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    posted a message on Introducing the Paragon System
    Its certainly promising. I'm worried about how this will affect d3 expansions, though. Will the character cap be raised? Will all paragon levels be lost?
    Posted in: Diablo III General Discussion
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    posted a message on Does anyone reallly use Cluster Arrow?
    Quote from RockmanDoom


    So blizzard, thanks for making a really cool skill. But you made it so elites take around 30 hits or better, therefor a skill that uses my entire reserves is completely useless when fighting elites. We ALL use the comparable damage elemental arrow that costs a measly 10 hatred.


    Agreed. I really WANT to use it, but I can't justify it in inferno. Not even after the NT nerf. There's no room to play how you want to play and still be reasonably viable in inferno.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Relative class damage - BETA 15
    Quote from lorien1973

    Cast soul harvest for the WD. He has the best -possible- DPS in beta.

    This. You can more than quadruple your dps if your soul harvest hits 5 enemies.

    I suspect it levels out in usefulness with better gear, though.
    Posted in: Diablo III General Discussion
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    posted a message on Idea Regarding Drop rates: Rares/Champs/Bosses[NEPHLEM VALOR]
    Quote from SFJake

    Quote from ScyberDragon

    I would say that people will still go after the bosses just as equally as the trash mobs because the boss fights will simply be more fun. Farming gets old, boring, and routine.
    You actually believe that?

    Diablo 2's community obviously went for anything for its effectiveness and went after -nothing- for its fun factor. The entire premise of the entire community is to do everything as quickly and efficiently as possible.

    Don't count on the community to do whats fun. They do what works best.

    I thoroughly enjoyed teleporting all the way to Mephisto and killing him over and over. Repetition can still be fun. That's all WoW is, and millions of people still play that.

    Why not just make more engaging boss fights? I know Blizzard is capable of doing that.
    Posted in: Diablo III General Discussion
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    posted a message on Nephalem Valour Buff
    Quote from viferno

    Not really crazy for it if it stacks, I can see people finding say 5 elite packs before a boss, leaving them, and coming back to kill them once the way to the boss is clear.

    Agreed. This sounds like an awful, annoying way to play Diablo. I hope this doesn't stick around in this form. Bosses should drop good loot on their own. In fact, they should be giving the Nephalem Valour buff, in my opinion.

    Having to run around and find one champion pack right before going to a boss sounds annoying too, though.

    If they work it out so when you fight your way to a boss and you kill champions on the way that the buff lasts long enough to make it there, then I won't mind. But anything more than that seems like a chore.
    Posted in: Diablo III General Discussion
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    posted a message on No gap closer generator?
    Quote from Azunaii

    Weird. Whenever I use Dashing strike on an enemy that's all the way at the edge, I get dashed only to the edge of that group of enemies, cutting just short :< Can't say that it's in all cases, but I specifically remember this as it annoyed me a bit the couple times I tried to hit .

    yeah, i've seen this too. dashing strike always doesn't take you as far as you can click.

    that being said, i am playing in a widescreen resolution. that may have something to do with it, since i can dash to enemies as far as i can see up and down, but not left and right.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Your weapon preference (DH)
    I voted Bow + Quiver, but Hand XBow + Shield sounds like a good choice too, depending on whether or not there's any good unique damage boosting shields out there. Something like a Tiamat's Rebuke would be glorious.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Deadly Reach vs. Exploding Palm
    Exploding palm sounds like it's more of a late game feature, much like corpse explosion in Diablo II wasn't useful until higher difficulties. Or cow levels.

    Personally, I plan on using crippling wave through all the difficulties for the debuffs on mobs -- especially once you can rune it so enemies not only attack slower, but also attack for less damage. Good synergy with a few of the monk's other debuffs (Resolve and Mantra of Conviction with the Intimidation rune).

    Unless of course I can survive without crippling wave while enemies are pounding on me in Inferno after a cyclone strike. Then it's exploding palm all the way.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Diablo 3 an eSports?
    I could see it being an entertaining spectator eSport. With that being said, they would probably have to handle it like they do their other tournaments (WoW) or like Guild Wars does -- everyone should have an equal gear footing. Unfortunately, that would be almost impossible to gauge, since different characters would want different gear and there isn't a set of "Merciless Gladiator's" armor, or anything of the like.

    Of course, all of this is a moot point since Blizzard definitely stated they aren't interested in having D3 be an eSport. Which is probably for the best, since balancing around PvP usually messes with the delicate balance in PvE.
    Posted in: PvP Discussion
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    posted a message on Will a healer class dominate pvp?
    Quote from Penox

    This same arguement has been brought up in every single game that has had healers and PvP...

    Yes, healers will be slightly better in the beginning of the game since the skills are usually balanced best for high-end gear. It will balance out as the players adapt and learn how to counter ones healing... Of course this is just speculation, but the same thing has happened before..

    The question is whether or not heals will skill with attack power. I hope so, or heals will end up at a point where they are entirely useless, due to increased health pools and increased damage output. Of course, I'm definitely interested in playing a support/tanking monk with healing skills included in PvE, but it would be nice to see that style of play be viable (and scalable) in PvP as well.
    Posted in: PvP Discussion
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