God damn... someone is butthurt here...LOL.. I understand where you are coming from and i understand what the OP is saying but really.. in the end... THUD is a third party software, it is cheating, and is a software made to help you out and make things easier for you in game. Since you are so focused on insulting other people and you know how THUD works 100% even though you "dont use it", maybe the OP isnt 100% sure how it works and why is that a reason to bitch at him? I dont use THUD and i dont see a reason for cheating since D3 is already amazing, but to each their own. Im very skilled without cheating and smash very high lvl GRs right now and guess who cares? Nobody.. Nobody cares, so stop insulting people and telling them to GIT GUD, he is allowed to have an opinion. Also you cannot compare WOW addons to THUD.. thats just silly... so if blizz says THUD is cheating then its cheating and they should be perma banned. If you dont like it, then play another game.Quote from Dethklok1637»
Firstly, you really need to educate yourself on how TurboHUD works. It doesn't DO anything for you, it's just an overlay. In fact, they've taken some of its ideas and implemented them into the UI. All it does is give you information that, quite frankly, takes away a lot of the mystery of things. It doesn't automatically make you a better player.. you still need a solid idea of how to play the game in order to really utilize it properly. Why? It shows you things like the borders on ground effects like frozen so you can stand in a spot where it won't hit you, as an example. Knowing those borders doesn't make you better... but knowing that you shouldn't be standing in that, and having the instinct to move away without just trying to tank it does.
Secondly, most people you see in game are running it clean. If you play enough, you get a sense of the tile sets and you start to see trends in how the areas are stitched together in rifts especially. It doesn't take a genius to improve your own pathing skills in the game... just an attention span.
Lastly, you are some noob crying because you don't understand enough about the problem to properly comment about it. Case and point? I've seen posts on other forums stating that simply because people run GR75 solo to farm they're automatically botters. One doesn't imply the other. If you want a game that uses addons, refer to the above comment about WoW.
All that said, I don't use THUD, but I'm smart enough to know how it works. Do i think addons could benefit Diablo? To a limited extent, yes. There's a lot of UI changes coming in to close the gaps. In all honestly, I really like where it's headed, but I'd like some sort of advanced stats or even a replay feature. Something to tell me how much damage I do, or show me that I'm not lining things up enough with my LoN bombs, for example.
So... don't just jump the gun because you're not good at the game. Realize your mistakes and improve or you're just setting yourself up for more unnecessary gripes.
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jrc1337 posted a message on Almost everyone and his grandmother is Using TurboHUDPosted in: Diablo III General Discussion -
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Bleu42 posted a message on Shock and DisappointmentPosted in: Diablo III General DiscussionCheck out it. Anyone who's been here awhile can attest, I'm one of the biggest fanboys of Blizzard in general. I defended Blizzard as they put in the RMAH. I was RIGHT THERE waiting to defend Blizzard when someone said ANYTHING negative about Diablo. I absolutely adore Blizzard as a company. But even I can't help but tire when it becomes more and more a reality that THE game that defined the loot hunt ARPG is changing.
While I sure do not speak for everyone, I think it's a safe bet to say most of us are grateful for all the free updates Diablo 3 has gotten since launch, and since RoS. So I highly doubt any of us are mad at the new content coming forth, even if it's not free. However, we're.. I wouldn't even call it actually upset... we're more worried than anything. It really feels like Blizzard has decided the current state of the game is fine, and only slight additions now and then is all that's needed.
I'm going to get dangerously close to name calling here, but please understand I'm just trying to articulate some opinions. Essentially, when it comes to my own personal feelings about Diablo 3, I feel that the game has become a hallow shell. A paper thin, no-depth arcade game. It's no longer meant to be a game you spend a lot of time with, and I can just envision the mission statement on some plaque; "The game you can have fun with for a couple hours a weekend!". It is really arcade in the simplest sense; legendary items rain around you as you deal trillions of damage to anything on the screen. The loot hunt has been reduced to 'hoping you get the same ancient version of what you have with better stats', and the builds and skills culled down to 'well there's 4 sets for your class, so you get four ways to play your class!'
So while I don't have any patch notes to quote for you, OP, here's what has disappointed;
Coming soon! A couple new legendary powers, and some quality of life improvements!
In january, for one month a year, play a homage to Diablo 1 in a 16 level dungeon!
And, at least 8 months from now, most likely more, play the necro, and get yet ANOTHER type of rift that'l sit alongside regular rifts, greater rifts and set dungeons. Oh and you have to pay for this.
So we're not upset about the free, and paid-for, stuff. We're upset that this is quite literally how the life of Diablo 3 is going to play out. The necro isn't releasing until at LEAST close to fall of next year. That means there's NO new expansion anywhere NEAR the horizon, or otherwise they'd have announced it and saved the new class for that.
So I get it, you like the game and want others to like it too, no need to be rude about it. There's just some of us that feel this game could be so much more than a console arcade game. -
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Bagstone posted a message on Bring back trading - Clan trading only - Diablo is missing certain social dynamics within the gameNope. Not gonna happen, and in my opinion it's good that it isn't. You need to earn the items yourself, and the trading restrictions we currently have actually panned out really well for the majority (there are some edge cases, but the pro's outweigh the con's by far). Just to reiterate again, one of the things that Josh said at Blizzcon was so 100% right in my opinion; starts at ~48:33 in the following video:Posted in: Diablo III General Discussion
https://www.youtube.com/watch?v=D6lILdgcKpI
"Trading has the potential to wreck the reward loop, just like the auction house did". Absolutely 100% agree - if I could trade my clan mates, who have been away for a few weeks, some of my awesome gear I found like my 2nd Kridershot that is idling on a twink, it would be awesome for them... but it would also make it a bit more pointless for them to play and farm for it. Plus, it just doesn't feel great if you jump into the game, get all awesome gear right from the start and... that's it. Just like the AH. And of course we're not even talking about the potential exploitation through "trading clans" (your 30 day thing does nothing, you could easily join a D2JSP trading clan or whatever and just play GRs with your friends over friends list). -
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Seifa posted a message on Just when you thought the devs couldnt be more cluelessThey also said that the current M6 playstyle is too passive for their taste, which is totally true.Posted in: Demon Hunter: The Dreadlands -
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RasAlgethi24 posted a message on Increase Torment LevelsI've been saying this forever now. Farming T6 speed runs just isnt fun, its too easy. Same for t6 ubers, farming keywardens, and other t6 content. I know they say thats what g rifts are for but g rifts are a different system with different mechanics. Plus it isnt fun farming trials for keys just so you can run higher difficulty content. Sometimes you just want to jump in and do some rifts or farm ubers/keywardens.Posted in: Diablo III General Discussion
I'd suggest something like the following (currently GT25 is about T6):
T7: GR 29 equivalent
T8: GR 33
T9: GR 36
T10: GR40
40 is a reasonable level for T10 as while its still challenging its not absurd like the higher g rift levels and still accessible solo. -
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ruksak posted a message on Why Leaderboards Are Mostly Luck (RNG Fishing Video)A great illustration of the most glaring issue with the GR process, an implementation proposed to us as competition, yet rife with numerous RnG based issues that make luck more and more paramount the higher you go. Great video as always, MHG.Posted in: Diablo III General Discussion
The wrong idea would be for them to simply scale down "Credit" for zombies/skeletons. Frankly, impromptu zombie apocalypses are pretty damn fun, and I don't think they should do anything to take away from that. They need to adjust tougher monsters to compare with these zombie Grifts, not nerf our beloved walking dead to a point where they're seen as simply being a roadblock.
They need to seriously up the credit given for felling the more tanky enemies who use inherent abilities such as stun, knockback, teleport, thunderstorm, charge etc.....specifically many Act IV and V enemies. Also needed is a more consistent density no matter what the tiers enemy types are.
I would like to see difficulty scaling done not just by bumping the numbers to insane levels as you progress, but also adding more elites and adjusting the progress slider accordingly. The challenge of higher tiers shouldn't just come from exaggerated numbers. Difficulty should also come from waves of randomly generated elite packs engaging you simultaneously.
Crusaders are bypassing much of the sparsity issues by simply hoping on that goddamn obnoxious horse and trotting from one elite pack to the next, wholly ignoring the all-too-sparse spattering of white enemies in between. This is a serious issue in group play, as many crusaders seemingly have no compunction about leaving others in the dust to sally forth through white mobs, often getting stuck and having to fight them, as opposed to simply blowing by them.
There is a flawed aspect of a foot race in GR's, and when the idea of an "endless dungeon" was first being talked about over a year ago, a Diablo version of Mario Cart is certainly not what I had in mind. We should be challenged in combat, not by way of footspeed.
Other issues that are RnG related but still have an affect on top leaderboard players are present and exclusive to density issues, and we would be remiss to not have these issues fixed as well. Seconds make minutes just like pennies make dollars. Therefor, any unnecessary issues with the general design of Grifts should be identified and either removed or retooled.
1) Progress orbs. WHY? I suppose this is some developer trick to make you feel like you're being rewarded with *something dropping, but the whole concept of these purple bastards goes against Blizz's mission statement concerning Grifts. We're not supposed to stop to pick up anything, but here we are, picking up progress orbs. Why are there 3 of them? Why is there even 1 of them? Why not just add the progress and forego the bullshit? Why do they disperse unevenly, often far apart (as much as 40 yards) and concentrically opposed.
Often players have to wait for molten/arcane/waller to clear before picking them up. We have to run backward and play a pacman-esque game of pick 'em up. Sometimes they even get missed, as they can hide in corners out of view.
2) Grift Guardian Spawn location. Now this....this grinds my fuckin' gears. MHG gave a great illustration of the density issue, here's an illustration of another issue that could single handedly kill a shot at placing on the boards;
That should NEVER happen. Granted that was only a t28 Grift. But then again, I was only doing a t28 because the monk really blows ass in trials, consistently garnering keys well below my ideal Grift starting point. As well, this was a horribly sparse Grift to boot. So beyond the leaderboard competition aspect, these issues affect people that just want to play Grifts solo for fun. The grift pictured above was a trifecta of frustration that had nothing to do with a desire for top placement. I got screwed by the trial, I got screwed by the (lack of) density. I got lastly screwed by the RG spawn.
So there it is. A series of issues tearing the heart out of what is actually a great endgame idea, one poorly implemented.
1) Remove trials
2) Adjust "credit" for varying monster types accordingly.
3) Adjust density consistency.
4) Present challenges beyond bumping numbers. More multiple encounters with multiple elites, making the threat of death more of a threat to your time.
5) Remove or adjust Progress Orb spawns.
6) FIX RG spawns to (exact) player location. -
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Belloc posted a message on Greater rift boss + elite championFor those of you that are unaware, spawning the Rift Guardian in a Greater Rift will despawn all enemies in a certain range of the Rift Guardian spawn. It does not, however, despawn every enemy in the rift. If you move further into the rift, you can and will run into enemies. So, you know, don't drag the RG into parts of the map that you haven't explored yet unless you want some extra trouble.Posted in: Diablo III General Discussion -
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Jaetch posted a message on How to Create a Build [Patch 2.0+]Re-posted from the official forumPosted in: Wizard: The Ancient Repositories
It seems like some people are having issues figuring out what they want to do or how to get started in creating a build for their wizards. This guide is designed for beginner wizards and it is highly, highly advised that one plays through the game from levels 1 through 70, experimenting along the way, in order to get a better grasp of what's in the wizard's arsenal.
Complementary Video:
https://www.youtube.com/watch?v=9Dk8xiG1ic0
1. What's the focus?
What are you building around? First understand the term "spender." Every class, including the wizard, has spenders. These are spells that consume your resources and are regarded as your primary damage dealers. Common spenders include Arcane Orb and Meteor. These are traditional spenders and they generally have no cooldown and can be cast in succession for big damage as long as you have the resources to sustain them.
Another type of spender is the channeled spell. These include Arcane Torrent, Ray of Frost and Disintegrate. The goal is to try and stand still without moving so you can continuously dish out heavy damage. The more you move around, the more you're not channeling, the less damage you'll be doing.
So we pick a spender to build on. Let's say we pick Arcane Orb - Frozen Orb. This skill will be our primary damage dealer. We will kill the majority of the content with this skill. If we're running multiple spenders (say, Frozen Orb along with Energy Twister - Mistral Breeze), chances are we're going to run out of resources very fast and we'll be sitting around wondering what went wrong. This also applies to combining a traditional spender with a channeling spell. If we're running Frozen Orb with Ray of Frost, we have an issue. If we're channeling Ray of Frost, we're not using Frozen Orb. If we're casting Frozen Orb, we cannot channel Ray of Frost. So a skill is wasted. So generally speaking, we focus on one spender. Now we have to figure out how to sustain this spender to keep it going constantly throughout a fight.
Current build progress
2. Supporting the spender
There are several ways to go about this. The most basic way is to run a signature spell that aids in recovering resources. Skills like Spectral Blade - Siphoning Blade, Electrocute - Surge of Power, and Shock Pulse - Power Affinity all have their uses. You can also use any signature spell with the Prodigy passive to aid in resource generation. There's also resource cost reduction and arcane power on critical hits (APoC) on gear. But to keep it simple, let's say we're going to support Frozen Orb with Spectral Blade - Siphoning Blade.
The situation is that we're running Frozen Orb, spamming it on enemies. At some point or another, we might run out of resources. Now's the time to recover the resources by hitting a few targets with Siphoning Blade. You'll recover a lot of resources in a short period of time, allowing you to start casting a series of Frozen Orbs again.
Now that we have this little combination going, we can focus on controlling scenarios. This means running spells that aid in defense, especially positioning, or supplementary damage. Spells like Teleport, Mirror Image and Slow Time are phenomenal for defense and setting ourselves up in a good spot. Blizzard, Hydra and Explosive Blast are samples of supplementary damage. These skills tend to be "cast and forget." Remember, our main damage dealer right now is Frozen Orb.
Let's say we're running Slow Time - Point of No Return as a defensive spell. We can use it to stun enemies, allowing us to reposition ourselves as necessary. We can also pick a spell to add supplementary damage, like Hydra. We have to think carefully now. Frozen Orb is a ranged AOE spell, so we'll likely be doing our best to cast the spell at a distance to maximize damage before enemies get too close. That means we can go with two different play styles. We can run Blizzard as supplementary damage (since we can't stack it), casting it before Frozen Orb to set up a snare. We can also run Explosive Blast, just to cast when enemies get too close.
Or, we can forgo the supplementary damage and pick a second defensive spell. Do we want more mobility in the form of Teleport? Or do we want Mirror Image for breaking crowd control effects? One thing about Mirror Image is that illusions are able to cast certain spells, which I will cover in the next part.
Current build progress
3. Managing synergies
Every build needs synergy. Take a look at the old CMWW build. That build was the epitome of synergy. Wicked Wind triggers Critical Mass, Critical Mass refreshes Frost Nova for repeated crowd control and refreshes Diamond Skin for pseudo-permanent invulnerability. It also refreshes Explosive Blast to turn a spell meant for supplementary damage into the primary damage dealer. Wicked Wind also triggers Storm Armor - Shocking Aspect for significant supplementary damage. Everything clicked together to form the build that functioned with different engines churning simultaneously.
So what kind of synergy can come from a build focusing on Frozen Orb? Frozen Orb slows enemies by default because it's cold-based. Keeping that in mind, remember we're also running Slow Time - Point of No Return as a way to position ourselves and to also stun enemies. A spell that works very well with Slow Time is Mirror Image. Illusions from Mirror Image can cast their own Slow Time (meaning more stuns in this build) and they can also cast Frozen Orb. They only deal 10% damage, though (with the exception of the Mirror Mimics rune, which allows illusions to deal 20% damage). So now what rune do we pick for Mirror Image? Do we pick Duplicates so we can get five extra Slow Time casts up? Or do we pick Mocking Demise for added stun a little more damage? Let's go with Duplicates so we can get more layers of Slow Time to stun enemies.
Now, if you're familiar with the wizard class, know that the Illusionist passive can reset Teleport, Mirror Image and Slow Time instantly if you take 15% or more of your max HP's worth of damage within 1 second. This means if we're in a situation where we cast Mirror Image, which then results in 5 extra Slow Time bubbles to stun enemies, we can instantly refresh all the bubbles and Mirror Image if we intentionally try to take some damage. In the scenario where we end up taking too much damage, we can repeatedly cast Mirror Image and Slow Time to escape. This is where running Teleport (instead of Mirror Image or Slow Time) can also help.
By slowing enemies with Frozen Orb, constantly stunning with Mirror Image + Slow Time, we have a build that's capable of maneuvering around the map to capitalize on attacking from a safe distance. In other words, it makes for a solid kiting build.
Current build progress
4. Rounding out the build
With a spender in place, a way to sustain it, along with basic synergies to keep a build running, all that's left for us to do is to start padding the build and rounding it out. Usually the options are buffs, in the likes of Magic Weapon, Familiar and/or an armor spell, or with one of the aforementioned spells in addition to a source of supplementary damage (like Blizzard). Magic Weapon is a common choice just because of the straight damage boost that costs nothing but an active skill slot. For the sake of simplicity, let's pick Force Weapon.
Now for the last slot most people pick an armor spell. Do we want Storm Armor - Scramble to help with mobility? Or do we want Pinpoint Barrier for added crit chance to aid with any APoC we have on gear? Or do we want Prismatic Armor for added survivability? I wouldn't recommend Storm Armor - Power of the Storm because there's really not that much of a difference between an Arcane Orb that costs 30 AP versus 27 AP. We're going to run out of resources by the time we cast ~4 Orbs unless we stack bonus max AP and plenty of resource reduction stats so it's more gear dependent. In addition, since we're already running Siphoning Blade to aid in managing resources, Power of the Storm is likely not needed at all. Let's run Scramble to aid in mobility.
Now we need to pick the last couple of passives. Blur is always nice for added survivability. Power Hungry could be worth looking at for resource management, but that involves moving around the map to pick up health globes, which costs us time in casting more spells to deal more damage. Perhaps Glass Cannon or Cold Blooded for more damage? Or Astral Presence to aid in more resource management (if necessary)? How about Dominance for more survivability? The thing about Dominance is that shielding wears off quite quickly on higher difficulty levels, where it's also less likely to ramp up the shielding effects in short periods of time due to higher HP levels on enemies. There are plenty of options, but we'll go with Blur for defense and Cold Blooded for offense.
Finalized build
5. Notes and variations
The way to play the build is very simple. We start off at a distance to cast Frozen Orbs while our enemies make their way to us (if they survive). At any point where resources become scarce, we cast Siphoning Blade a few times to recover AP, then repeat with more Frozen Orbs. At any point where enemy numbers start becoming a little overwhelming, we defend ourselves with Point of No Return. If necessary, we cast Mirror Image for additional Slow Time bubbles. If one cast of Slow Time is enough to stun enemies long enough for Frozen Orb to finish them off, that's good, we can save Mirror Image for other situations.
And that's really it. Here's an older video of a variation of the build running during RoS Beta:
http://youtu.be/OYsWWxDCZPo?t=3m52s
*Build uses high resource reduction so spamming Frozen Orb is a lot easier and straightforward
The play style is similar in the build we put together, though ours might be a little slower in terms of performance (based on standard gear).
Now we can talk about variations. Instead of Frozen Orb, we can use Meteor instead or any other Arcane Orb rune outside of Arcane Orbit (which sort of serves the role as a spender/supplementary damage source).
Then the build looks like this. Still works, we just need to manage the resources a little more closely as Meteor costs 10 more AP than Arcane Orb.
We can also shift one of the defensive spells to Teleport so it looks like this.
Note how I selected Calamity. If we take enough damage to trigger Illusionist, Calamity can be cast multiple times to chain stun enemies. This can be combined with Point of No Return for even more stuns.
Now what if I change Meteor to the Thunder Crash rune? And swap out Cold Blooded (since we're not using cold spells) to Paralysis? Now the build looks like this.
We can also sub Siphoning Blade for Electrocute - Surge of Power. Now we have a lightning wizard build. It focuses on chain stunning with Paralysis and pumping out some good damage with Thunder Crash. We can also add supplementary crowd control via Calamity and Point of No Return.
These builds all follow the same simple template:
1 spender (traditional or channeling)
1 support spell (e.g. signature spell)
Combination of supplementary damage source (Blizzard, Explosive Blast, Hydra), defensive spells (Diamond Skin, Frost Nova, Teleport, Mirror Image, etc.), and/or buffs (Magic Weapon, Familiar, armor spell) that can synergize with each other and/or with the spender.
A build looking like this will likely not perform optimally.
Looks like a massive arcane-centered build, but there are issues. Two channeling spells mean one of them cannot be used while another is active. If you're Disintegrating, you cannot cast Arcane Torrent nor Meteor, meaning spells on the active bar are wasted. If you're dropping Meteor, especially Star Pact that consumes all your AP, then two channeling skills aren't being used. This is why we focus on one spender, traditional or channeling.
By moving a few skills around, we can get something much more focused.
The build has a spender in the form of the channeled Disintegrate. Thrown Blade, perhaps in combination with a healthy amount of APoC, can be enough to recover resources. Teleport serves as a repositioning and mobility tool. Arcane Attunement is a supplementary damage source that can buff up Disintegrate (the ability snapshots, too, so the entire channeling duration is buffed until you let go of the mouse button... or get interrupted). Familiar works very well with channeling spells, so there's the synergy. Cannoneer happens to deal very solid AOE damage so it's a great choice to serve as supplementary damage. Power of the Storm aids in sustaining channeling spells, so that's a good pick to round out the build. Temporal Flux allows all arcane damage (in this case, every damaging spell in the arsenal) to slow enemies. Blur for more survivability so you can stay in one spot longer to channel. Illusionist, as mentioned before, to allow multiple recasts of Teleport.
Let's use another example of a focused build, like this one.
This is one of the more recent renditions of the Sleet Storm build. Sleet Storm is the spender. Glacial Spike aids in recovering resources with Prodigy. You don't necessarily have to use Prodigy either. Safe Passage reduces damage, allowing you to stand your ground with Sleet Storm for a longer period of time. You can also run a different defensive spell, maybe Fracture/Reversal Teleport or Slow Time - Time Warp. Magic Weapon works well. Force Weapon may or may not be the ideal choice considering it knocks enemies around (it can potentially knock enemies outside Sleet Storm's AOE). Ignite makes for decent supplementary damage. You probably get the rest by now. There's not too much synergy in this build other than the good ol' Familiar + channeling spell combo.
Let's look at a more up-to-date example, a variant of the Firebird build:
In this build, Blizzard becomes the main spender while Molten Impact and Blazar, both cooldown-based skills, act as supplementary damage. In addition, the build revolves around the 6-piece Firebird set so most of the damage will be coming from the gear. The defensive spell is Safe Passage, which provides mobility and positioning, shining most when combined with Illusionist. Evocation supports Molten Impact, Blazar and Safe Passage.
Closing statements
Hopefully this helps some newer wizards out in constructing a functional build. Too many times have I seen builds centered only on supplementary damage sources (Blizzard) that cannot stack with each other or cannot be cast successively while maintaining reliable performance. Too many times have I seen builds running multiple spenders (e.g. two channeling spells), conflicting with each other for sustained use.
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Bagstone posted a message on Discussion: Are the devs out of touch?Again, Travis Day DID NOT SPEARHEAD loot 2.0. This has nothing to do with "fan glasses". In fact, many fans hailed Travis and said "Travis for D3 game director", "Travis is the only one who understands us" when he made the blue posts. Now you're saying "Travis is the one responsible for loot 2.0.". Both statements were/are completely wrong (there was also a CM post saying that Travis only communicated what was discussed internally much much earlier.)Posted in: Diablo III General Discussion
Travis Day is not the one who single-handedly initiated and implemented loot 2.0.The entire Diablo dev team started working on the expansion early on. Just because Travis was the one who made a few blue posts that we on the outside saw as the first mentioning of loot 2.0 does not mean that it was his idea.
Name calling is not needed. What is needed is to understand how development works. Don't shoot the messenger. Don't shoot the individual worker. It's a development *team*. Every design decision in Diablo 3 is backed up by multiple people. Just stop saying "they're out of touch" or whatever.
Seriously, if your thinking would be that of the majority of people, we wouldn't have any communication with the developers anymore. You realize that developers are human beings and not some kind of Borg collective? You will always have a single person saying things, but no developer ever said "oh, I thought it would be cool to implement a weapon like this, so I went ahead and did it". It's always "we thought it would be cool to do X"; if they have an idea they throw it into one of the meetings and discuss it before implementing.
Besides, if *you* disagree with the current development direction, then that's your problem, but many people like where the game is going, and by saying "out of touch" you're implying that the game developers are making a game that you don't like. Many people do like it, however. "Get over it". Sorry. -
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Bleu42 posted a message on No, just no, we don't want to use Hydra.Stop proclaiming as if you're speaking for everyone.Posted in: Wizard: The Ancient Repositories - To post a comment, please login or register a new account.
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I timed how long it took to go through Belial's last phase on T6 (a stationary target , perfect for Mammoth hydra) , using only 2 Mammoth hydra to attack , while i was running around avoiding his attacks and refreshing hydras when needed. I used a rank 3 enforcer gem (15,9% dmg to pets)
Here's the results :
w enforcer :
Run 1 : 1:33.65
Run 2 : 1:31.44
Run 3 : 1:33.62
w/o enforcer
Run 1 : 1:45.69
Run 2 : 1:43.40
Run 3 : 1.47.51
So yes , Enforcer does work with hydra.
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Next step would be to add some competition to the game. To put all those self-found items to good use, Lets hope thats coming with the ladders.