Sorry I haven't been making wall art lately. It's been busy at home as well as PC issues again. But with that I've wanted to make a new wallpaper for a week now. Thankfully things were stable enough.
With that here's the newest wallpaper based on blizzard's new idea of a season theme. Since this season was the Season of Greed I thought it was fitting to dig up some old assets from back when i made Into the Vault when they first released Diablo III Patch 2.1.0: Into the Vault.
This time there was some newer art featuring Greed on her throne of Gold by artist Samuel PIRLOT-PETROFF
Enjoy the extra goblins and I'll see you next time!
HK
Diablo III (C) Blizzard
Seamless Gold Coins: Seamless - Gold Coins by Bartalon
All other art by their respected owners.
- Bahahunter
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Member for 12 years, 1 month, and 27 days
Last active Thu, Jul, 25 2019 14:01:40
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- 19 Total Posts
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Holyknight3000 posted a message on Season 14: Season of Greed
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Swiper1994 posted a message on [Poll] Season 15 ThemePosted in: Diablo III General DiscussionEveryone starts with the Blackthorne set. The season of trolls.
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kumiiikiwiii posted a message on New Kanai's Cube recipe: "Archives of the Primals"Posted in: Diablo III General Discussion#diablo3matters o.O
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Swiper1994 posted a message on New Kanai's Cube recipe: "Archives of the Primals"Posted in: Diablo III General DiscussionWhat does it do:
You can reroll another stat of a rerolled PRIMAL item.
Costprice:
~500 DB
~1000 Forgotten Souls
~25 Ramaladni's Gifts
Example how this recipe works:
Let's take the Trag'oul's Corroded Fang for this example to make it easy.
The stats are:
+1560-1940 Arcane Damage.
+1000 Intelligence.
+1000 Vitality.
+23,950 Life per Hit.
I would like to be able to reroll the LPH to AS. So without using the recipe the stats become:
+1560-1940 Arcane Damage.
+1000 Intelligence.
+1000 Vitality.
Increases Attack Speed by 7%.
Now I want to get rid of the Vitality, so I use the new Recipe, and my Fang is re-newed with the exact same stats. I'm now able to reroll any stat I want.
So I reroll the Vitality to bonus dmg against elites:
+1560-1940 Arcane Damage.
+1000 Intelligence.
Increases damage against elites by 8%.
Increases Attack Speed by 7%.
Now to be able to reroll the Intelligence for another stat, I have to use the recipe again but this way every bad rolled Primal can become useful.
The way it's supposed to be.
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TianZi posted a message on Was it worth all the complaining? PrimalsPosted in: Diablo III General DiscussionI actually care about 0% between primal 1.0 and 2.0. Both of them would have roughly 0 effect on the way I play my character since all they do is a minor stat increase. To actually be exciting, they would need to do something that actually alters gameplay or the way my character looks in some way. Doing 0.25% of a GR tier higher after finding a primal is pretty much a 0/10 for excitement.
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Solmyr77 posted a message on upcoming changes primal 14/2 pluepostPosted in: Diablo III General DiscussionWell, to sum things up:
Primal Ancients are a minor content addition that haven't been asked for and cannot "solve" any major flaws of the loot system. They don't hurt anyone either, so I don't see a reason to complain. They could be better though.
The first iteration was just boring, instilling the notion for some players that they would have to complete a new, much, much longer loot hunt before there was nothing but plvl to gain, again. I can't agree with this notion. I accept that as of now dedicated people are able to have every slot ancient with decent rolls and big augments. But to me, the way to that point is more enjoyable than whatever may come beyond. I can't see anything negative in stretching the time frame, in which loot has a chance to be relevant. One could argue that that's the entire point to Diablo.
The second iteration is even more boring. It's still an addition and now it has virtually no chance of hurting anyone, but as others have said, this is as close to scrapping the idea as it gets. Now there's hardly anything to gain off Primals and a huge portion of the player base is excluded from ever seeing them.
What I would do:
prerequisites: make them interesting, yet not mandatory and be very careful with their obtainability
1. Remove the GR 70 gate, there's no point to that. Maybe lvl 70 and t1 req but no more. By the time I can solo GR70, I'm basically done with a season.
2. Give them a chance to be better than ancients. Maybe give them 5 primary and 3 secondary rolls with RNG rolls at ancient value. That's pure power creep without messing with anything else (like allowing for too much CDR), while retaining the chance to still find something better. Just perfect ancient stats are nice and all, but really boring.
3. Remove them from cube recipes, I dislike the entire concept of farming mats for the cube over actually farming random items. I know we need some ability to target something specific, but vanilla ancients serve that purpose.
4. Adjust their drop chance accordingly, maybe difficulty based (like super low on t1 and noticeably higher on GR70)
5. Give us separate checkboxes in the clan settings to display regular legs, ancients and primals.
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Triceron posted a message on upcoming changes primal 14/2 pluepostPosted in: Diablo III General DiscussionQuote from Shapookya
People are just mad not because of what primals are, but because of what primals could have been. If you only look at what primals are, it's a neat idea. It's not much and it won't change anything for most players, but it can be exciting to find a "perfect" item. Even if doesn't have perfect affixes, for some it might be "perfect enough".
The first iteration of primals was a lazy try to keep players in the treadmill. It boggles my mind that people don't mind a new layer of the same items with just higher numbers, again. I don't know if my standards are too high or if D3 players are just too content starved and grasp after every little thing that looks kinda like content... I just can't understand how people can defend such bullshit.
There are many levels to criticizing Primal Ancients.
I recognize that the system is flawed and underwhelming. Primal Ancients don't solve the critical issues we have with gearing and progress. This is an underlying statement which I want to state clearly before I continue.
What I'm pointing out is that despite its flaws, the addition of primal ancients is an overall positive to the game. Yes, it falls flat when compared to what they could have been, but it's still giving us quality of life changes.
The problems with the Legendary system (ie useless Legendaries = souls) should not be blamed on Primals. The person I replied to made a point that Primal Ancients are a joke even when noting the extra souls you get from them. I'm making a point that Primal Ancients were never meant to fix the problem of having items useless to us. Simply having access to more Forgotten Souls is good enough when you consider our current system where we don't have any option of getting more souls, and it's not a 'joke' just because Primal Ancients happen to be underwhelming.
We're at a stage in the game where most of what's being given to us comes in the form of bandaids and painkillers. We're not going to get a massive overhaul which changes how we see the game ala Loot 3.0. I do personally think expectations run too high, and that gets in the way of being critical of what without immediately faulting the system for not being what it was never meant to be.
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TrueColdkil posted a message on upcoming changes primal 14/2 pluepostPosted in: Diablo III General DiscussionQuote from TheLordOfTerror
But you already can - that carrot is already there Blizzard isn't giving you anything new, they are just giving the very same carrot a fancy name and dangle it in front of your face a bit slower, so there's a little higher chance that you'll eventually catch it.
Primal Ancients aren't "new, rare items" - they're nothing more than an increase to drop rate of perfectly rolled ancients with a cooler package.
Agree - but this way you have a definite "carrot" instead of a blurry one called "that perfectly rolled Ancient". That's why i like them - i konw they're nothing new and fortunately they are. Another layer of power creep would have just made people bot more for the new item tier.
EDIT: adding some context to my posts. I'm not one for pushing GRs and usually i am content with the season journey and a build/gear level that lets me farm comfortably around GR 70. I play mostly solo and extremely casually until it's the season start. So Primals to me add some layer of item hunt that while being extremely this as you correctly said, it's still something i can do instead of just leaving my chars there. It's literally hunting for red pixel borders because i find it more appealing than another orange beam on screen. I'ts a pesky preference but it works for me.
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Cleglaw_Xendlar posted a message on What Diablo 4 can learn from the seriesPosted in: Diablo III General Discussionatmosphere... fix the frigging atmosphere which d3 ruined in series first.
what do i mean?
-everything explodes and flies away. TOO much epic that it doesnt look even a bit realistic. goatman flying 100 meters and stuff..
-hero destroys everthing with such a big force and impact, that nothing holds a fearful effect on player psychology, not even bosses.
-talking about bosses, they really talk too much and game itself is explaining every single detail which leaves no room for mystery. yeah we want to learn more and more lore, but not like this. it shouldnt be like this.
-no darkness whatsoever. light radius was acctually a brilliant idea, both in mechanical use and atmosphere. i come to realise that now, i wasnt a fan of this back then but more i think over it more i love it. im writing my own imaginary diablo game, and nearly half of my monster ideas are associated with darkness mechanic. it feels holy/unholy, it gives a nice touch to creater, it creates an unknown fear.. the list of reasons goes on... this kind of game needs different levels of dark & light in it. no doubt.
-some armors and weapons looks way over the top. im playing barbarian and i absoloutly dislike the end game item looks. it all looks giant, feels like im in a some kind of anime-game. this is wrong. previous diablo games never did such a thing. epicness is not about how big an item is. half of d3 items look totally out of place.
-for the most part, music is terrible. esspecially in vanilla. who the heck thought ambient sound effects are good for diablo? diablo music is not a background music that fades away, on the contrary it pulls you in with its strong sound. guitars, drums and strong orchestral music which is almost wagnerlike(like in d2 LoD, act 5).
-enviroment looks like a painting, it focuses on being beutiful.. it kinda achieves being beutiful but objects look like plastic and baby proof rounded corners are everywhere lol. no grim sights of realistic torture/corpses and stuff.. enviroment has a wierd fog on them. probably for good causes such as not causing any visual cluster... but it also destroys realism. backgrounds is.. too much background.
-color themes are horrible. i still cant understand why they thought this was a good idea. act 5 is all blue, from leoric to butcher, all the way is colored heavy red. i mean if you are going to use lots of colors in diablo at least do it the right way. color themed enviroments are horrible.
-too much politically correct. no nudity, no dead child or women. reused zombies as corpses. gender equality concerns all round the game.
-d1 & d2 mythos was heavily influenced by christianity, but d3 has like.. none. again, pollitical correctness. they redifined mythos for no real reason and know it doesnt seem sanctuary but looks like a new fantasy setting.
-serious mood ruined by jokes all the time. just why?
-gameplay evolved around being superfast. it shouldnt be like this. we shouldnt be rushing everything, from rifts to killing monsters. this may look like what we want, but its acctually devs mistake. they caused this desire to emerge. -
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soulzek posted a message on The Menagerist (Pet) Goblin location mega thread!!!Posted in: Diablo III General DiscussionIt can spawn anywhere a variant goblin can spawn (ie; not treasure hardcoded like Vault boss, etc)
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I like the idea and the variant about ancient items. This should not be avaliable to normal legendaries.
The problem is it has a good appealing to keep farming materials and give the player the illusion to keep getting better. Maybe it could keep some players playing for 1-3 weeks longer? =)
Sorry to dissapoint the OP, but what makes you progress right now is the paragon level. Take this for example:
*Imagine you have all the ancient build itens, but you miss the 7% on weapon. If the primal isn't dropping for you and you want to invest in this recipe, what will you really accomplish? 1 GR higher? =( Even if you tweak every ancient item to optimize your build, as long as you stay in the same Paragon level, what you will accomplish with that? 1-2 GR higher? ...(the upside of this is that it may keep you playing the game to forge the perfect item, but when you forge it you'll notice the problem wasn't your item...)
Let's way you got to GR90 solo without tweaking your items with that recipe... what happens is that you'll need to farm a ton of mats, plus get a lot of paragons. Then when you finally get all the mats and tweak all your itens, plus 500+ paragons, you will try to push GR again and get a GR100+... woahhhh that item really makes an difference! Sorry, but that is not the case =)
I like the idea, a high cost mat recipe to keep you playing may be something that will keep you playing a season more than 1-2 week (for me at least), but the game have other major problems right now...
In the other hand, I can understand Blizzard doing nothing about paragons. Let's say they nerf the paragons, something about 1stats only for 800+ to reduce the importance of it. What will it really accomplish? My guess is players will stop playing season much more sooner... lol. The good side? A recipe like this would keep you farming mats and itens over optmizing XP/hour =)
End.
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Nice idea. This kind of idea has a lot of potencial to make the game reward something fun to keep you playing/farming. Combine that with the armory and you can keep updating all the builds you play or like to play! Every primal you find can put you in a thinking state, if it is worth or not and where.. =)
At least it gives you much more viable options that the current state!
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Check your cube...
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Yet again we need to wait for the koreans to find the meta lol
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This meta is the same as last season... It's no fun to play the same way in a new season. I guess it's time to play a different class from last season =0