I'd be amazed if it was tomorrow, but this is a good sign that the expected release for next week is a go.
- sithlore
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Member for 12 years, 1 month, and 28 days
Last active Tue, Feb, 10 2015 07:51:21
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Feb 24, 2014sithlore posted a message on Reaper of Souls Closed Beta and Patch 2.0.1 PTR Draw to a ClosePosted in: News
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Oct 17, 2013sithlore posted a message on Announcing the DiabloFans "Site Update" Beta, Diablo 3 For PS3 and Xbox 360 GiveawayI voted for the loot 1.5 system.Posted in: News
Being self found, increased odds of getting better loot is what the game is all about.
(If there was a system such as ATMA - D2), so that you could have an unlimited stash, then I would have gone with offline mode.
XBox. -
Apr 1, 2012sithlore posted a message on Diablo III is Coming to the WiiI wonder when the X-Box Kinect version will be coming out....Can only imagine how using body gestures would translate for D3Posted in: News
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https://www.youtube.com/watch?v=1S6QTHwYTLI
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I think there should be a compromise for legendary drops (much like the smart drop system).
What I would propose would be to simply have another RNG roll when a legendary drops (although it could be applied to any drop, not just legendaries).
Each class would have a handfull of "class specific drops" - either the entire list of class specific items, or just a subset (doesn't really matter).
When a legendary (or any item for that matter drops), there should be a roll to see if this is a class specific item or generic (of course the class specific would have a much lower chance - say 5%). If the class specific item was selected, there was a second roll that determined if it was a "smart drop". If it was a smart drop, then it was class specific (ie - the wizardspike in question [yes, I know that it isn't exactly class specific, but Blizzard has just made it class specific for this discussion's purposes]). 80% of the time, it would be current class specific, with the other 20% being for another class. That way, you could still get a wizardspke (or other item) even if it wasn't with that specific class, but still the majority of drops were specific to the class you're currently playing.
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The other thing that I want to remind people when talking about the smart drops is that Blizzard has said on at least one occasion that the drop rates are increased significantly for Beta and PTR testing so that they drop significantly more than they will in the live version for testing.
I haven't seen anything talking specifically about smart drops, but the smart drops COULD be turned up significantly on those versions specifically for testing purposes.
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Already preordered the CE.
Looking forward to Loot 2.0 going live.
All of my characters have been self found without buying anything off the AH so I'm really looking forward to having smart drops which will provide an increased chance of upgrades.
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I would also hold off on going to MP1. As was indicated above by Xaimx, there is a significant jump in difficulty between MP0 and MP1 in inferno.
What is your ultimate goal, beating inferno in HC or farming? (Or are you farming to get better items so you can move on to beat inferno?)
If the ultimate goal is simply to beat inferno, I'd stick with MP0. If you feel you need some upgrades, I'd do some crafting as was already suggested and farm various areas in A1 on MP0.
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Being self found, increased odds of getting better loot is what the game is all about.
(If there was a system such as ATMA - D2), so that you could have an unlimited stash, then I would have gone with offline mode.
XBox.
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I would propose you swap the armor and crit chance placement so the crit chance is with the weapon while the armor is with the helm.
I'd also like the resists to be about 30% higher than what they are now.
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The one buff I was surprised not to see (unless it's implicit) is the buff to the blacksmith crafting.
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Commodities are 15% (rather than a flat fee).
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Someone who was randomly selected but didn't participate gets the reward?
What's next....the banner for "purchasing the game" (although I guess that's the one way to get a banner anyway).
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1 - What kinds of penalties exist when the player level differs from the monster level?
2 - How do the experience points scale based on level (ie - x # of monsters killed over time). I've noticed killing 10 monsters at level 6 will give +20 xp, while at level 7 may only be +15xp.
3 - How does ally kills affect XP when in a multi-player game (and in close proximity).
In short, enough information to ensure that we know enough to limit the experience "penalties" which could be incurred while playing the game.
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What are the equivalent areas in the game where every item can drop?
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You provided a lot of good things to consider.
I'd say you're due for some more positive Karma!
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My understanding was that the "crafted" items will LIKELY be about one or two steps behind the top tier legendary items, but occasionally (in D2) a really exceptional rare would turn out better than any unique or Runeword. (Biggest difference from D2 to D3 would be the skills and +skill levels which wouldn't appear in the rares, but did on the specific items).
Since there will be no +skill items, I'd expect a decent amount of elite crafted items to be on par with the best legendary items in the game.
(Although since we don't even have an idea of what ANY of the legendary / set items are yet, or the type of attributes that can exist on crafted items....it's all just speculation anyway).