinding out mass numbers of NORGs, which shows there is demand for the reward itself. Shifting the paragon grind into a fresher game mode would help to isolate game modes, such that bounties provide mats, rifts provide GR keys, GRs provide gem upgrades and higher loot drop (as difficulty exceeds TX), while "missions" would become the bread and butter end-game (due to EXP). The 2 main areas requiring focus after this point would be to improve the paragon system (potential methods have been discussed to great length, many times in the past) and to consider further bonuses to standard rifts (as GR would have lessened competitive appeal, reducing the value of the GR key).
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