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    posted a message on I got banned for botting when I never botted!!!

    If you use any automation programs while a Blizzard game is open, Warden can detect it and will flag the account because of it. There is no safe time to use automation software while you have a Blizzard game running, even if it's "only" for the other game. You should take this lesson learned and make sure not to repeat this mistake in the future.

    Posted in: Diablo III General Discussion
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    posted a message on (bug?) Weird weapon damage

    OdZoo, the others here appear to be correct. Your Life on Hit stat that you rerolled to appears to have come from your weapon damage affix which was originally on that weapon. The good news is that you can reroll that stat and get the weapon damage back, perhaps even better than it originally had on it. The bad news is that it's going to be expensive depending on how many times you already rerolled that item.

    Posted in: Diablo III General Discussion
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    posted a message on Ancient items and retroactive changes to current legendaries
    Primarily, the reason I wouldn't want retroactive changes this time around is so that should the new items be really horrible or crappy I'd at least have the choice of using the current items I have now. I wouldn't mind having to farm a new set to test out the "improved" items, so long as I had a fallback in case they sucked.
    Posted in: Diablo III General Discussion
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    posted a message on Rift Guardian 'Glitching' Tips Series (Videos)
    Quote from MeatHeadMikhail

    ^ There are going to be changes to some things in grifts, including additional 'defense oriented' legendary gems.

    However, there are some things to take into consideration:

    1) T6 Ubers are extremely EASY once you get geared. They have a finite end - T6. Once you acquire the gear (~100-150 hours of solo play from my experience), you can handle them without any problems.

    2) The greater rift versions are the real baddies, and in this series I will (attempt to) show how to overcome their attacks as a ranged class.

    3) Jailer happens to everyone, not just ranged. Blizzard already stated that this is a gear check for ranged classes, who can go full out dps and avoid ALL damage otherwise, giving them a tremendous advantage over melee. Seriously - go play a barb, monk, or sader and face fire chains or electrified in grifts in melee ranged. It's not happening. If jailer et al were avoidable mechanics, NO ONE would play a melee class .. few do currently anyway, because ranged has such better damage mitigation via avoidance.

    4) Corollary to the above, some of these mechanics CAN be avoided. Jailer can be outranged fairly easily. Vortex is not a threat if you're around a corner/pillar/hole in the ground/whatever. Also irrelevant in seasons if you use Krelm's buff bracers (vortex counts as a knockback). The REALLY bad ones are thunderstorm and frozen, with frozen being worse at mid-40s tiers. Thunderstorm you can escape with split second timing after the first tick, sometimes even the first tick if you get the right frame, but frozen is almost inescapable for the first few ticks, and impossible to outrange without also having your sentries being out of range. Below 40 grifts that's ok, but once you get into 40s, frozen will 1 shot you.

    5) I will show you how to avoid getting hit by bloodmaw in a future video. His single leap is easily avoidable with proper timing, same with the crashing rocks. When he starts his multi-leap, just get out of range and watch the minimap, he'll eventually stop and when you see his icon going in your direction, vault in the other direction.

    6) Blizz is aware of the RNG factor of grifts, and they said they will be making adjustments (hopefully getting rid of conduit).
    None of the CC affixes did damage prior to the closed beta for RoS. That got added in and players doing higher difficulties, especially those at the lower end of the level spectrum (even with twink gear) were being one shot by the affixes. Vortex won't move you if you are around a pillar or whatnot, but it will damage you just like Jailer does. The damage portion is applied even if you aren't moved. Not a single one of the CC affixes is skill based in the least with the damage added on. None. Defensive oriented legendaries means less offensive power meaning less progression capability overall. That is not a solution.

    What needs to happen is removal of the unavoidable damage on the CC affixes and altering of the affixes to enable real skill based play. I gave suggestions along those lines several times, as have others, so the devs do in fact have some references on how to proceed with that. They simply choose not to and we end up having to do things like making the videos you are about to make which describe how to cheese the bosses/monsters because the mechanics are just asinine.
    Quote from Bleu42

    Quote from oldschool_2o4f

    Rakanoth CAN be "juked" as you say with smokescreen and some really good reflexes. It's better to simply not be there, but hey, if you live, you live, right?
    Hell I juke Rak with my sader, just by moving. His blink strike is really telegraphed, you've got like almost a full second to react.
    Both Rakanoth's Teleport and Bloodmaw's Leap have had their telegraphing animations drastically shortened. It isn't "almost a full second" to react anymore. It's more like about ten frames and that's it. I wouldn't have sixteen deaths to him in a single Uber session otherwise. And because he teleports to you and not a spot on the ground where you were, I'll often be in the middle of a Vault on my DH and still die. The only way I can stop him, and not even reliably, is to go Danetta's set and attempt to permastun him while my sentries whittle him down, which can take some time on T6.

    My guess with regard to the shortening of the telegraphing is that this was the how the devs "improved the monster AI" - a LOT of enemies no longer telegraph their moves and simply do them the instant you aggro, especially the ones that charge from offscreen as well as the very annoying Punisher type monsters.

    It feels like literally everything in the game is designed around being unavoidable and it saps the fun out of the most solidly built combat engine out there.
    Posted in: Diablo III General Discussion
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    posted a message on Rift Guardian 'Glitching' Tips Series (Videos)
    The real issue with the Rift Guardians and the bosses/Ubers in general right now is that as of patch 2.1 (possibly even just 2.1.1), the animation they used to telegraph their moves has been drastically reduced to the point where with Rakanoth and his Uber/RG counterparts, there literally is no time to react to his telegraphinc of the teleport. Of course if he teleports at all, you're dead even if you're vaulting because he teleports to YOU, not to a spot on the map it seems.

    He's actually the most difficult Uber for me to deal with because of that. And on the Uber encounter, you can't get him "stuck" on the terrain (pillar) like you can in rifts, so no matter what, you die. A lot. I had sixteen deaths on my T6 Gluttony event the last time I did it. It is said that it is best to stay behind Rakanoth at all times, but even when he's doing his frontal AoE he's turning with you and being in melee range with such short animation times means that if for any reason you run out of Discipline (as a DH) or your primary resource (other classes), you're pretty much screwed. And as a DH you have to vault so often to avoid his frontal AoE while keeping him in melee range that you're going to run out of resource before he goes down unless you pigeonhole yourself into a Nightstalker build.

    Bloodmaw is very problematic in this regard as well. His animation sequence that telegraphis his jump is now less than 10 frames long and his jump is very fast now, giving you literally zero time to move out of the way. I've yet to find a comfortable position to keep him from doing this, so the "positioning is key" argument means I've yet to find that position where he won't jump at me like that, if there even is such a position.

    But the real issues that make this a problem are the unavoidable damage factor and the absurd damage scaling in the game and total loss of control of your character in many situations. For Bloodmaw, the almost nonexistent telegraphing animation sequence puts his jump into the unavoidable damage category while his stun is so long that you lose control of your character for several seconds, easily long enough for him to one shot you.

    It seems to me that the developers put unavoidable damage and OHK mechanics in to every possible place in Diablo 3 because they simply have zero clue how to create skill based encounters, despite the community, including myself, having givem then plenty of examples on how to do so since before the game launched.

    It really is frustrating having my characters die instantly to unavoidable damage like Jailer and Vortex. I truly hate, loathe, and despise having to sit offscreen while my pets/sentries kill everything. I can't participate in the actual battle because if I do, I'm dead no matter what. It isn't skill that keeps me alive at higher GRs, it's purely luck. RNG decides whether or not I'm going to get instagibbed upon even seeing an elite pack. I mean, I can get charged from offscreen and OHKO'd. I can get jailed/vortexed from offscreen and get OHKO'd. I have no reaction time to get out of the way for Rakanoth/Bloodmaw. And if I don't get OHKO'd, I'm suffering secondary effects such as knockback and its associated secondary effect slow from unavoidable damage sucn as Thunderstorm and Mortar, which trigger Knockback and Nightmarish.

    The entire design is anti-skill and the developers know this. Unfortunately for us the players, they are too set in their ways to change this to make the game more skill oriented and less RNG oriented. Players have grown absolutely sick and tired of the "RNG is RNG" argument. RNG determines everything in the game, and despite the developers' assertions that it adds replayability, it's also taking away the playability of the game. I daresay that replayability is a lost cause when players give up out of pure frustration from RNG anyway.

    It has been said and still stands true that Belial is the best boss encounter in the game. It has deadly mechanics, but gives the player room to avoid them with skill. Mess up and you die. Do it right and you live. There's no RNG. You know what you need to do and practice makes perfect. The rest of the bosses, especially particular Ubers and most Rift Guardians? It's all RNG. Your death is binary. Get lucky and live, or get unlucky (most of the time) and die.

    Threads like this should never have to even exist. But they do because without cheesing the monsters like this, we're toast. The OP even admits it himself in the video and every player knows it already from firsthand experience. Sure these bosses need to have deadly attacks. That's what makes them bosses. But they need to be realistically avoidable, otherwise no amount of skill will save you - it will all come down to luck. And we're well past the point of enjoying the RNG.
    Posted in: Diablo III General Discussion
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    posted a message on Release date for 2.1?
    Truthfully, I wouldn't expect it before the end of August at the current pace of testing. If it were released in anything even remotely close to its current state, it would utterly destroy the game, likely for good. They're still getting core mechanics screwed up (regeneration in particular for all classes) and build diversity is actually at an all time low on the PTR, especially with the LoH changes.

    It's going to take a long PTR run to get these things resolved to anybody's satisfaction. And with both Wizards and Monks in one of the sorriest states I've ever seen them in, that's going to take some doing. And the DH, outside of M6, isn't much better off.
    Posted in: Diablo III General Discussion
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    posted a message on List of +% skill dmg and +% elemental dmg affixes
    Just a heads up - +% to Sentry Damage can appear on quivers as well. I have such on my DH's quiver after rerolling it.
    Posted in: Diablo III General Discussion
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    posted a message on Possible Transmog Bug
    If a helm, weapon, or armor piece (cloak) is class specific, you cannot transmogrify it to anything other than its current class specific counterparts. This means if you find a Wizard Hat, and later a better regular helm, you cannot transmogrify the helm into the previously found Wizard Hat because the Wizard Hat is a class specific item and can only transmogrify within its own item class.

    This is currently how the system is intended to work.
    Posted in: Diablo III General Discussion
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    posted a message on De-stress with Caramelldansen, Diablo Style
    Ironically, this makes me want to play Disgaea even more now.



    O_O
    Posted in: Diablo III General Discussion
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    posted a message on A little Heart to Heart about RoS...
    Quote from Artemix


    What's worrying, is the radio silence from Blizzard about any thread that is not in the "what's your favorite gear color? :happysmile:" category.
    It's the weekend. We're not going to see a response until at least Monday, perhaps a day or two longer since there are a lot of points in the thread they'll need to respond to.
    Posted in: Diablo III General Discussion
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    posted a message on Can we expect new PTR/Beta Patch tomorrow?

    I wouldn't expect a patch tomorrow. Generally you'll see advance notice that a new patch is incoming to the beta so that people know whether a wipe is incoming or not, and to allow them time to see the notice before it hits the fan, so to speak. As there has been no announcement, it is highly unlikely we'll see a patch this week. Next week perhaps, if we're lucky.

    Posted in: Diablo III General Discussion
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    posted a message on Announcing the DiabloFans "Site Update" Beta, Diablo 3 For PS3 and Xbox 360 Giveaway
    I went with the Offline Mode, primarily because having deaths in Hardcore that aren't my fault (a constant on Battle.net for many players) means that it all comes down to whether or not I have the skills and reflexes to survive what I get myself into. I also don't have to worry about latency or not being able to play when I want to play (Diablo 3 has had more downtime in one year than World of Warcraft has had in the last three years). As much as I want better loot overall, stable and reliable gameplay is pretty much a requirement before anything else is considered.

    Since I do not own an XBox 360, I'll be looking to snag the PS3 version. :)
    Posted in: News & Announcements
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    posted a message on Patch 1.0.9 Preview, a dream...
    I like most of what is in the OP's list of suggestions, but I would argue that it would be a good thing to not limit the new tiles/areas to Inferno only. Having everything leading up to Inferno left to rot just sucks, especially for Hardcore mode where you will level up more than you would in Softcore mode. Having a better play experience across the board would work wonders for many aspects of this game as opposed to just making it "endgame only", which is a major problem with the current model.
    Posted in: Diablo III General Discussion
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    posted a message on A Very Fast Monk Farming Build!?
    TNTrice, please don't take this the wrong way - the other posters here really aren't ragging on your because you made videos, but more in how you made them, in addition to not putting up a synopsis of the video in your posts. Just linking to the video itself and saying "here ya go, go look!" really doesn't help the other players very much, and for those with rather strict bandwidth caps on their accounts, a concise description and a link to the build would prove more valuable to them.

    Also, while it is for some reason popular for people that stream to have a picture of their face in the video, it does need to be said that it is more of a distraction than anything else. When viewing a video I want to see what is going on in the game, not what is going on in front of the keyboard. Having your voice in the video is not an issue. In fact I'd rather have your voice, even if it's one like Skreech from Saved by the Bell, than some face blocking a good portion of the screen or blaring music that I neither like nor want because it drowns out what I'm trying to watch and/or listen to. It's kind of creepy actually how there's a face either looking at your or just around you in general while you're watching a video. This isn't a workgroup FaceTime conference going on here, so the less you have that distracts your viewers from the information you are trying to get out, the more likely your video is to be well received.

    You don't necessarily have to go all Elitist Jerks on everybody in your typed descriptions, but it would help to have them as an alternative to the video, and for those that like videos it would be more pleasant to have just the necessary content in there, not you looking on as well.

    :)
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Suggestion: Remove Movement Speed Restrictions
    Quote from Thornagol

    I have another question for those talking about how it would become a required gear choice max out MS. What if it was tied to a bucket of stats rolls with restrictions? For example, the bucket could be Crit Hit and MS. The item can roll two affixes from that bucket. So now you must debate if the piece with 8% Crit Hit is more valuable to you than the same piece with 12% MS.

    Would an affix dependency like that change your opinion on the gearing side of this discussion?

    The "mutually exclusive" affix scenario is one that the developers are very likely considering, though probably not for anything other than the direct damage oriented affixes (CHC, CHD, IAS). It doesn't make sense to keep adding things to that bucket because then it just limits what a player can ever hope to get for gear and makes them despise the system even more. The less "mutually exclusive" affixes there are the better, but it probably wouldn't be a bad idea to make the trifecta affixes only able to roll any two of the three, but not all three. Of course, if CHD is capped then that becomes something that is unnecessary since IAS and CC together do not pose a problem. It's the out of control CHD that really makes scaling skyrocket into the Ludicrous range, both with player output and monster level HP scaling.
    Posted in: Diablo III General Discussion
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