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    posted a message on Why the Barb and WOTB is getting nerfed for Reaper of Souls
    Quote from seraphim4

    almost hoping you are a troll but it doesnt look like it so here goes

    compare the dmg of whirlwind to the other skills in the same slot. the damage for the skill is much lower than rend, HoTA and seismic slam due to the ability providing the utility of being allowed to move while attacking.

    now being able to move and attack at the same time is great, but in the barbs overall kit it isn´t really anything you need. it was op as hell with wrath yes, but without it? and without infinite fury?

    what you have then is something that slows you down, doesn´t really kill anything all that fast and wastes alot of fury and has a medium sized aoe. all that on top of taking a precius skillslot.

    and no i don´t feel its the reality for every other build in the game. i believe the demon hunter has a similair ability. difference is she gets to keep the 100% ms rune, has larger AoE and according to the numbers on live, it does more damage than ww (to lazy to dig for datamined info on a class i don´t intend to play so im going by live numbers on this since it is likely to be buffed to the same degree as ww dmgwise).
    The damage per fury is a bit more than HotA with a larger radius. And it doesn't slow you down - moving while attacking is better than standing still while attacking. Maybe it doesn't suit your preferences and that's fine, that's how balanced skill choices are supposed to work. Demon Hunters are a squishier and more mobile class so it makes sense they would have the damage + speed advantage. Worst case scenario if the skill is a little bit weak, they'll buff the damage a little bit; it's not the end of the world.
    Posted in: Diablo III General Discussion
  • 3

    posted a message on Why the Barb and WOTB is getting nerfed for Reaper of Souls
    Whirlwind's damage was increased from 145% to 275%. What was nerfed was the insane synergy of running at full speed while invincible and immune to crowd control and full on fury, killing things without even trying. What you call "useless" is simply the reality of what the game is like for every other build.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Should gold be wiped at RoS launch?
    Never ever going to happen, there's just no reason to piss off players like that. Gold will drop much faster in the expansion so no one is going to be set for life based on what they accumulated in Vanilla. Besides, having a disproportionately huge amount of gold doesn't get you that much, everything important has material requirements.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on When patch "2.0" hits....
    Master may or may not be easier than MP10, there's no way to know. But in any case the game can't be any more boring than it is today.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Blizzard needs to make another game that you can sell items for real money.
    Because playing for money is the antithesis of fun. What's the point of playing an RPG when I'm giving away all my character's progression?
    Posted in: Diablo III General Discussion
  • 3

    posted a message on Blizzard needs to make another game that you can sell items for real money.
    I have a job that pays me money. Games I play for fun.
    Posted in: Diablo III General Discussion
  • 4

    posted a message on How do you guys feel about Bounty and Rifts?
    Quote from DoomSlayers

    Quote from Kyoob

    Quote from PiousFlea

    I think Bounties need to be changed to encourage players to clear more of the zone. The whole point of bounties is to encourage exploration of zones that you normally wouldn't go to, which could reveal rare dungeons that you wouldn't normally see, which would be awesome. If it's just a "run, claim bounty, leave" then it is much less interesting.

    I agree. I think a percentage based counter would suit bounties better. Like clear 70% of the areas' mobs. Kinda like the rifts work. The exact mechanics will get tweaked for sure, having 50 flat kill limit regardless of monster types, area or density looks like a placeholder number to me.

    Well, it's too early to say if it is badly implemented, but most of us will agree changes in RoS are for the better (the concept, not beta-state implementation).

    I don't know about "telling people to clear X% of the map/monsters". It's kind of a "forced" exploration. I feel that it should be something that reward you for exploring. The way bounties work right now, they are telling you exactly what to do.

    How about some hidden bounties? Games could spawn with 25 bounties and up to 50ish hidden bounties. An example of hidden bounty could be:

    As you enter the treasure Vault (crumbling vault), there's a chance that you are given a hidden bounty. The resplendent chest has been changed to a Cursed Chest. You must defeat the Treasure Guardian to reclaim your reward. Those hidden bounties reward you a lot more than regular bounties.

    People can do their bounty runs if they want --- people who explore the game will be rewarded for their dedication as well.

    Another example could be:

    As you walk through Act 5 for a bounty, you encounter a Realm Walker (not the target for your original bounty). Upon defeating him, you are given a hidden bounty --- You must enter the Portal and purge all the monsters inside for a great reward.

    That would be a great way to encourage people to explore and kill monsters on their path.

    Generally speaking I think most players just aren't that interested in "exploring" in Diablo. Reliable rewards are always better than unreliable randomness from a farming perspective. So the system should be built to provide that certainty while still giving you enough variety.

    Not that there shouldn't be nice surprises once in a while, but you shouldn't be forced to walk around aimlessly to find them - they should be on the main path as a bonus.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on How do you guys feel about Bounty and Rifts?
    In D3V, we had (just to name a few)
    ->VotA runs
    -> CotA runs
    -> Crypt runs
    -> Weeping + FoM + Festering runs
    -> Etc.

    In D3 RoS, we will have
    -> Bounties
    -> Rift

    This argument is incredibly absurd. He listed four items for four different zones that people run, and then only one item for a feature that spans every zone in the game, and one more for a feature that randomly generates new dungeons.

    From what I've seen on streams I think the tuning of bounties seems off - 50 monster kills is not very many, and the bounty reward is substantial, so it very strongly incentivizes "run super fast until you find the bounty, kill it, kill a handful more mobs, then move on to the next one" gameplay. That can be fixed just by tweaking the monster kill targets, bounty rewards, monster density, etc. All of which is exactly what a beta is for. I think the bounties should be a modest bonus that's enough to encourage you to try all these other zones, but not enough to completely drive your playstyle. And the ones that involve completing a time consuming event should obviously have more reward to compensate(or just make those events better).

    As for Rifts, that also just seems like a tuning thing. I think the boss should spawn on the last floor, and each floor should open up only when you've killed a certain number of enemies on the previous floor.
    Posted in: Diablo III General Discussion
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    posted a message on The drawback of BoA legendary/set items and the solution
    Quote from maka

    Quote from Zeyk23

    If they just buffed loot across the board and left trading intact, this situation would not change. They would probably have to add more MPs to compensate, so now you're playing at MP6 and the other guys are playing at MP11. Same deal. This psychological effect is the real problem with the AH, and trading in general.

    Damn, wrong again. You just can't catch a break today, Zeyk.

    Viable =/= fun. Compounding that, the fact that this game is about loot makes higher MP's a goal for everyone, because they drop so much more loot (and this game is about that loot). If they made MP purely about the challenge (no extra loot), then I could care less about higher MP's. But then all the people that pretend to care about the challenge would have to take that mask off, and reveal what everyone already knows: they just want that extra loot.

    If they buffed the loot across the board, maybe I'd have a chance of actually SEEING many of the legendaries that exist in the game. Have never seen a Mempo, have never seen a Witching Hour, have never seen Lacuni's, have never seen Ice climbers, Have never seen Windforce, have never seen Calamity, have never seen Stormshield......and this is just off the top of my head, I'm sure there are loads and loads more I have never seen.
    Plus, I don't use the AH, so your argument is DoA.
    You keep insisting why I don't feel satisfied with the game. Does it not sound strange to you that you insist that you know that better than I do?

    I'm saying that you're not thinking about the ramifications of your suggestion to just make loot better and not worry about trading.

    Higher MPs have to drop better loot and/or give more exp. If they didn't, no one would play higher MPs, because you can get exponentially more loot from lower MPs where monsters die in one hit but give the same rewards. As a matter of fact this was basically the case in Vanilla before Blizzard fixed it. So the maximum MP with the best rewards being balanced for the people who are farming at maximum efficiency(i.e. using the auction house) is unavoidable, that's always how it's going to be.

    Which leads back to exactly what I said - you'll be playing at MP6, AH users will be playing at MP11, and they'll be getting all that great loot much faster than you. Maybe you'll get a Witching Hour some day, but they've found five of them, and they have the freedom to try lots of different builds with all the different legendaries they're finding. If you're telling me that you would be satisfied with this, well, I don't believe you, because you're not satisfied with it today.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on The drawback of BoA legendary/set items and the solution
    Quote from maka

    Quote from Zeyk23

    Quote from TheDFO

    Yeah, I think BoA is an item sink. Personally, I think it's something they needed from the get go, even if BoA isn't the best.

    Now that they're dropping the AH (which is a pity, IMO, as other trading method is...terrible), I don't think they really need a BoA or something to denote self found. Even if you do trade for it, that probably means you found something of near equal value.

    You just said it yourself, other means of trading are terrible. And I think it's already been established that the AH was also terrible in its own way. That's why they added BoA - to kill trading entirely and focus the game around the most fun way to find loot, which is self-found. If they didn't, some third party site would build something comparable to the AH and we would eventually be right back in the same position, with self-found players being second class citizens compared to those who traded for exactly what they wanted. We had that in D2 and it was awful.

    Wow, you REALLY don't understand the complaints SF people have about the current game, do you?

    To everyone that shares this man's opinion, get it right once and for all: we're not upset because traders are 'ahead' of us in terms of gear. We are upset because gearing up SF takes so long and the loot is so bad. In a game balanced around playing SF, traders would still be ahead of me, but I wouldn't care any more, because playing SF would be fun.

    I don't understand why you think that. Today, self-found play is perfectly viable thanks to Monster Power - gearing for MP1 is easy, and that's all you need to be playing Inferno like everybody else. If you really didn't care about other people being ahead of you, you could just be happy with that. "Bad loot" is entirely relative.

    The problem is that people who use the auction house are playing as effectively as you at MP6 or something, and you know that. So they are the ones who set the standard for "good loot", a standard which you can never possibly reach. If they just buffed loot across the board and left trading intact, this situation would not change. They would probably have to add more MPs to compensate, so now you're playing at MP6 and the other guys are playing at MP11. Same deal. This psychological effect is the real problem with the AH, and trading in general.
    Posted in: Diablo III General Discussion
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