I think that vases will obey the act, but maybe they will all be standardized for lvl 61 to avoid the farming of vases (why do we have breakable objects that drop stuff to begin with?...)
Though maybe not, since they don't get affected by MF it may be that A1 elites farming is more efficient and provides more useful items than A3 chests in the same amount of time.
Resplendent chest shouldn't be all that accessible anyway afaik.
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I think that vases will obey the act, but maybe they will all be standardized for lvl 61 to avoid the farming of vases (why do we have breakable objects that drop stuff to begin with?...)
Though maybe not, since they don't get affected by MF it may be that A1 elites farming is more efficient and provides more useful items than A3 chests in the same amount of time.
Resplendent chest shouldn't be all that accessible anyway afaik.
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Thats why the idea with a range
Also, blizz will use PTR to find a really good way to handle this. I just hope infernal machine aint available to PTR
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There is no official information, but I will post how I think it will be
Currently, what you posted is maximum stats for a helm + the APoC
Now, with the current system it should be ranges like this for any ilvl 63 wep
Wizard hat
10-300 int
10-200 vit
10-80 AR
3-10 APoC
1-6% CC
Socket
(theese are not correct ranges)
and killing a 63 mob should in next patch do something like this:
200-300 int
150-200 vit
50-80 AR
7-10 APoC
4-6% CC
Socket
while killing a 61 mob should be the same as it currently is (the first example.
However, it could also make it so killing a 61 mob is like it currently is, but killing a 63 mob would grant:
100-350 int
50-230 vit
30-100 AR
4-12 APoC
3-7% CC
Socket
This is all speculation, and everything may be wrong, or everything may be right, or just partly. Take it with a grain of salt and just wait if you don't like speculation
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It aint solo player only, because that goes against blizzards wish of making co-op viable.
It will probably be set by the leader, and for public games you will only be placed with people at same difficult as you, or you can maybe select a range you are okay with playing in. (You can set it so you will join any game within mlvl 1-3 on your desired quest).
But it will for sure work in co-op to not kill it, which is blizzards biggest fear (that none plays co-op)
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Please explain what isn't fun. It might be that I just explained it poorly ^^
Thanks
Also, I think what he meant was that "the design in the OP isn't fun" or "the wall of text isn't fun"
Personally, if they are calling something an uber boss, I wouldn't want it to be something any1 (I'm not talking about players, but about certain geared characters) can access. However, making it so no one can access it would be boring too.
So while most of the damage and HP is increased in this, its not the point that 1 mistake = 1 death. It's much more like you can make a mistake or two when you are geared to be fighting uber bosses, but if you just entered inferno 2 days ago, this might not be doable for you.
At the same time I wanted it to feel epic, and like the bosses teamed together to fight you (like we often team together to fight them! :D) providing each other perks and teamwork in order to down the final boss: "Nephalem boss"
That's also why Warden and Butcher isn't doing as much team work as the other bosses, this is entry lvl. Or the "Noob bosses" (Not saying in any way that people only in act I are noobs)
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So a third degree equation, in order for them to make lvl 2-3 around current lvls and then make everything else stupidly hard.
I seriously hope they will overdo the difficult on monster power 10, because I don't want it to be accessible xD Even the mightiest of tanks wouldn't stand for hours.
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However, how do you think the fights will work? Is there maybe one for each act?
I hope that they will take the last boss with the one that feels most natural to place with him.
Ideas to how this could work!
Diablo + Rakanoth:
Diablo will keep all his abilities as well as Rakanoth, no new abilities are added but Rakanoth will enter the Shadow realm in the same way as Diablo when you get sent there. Neither he nor Diablo will hide while you fight your own clones. Rakanoth maintain all his abilities in that world.
The Terror Realm will be activated when Diablo reaches 60% HP or Rakanoth reaches 5% HP.
Rakanoth's HP will be increased, but not higher than Diablo's HP (Which might be increased too)
Both will see huge increases in damage.
Azmodan + Cydea:
Cydea will still summon spiderlings, slow (but in bigger areas) you etc, like she already does. Upon reaching a certain % of HP she will summon massive amounts of spiderlings.In addition Azmodan will still use his laser, fireballs, summon minions etc, and he won't stop doing this during the magma floor phase. He is more likely to target players slowed by Cydea for his fireballs (can be a bad and good thing).
Upon reaching 0.1% HP Cydea will escape and summon much larger amounts of spiderlings and succubus, but no longer slow making sure it wont get harder but not a lot easier either (should still be a bit easier though), until Azmodan is dead, his death will drain her last bit of HP finishing the encounter. If Azomdan dies first then Cydea won't ever escape and simply die, however she will drink Azmodan's blood or something like that, empowering her so it will be easier, but not a lot easier (like if you killed Cydea first). Like in the last fight, Cydea will get more HP, not as much as Azmodan, but he will probably get more HP himself. Both will see huge increases in damage.
Belial + Maghda:
Maghda will still be Belial's tool.
The fight starts with an upper platform (like in the belial fight) where Belial and Maghda is hiding while summoning berserkers and serpents. After killing enough of these Belial will come down, Maghda will still be hiding on the platform but is now shooting her insects at the players. Upon reaching 10% HP Belial will go back to the platform (which is at the center of the room) and will force Maghda down.
During this phase, anytime either Belial or Maghda reaches 75% , 50% 25% or 0.1% HP, he/she will be shielded. When both are at one of those values, adds will be summoned and by the deaths of theese adds (both berserkers and serpents) the shield will be removed, adds will not be summoned during the 0.1% HP shield. Belial and Maghda attacks just like they do in their original fights during this phase, maybe with a few added spells (meteors for Belial).
Both will have their HP and damage dramatically increased and will be about equal in HP.
The Butcher + The Warden
I know what you are thinking: Warden isn't a "boss". Well, as I saw it there is more reason for Warden to be here than Leoric, but it could even be that butcher must be replaced with Leoric because he don't have any relation to other bosses than Mahgda.
Both will keep their abilities, butcher won't be stunned after he have done a charge. Dangerous floor will still be there. Warden will cast Jailer twice as often. Nothing stops you from instant nuking down one like at the other bosses ^^
Drastic increases to HP and damage of course.
This is act I, so the fight will be easier than the other acts. However, Warden's jailer together with a boss like Butcher where you need to dodge a lot of attacks and dont stand on burning floor can be quite interesting I think (hope).
This is mainly how I imagine things to work out (bosses abilities working to make each other stronger - teamplay from their side). However, who said we are limited to just Diablo 3 bosses?
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The thing I find the most funny about all this is how everyone expects a linear scale. Why not exponential?
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It scales
You shouldn't underestimate what we are getting. If its a 50/150 boost (50% damage 150% HP) per level, can you faceroll that?
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The point was actually to stop people from killing vases etc instead of actually fighting mobs for loot.
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1) When you go to next page of comments, it will start counting all over again (So page 1 have post 1-20, and so do all other pages).
2) You can't edit your comments in the news posts.
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Exactly how does it affect fury generation?
I didn't think they generated fury?
Also, love the "Appear as offline" that will be coming, some of my friends do have trouble taking hints about how annoying it is constantly chatting while playing hardcore. Now they don't need to take a hint at all.
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I wrote a theory on this (http://www.diablofans.com/topic/71522-theory-on-monster-power-and-item-scale-with-monster-level/).
Also, I read (quickly) trough the thread, and as far as I can see, its only a theory with no evidence to back it up. I remember having read that "Act I have lvl 61 mobs, act II have 62 and act III have 63 mobs". I don't think act I have any 62 or 63 mobs at all.
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