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    posted a message on 1.04 -- Things I'm hoping to see
    Quote from Alyten

    I think the thing that bothers me more than anything about wd pet problems is that nobody thought to go DOWN THE HALL to the wow team to ask them about pets.... sigh, stupid stupid stupid jay wilson....
    Diablo is packed with a LOT of things that are head scratchers of the, "wait, didn't Blizzard already figure out this was a bad idea in the first year of WoW?" The auction house, for example. The auction house search function looks like the kind of thing I would have made 15 years ago when I was just learning programming and picked up Visual Basic. It is laughably simplistic and amateur.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Monk Inferno Guide - 1.0.3
    Quote from Kinmaul

    @Applemask
    The reason people take the 1 extra second on Serenity vs the heal is because as long as you have decent LoH you will be at full life by the time it ends regardless of the heal. Thus if you are going to be topped off either way you might as well take the extra second. If your LoH is low then the heal is definately a viable (and possibly a better) choice.
    (Apologies, I disappeared for a few days and only just now got back around to this thread)

    I think this is a fundamentally flawed way to use Serenity, and limits you to using it while you're remaining relatively stationary and hitting the mob to get your health back. Serenity is a good escape ability when you need to relocate out of a bad situation - out of a mess of arcane beams, desecrates, plagues, frozens, fire chains, etc.. With a heal attached, you can do more relocating and less attacking. I'd think even the damage reflect rune would be a better choice than the additional second from a DPS perspective.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk Inferno Guide - 1.0.3
    Personally I disagree with the rune choice for Serenity - 1 additional second on the immunity has never wowed me. I go with the heal rune from Peaceful Repose even with 1500+ LoH, because it makes me feel safer not having Transcendence. But then again, I see that most other Act 4-farming monks who use Serenity pick the additional second, so maybe I'm just missing something there. My own personal playstyle leads me to believe that almost every other rune in the list would be infinitely more valuable, though.

    Also, it should be noted that Fists of Thunder isn't only good because of its ability to teleport and do AOE damage - against mobs that are susceptible to the knockback, it gives you far more survivability than the Keen Eye alternative. When I first started Act 3 weeks and weeks back, I was just getting WRECKED by the very first set of mobs that come down the stairs... and then in the next room, and in the area after that, and so on. Switching to Fists of Thunder changed all of that because mobs cannot attack while they're being knocked around, and it resets their "swing timer."

    However, the teleport issue is an annoying one. I imagine it will be left as is and just noted as a drawback of the ability, but it really makes no sense - if you're in melee range of, say, a plagued mob, punches 1 and 2 can be triggered and will land from outside of the plague, but punch 3 will port you into it anyway. It doesn't seem necessary to port you if you're already capable of hitting a creature (and also leads to sometimes annoying behavior on Belial, when your dude decides he wants to take a trip around the boss and stutter-ports a circle around him).
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Loss of interest due to loot drops?
    This game would be 10000% better if they eliminated the possibility to generate useless stats on items. An item should not have two primary damage dealing stas (int+dex). Barbarian-only belts should not have intelligence. Enchantress relics should not have strength. Monk spirit stones should not have intelligence on them. The list goes on for DAYS. On the topic of class specific gear - why do these even exist when they don't have different limitations than any other piece of gear? Just to make sure that an item is 100% useless for 4/5 classes, I guess.

    If they added simple limitations like this, 99% of the crap you pick up wouldn't be completely useless. I'm okay with the idea that you have to trade to get the best gear. I'm not okay with being forced to trade and play the auction house game to get ANY gear, because there are so many item attribute possibilities that you could very easily never see something even questionably worth equipping. It's the stupidest kind of grind they could come up with, and the fact that they've tricked so many people into defending it makes my head hurt.
    Posted in: Diablo III General Discussion
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