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    posted a message on 9/27/13 - New Datamined Passive Strings
    Quote from Vulmio


    Removing/reequiping gear could work, but you'd be in trouble if you get hit without most of your gear :)

    That's exactly what I was thinking when I read the ability. Pants, Chest and Helm have the room for most HP and toggling them would most likely take you below that threshold. However, it'd be a real pain to enjoy playing like that. Not to mention you actually have to drag it off or have 3 items with 0 vit/% life on them to swap to.

    It's hard enough to enjoy playing while swapping SOJ -> hellfire which is 4 button presses and takes almost no time. Then there's the fact that very few if any demon hunters swap from 2 1handers to a manticore+ quiver to generate/spend hatred. It was done during beta but people using autohotkey got banned doing it on release.
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    Quote from maka

    Quote from riptide

    Quote from maka

    Why are you not considering that they might just fiddle with the % of damage reflected? I think that's a possible solution.

    Because it's worse than a flat dmg as a solution.

    We already know they don't want any 1 shot mechanics, at the very least on normal elites, and that they are focusing on more constant dmg(than we even have now) and less burst. They aren't going to make it so reflect dmg can turn on and you kill yourself a % dmg will certainly do that.

    That would make it so early on when you're gearing up, it's a free mod that may as well not be there. Meanwhile when you're at the gear ceiling, you 1 shot yourself. So what they would have to do is impose more rules to make that solution work. That seems like more work for little gain.

    Besides a flat dmg increase makes your character feel more powerful as it gets gear. Instead of the % which makes you feel weaker and goes against the whole idea of the game. The only way you can outgear a scaling percentage of incoming dmg is to have a scaling percentage of incoming healing. Which they don't want anymore.

    So, it's a problem that the % reflected is a free mod when you're gearing up, but it's not a problem that the flat damage becomes a free mod when you're geared?
    Yeah, no contradiction there.

    Also, I don't 1-shot myself anymore on RD, so, if you do, maybe you should rethink your character.

    Not sure if you read the last paragraph but I already pointed out the logic in that. If you disagree with more gear = more power. Perhaps you should design the first ARPG to deviate from that.
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    Quote from maka

    Why are you not considering that they might just fiddle with the % of damage reflected? I think that's a possible solution.

    Because it's worse than a flat dmg as a solution.

    We already know they don't want any 1 shot mechanics, at the very least on normal elites, and that they are focusing on more constant dmg(than we even have now) and less burst. They aren't going to make it so reflect dmg can turn on and you kill yourself a % dmg will certainly do that.

    That would make it so early on when you're gearing up, it's a free mod that may as well not be there. Meanwhile when you're at the gear ceiling, you 1 shot yourself. So what they would have to do is impose more rules to make that solution work. That seems like more work for little gain.

    Besides a flat dmg increase makes your character feel more powerful as it gets gear. Instead of the % which makes you feel weaker and goes against the whole idea of the game. The only way you can outgear a scaling percentage of incoming dmg is to have a scaling percentage of incoming healing. Which they don't want anymore.
    Posted in: Diablo III General Discussion
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    posted a message on Question about Attack Speed stat cap.
    Quote from heyguyslol



    Seems like this Attack Speed cap is going to hurt a lot of builds like cm wiz, dh, barbs, monks, and 0 dog docs. I agree the +aps is a good question as well.

    Attack speed is not going to hurt everything you listed... it will mostly hurt players who feel attack speed is the best stat. When it's not, try looking at d3up and seeing how much max ias on a item gives you vs max crit/average dmg/ crit dmg or primary.


    Sure if breakpoints are mandatory then it matters. But I can tell you I choose to avoid attack speed for everything when it comes between choosing any other dps stat. Pick the breakpoint you want for rapid fire and barb's nado and don't get a single bit more than required for the breakpoint. And no the highest breakpoint is not necessary.


    Monk and Barb can do with crit instead of ias for resource generation, sure IAS helps but it it isn't necessary and it will likely be outclassed by other dps stats. DH can play with 0 generators therefor having to expend your resource faster to do dmg is counterintuitive. Same goes for WD as DH. Archon is just fine with attack speed as the last stat to cap, and ias is bad for ssbb. I've never played cmww but I doubt you need 86097450967 ias for that too.



    All in all the new hero caps are all very reasonable, EXCEPT the crit dmg one. If that includes gems it is out of whack compared to the rest. So I'm leaning towards gems not counting but everything else counting. Quivers could go either way.

    BTW. In the attack speed nerf DH quivers were excluded. So it may very well happen again.
    Posted in: Theorycrafting and Analysis
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    posted a message on New ability caps
    If these values don't include gems, none of them are a real issue. It actually opens up more room for EHP and utility. Also, it's not like ehp doesn't increase your effective dps. The only time these caps matters would be attack speed break points and it's really only an issue with certain abilities and mostly for 2 handers. The caps are set at a pretty high threshold (if it's without gems) if it's with gems too then crit dmg is too low comparatively.
    Posted in: Diablo III General Discussion
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    posted a message on New ability caps
    Quote from Zakumene


    Since i don't have trifecta everything - i honestly think all i need to do is change my crit gems to +dmg gems in my weapons and I would only lose a little bit of dps. I'm optimized around mp7-mp8 right now. But if you're decked out rolling through mp10 like it's butter - then you'll definitely notice it.

    Yeah, I checked my stats from gear (not base stats)
    47% crit
    245% crit dmg not counting gems (ls e.fury)
    34% ias


    While I would never trade crit for ias, if given the choice. It's not a huge loss to shift 7 crit to 6 ias and 5% crit dmg. (ias is my worst dps stat of the 4 per slot)
    Posted in: Diablo III General Discussion
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    posted a message on New ability caps
    Quote from Mini641

    These changes are needed in D3. Now we wont have to be hunting tri-fecta items. This opens our characters up to new types of gearing options that we would normally overlook because they lacked the super OP stats.

    Anyone complaining about this change obviously had no issue stacking these stats and ignoring 95% of the games items, However for people that want to be flexible in our gearing this is a god send.

    Well you will be hunting trifectas, it will just be avg dmg + 2 of the other stats on every piece that can get it. Also,you should keep in mind, if we end up not getting these stats from bracers/belt/pants/set bonuses.. it becomes much much harder to max these stats. Especially if gems are counted, btw if they are counted Ruby > emerald for all.
    Posted in: Diablo III General Discussion
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    posted a message on New ability caps
    Quote from itirnitii

    We have to remember that these caps are just from gear. Paragon levels are going to raise this potential as well.

    What was it? 50 points in Crit Chance % for +25%? 50 points in Critical Hit Damage for 100%? That makes Crit 65% and Crit Damage 350% max.

    We also need to take into account MP is probably not going to work the same. I think the intention is to get away from huge HP inflation in Monster Power and make the monsters actually harder to fight, as in their abilities used to actually kill you change. So you won't need outlandish amounts of damage to kill them I would assume.

    That's my take. I like the caps, it will make gearing more interesting and multidimensional. Each slot will not stand independent from all the others to determine its worth to you as a character. You have to factor in all your gear, because if you've already hit a cap (or a few), you won't just want trifecta, and you can use that other affix option for something else you otherwise would not have and not feel punished for going standard.

    Speaking of other affixes. I think they are making room for more utility stats such as pick up radius and +health globes. Build changing properties too.

    I think caps are a necessity to allow variety while gearing up. In the end, we are going to all gravitate towards specific stats overall, but for individual pieces it allows flexibility.
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    Quote from Solmyr77



    I'm not a big fan of these health globes, they're ok for the 1-60 part, but I don't want to rely on them in the endgame. My favorite aspect of the game so far are the uber boss encounters and I wouldn't know how to best them with an hp pool that only goes into one direction: down.

    Keep in mind, I'm mostly talking out of a melee pov. I've played (and killed Diablo with) an ~8k hp DH that would die to the sandstorm in a2, but I wouldn't want to go back to that anti-melee game.

    He already mentioned making health globes drop every 20% of an elites hp. Health globes are actually really good, even now, if you even have a single + health globe stat. In my case I have 1 item with +10k or something like that. That makes a world of difference and I have a 60k HP pool.
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    Quote from shaggy

    Quote from Catalept

    I didn't read that post as Blizzard not wanting any instagibs at all...

    That's because Wyatt didn't say anything about removing all instagibs. It's not in the post. Someone is just making shit up.

    I am willing to bet that they do keep certain one-shot (or exceptionally-high-damage) attacks. Stuff like Mallet Lords, Azmodan's fireball, Skeleton King's wind-up attack, etc. One-shot mechanics work well for "special" attacks that must be avoided. They don't work well on common attacks like mortar, arcane, etc. I think that's precisely what Wyatt was talking about.

    That's not to say that mortar is an instagib mechanic. But it is to say that if one volley of mortar takes you down to 10%, then, due to its relative common occurence, that becomes a point at which you gear around. If you can heal that 90% through globes/potions/or regen stats before the next mortars happen, then there's no point to the mechanic.

    That's a far cry from "there won't be any instagib mechanics" though.

    Actually Wyatt has said similar.
    Right now we don't have many ways to stress the EHP of the ranged classes without it feeling bursty. I think this is because the game has an plethora of "Do the right thing and take 0 damage, do the wrong thing and take 100K damage". Since the outcomes are so binary, the correct way to build a ranged class is to try to do the right thing as often as you can, and maybe build enough survivability so you can make a mistake once in a while. What I think we need more of is "Do the right thing and take 20K damage, do the wrong thing and take 80K damage". You're still trying to do the right thing, but you're still taking damage either way. Besides, Sanctuary is a dangerous, violent and hazardous place - some amount of damage comes with the territory. When I play, I want to feel stress on my EHP and my Sustainability while still feeling satisfied for making smart plays. I also want to value incremental survivability choices I make on my gear and my skill build.

    Let's take it into some more concrete numbers. Let's say a Demon Hunter has 30K health and regenerates 20K health per second via Gloom or what have you. In that world, a 30K hit kills you instantly.
    Let's take a mechanic like Mortar. Suppose at the MP level you're playing at, Mortars hit for 30K. As a Demon Hunter you have 2 choices, you can either plan on avoiding all Mortars perfectly, and then you don't die. Or you can gear for either 35K basically you're allowing yourself some "slush". How you gear depends on your confidence in your ability to avoid those Mortars, and how sensitive you are to death.

    If you gear for 30K or less, then you are going to feel like the game is really cheap and unfair when you do die, because when those mortars hit you that you had planned on avoiding, you go from full to dead instantly. (Side note, this contributes to Vortex feeling cheap. It's not that Vortex kills you directly, but Vortex causes you to take damage from something you had previously planned on avoiding completely, because you know it kills you)

    On the other hand, if you gear for 35K health, then the game went from threatening to super-easy-mode, because the mortars are flying at you once every 2 seconds, and you heal to full in 1.5 seconds, now the mortars never actually kill you. In fact, you might not even bother dodging them anymore.

    Now enter the "half-damage and half-healing". Instead of healing for 20K health per second, I heal for 10K health per second. But instead of taking 30K damage, I take 15K damage. In the absence of any other changes, I think we'd see exactly what you predict. The game didn't become interesting, instead, I'm just going to gear with 15K health.

    However, what if the way in which we cut Mortar damage wasn't just a strict 50% cut. What if we took the 30K damage and made it "0 damage if you avoid the Mortar by 20 yards, 5K damage if there is a Nearby Hit of about 8 yards, and 25K damage if you are hit directly".

    Now as a player I can't reliably plan on avoiding all the Mortar hits. If I want to play super-duper safe I can avoid all the mortars, but I'm probably running a ton and doing almost no damage. Realistically I'm probably going to take 5K "incidental damage" constantly. This is going to eat into my 10K healing per second. If I take a 25K hit that leaves me at 5K health, I'm scared but not dead. Over the next 5 seconds I can't afford to take another direct hit, and can either play super conservatively to avoid even 5K hits, or I can play more aggressively and accept that my 10K regen per second is being partially counteracted by the 5K near-hits and just make a concerted effort to avoid any more direct hits until my health is back up to a comfortable range.

    You're right this would be a significant shift in the environment, which is why you haven't seen such a change.

    Note: I'm not actually saying we're going to change anything with Mortar. I'm just using it for illustrative purposes because I think it's a good example for people to wrap their minds around right now.

    When incoming damage is that high, a 15% increase in monster damage would result in death. This leads to comments like "As soon as I turn up the Monster Power I get 1-shot". I'd like to see a game where a clever player can handle a higher Monster Power by reducing incoming damage through good play.

    He never comes right out and says it but if you read between the lines, he's implying that he's not happy with current balance of dmg output vs rewarding good play vs life steal.

    In the case of the abilities you mentioned since they are all very telegraphed then sure I could see them remaining high dmg, but I don't think they want them to 1 shot you. Especially mallet lords, I've watched good players die to jailor mallet lords. And with Loot runs, you will too. So unless you think read affix -> run is the type of gameplay they are promoting, I'm sure you'll agree.
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    Quote from maka

    Yeah, only the WD has any real interest in health globes (and a good interest it is - I quite like the WD's interaction with globes).
    While I get the point you are making and for the most part it's true. DH has always benefited greatly from globes :P

    I'm just glad they are going to make them a more vital part of gameplay in general. Also if you look at one of the barbs skills. I forget the name of it, but it gives life per fury spent increased by + health globe bonuses. (which is an underrated stat btw)
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    Quote from itirnitii

    Current way to gear any MP10 character:

    1. Get enough HP/resist/armor to not die in under a few hits
    2. Get some life steal
    3. Get your DPS high enough that you heal instantly

    Then you want to group mobs into as big a ball as possible and always choose huge AoE skills. You will heal so fast that a mob of 50 monsters amongst 2 elite packs poses barely any more danger than a mob of 3 monsters.

    zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

    CLOSE! You forgot that sometimes it's easier/safer to kill a pack of 50 than it is to kill a pack of 3 :P
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    Quote from Demon665

    This somewhat worries me. While they seem to have a quite proper grasp on what defines challenge and how it is currently broken, this is pretty much just a well written version of what has already been said during the long interview with Archon during his twitch stream a few months back. For now they got nothing more to show than insight on what should change and a very vague idea with the leaked beta class changes. I really hope that Blizzcon will deliver some solid info on changes and not just a prolongation of hype with tidbits of well done trailers and vague information on what might or might not come :)

    They've already said they are going to be buffing life per fury/spirit spent and that they don't like the life steal stat. I wouldn't be surprised to see them add that life per resource spent for all classes. They also are talking about making health globes drop every 20-25% to put the emphasis on that for healing and rewarding good play. They want the primary healing to be through globes and the secondary source through lpss/loh etc..

    He also talked about how instead of taking 100% dmg or 0 dmg that you would take 80% dmg or 20% dmg, so that there was always a feeling of danger but still being rewarded for good play.

    The above was also talked about by Wyatt back in July of this year.
    Posted in: Diablo III General Discussion
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    posted a message on Worth buying gold off RMAH before it closes down?
    Quote from Pietrak

    Quote from itirnitii


    It will probably be true that right at the release of the first seasonal ladder a large flock of people will do it, especially returning players. But after that first ladder reset, the amount of people who join each progressive ladder is going to go down as the novelty wears off. Yes, many will enjoy the ladder resets, and to each their own. But I suspect many of those players finishing the first ladder will probably continue to play their characters after being moved out of the seasonal ladder.

    I highly doubt it will be irrelevant. I myself have really no interest in seasonal ladders honestly. I will participate at first, but there is no way I am going to start new characters every seasonal ladder. For me it gets old starting from scratch constantly. I like to develop long term, and I can't possibly be the only one. My guess is the average player will do both regularly perhaps.

    One thing to also consider is that having 10 x paragon 100 might not be that much of an advantage if we end up gaining experience at a much higher rate off level 70 monsters.

    Long term? And what is a long term for you? In Diablo 2 the ladders lasted for multiple months. It was plenty of time to develop a character to very high performance and still get bored with it.

    I don't know his playstyle but if it's anything like mine, even 1 year isn't enough to min/max a character without throwing $ at the game. Which would be 3rd party stuff come expac. If you're just talking about getting good enough gear that takes almost no time at all.

    Look to Path of Exile to get an idea of how it will play out. If you're too lazy to look, the majority of people play both set duration leagues ( 1 week - 4 month)and the permanent league. Diablo 2 is quite different because I said the there is a reason to NOT play non-ladder.(the hacked items,classic items, .08 items, dupes etc)


    In both d3 and poe they only deal with inflation and if you play hardcore in either game there's even less of a need to play in any seasonal ladder/league, other than the novelty of starting over again. Which doesn't last long for most people.

    Hell, look to d2 if you want even more proof, how many of your friends started up on the ladder and played more than a few weeks-couple months? In RoS you're going to have a reason to go back to your "non-ladder" account with all those extra paragon points/items, even mid season. You didn't have that reason in d2 because almost nobody played non-ladder since the economy was ruined.
    Posted in: Diablo III General Discussion
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    posted a message on Worth buying gold off RMAH before it closes down?
    Quote from Twoflower

    Quote from riptide

    Nothing will move to non-ladder. There is likely to be two ladders, the perpetual paragon ladder which all of our current chars are apart of and seasonal ladder chars get dumped to. Then there will be seasonal ladders(clvl 1,plvl 0, 0 items and gold) with frequent resets.

    You must be out of your mind to think Blizzard would undermine paragon 2.0 before it even released with the single ladder you propose. The majority will probably play "non-ladder" with maybe playing a season here or there.

    Obviously the longer the game goes on the more likely people are to play on the seasonal ladder, but I doubt they will totally abandon the "non-ladder".

    It does not matter if you call it non-ladder or old-ladder or seasonal ladder or whatever.

    The "seasonal" ladder will be where everything is new and fun. If it is anything like in D2, most people will play the "seasonal" ladder. The "old" ladder chars are allready maxed out anyway. The entire idea of ladders is to have item and char resets in the game every now and then. Even the most hardcore will eventually get bored of their perfect char and start a new one.

    There is a big difference between d2 and d3. The economy was fucked in d2, classic and .08 items being bis, dupes, hacked items, etc. It is not like that in d3. There was a reason NOT to play the non-ladder in d2. In d3, if I'm correct, they'll be giving you a reason to play both.

    You can look to PoE for a current perspective on it. People play the 4 month leagues (think season) then they play "non-ladder" when it's over. There are also those that play 1 league and when it resets skip it the next time around. Nobody did that in d2, well if any did they were few and far between.
    Posted in: Diablo III General Discussion
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