How do you like this playstyle with the monk?
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Oct 29, 2015Posted in: Diablo III General Discussion
Hey all, I built a simple, but not pretty, set of tools in my spare time for Diablo. I use them myself all the time and wanted to share with others and see if other people find them useful. While not nearly as robust as the amazing http://d3planner.com, my tools are just a quick way to get some simple information about specific things. As a bonus, all the tools work great on all devices including mobile.
Weapon Reroll Calculator: A helpful tool to quickly see how different reroll options will affect your weapon. Use it to see if you'll get more damage by rerolling base damage or Increase Damage % and more. http://rerollcalculator.com
Paragon Calculator: Use this to calculate your total paragon level when the season ends or use it to see how much experience you need to get from one level to another. http://rerollcalculator.com/paragon
CDR Calculator: Calculate how different combinations of CDR will affect the skills you use. Quickly check what your uptimes, downtimes and the time between repeated uses of the skill. http://rerollcalculator.com/cdr
Oct 5, 2015Posted in: Diablo III General Discussion
Yesterday I uploaded a new Diablo 3 parody to my channel, to the tune of "The Sound of silence" by Simon and Garfunkel. It follow the practice of trying to sweet talk kadala but failing and losing my cool when I get yet another pair of profane pauldrons... I hate profane pauldrons.
A lot of time went into making the song and the video. So I hope that you enjoy, let me know some of your best and worst of the Lovely whore we know as Kadala
Sep 27, 2015Posted in: Diablo III General Discussion
Nightcrest87, the creator of the featured Necromancer on the front page, made this Q&A for those interested in having a little more insight and knowing his thought process when designing the class. Check it out!
Necromancer Fanart by Sammael
To help people visualize the idea even better, I've borrowed this incredible fanart by Sammael to feature on the post.
Q: Why Necros? Why not Druids or Amazons or Space Monkeys?
With the Aspect of Death vanquished, the essence of death has spread and ran rampant all across Sanctuary. The Necros were called on duty to harness it back into control.
Q: Why Wisdom? Intelligence seems like the right choice for the Necromancer.
As class balance currently stands, there are 2 classes for each attribute. Adding a 3rd one for Intelligence would require two more classes to be added to get into balance once more down the line. However, if a fourth attribute was added, it would only require 1 additional class to get into balance one more. The question I asked myself was: Could Druids use Wisdom? Since the answer to this was a loud yes, then Wisdom for Necromancers seemed like a decent choice as well.
Q: Why Bile?
All classes use as a resource something that comes from within them, either physically or mentally. Bile comes from within, it is thematically linked to the sinister aspects of the Necros and let’s face, it sounds cool.
Q: Why Shadow damage as a new element?
I don’t know… There seems to be some sort of a link between darkness and death but I can’t put my finger on it…
Q: Why is Shadow resistance the same as Cold resistance?
While adding a new elemental damage to give depth into a class is more or less inconsequential, adding an additional damage reduction option to look out and gear up for significantly diminishes the toughness of all classes in the long run.
Q: OMG! Why not use Lightning elemental damage?
I don’t particularly like Frankenstein’s monster, thematically. Besides that’s WD territory, aka Voodoo monster.
Q: OMG! Why not use Fire elemental damage?
Corpses are particularly flammable. I wouldn’t imagine Necros making much out of burning minions and fire in general. Besides, Poison damage and Fire damage does not match well, thematically at least.
Q: OMG! Why not use Arcane elemental damage.
Blizzard pointed out that they wanted arcane damage to be a Wizard only thing. I respected that.
Q: OMG! Why not use Holy elemental damage?
Q: Why didn’t you add X ability from D2 Necromancers? I R S4D.
Look again! There is not a single ability that was left out. Some are now base spells and some are runes but all of them made it in, some way or another. One major difference is that the Fire Golem is now Ice Golem because my D3 Necro does not use the Fire element.
Raise Skeleton Raise Undead (Base) / Raise Undead (Skeletal Defenders)
(*1) Skeleton Mastery Well-Constructed (Passive) / Enhanced Guardians (Passive)
Clay Golem Animate Golem (Base)
(*1) Golem Mastery Well-Constructed (Passive) / Enhanced Guardians (Passive)
Raise Skeletal Mage Raise Undead (Skeletal Magi)
Blood Golem Animate Golem (Blood Golem)
(*1) Summon Resist Well-Constructed (Passive)
Iron Golem Animate Golem (Iron Golem)
(*2) Fire Golem Animate Golem (Ice Golem)
Revive Amber Horror (Base)
Teeth Spirit Fangs (Base)
Bone Armor Ossein Shield (Base)
Poison Dagger Eviscerate (Slice and Dice)
Corpse Explosion Corpse Explosion (Base)
Bone Wall Bone Wall (Base)
Poison Explosion Corpse Explosion (Fountain of Death)
Bone Spear Reaping Lance (Base)
Bone Prison Bone Prison (Base)
Poison Nova Blight Nova (Poison Nova)
Bone Spirit Hateful Apparition (Base)
(*3) Amplify Damage Ruby Fever (Broken Things)
Dim Vision Sapphire Sickness (Typhlosis)
Weaken Emerald Plague (Necrosis)
Iron Maiden Ruby Fever (Retaliation)
Terror Amethyst Rot (Fear of the Dark)
(*4) Confuse Amethyst Rot (Base)
Life Tap Ruby Fever (Base)
(*4) Attract Amethyst Rot (Base)
Decrepify Sapphire Sickness (Base)
(*3) Lower Resist Ruby Fever (Broken Things)
(*1) Passive abilities.
(*2) Fire element not used.
(*3,4) Consolidated abilities.
Q: So… What’s the point of this class? What niche does the Necro fulfill?
He is a tank mage. He has the support qualities of the terrain manipulation and elite monster disabling type and his gameplay revolves approximately 75% around his constructs, structures and his maladies. Everything else is peripheral/optional and simply adds flavor. If this was a real class, I guess a lot of legendaries would exist to specifically point builds towards more variability.
Q: A mage dual-wielding? Really?
Yarly! While barbarians use their strength to dual wield, monks use their finesse and demon hunters use some sort of impressive ammo refilling science-fiction ability that does not require a third hand, necros tap into their malice to attack with both hands, clumsily yet maniacally in order to maximize their effectiveness.
Q: But… Why runeblades?
WDs stole their ceremonial daggers.
Q: What’s the deal with the bone mantles?
All classes have at least one armor class specific item (shields are armor, right? RIGHT? Tell me I R RAIT?!!?!!!), and the shoulder slot does not have too much value and/or diversity as the game currently stands. I knew that I wanted it to be something around bones, so I was between shields (crusader), helms (wd, wizard), chest plates (dh) and shoulder pads. I chose the latter.
Q: Phylacteries? Are you implying that the Necros are actually dead?
Who said it was *their* phylacteries?
Q: What’s the deal with the maladies? Are they like the curses from D2?
Yes and no… They fill the same role but functionally they work differently. Instead of AoE spells, they are now auras that have both active and passive effects. If anything, they are the D2 curses on roid-rage.
Q: What’s the deal with Shadow Bite? C_c
Just harmless flavor text. Your hardcore heroes would be safe.
Q: What’s the deal with Spirit Plane? O_O!
Spirit Plane was an idea that came along as I was developing the Necro concept. It was too interesting to completely leave out but should I have thought of it from the start, it would be hardcoded into the Necromancer class sort of like DHs have the unique niche of the dual resources. Basically, if I could go back and do it all from scrap, the Necros would use Bile until it gets depleted and have a buff of +damage while they do so, then switch to Essence until it gets depleted and have a buff of +toughness. Think a little bit of Gnar from LoL.
Q: OMG! X ability is completely overpowered/underpowered and can make the Necros immortal/trash! Also, those two abilities together are totally OP! Why?
I didn’t manage to do any particular balance across the entire class as it required me to go deep into statistical analysis and I was lacking the time for that. That being said, there is a decent amount of balance within each spell (spell rune balance) and within each spell category (Primaries balance, Osteomancy balance, etc.)
Q: What sort of marvelous software did you use to create all these?
… MS Paint…
Q: How long did all this take you?
About 2 months, but I had limited time to work on it per day. If I had to estimate actual time, I’d say it took me around 60-70 hours.
Feel free to leave your feedback and your thoughts about Nightcrest's vision of the Necromancer in this thread I'm sure he will appreciate it!
Sep 22, 2015Posted in: Diablo III General Discussion
I just watched Quin69's video guide on Monk's U6 gameplay to "push" Greater Rift progression for the season. The sad word that I heard early on that made me sorta, mentally, give up on the Season is the fun word of "snapshot."
If you haven't watched the video, a brief description; Monks are being encouraged now to fish for a GR with a Power Pylon somewhere near to the beginning of the first level of the GR. So that when you use the Pylon, the Exploding Palm skill of the Monk takes a snapshot of the damage and then you continue to piggy back the EP to new mobs throughout the GR. Even though the Pylon has worn off, your EP on existing mobs is still reflective of the increased DPS and you continue to spread that EP for the rest of the clear.
Snapshotting was a thing in vanilla with Sweeping Wind and it made the game play feel as though you were only being effective if you could maximize a gimmick, or fault of the design, to progress.
Between this and knowing that to come anywhere near the top 200, 100 or even 50 on the Leader boards of any given Season, you have to play at least 8 hours a day, just farming Paragon points to get the damage increase from your main stat...it makes me sort of not want to continue playing in the Season.
There are a lot of fun things to do, build you character, get the gear, improve the gear to Ancient, etc. Build a different type of character, repeat the gear process. But what is the end result? Even with its faults, the AH/RMAH gave you another purpose to play, because you never knew when you would find that hot item to sell. The Leader boards give you another reason to play, except after a week, if you haven't played 10 hours a day - what's the point? So you make a build that maximizes experience gain and you drearily farm experience. So that when you are ready, you farm the perfect GR to use a gimmick to try and progress.
Not rewarding game play for me. I'm curious if it is for others? Clearly the streamers and many others enjoy trying to beat out some sort of rank on the Leader boards, but is it really that rewarding? Does it make you awesome that you spend 70 hours or more a week playing this game, so you can say "I got to rank 1 because I have thousands of Paragon levels and spent days looking for the perfect GR to gimmick my way to the top!"
I hope that Blizzard runs the risk of pissing off their popular streamers, by putting a cap on Paragon levels for Seasons and for removing the snapshot gimmick from all classes and skills. Snap shot the dps and simply code so the dps increase ends across all instances of where it appears after the appropriate amount of time has passed.
So if you make it to rank 1 in a season, it's because you found great gear and used your skill and gear to make it to the top.
Sep 23, 2015Posted in: Diablo III General Discussion
I like how you refer to the bloodshards as an exploit, but you don't refer to the hellfire amulet exploit as an exploit. You're attempting to sugar coat it because you feel one is less game-breaking than the other. But it doesn't matter which was worse, as they were both still exploits.
Sep 23, 2015Posted in: Diablo III General Discussion
In this thread. Exploiters who got banned are complaining. People who play legit are not. How about that.
Good guy blizzard for finally doing the right thing. Perm bans should have happened on all previous exploits as well.
Dec 5, 2013Hi all!Posted in: Diablo III General Discussion
Just wanted to share this mock-up infographic I designed for a new endgame option within D3. I've been traveling quite a bit for work, so to deal with my Diablo withdrawals I've pieced this together based on some existing ideas I've seen within the community as well as some new ones of my own.
Would love to hear some feedback on the concept as well as thoughts on what endgame means to you in Diablo.
Direct Link: http://i.imgur.com/JadEbrk.jpg
Why? The endgame in Diablo has always been about farming for better loot so you can farm for better loot.. better.
I agree! This is purely intended to augment that loot hunt we all know and love and extend the game's replayability, not replace it.
Why not just include Trials and Towers in Adventure Mode?
Good question. Each mode has a specific purpose that not everyone will be interested in, so overloading Adventure Mode with additional features feels like messy design to me. Story Mode = Enjoy the story, Adventure Mode = Play the item-hunt game (heart of Diablo franchise), Challenge Mode = Optional, augmentative content that extends the lifespan of the item-hunt game. But of course these modes could be joined, this is merely personal preference.
Does that mean no gear rewarded in Challenge Mode?
Yes. Only cosmetic rewards, competitive rankings and XP are offered in Challenge Mode. If Challenge Mode offered loot rewards, it would diminish the inherent purpose of Adventure Mode. The aim is to bring the heroes you've built into Challenge Mode to see what they can do, i.e; to improve your capabilities in Challenge Mode you need to farm Adventure Mode.
TL;DR: I like to compartmentalize.
Are Trials and Towers randomized to any extent?
No. By removing the random elements in regards to layouts, monster types and density, the Trials and Towers can serve as directly measurable content in a competitive sense. If random was at play, someone could simply perform well due to having "lucky RNG". So to summarize, randomization has been removed in Challenge Mode in order to level the playing field.
How does Difficulty work in relation to Trials and Towers?
Trials that are not affected directly by difficulty (like Race Trials) exist as static events that are played and ranked the same across all difficulty levels. Trials that contain monsters and are therefore affected by difficulty selection are ranked as per the difficulty in which the player achieved their result (see: Seasonal Leaderboards UI). Pandemonium Towers are capped on lower difficulties, higher ascension only becomes available with higher difficulties, with the Pandemonium Tower becoming "uncapped" on Torment VI.
The Tower is Endless?
Theoretically, yes. The increase in difficulty is dynamic up until the fixed rewards cease (Level 100), after that, each level sees a static increase (additive percentage) in Monster Damage and Hit Points. For the purpose of this concept let's say that's 5% per level, this means the most godly geared/skilled players can truly test their heroes to the absolute limits.
Couldn't you just skip mobs? Change to a more defensive spec for higher levels? And what happens when you die?
To access the next level you would be required to kill all the monsters on the current level. Skill selection would be locked from when you enter the Tower with a checkpoint every 25 Levels at which you can change your skill spec. These checkpoints also act as respawn points upon death, but they no longer appear after Level 100 (which would be very hard to reach as is).
Overall I haven't put too much thought into how tower progression would work, but I think losing all of your progress upon death would be a bit too much considering how long the climb is. I would love to hear some other ideas/suggestions regarding this!
What is this simultaneous instance nonsense?
When there are other players in your game and you choose to start a Trial or Tower, a dialogue box appears asking them if they would like to join in and challenge you. If they accept, they will be transported to their own instance of the same challenge. You are able to see the "ghosts" of other players according to where they are in their instance (see "Festering Circuit" race screenshot), but you have no direct affect on their game environment. For Tower Races, you would receive toast notifications in your chat each time a player reaches a new level.
Why not just have them in the same instance?
The competitive factor in Trials and Towers is based around how well each player performs, not how effectively you can impede your rivals. This is especially applicable to wave-type Trials and Pandemonium Towers, in which you can't have both characters in the same instance without it being Co-op.
Are the Bosses in Boss Time-trials different from their typical versions?
Yes, they would essentially be Uber versions of their normal encounters, with additional modifiers, more minions, larger HP pools etc.
Do Race Trials have other variables?
Races have additional factors in play outside of simply getting a character from point A to B. For example, Speed-boosting Nephalem Glory orbs can spawn along the route but might not always be in the most desirable of locations. In addition, obstacles such as Bear Traps and Barricades can impede your progress (another reason for separate instances). P.S- I love Mario Kart.
Uhh.. Where is PvP?
Ideally, Challenge Mode would also accomodate any type of future PvP implementation. I haven't included it in my concept as it's such a gigantic feature that it would probably need it's own infographic.
What's with the groan-worthy TV show references?
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