• 1

    posted a message on sorta upset with the PTR...
    Quote from Westy357


    What's it like with your nose so far up there, have you found anything of value that far in?
    Honestly It's not about sucking up to anyone or trying to sugar coat an issue. You're upset over a bug (which was even described as such on the official forums) on an item. you're upset you can't farm as effectively on a TEST realm where your progress doesn't even matter anyway. the point of the PTR is to find things like this so it can go live without these problems. You're basically saying "I hate this product that isn't even out yet because I don't like how things aren't perfect from day one". I don't think you're going to find much sympathy here with that kind of attitude. If you don't want to play the PTR fine, leave it to those who want to test, but to go overboard like that... Well I guess that's on you, but don't expect us to miss you or ask you to stay.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Diablo Digest: D3 RoS News/opinion podcast and gameplay videos by KageKaze
    Quote from Elendiro

    Excellent!
    (snip..)

    And now I'm creeped out. :) Ladies and gents, I'm sorry for the delay this video went up early today but I forgot to update this post. To my defense I was kind of tired and zonked out, but that is merely an excuse. If you want the quick and dirty update to Blizzcon last night, here it is. All the fine details are of course covered on this wonderful site called diablofans, be it in the datamined thread or on the front news page.



    Diablo Digest: Blizzcon Day 2 - Templar, Systems, Q&A Panel recap - Class changes & skills overview



    Diablo Digest is a video podcast focusing on Diablo 3 news and updates.
    Recording 11/9/2013

    An overview of what was covered during Day 2 of Blizzcon for Diablo 3. The Gameplay Systems and Crusader panel and the Open Q&A are both covered. Not as much new information covered as I hoped, but a lot of information available for those who haven't been following the leaked datamined information.

    Diablo 3 Gameplay Systems & Crusader:
    http://www.diablofan...stems-crusader/

    Diablo 3 Open Q&A:
    http://www.diablofan...izzcon-open-qa/
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Diablo Digest: D3 RoS News/opinion podcast and gameplay videos by KageKaze
    For those of you that couldn't attend Blizzcon in person or via Virtual Ticket, this video is a highlight of what was covered in the Reaper of Souls Preview panel. Nothing really new, most of it was found through datamining and Diablofans already has everything covered on the main page. But still, if you have a desire for a quick recap, I also included the slides and some videos from the panel for your viewing enjoyment.




    Diablo Digest: Blizzcon Report Day 1 - Reaper of Souls Preview

    Diablo Digest is a video podcast focusing on Diablo 3 news and updates.
    Recording 11/8/2013

    A quick announcement on what information was given out during Blizzcon 2013 and what we can expect from Reaper of Souls. Most of the information released was already detailed in datamining so the bulk of the interesting announcements will most likely come out tomorrow.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Help me with something.
    First, to clarify, Synergies is not just one person. It's a pretty massive undertaking and collaboration between several mod authors. In fact, before steamworks got integrated Synergies contained a lot of other mods put together in a 'package' deal.

    The problem here really is trying to compare a Free to Play DotA clone to a retail ARPG. They don't have the same business model let alone the same gameplay type. Putting together a new Champion or a new skin is a little different from changing drop spawns and radomization procedures or even skills in any serious maner other than number tweaking. For a Free to Play game releasing constant content to get people to pay for it is your life blood. For Blizzard, releasing new content agressivly like a F2P is not cost effective as they don't see immediate return on their investment. On top of that Blizzard has a notorious QA process where every little change has to be put through localization and tests. Not that their QA catches everything, but even wording changes have to go through localization QA to update all the other languages.

    The truth is they have constantly updated and adjusted the game, it's just been stagnant lately due to their work on RoS. We're not going to see anything happen until they're ready to put out the pre-expansion patch. Things like Paragon 2.0 are part of the RoS 'package' as it were. They're also itirating on it still (read: it's not done) so saying it could come out early is kind of wishful speculation.

    The same goes with the skill changes. If you look at the datamined changes they're moving numbers around as well as changing how skills function so it's going to be a pretty big undertaking. Many of the changes will probably be based on the inclusion of new skills, items, and passvies so you really can't look at the changes in a vacuum. Heck, even some rune functionality is changing so it's not something simple as numbers they can change in a small monthly patch.

    I admit I've been upset that we hadn't seen any updates for quite some time, but once RoS got announced I understood why. We see this all the time from Blizzard, they are putting all their resources on making massive changes which they see as being more useful than making small 'band-aid' type fixes. They had even stated multiple times in the past they wanted to make functionality changes to skills but they needed the time, tech, and resources to make it happen which is exactly what the time just before an xpack provides.

    It's not perfect, but it's how they do things.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Diablo Digest: D3 RoS News/opinion podcast and gameplay videos by KageKaze
    Blizzcon appraoches and I'm getting excited. Find out what kind of coverage to expect for Diablo 3 during Blizzcon (spoiler: it's not as much as I wanted) as well as an overview of the latest datamined information for anyone that may have missed it on the main page.

    This time I talk a little about health in Diablo 3 as related to MMO healing, something that Blizzard has struggled with in the past. Even World of Warcraft delt with the too much damage too quickly issue where health just didn't seem to matter as much, so it's a little funny to think they're having this problem again this time in an ARPG.

    Some shout outs to MMO-Champion, Diablofans, and even community member CardinalMDM's own suggestions on what Torment Difficulty could mean.




    Diablo Digest - Road to Blizzcon, More Datamined Information





    Video Description and Timestamps

    Diablo Digest is a video podcast focusing on Diablo 3 news and updates.
    Audio recorded Oct 28 2013

    Blizzcon map and schedule:
    http://www.mmo-champion.com/content/3466-BlizzCon-2013-Map-and-Schedule

    Current Reaper of Souls Datamined information:
    http://www.diablofans.com/news/2115-new-expansion-patch-loot-runs-renamed-to-nephalem-rifts-new-passive-effects-massive-class-changes/

    Torment Difficulty predictions and suggestions:
    http://www.diablofans.com/topic/104640-a-predictionsuggestion-for-torment/

    For Diablo 3 and Reaper of Souls news:
    http://www.diablofans.com

    Topics that are included in this broadcast:
    • Blizzcon Schedule and Floor Plans released (1:00)
    • Blizzcon World of Warcraft focused this year (1:13)
    • New WoW Expansion announcement (1:30)
    • Comparing previous announcements (1:54)
    • WoW taking main stage (3:45)
    • Playable Heroes of the Storm on Show Floor (4:25)
    • Blizzcon's coverage of Diablo III (5:50)
    • My plans for Blizzcon (7:23)
    • Does Blizzard rely on Datamining for Hype? (8:27)
    • Even more evidence at waypoints usable between acts (9:32)
    • The primary theories on Torment Difficulty (10:25)
    • The New Theory: Difficulties available regardless of level (12:05)
    • Monster Power somewhat hidden, making difficulty more obvious (15:35)
    • More evidence of Nephalem Orbs coming to PC (16:29)
    • Reaper of Souls on the Playstation 4 (17:10)
    • Major skill changes coming (17:50)
    • Damage and how it fits into the new difficulty philosophy (20:42)
    • The heavy hitters hitting even harder (22:55)
    • Taking MMO Healing philosophy and translating it to an ARPG (23:40)
    • Some more legendary affixes (27:43)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on is it possible to do mp10 with no LS no LOH no LS skilz? video..
    Couple suggestions. First, it would be a good idea to post a write up of some sort, at least some kind of synopsis about what you're video is about. This is helpful for those of us who are reading from places where videos are blocked and it also helps pepole to determine if it's something they want to watch or not.

    Second is you really don't explain the build you just kind of show it off. you say "no life steal" but your health goes up. I'm assuming life on kill, but you don't outright state what your build is about. I happened to be watching your video from my cell pone since I'm at work and it's hard to read in game text, that's partly where the confusion lies.

    So unless I'm oversimplifying things, the answer to the topic seems to be "yes" but you need a good amount of DPS and/or life to make something like this work.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Diablo Digest podcast, News, and Guides by KageKaze
    I fully understand where you're coming from, Zero. I'll admit my statement was way too much of an over generalization. There are many Diablo 3 players who avoided the allure of the AH with a little self-restraint. Even then, I fully admit I bought and sold a few pieces, but knew that I couldn't go too far without losing that whole "what item can I find next" wonderment.

    I think, however, that when players are given a path of least resistance, many of them can't resist that urge to do it. It's like trying out a cheat code, only this time costs money and you can't really 'turn off' unless you sell off all your gear again. Is it the Auction House's fault for that? No, certainly not in exactly the same way it's not a gun's fault for killing someone. However, providing easy access to the AH can trigger that impulsive nature in a person that might normally not go out and seek it, just because it's right there in front of them.

    Honestly, even that isn't enough for me to want to see the AH gone. What tipped the edge was knowing that the AH held game changing ideas hostage. This is pretty much the intent regarding my last discussion regarding the AH and how skills can be changed now. The truth is people who seek it out will still game the system and find the best items and trades, so you can never get rid of the issue. However, I think removing that tempting button from people's sight will help to promote the health and longevity of the game.

    Now for a confession I held back from the last post regarding Force. He was one of my primary inspirations, true, but I noticed as I started making my own content I started following him less. I don't know if it's because I'm looking up my own information more and more since I have a stake in making content as well, but I find him a little less informed than I remember. It seems like he's more focused on trying to be entertaining, but sometimes it comes off (excuse the pun) forced. I still watch the occasional video from him, but not as much as I used to.

    It's funny, I kinda didn't want to go into this subject thinking it would cheapen the argument a little, but you pinpointed the perfect flaws in my argument anyway, Zero. :) I had the same thoughts as you when I saw his "D3 resignation" that it was an obvious outcome. To not move on and try again just seemed silly. I was sad to see him go, but mostly in that "we don't need someone 'famous' stirring this up" way. It was bad enough when Kripp started doing it. It's one of the reasons I hate seeing posts about "so and so famous streamer/youtuber/would-be-celeb says it's crap so it must be". Usually those posts (and the people who inspire those posts) aren't being objective about it and start throwing around such flawless arguments as "it's garbage, it sucks".

    Oh dear, I'm rambling again aren't I? Uh.. so.. TL;DR version? I agree with Zero. ^_^

    PS: Just glad I didn't get warned for Necroing my own thread ;)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Guess the name of the new difficuly in RoS
    I'd say coming on and posting "I nailed it" kind of cheapens the prediction. I think you'd be taken more seriously if you were to come up with more discussion on what it means rather than just saying "I was right"...

    Anyway, there's no telling what this Torment mode is yet. It seems more likely it'll be a merging of difficulty modes rather than a whole new mode, after all having more difficulties to play through just seems kind of silly and it'd be a pain in the ass to be required to play through the whole game yet once more just to get to the 'endgame'.

    But hey, I could be wrong, we probably won't know the truth until Blizzcon.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Diablo Digest podcast, News, and Guides by KageKaze
    It's been awhile since I used this thread (11 months, wow) but I wanted to resurrect it for today's Diablo Digest. The reasoning being that I don't really have too much to type out by way of discussion and I typically dislike posts that are nothing more than a video link for views. To that end, I'd rather use this thread which is very obviously an advertising thread rather than make a new topic and pretend it's anything else. As usual, I'll be watching comments on YouTube and here on Diablofans.

    Diablo Digest - Torment Difficulty, More Passive Slots, Life-Steal Removal, Legendary Game Changers

    Video Description:
    Audio recorded Oct 11 2013

    For Diablo 3 and Reaper of Souls news:
    http://www.diablofans.com

    Topics that are included in this broadcast:
    • Another Passive slot added (00:45)
    • Fixing the "mandatory" skill issue (3:15)
    • Removal of stat caps (4:45)
    • Specializing via Mystic without an Auction House (6:05)
    • The phasing out of Life Steal (7:05)
    • Nephalem Orbs (11:48)
    • The speculation on Torment Difficulty (13:13)
    • Are 4 difficulty modes too many? (15:02)
    • Blizzard not putting their best foot forward (17:51)
    • Possible legendary affixes and the real game changers (19:50)
    • Unique builds more than just skills (21:04)
    • Elemental Damage getting elemental effects back (23:22)
    • Adventure mode removal of Act restricted Waypoints (33:52)
    Playlist for Diablo Digest:
    http://www.youtube.c...42A647784A7E8FA

    Diablo Digest regarding Auction House:

    ===================================
    Social Media:

    Twitter: http://twitter.com/RurouniKage
    Facebook: http://facebook.com/RurouniKage
    Twitch: http://Twitch.TV/RurouniKage
    ===================================

    Royalty Free Music by http://audiomicro.co...alty-free-music

    Major thanks to Enkeria for helping to get the intro splash screen done.

    Posted in: Diablo III General Discussion
  • 3

    posted a message on Paragon 2.0 and Ladders, Attributes and Skill Trees, Game Difficulty (Diablo Digest)
    Greetings and salutations once again Ladies, Gentlemen, and fellow Diablo Fans.

    I'm back with a new Diablo Digest video podcast this time focusing on Paragon 2.0 and all the details of the system since it seems to be a hot topic. For those who have been following the news it's nothing new, but I have seen a lot of questions regarding it and wanted to get as much information into one place as I could. This includes the information regarding how Ladders will work with Paragon 2.0.

    Worry not for there's more and plenty of discussion and some hot topics to cover, so let's begin with a synopsis for those who cannot watch at present.

    With Paragon 2.0 we've been given some information by Travis Day how Ladders would work with the new system. This little bit of news seems to have been glossed over by many as if it was only natural, but this is the first time it's been mentioned with specifics. This leads to something that concerns me about Ladders, is Blizzard going to do it right?

    Ladders are a great way to get people to start over again and replay, but Ladders usually have some kind of system in place that entice people to play it. What made Diablo 2's ladder work so well wasn't just the race to the top it was the Ladder-specific items that you could find along the way. Things you couldn't find if your character wasn't part of the active season. A good example of this is what Path of Exile has been doing, they've been making challenge ladders that add new gameplay elements and surprises. It could be about anything, but there really needs to be something unique to that ladder to get a majority of people to want to play it or it's just a character reset just for the sake of resetting.. which I guess works for some people since there are player who like the "Prestige" thing in other games. I'm hoping Blizzard keeps these things in mind when they crate Ladders again.

    Paragon 2.0 is going to introduce allocateable skill points into the game again. Of course this is only for high level characters, but I half wonder if there's even a point to it. The next topic is about Attribute Points and Skill Trees. A lot of people like to claim they disliked the removal of both of these elements and it looks like Blizzard is at least willing to acquiesce to Attribute points for Paragon. I'm not really sure this is needed, really the benefit of these points isn't going to amount to much by end game when you unlock it. The secondary stats are pretty minimal (crit, crit damage, etc) unless you have maximum paragon points into them (Paragon level 800). However, I don't think they could have made these points be more than they are because then it would be too strong, especially for hardcore characters who thrive on the razor's edge of life and death. Skill points have been done well before, I like to use Torchlight 2 as an example just because they put a few different gameplay mechanics on some of the stats, they also made it so gear unlocks by level not just by what stats you had, which was a failing in my eyes for Diablo 2.

    The video goes into my thoughts on skill trees and points a bit further. For the sake of discussion here I'll just say that I don't believe the argument that having skills unlocked by level rather than by a skill tree offers much of a difference in gameplay choice. I've seen it argued that if you start a new character then its always the same skill progression, but if you had a skill tree, wouldn't it still be the same progression? You can't unlock high tier abilities until you go through the low tier. I submit to you that the Skill Tree of Diablo 2 just provided the illusion of choice when leveling. The final product might be different, but that doesn't change the leveling (or ladder) experience as you go.

    Lastly I talk about game difficulty, but I'm out of time to type for now. I'll edit and post a response with this subject when I get to work because I love you guys. <3 Edit below

    Lastly, there's discussion about difficulty. Specifically I wanted to get into the statements made by Wyatt Cheng and how the rapidly bobbing health bar is a bad thing. I'm in full agreement with Wyatt's statements, the idea of being Near Death or losing health and having to be careful doesn't really seem to exist when you get to the end game. While leveling it seems to okay (unless you turn on MP) you have moments when you can run around with 50% or so health and feel like you'll be okay as long as you're careful. The higer the "difficulty" gets the higher your chances of just dying outright. I'd love to see health matter. If health matters we can start to see mechanics where you can stay a low life and get some kind of benefit until you heal up. I think there's even a legendary affix blizz is working on where you will crit when you're low HP. This kind of thing won't work with the way the current life generation and instant death mechanics work. Good play should be rewarded, but making mistakes shouldn't be such a Razor's edge that makes you die at the slightest error. I, for one, am looking forward to seeing what changes they have in store for monster damage values now that we've seen soem datamined HP regen values go down.

    Whew that's a lot.. it was an hour long podcast.. hopefully it doesn't scare everyone off. Thoughts? Feedback? Tickets to see the Blue Man Group? (aww you shouldn't have)... oh just have at it, you know I love to lurk and read comments ;)




    Click the button for Timestamps and Major Topics covered
    Video Recorded Sept 26 2013

    Interview with Wyatt and Travis:
    http://diablo.somepa...-and-travis-day

    For Diablo 3 and Reaper of Souls news:
    http://www.diablofans.com

    Topics that are included in this broadcast:
    • Paragon 2.0:
      • More data-mining from Reaper of Souls (00:50)
      • The original reason for Paragon Levels (1:40)
      • Converting Paragon to an Account wide reward (2:18)
      • No level capping for Paragon 2.0 (3:07)
      • Paragon split between Normal and Hardcore (3:20)
      • Removal of current Paragon Level benefits (3:40)
      • How Paragon Points split into categories (4:00)
      • Limits (caps) to non-core stats through Paragon (5:20)
      • A look at some of the upper limits (6:20)
      • New data-mined stat caps for Reaper of Souls (7:55)
      • Paragon to add to caps or to open up gear slots? (9:40)
      • Paragon Points distributed per character (11:40)
      • What will happen to existing Paragon (12:35)
      • You can respec your Paragon Points (13:32)
      • No Paragon lost for HC character death (14:04)
      • You cannot gain more XP by playing a Paragon 100 character (15:45)
    • Ladders:
      • Ladders coming to Diablo 3 with Reaper of Souls? (16:20)
      • Low Paragon 2.0 will work with Ladder Seasons (18:50)
      • Why Ladders work so well in Diablo 2 (20:50)
      • The Path of Exile Ladder example (21:20)
    • Stats and Skill Trees:
      • Stat points and character "customization" (24:50)
      • The problem with Diablo 2's stat points (25:40)
      • The problem with adding Stat Points to Diablo 3 (26:30)
      • Illusionary choices with Stats and Trees (27:47)
      • Better stats: The Torchlight 2 example (28:42)
      • Another alternative: The Path of Exile example (30:15)
      • How Skill Trees can go wrong (30:40)
      • Travis Day on Diablo Skill Trees (31:40)
      • Individual skill points not compelling (35:10)
      • Something to look forward to each level (38:10)
      • Do skill trees really change skill progression? (38:55)
    • Difficulty:
      • Wyatt Cheng on the rapidly changing Health (41:20)
      • The difficulty wall of old Inferno (43:10)
      • Wyatt's second point on Health issues (44:05)
      • The rationalization of Glass Cannon as a popular build (44:47)
      • Finishing Wyatt's post (45:28)
      • Combat flow and tactics with rapid healing abilities (47:50)
      • Whirlwind Barbarian one of the showcases of the flawed difficulty (50:00)
      • Changes coming to Life Steal and Life Regeneration (52:30)
      • Excitement about changes, but maintaining some skepticism (54:10)
    If you missed the previous Diablo Digest you can find the major discussion posts here:
    Posted in: Diablo III General Discussion
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