Quote from Masterjun
so much for HC inferno players if you can't avoid that 170k hit minus armor and etc
not to mention assuming you can reach inferno mode without dying on the others
I am curious about this, as they did say "no spikey damage" from enemies.
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That being said, if it's your first character, don't run to 60 ... enjoy the journey!
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Edit: from my brief research it seems that it's muplicative so it'd be the 700% one ... which means AWESOME Now I make my new build once I can get my hands on a scorn.
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I have no idea on their damage, but I just took a quick look at a video of a guy killing the A1 keywarden, it has 668k HP in MP0 single player. I think bosses have more than that but champions have less? So I'm totally guessing here, but it's probably as hard as a difficult "champion pack". If that's the case, then we may be alright. I just fear being owned during progression through Inferno
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A post from a guy in the comments of the article. This makes me sad if Keywardens are super powerful and we just get instagibbed in HC when running around. Hopefully they patch things ... I don't mind Keywardens being more powerful but they should scale to the odds of the ring dropping and not be more powerful than the act boss IMO (at least in the earler MP#).
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Yeah the increase in hp/dmg doesn't seem to match the bonuses. I don't understand the purpose of this. It pretty much means you only go as high as you can "instantly kill" and pretty much kills the purpose of higher MP levels (except MP10 to farm rings).
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I'm not complaining about anything here, but I dare you to come and play HC and don't use the AH. In fact make a youtube series on your progress. The game gets incredibly hard in NM if you don't twink/AH at all.
The thing about the AH is you can just go put in time, farm gold, and buy a solid item. If you don't twink, then gold is worthless and the challenge grows substantially.
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You do realize if everyone found items worth a shit regularly, then all items wouldn't be worth a shit because it's the norm.
Say everyone had a single character which has 10 item slots. If you can farm and find 10 items worth a shit in a day of farming, well that is now your norm and since everyone can do it, all items aren't worth anything. You need that same rate, but more than 1 character per account, and only 1% of people being able to do it to have scarcity. Without scarcity items can never be worth anything.
Yes it's a tough balance and it may not be right yet, but when I go look at the SC AH all I think is holy crap this is oversaturated and there's already too many good items out there. This is because those top 1% find so many more good items that they raise the bar of what is classified as good (stupid James Cameron).
As for the reward of "I found something good" this can happen at any scarcity level really. What I would prefer, however, is they reduce the randomness range of items, which will increase the quality of drops, then reduce the number of drops by an equal amount. I'd much rather find 2 rares an hour and know they're good in some form over the current full inventory trash sifting.
P.S. For the OP: I think the AH does wreck things because if you don't use it the game is so much harder, but the majority of people will take the easiest route so it trivializes levelling (I play HC and sure I could play SC and just delete a character when I die, but no it's not the same and why would I do that to myself ... I play within the rules of the game). Games like this allow drops up to a monster level, meaning you get many lower level drops, but you only kill at your level generally. Meaning if you just progress yourself with no higher level help, it's constantly a challenge because you have underlevelled gear. The AH allows us to easily get high quality gear at our highest level, trivializing progression.
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It's definitely efficient to level a character with MP10 when you have a 60 running you. Your levels fly up faster than you can progress through content. I like this because as a HC inferno player, it's nice to have a decently quick way back to 60.
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You only need to get to level 10 (so pretty much kill the SK) to unlock HC. My friends and I did our first playthrough on HC all the way to 60 so we wouldn't know wth was coming. Friend died at khazra staff in NM (ice + arcane), A3 exploders in NM, belial in NM (wiz without crystal armor), phase beasts in hell (horde). Outside of the group I died to puking zombies at level 10 (before the patch limited them) trying to get a room full of them so I could do a massive AOE massacre. And my friend died to arcane waller in the sewers.
As for inferno, my friend's only deaths have been to playing at severe 1s lag and dying to a normal zombie that wasn't rendering. And a bunch of midgets that chain frozen + poison (barb with no way to escape without enough fury for WOTB).
My point being that while the statistics are neat, it's only really useful for bosses. The other kills are most likely from some kind of elite affix but we have no way of knowing. I would love for Blizz to record what actual spell killed people. It seems that frozen is the biggest killer of my friend group, coupled with arcane/molten or something.
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lol ... it was vastly OP. How is a game that just gives you the "best" item easier any fun? Wouldn't make an ARPG last long if everyone could easily just get to the "end" and be the "best". They nerf/balance shit to so people have a reason to keep playing for "better loot"
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Wow best solution I've heard ... change that to maybe monks innately get 50% bonus to allres based on highest single res, and then keep OWE but it does 50% more bonus: current gear retains value and option to not use OWE. Just need someone to get that to Blizz's attn.