- Registered User
Member for 7 years and 27 days
Last active Tue, Nov, 1 2016 18:20:33
- 0 Followers
- 237 Total Posts
- 10 Thanks
May 14, 2013Rhye posted a message on Addressing Security Issues, AH Exploits Still Under Review, Preparing for D3's First Anniversary, ZzEzZ's Proc Coefficient List,I find it hilarious that they celebrate the games first year live, and at the same time talk about security issues and AH exploits. That's something they should have been done with 1 month into the game. Also, I really thought we'd have some kind of random dungeon generator or custom maps by now. Maybe some kind of survival mode or a few more uberbosses.Posted in: News & Announcements
Nono, it's all about "finding players near you" and "now you can have a message next to your name to broadcast to all your friends". Stop making this game into facebook and give us some content
May 10, 2013Group is by far better for reasons already stated, but also because in a group you'll farm more intensely. That is my experience at least. Everyone wants NOT to be the one holding the group back and will therefore avoid going afk, spend time on AH in between runs, etc. When I solo I tend to lose focus which in turn will nerf my xp gain.Posted in: Diablo III General Discussion
Apr 18, 2013Posted in: Diablo III General DiscussionQuote from Strafir
If you don't even need all your fingers to count up to your rank I hardly think there is a need for a search function. Diabloprogress is a unnecessary poison for this game that enforces players to both pay and compete for the absolute wrong reasons, had to be said.
I have no problem understanding where you are coming from. I understand that this may "force" people into feeling that they have to pay to win. But you don't have to. I sure didn't. Not a dime has left my credit card. And believe me: my motivation for playing doesn't come from "how high is my ranking". I love to smash monsters, just like everyone else. Also, if I was rank-addicted I would have gone for DPS ranking. But 450k ub monks are unplayable at MP10 (in my eyes). And MP10 is where the fun stuff happens
No reason for such a list? I just want to see the top 100 or so to see how players evolve and to see what's going on. I can see that now as well, but I would have to search manually since there are a lot of shield wearers. The "need" is in the eye of the beholder.
Apr 18, 2013Hello there!Posted in: Diablo III General Discussion
I've recently found myself in the top 10 list on diabloprogress (pvp dummy, which is eHP and DPS combined) and I'm kinda proud of that to be honest. Pride is relative ofc., it's only a game, but still...
Now, my question is this. There are only 2-3 in the top 10 that dual wield. The others use shields. I would like to know if there are rankings like this where you can add "dual wield" as a search option to weed out the shield wearers. Is there such a thing? Are there other sites like diabloprogress?
Thanks in advance!
Top 20 EU monks ranked by PvP dummy. I'm Neph btw
Mar 1, 2013I would start by upgrading the other ring. Your Hellfire Ring is not worth using in my opinion. Use it when you want to grind out Paragon levels, but find a ring with crit chance. You will most likely lose some dex and some average dmg, but there are some very nice rings out there for your budget.Posted in: Monk: The Inner Sanctuary
I would also suggest that you use Mantra of Conviction: Overawe instead of Mantra of Retribution. It's one of our best skills and using anything else is a dps downgrade.
Echoing Fury may increase your character sheet dps, but when you run after a feared mob, you aren't doing dps. Those on the top 10 on the dps rankings use Echoing Fury, but those of us that use weapons with no fear-proc will do more damage since the mobs are standing in our Sweeping Wind aoe.
Jan 18, 2013I've got 15k Flawless Square Rubies/Emeralds on my "bank alts". Just waiting for the patch to go live. I couldn't care less about the extra 4 dex on each gem. I look forward to cash in my gems and go nuts on the AH.Posted in: Diablo III General Discussion
Hopefully the increased prices on Radient gems will increase the price on Flawless Square gems as well
Account bound gems? Sure. Fine. Account bound crafted gear however? Not fine. A part of the thrill of crafting is the chance to get something to sell (if you can't use it yourself). Gems that cost THIS much if just for bragging rights. I know I won't craft them for myself right away, but maybe further down the line.
- To post a comment, please login or register a new account.
Nov 11, 2014Fair enough.Posted in: Monk: The Inner Sanctuary
However, anyone who thinks "storms" only invlove lightning, has never been in one. Snowstorms, fire-storms, sandstorms. If there's a thousand of them, some of them are bound to be a little different.
Regardless of the outcome, wouldn't you guys agree that making a whole 6 piece set based on one element is a bit of a waste, and only further limits build diversity?
Dec 5, 2013ErixTheSwift posted a message on Updated DiabloFans Going Live Tomorrow, F&F Beta Hotfixes, Devs Prefer Bonus for Surviving Than Penalty For Dying, D3 NecromanceI love the thought of rewarding survival over penalizing death.Posted in: News & Announcements
Dec 5, 2013overneathe posted a message on Updated DiabloFans Going Live Tomorrow, F&F Beta Hotfixes, Devs Prefer Bonus for Surviving Than Penalty For Dying, D3 NecromancePosted in: News & AnnouncementsQuote from Freezard
Wow open beta tomorrow?? Nice
Eh, no. Diablofans _beta site_ tomorrow!
Nov 17, 2013theecheshirekat posted a message on Story Time With Wyatt Cheng, Removal of Nephalem Valor, Pickup Radius Reduced for RoS, Curse Weekly RoundupI kinda wish pickup radius for gold was separate from the pickup radius of health globes.Posted in: News & Announcements
Nov 14, 2013Posted in: Diablo III General Discussion
Now that BlizzCon is over and we've all had some time to go through many of the panels, interviews, and reviews I'd like to discuss one of my favorite new features, Nephalem Rifts.
I absolutely love the idea of random dungeons, never quite knowing what you're going to encounter in terms of maps, monsters, and bosses. It really will be a breath of fresh air for many of us after playing countless Act III, Crypt, or Uber runs. However, I still think Blizzard can do so much more with the concept and take this already great idea and turn it into truly one of the greatest features in, dare I say, any Diablo game to date. The good news is Blizzard is listening to our feedback and is still making changes to the expansion, so there's still time to offer our own opinions. I'm going to quickly go over a couple of my own suggestions which I feel would make for a much more fun experience, at least for me, to the overall Nephalem Rift feature.
Originally Posted by Lylirra (Blue Tracker / Official Forums)Like I noted above, how and when we drop Keystones will ultimately depend on how rewarding Nephalem Rifts end up being. If Nephalem Rifts end up being super-duper rewarding and lucrative, then we may not hand out Keystones all that frequently. Conversely, if Nephalem Rifts aren't super-duper rewarding and lucrative (and instead fall somewhere in the middle, where they're still satisfying but not overly giving), they we may hand out Keystones at a much more frequent clip. Overall difficulty is also a factor. Our tuning at the moment is focused on finding the right balance between the three.
Why do we have to choose only one of the options Lylirra mentions? Dividing Keystones into different qualities would allow all of the above. Not all rifts need to be equal in terms of risk and rewards. The quality could have influence on the difficulty/mob density, number of levels, and potential loot rewards. If someone wants to spend their entire night running rifts they should be able to do so, not be limited to only a couple because of drop rates.
Different qualities of Keystones can be indicated by the color of its name and accompanying text:
Magic - These Keystones produce rifts 1-3 levels in depth and have an average monster density.
Rare - These Keystones produce rifts 1-7 levels in depth, have a moderate monster density and also have a slightly higher chance at rewarding high quality items.
Legendary - These Keystones produce rifts 1-10 levels in depth, have a high monster density, and have a much higher chance at rewarding high quality items. These could also provide more challenge by giving monsters special abilities or having more champion/elite packs. Imagine if every monster, including trash, had one elite affix such as molten or fire chains... There are many possibilities which could deem a rift worthy of legendary status.
Searching for Keystones
I think Blizzard is pretty spot on in terms of how players should be able to obtain Keystones. Completing Bounties or finding Keystones as random drops in Adventure mode is a great way to get people out exploring different areas they may not have visited otherwise. The only suggestion I have is to make sure Bounties always reward you with at least one Keystone, but follow my suggestion above and reward a random quality such as magic, rare, or legendary.
One area I haven't heard much about and hope we get some clarification on soon is how the new difficulties work when it comes to Keystones and rifts. If they work in a similar manor as Infernal Machines players will be able to farm lower difficulties for Keystones to create rifts in higher difficulties. I really hope this isn't the case and instead Blizzard makes Keystones usable only in the difficulty they were found in. I want there to be progression and players earning their way into these harder rifts where they'll be getting a better shot at high quality items.
I would love some sort of a challenge which is sorely missing from the current Diablo III. Even if I couldn't ever complete one myself it would be awesome to see streams/videos where players have to theorycraft and strategically try to complete a Legendary Torment difficulty rift. The words Blizzard keeps throwing around when they talk about the expansion is "End game for all" and this could be their chance to add something for the hardest of the hardcore which hasn't been present since early release.
Incentive to go Deeper
One of the first things I asked my friends shortly after they got back from BlizzCon was "What was at the end of a rift?". To my surprise none of them could even answer this question. All of them said that they completed the required number of kills to spawn the Rift Guardian before making their way to the end of the rift. I hope this isn't the case when the expansion is shipped, otherwise it's going to feel pretty lame.
I feel there needs to be an incentive to finish all of the Rift levels instead of just completing the required monster kills, but at the same time not punish the players that don't have more than 20 minutes. One easy option I could see is to have a counter for each individual level in a rift instead of one for the entire rift. That would mean a Rift Guardian spawning after each level. Is that a little excessive? I'm not really sure, but it would encourage people to finish a rift completely so they get to clear all guardians.
This is just a fun suggestion I have when it comes to Nephalem Rifts. I think it would pretty cool to have some named legendary Keystones that generate rifts with unique content.
Examples like the one above could be used to open special rifts to things like unique monsters, tile sets, and even have the potential to drop items not found anywhere else. From the elusive secret cow level to a map populated entirely of champion/elite packs or perhaps a rift littered with treasure goblins and include greed himself. There are so many fun possibilities here.
I'd love to hear what other suggestions the community might have to improve the Nephalem Rift feature in its current iteration.
P.S. Please forgive me for any grammatical errors. I could hardly keep my eyes open at the time of writing this.
Nov 12, 2013Posted in: Diablo III General DiscussionQuote from Dimebog
I wish NV would persist through death and logging off and everything other than dying and respec. That would be a nice incentive not to die.
You wish it would persist through death but not dying? People die when they are killed.
Nov 12, 2013Zek posted a message on What We've Learned From BlizzCon, Ladders are Still Experimented With, RoS BlizzCon Fan ReviewsPersonally I think Ladders would be more fun as a limited time thing. Like once a month they have a week-long Ladder season, and if you participate you get a bunch of exp/loot at the end of the season for your main characters. But I don't want to completely sacrifice my long-term progression by playing Ladder characters all the time.Posted in: News & Announcements
- To post a comment, please login or register a new account.