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    posted a message on Group T6 Timed Runs - 7 Billion XP/Hr (Video)
    if you want to impress the community youneed at least a sample size of 25 better 50
    Posted in: Diablo III General Discussion
  • 1

    posted a message on 'A random thought appears!' - idea/suggestion thread.
    i actually would like that..

    the idea seems kinda dumb at first sight , but as you say. it would be fun.^^
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Consoles new "Nemesis system" not being added to PC.
    drop the word nemesis system and dont explain it.

    niceley played



    FYI



    1. Nemesis mode - mobs that kill you in a game leave your game and level up, they can then invade the games of players you are friends with and will be identified as your killer. If your friend kills it, the mob can drop items for you which your friend can send to you in the mail. If the mob kills your friend, it becomes even more powerful and the cycle continues. Sounds awesome!

    2. Gifts - the ability to send items to other players in the mail. I am not sure why this system is acceptable on the PS4 but not on the PC. I'd really like this ability on the PC.



    taken from http://us.battle.net/d3/en/forum/topic/12506330604
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Cro (the streamer) scammed me for 2500 euro
    since i dont get why anyone would watch streams instead of playing the game i just say:

    streamers are stupid
    streamwatchers are even more stupid

    that said:
    How can you even believe this shit.
    fake, i dont care. cu
    Posted in: Diablo III General Discussion
  • 1

    posted a message on New A1 Farming Route
    i like longer more complete runs, such as this one- and i love act 1
    iam going to do my last 5 paragons with your run :)
    Posted in: Diablo III General Discussion
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    posted a message on Just hit almost 600k dps!
    wow my comment let some discussionn loose.

    why i said that buffed dps is uninteresting:

    First- you have to understand what looking at a number in diablo means for me.

    if i see a number i wanna compare it to myself numbers. Such there has to be a comparable basis - which are paper dps, since its derived only from gear.
    Thus unbuffed paper dps is just a metrik to show the offensive qualities of your gear.

    Since not all classes have the same amount of buffs to push paper dps up its not comparable any more.
    of course you can compare two barbs buffed dps ,but you can find out which gear delivers more offense just by looking at the unbuffed dps.


    Quote: Why wouldn't buffed count? WoTB has so high uptime you almost never refresh it.
    Because not every class has WOTB
    in short : unbuffed paper dps allows you to compare every gear set with your own . because its calculated the same way - just with mainstat switched out.
    you cant do that with buffed dps. because buffed dps only shows the capabilities of your class and how good use u make of your gear. Thats nothing iam interested in since those are your personal decisions / playstyles. Diablo3 is not that hard that this would say anything about your diablo3 skill .
    Diablo3 skills is not existent - or differntly formulated : Differences between clases are uninteresting because no choice made for your character is permanent. (because you dont have a fixed skill tree anymore)
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Just hit almost 600k dps!
    only unbuffed dps is interesting - sorry
    buffed is only for show
    Posted in: Barbarian: Bastion's Keep
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    posted a message on [[ Inside the Developers' Heads ]]
    what a nice read.
    i must say, i completly agree with you.

    Everyone who has put a little thought into "how to fix diablo" must inevitably realize that its not easily done.
    Before all you pointed this out - thank you for that - its very hard to explain to people without the background knowledge and experience - you did that pretty well.

    Also you mention that blizzard is sooo slow - yeah they are. But yet its logical - you allready said it : They cant change the core game mechanics but need to fix a problem introduced through those mechanics. Thats paradox - thus difficult to solve.

    One suggestion you make is by providing a more appealing crafting system.
    I agree - a better crafting system where you can e.g collect x rares with desired mainstat and then combine them to make a guaranteed roll on a newly rolled item of same slot could make all the rares that drop worthy to pick up.

    So one problem is: the worthless items problem - you commented on just above my post
    The second problem is the high variance of randomness in the current loot system.

    I want to comment on the worthless item problem:
    Look - items are not worthless but the focus on what is worth something shifts overtime. Since there is no item reset, good items accumulate. and due to the high variance of the loot system good items accumulate far quicker thenn very good yet godly items.
    This creates the problem that good items are worth nothing - allthough one player does not find them very often, the player base finds tons of them and doesnt need them since the profileration of items has changed.
    This shift in profileration is not a problem, and i dont like the idea of introducing a ladder and a reset because that is not the solution to a problem but only a workaround which would piss of many , including me.
    However what is a problem is the veriance of profileration between good and godly items.

    This is where i come to the "key problem in diablo 3" (of course my oppinion)
    Because of said variance - for every 100000 good rare drops (4 good affixes within a 75% of maximum ) there is one rare with 6 affixes which you all desire. OR thats how it feels for the average player. and even the good rares you only find once in a while. (at least i do )
    while i found at the beginning of the game many items which sold for 100k and few which sold for more, i nowadays find 100k items as often as i found 100k+items when the game was released.
    What hasnt changed however - allthough i invested more and more playtime into the game. ( which feels unnatural because humans expect to get something for their time - which contradicts the pure conecpt of randomness) - is the rate at which i find items which are worth a really great shitload of gold. This rate is zero - after 900 hours played

    To be precise i found one skorn with lifeleech and high rolls a few days after the new legendaries where introduced. it sold for 100 milllion - to this day this is the most gold i made from a single item.

    The second one will be several - let me say 10 items for about 50 millions - and a lot 20 million stuff.
    Thats all the rest is small fries.
    Oh and i found gloves which might be worth more then 100 mil but they where an upgrade for myself.

    So including the gloves i made about 750 mil gold in 900 hours including the small fry.
    Yet my gear is worth several billions - thanks rmah, sniping, flipping - thanks job. nothing to discuss here on personal choices. just for info incase someone notices my char.

    So get back to the main problem of diablo:

    This is it, i concider myself on the bottom side of loot luck variance. correct me if iam right - but i think at leaast 70% of players who played the same amount as i did - and still do , have found more then i have.
    Since randomness is a bitch, i cant complain. the next find might be around the corner.
    Thats also the factor which keeps me playing, and at the same time keeps me frustradet since i never get any gratification.
    in 900 play time i felt really happy about 3 times.

    Introducing said crafting system will take away variance while making me want to play even more. since i need loot to craft. Thats a concept persuing.

    Also the loot variance in general should be reduced drastically. make godly items profilerate faster.
    That would hurt the AH economy- for sure, but to my case this is wrong in the first place.

    From my point of view there is only one way to tackle the loot problem. Reduce the amount for trading - increase self found item profileration through crafting and lower variance, make legendaries diversify the skill builds and that will fix the game.
    But it will severley hurt the AH economy, Gold and RMAH - since godly items will be lower priced, maybe the time comes where 250€ is the real maximum worth of a perfect rolled d3 item. not 9000 Euros. (~10000 dollars). Thats where i like ah balance to be.
    So by taking focus from the ah, basically by increasing drop rate most of the demotivation problems would simply disappear because random wouldnt be a bitch anymore.

    Combine that with a little more diversity and complexity - voila game fixed , ah broken (i dont care , it was bad from the beginning)


    ( i dont care the offensive/defensive , no stat distribution problem - its a good choice how they did it, get used to easy to learn - easy to master, its an arpg not a shooter)

    Still there are ways to give diversity and endgame.


    Sorry wall of text.

    TL;DR increase drop rate untill you find godly gear in about 1500hours of playtime - MAXIMUM if you're unlucky. Make drop rate so hight that a perfect item will be worth 250€ ( i mean perfect! not godly) and provide some diversity/complexity with additions like a more appealing crafting system and legendaries. This wont destroy core game mechanics - current builds, items or whatever - only destroy AH which was bad to begin with. Reduce AH to be a place of item exchange and trade if you found something good you dont need, not a mandatory place to be to get items you cant find yourself.


    again thanks for your thread, you provided the perfect entry point to provide my own thoughts combined with my personal expierience playing this game.
    Posted in: Diablo III General Discussion
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    posted a message on How much APOC will i need to sustain CM?
    the formula above is for perma chain freezing A SINGLE target..

    the less gear you have the more mobs you need for CM to work..
    hope you understand this.. killing many mobs with CM is easy.- even with low gear.
    killing a single mob with cm is hard and required heavy gear.

    so bosses are the real gearcheck for us cm wizzards. and thats were this formula kicks in
    Posted in: Wizard: The Ancient Repositories
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