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    posted a message on Inferno nerf incoming
    I'm excited about this change. As a sidenote, I cleared Diablo last night on Inferno so please don't give me the, "the game is fine don't nerf it, you just suck and you can't beat it".

    The game in NOT fine past Act 1 in Inferno for certain classes. I can't speak about other classes but the game is COMPLETELY broken past Act 1 Inferno for the WD. In appropriate gear, nearly every mob in Act 2 will 1 shot you. If you have act 3/4 gear, then you will get 2-3 shot instead (but still 1 shot by some of the mobs). This is a completely broken and not a very fun system. The fact that our pets get 1 shot as well makes matters even worse. A class that mostly has melee spells and is built around the fact that you're expected to have a pet distracting enemies is forced to kite every single mob or face a 1 shot death.

    I can build up neph stacks pretty well on Act 4 but it's just frustrating and not very fun to play currently. It's not fun to have a terror demon come out of invis and 1 shot you. It's frustrating to have a corrupted angel charge from off the screen to 1 shot you. That's not the definition of a "hard" game. Put the E-Peen away. Just because things 1 shot you doesn't mean the game is hard, it means it's poorly designed and frustrating. Hell was fairly difficult if you didn't have gear from the AH. It wasn't cheap like Inferno currently is. Act 2 and beyond is over tuned. There is no reason certain mobs should be hitting this hard. It's fine if certain mobs 1 shot (the slow moving mobs that you shouldn't be getting hit by). If you run into an arcane beam, it SHOULD 1 shot you. If a fallen walks up to you and smacks you with his club he SHOULD NOT one shot you. Put the e-peen away, we won't think less of you if you think it's a good thing that the game is nerfed.

    I love this game before Inferno. It's a lot of fun, there's a lot of choice between builds and there's a lot of strategy while you fight about when to pick up health globes and when to retreat and potion. There is ZERO strategy in Inferno right now. Once you learn how to kite, you encounter a mob... and you kite it. It's mind numbing. It doesn't take much skill.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Witch Doctor Soloing Inferno Videos
    So do you just skip illusionist or horde mobs?

    I tried a build like this but it was so slow killing anything compared to bears/bats. Also... it's pretty much impossible to kill an illusionist pack and the mobs in Act 2 run through grasp VERY quickly.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on D3: Unfinished. Blizzard dropped the ball.
    I enjoy the game a lot but there are a few things that keep me from LOVING the game.

    1.) The items are pretty boring. You pick an item that has +vit, +your class stat, and +resists. That's about all you do. There are VERY few attributes that are actually unique or interesting. It's all very uninteresting and the randomness of Legendaries and Sets are laughable. I found a Legendary quiver that had 0 Dex on it and it was worthless. I couldn't even give it away... that's a major flaw.

    2.) Inferno isn't fun. Since things hit so hard, the only viable strategy is to kite. This greatly limits builds and also forces your strategy into kiting. They could have made the game hard without making everything 1 shot you. If they made affixes that hurt kiters more (no max range on vortex, mortar, etc.) and reduced the raw damage, the game would be a lot more fun.

    3.) 10 item limit on the AH is REALLY DUMB. I find a lot more than 10 useful items while I play but I have to fill up my stash because I can only have 10 items on the AH. It's even worse because if you get undercut on a similar item, you have to wait TWO WHOLE DAYS before you can put a new item on there because there is no possible way to take the item off the AH. What a horrible system. It's also very lame that you have to leave your game to do anything with the AH and there seems to be 0 notifications of when your stuff sells. You also have to leave your game to get the gold from the sale? Man... the AH is clunky.

    4.) The waypoint system is very easy to exploit. There have already been 3-4 cases where people exploit the system to get easy loot. This completely screws up the economy for people that don't want to cheat or simply don't know about the exploits until they're fixed.

    5.) There are a lot of useless runes for every class. Did they even test things? Even before Inferno a lot of skills just aren't worth it. The problem gets really bad once you hit end game though. I'm pretty upset that WD pets are completely worthless in Inferno despite REPEATED quotes from Bash saying that Pets are viable end game. This is exactly why I never trust a word that Blizzard says about a game. Millions of builds? Viable end game pets? All lies. D3 has more builds than D2 but in the endgame, most people run with basically the same builds if you want to do well.

    6.) Buffs and debuffs are VERY POORLY done in the game. I can't speak for other classes, but many buffs and debuffs have ZERO INDICATION on their status. If you cast a dot on the mob, there's no way to tell when to refresh it. The WD has many self buffs that don't even show up as a buff when you get it. You have no way to know you even have the buff (or when it expires) without opening up your character screen and seeing your increased stats. It's impossible to see who you have debuffed with bad medicine.

    7.) I really wish there was a combat log. This isn't a major compliant but sometimes when I die I have no idea what just happened. It appears like I just got one shot... what hit me so hard? It'd be neat to be able to check those last moments before death.

    8.) Crafting is over priced. It's cheaper to buy a gem on the AH compared to upgrading it via the jeweler. The same goes for buying an item on the AH compared with crafting it via the blacksmith. The prices need to be decreased.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Inferno Act 2? Broken or a joke?
    Poorly balanced imo. Act 1 was a challenge until I got geared... Act 2 is a 1 shot feast. I have Inferno Act 1 gear... I should be able to avoid getting 1 shot... but no.

    //edit: It's obvious that they didn't put much thought into Inferno and just went, "they want hard? We'll make everything 1 shot them... that's hard." Sadly... they didn't understand that we wanted something hard that requires tactics and good play.

    Testing in Inferno? I keep remembering the quote that, "None of our testers have beat Inferno". At the time I thought that was horrible since they obviously didn't test it very well in that case... people disagreed but sadly it looks like I was right. Everything 1 shotting you is hard but it's not fun.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on The new build I'm trying when I get home
    Quote from Catbert

    Quote from Lohk

    Pierce the Veil will most definetly run you oom, unless you switched Slam Dance for the Mana Regen(I think). I found that Spiritual Attunement + Vision Quest + Spirit Walk with zombie bears is sustainable and allows for a rediculous amount of damage.

    Yea... to spam bears is a 140 mana per cast and to spam bats is 122 mana per cast... so if you weren't able to sustain bear spam without Spiritual Attunement, I wont be able to sustain Bats spam

    I do have a question for you though... why the choice of Bears spam over Bats spam... Bats do 16% less damage but travel 40 yards... Bears have much shorter range which requires you to dance dangerously close to elite / champion packs.

    I think losing 16% damage to gain a larger range buffer is more than worth it.... that is just me though haha!

    It's more than 16% damage because bears cast 3 bears... and sometimes (oftentimes) more than 1 bear hits the same target.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on Skills that surprised you
    Before I start day number 2 of massive D3 playing... I wanted to make a thread about the skills that surprised you (negative/positive)

    For me

    Positive:
    Spirit Walk - Jaunt: I wasn't on the spirit walk is useless band wagon but I didn't think it would be this useful. The speed boost is massive and that makes it a must have for leveling up. Just using it to cruise through cleared content is so useful. The best thing though is that you can use skills while spirit walked so you can get 5 stacks of soul harvest or cast a few spells without getting attacked and it's great for getting out of bad situations.

    Hex - Hedge Magic: I didn't think I'd need healing so early... but the healing from this spell is so nice. I LOVE that he'll cast an instant heal the moment you cast the spell so if I need a heal, I cast it... instant heal. The hex part is more helpful than I thought. It actually works on Rares and mini-bosses. Nothing funnier than chain hexing a hard rare.

    Spirit Vessel - I'm on Act 2 nightmare right now and there's already a ton of spike damage. Usually, when I die it's a spike of unexpected damage and ever since I put spirit Vessel on... I rarely die.

    Wall Of Zombies - hahaha... I had a lot of fun with this skill on the first Act boss. When he would charge... guess what happens if you put up a zombie wall in front of him? It's like hitting a brick wall! Pretty funny to watch but yeah... it does decent damage when you put it up... I approve of this skill.

    Garg: Holy crap this guy can tank like a champ. I didn't expect him to stay alive on bosses but even on Diablo himself, this guy would last most of the fight. He does some decent damage as well.

    Negative:

    Zombie Charger - Undeath: Is this skill broken? First off... the range is pathetic... I was not expecting that. Second.... if it kills something it doesn't appear to summon another zombie to me... what gives?

    Locust Swarm: Why is the range on this so small and why does it seem to cast it even if you're out of range and waste your mana and not debuff the mob? Maybe I wasn't noticing the effect on the mobs... but if I cast this on range it appeared that the mob did not get debuffed but it cast it anyway.

    Big Bad Voodoo: I wasn't keen on this ability before.... but holy crap I forgot how long 2 minutes really is... I can't stand having this on my bar.

    Zombie Dogs: I didn't give them much of a chance since I played Act 1 and 2 with a group so I didn't use them. But when I briefly put them back on my bar in Act 3 they'd die a lot so I removed them and didn't really miss it. The garg was tanking like a champ and kept things off me well enough.


    Here's what I'm running on my lvl 38 WD in Nightmare. http://us.battle.net...RdUT!bXV!aaaZaa. Works freaking great... 2 shot almost everything.

    What skills surprised you?
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on 2 hand vs 1 hand (with real stat comparisons)
    The real stats are out! Here's what we have.
    • War Maul
    • 437.8–448.6 Damage Per Second
    • (466-474)–(507-523) Damage
    • 0.90 Attacks per Second
    Exquisite Knife
    • 190.4–194.6 Damage Per Second
    • (54-56)–(218-222) Damage
    • 1.40 Attacks per Second
    Unspeakable Thing
    • (24-72)–(25-265) Damage
    103-365 vs 470-515

    Yeah... I'm going 2 handed for sure. Over 4 times the damage on the low end and nearly twice as good on the high end? Stats and + damage will not be able to make that up if you have a nuke build (which I will have).
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on Staves v/s Daggers + Doll
    I've done the math and it's not even close.

    What's up with talking about the DH and + dmg? I was only talking about the WD and to a lesser extent, the Wizard. Faster weapons are way better for the classes with resource generators (duh). This is because a faster weapon also increases their resource generation. However, the WD is a constant resource generation class so it has no effect. You won't be able to cast more spells with a quicker weapon because you will be limited by your mana pool.

    It will depend on your build of course. If you plan on spamming a really cheap primary spell then you might get more use out of a 1 hander but you'd be stupid to go 1 hand if you have a build that is focused around a heavy direct damage nuke like dire bats or zombie bears. Unless of course, you reach a point where your mana regen is so high that you can't use all of your mana at your current APS.

    Exalted Fine Piercer
    Rare Dagger
    177.8 Damage Per Second
    59–178 Damage
    1.50 Attacks per Second
    +
    Exalted Fine Unspeakable Thing
    +(24-72)–(25-265) Damage

    which would make the dagger do
    107-323 damage (I used +48-145)
    A best rolled offhand would give you 131-443 damage for the dagger

    VS

    Exalted Fine Slag Hammer
    Rare Two-Handed Mace
    518.4 Damage Per Second
    551–601 Damage
    0.90 Attacks per Second

    I'll be doing the math again on Monday when they release official item data because the following above is likely out of date.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 1

    posted a message on Monster hp/dmg increase per player new info?
    Quote from gurg0

    i don't understand why ppl complain that 4ppl party is not worth it
    430% hp and 145% dmg is nothing compared what u can get even from crapy set up 4ppl party only problem i might see is on HC where 145% dmg might cause issue in certain situations

    what u get in 4 ppl group

    4x BASE dmg
    4x effective hp
    4x crowd control
    4x targets(less likely u are going to be chased)
    sure if we talk about cakewalk farming solo is going to be better (but even in beta where everything was so overgeared full party runs was faster since u could find entrances faster when u split)
    but if we talk about inferno runs with still not optimal gear u can easy get 2-3x faster with full group cause u spend so much time kiteing crowdcontroling cause u alone sux and group synergies are pretty strong if u look in to them

    So many things wrong with this.

    1.) It won't be 400% damage. It's pretty much impossible to have that kind of efficiency in a group. There will be wasted damage, overkill and lost DPS from entering the fight at slightly different times.
    2.) 4x effective HP? You act like the group forms into some sort of Voltron and a single character is spawned. The characters keep their same HP so a single character can get overwhelmed just as easily... in fact more so because of the much increased damage.
    3.) It's already been stated that high level monsters will be resistant to CC effects. In Inferno, it's highly unlikely that CC sticks around for even 50% of its duration. Also, this is another area where it's difficult to be efficient in a group and not to waste a CC while someone else uses theirs.
    4.) If you're a good player, there's no reason to party unless you have a group of players you know that are exactly the same gear level/skill level as you. It's just not possible to carry a single person with buffs that high. If you played the beta, you'd realize how even at +75% monster HP, things would die so much slower when you have a crappy person in your group (compared to playing solo). It was fine at 75% because that helped to make up for A) the inefficiency of groups in general and B.) Possibly getting someone that isn't as geared/good as yourself.
    5.) Everyone forgets that you also get a follower in single player. Yeah, it's not a lot of damage, but some of the followers do have some pretty awesome buffs.

    Now... a good player has no reason to group unless it's a premade group and even then... let's hope they are the same gear level as you.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Bashiok lied about character names not being displayed in-game, instead we get battle-tags everywhere !
    I don't understand why this change could be seen positively in any light.

    It would make sense if battle tags were unique but they aren't... so no, displaying the battle-tags won't help you spot someone you may have played with in the past. All this change does is make character names worthless. Would it be that hard to display the character name and on mouse over display the battle-tag?

    Heck, you could even combine the two in the chat and I'd still be happy. At least we'd see character names.

    Krishna (xxxbattlemasterxxx): hey how's it going?
    Conan (xxxleetman2000xxx): Pretty good you?
    Posted in: Diablo III General Discussion
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