• 1

    posted a message on A helm transmog. My unexpected dissapointment of path 2.4...

    Hi everyone,


    So I'm going to be the first one to admit that what I'm about to say may be a little stupid, and seem like knit picking a otherwise awesome path. here goes:


    Sadly, I'm that kind of person that's really into making my characters look super badass via dyes and transmogs. When I saw they were adding a hood and shoulder to the shadow's mantle set, I finally thought "Awesome, I get to where a demon hunter type hood on any class now, the hype is insane".


    Now in reality, this is almost true. Almost...


    Why oh why Blizzard, did you give EVERY CLASS EXCEPT THE MONK (Yes, I checked) a hood transmog via the shadow's mantle helm, and leave the monk with something that looks exactly like either Zorro's mask, or those eye masks people use on flights to sleep easier. Why why why?


    TL;DR version:

    Barb, Crusader, WD, and Wiz get an awesome looking hood transmog from the shadow's mantle helm. Monk get seriously short changed by having that exact same helm look like the mask of Zorro. Whyyyyy I ask you? I wanted to be hooded ninja monk!!


    Other than that, great patch :D

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Diablo 3: Expansion 2 feat. Baal, Mephisto & the Druid Class?

    Jamoose - Yeah I love that, looks brilliant. Although I do agree on the theme in that specific example being a little too WD.


    However, I think with both the Amazon and Druid, there will be some visual overlap with the WD in things like armours and so forth. It's kind of hard to avoid, with both of them having a very tribal theme.


    I also think this would be a great opportunity to make spears useful in the game. Currently there are no really good legendary spears.

    Add two handed spears and one handed javelins, and give this new class a few abilities (especially generators) that are spear/javelin only, but they have the advantage that they then become ranged. Giving said new class a reason to use spears and javelins.


    Lol I could speculate for hours, I'm super amped about literally any news they might reveal on a second expansion.


    I'd also love if they added a fourth main stat, like Fortitude or Stamina or Wisdom. Something like that. Add Sapphires to the game, giving things like the new main stat in armors, and for helms and weapons they can add RCR and attack speed or something like that.

    This way they can also make the new main stat grant All resistance, as to not get overly complex. That way, at least two main stats grant armour, and two all resistance. Also opens up possibilities for a potential additional class after that, bringing the playable characters to 8, with 2 of each of the 4 main stats.


    Hype-train!!

    Posted in: Diablo III General Discussion
  • 2

    posted a message on Raiment and Sunwuko changes from Blizzcon
    Fair enough.

    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.

    :P

    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?
    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on Legendary Idea Submission for Blizzcon
    Hi guys!

    This is all stuff I thought of quite a while back. They might be aimed at existing legendaries, but they are still new powers, so I think they qualify :)

    Also, keep in mind that I made this pre-2.1, so some of the below content may be invalid.

    MONK:
    Fist Weapons:

    1. Fleshrake ♦ Every activation of a Spirit Generator has an X% chance to also hit a random enemy in melee range with a random Spirit Generator of the same element.
    2. Rabid Strike ♦ Every enemy within a 30 yard radius increased your attack speed by X%, up to a maximum of X%.
    3. Scarbringer ♦ Enemies hit bleed for X% over X seconds. Bleeding enemies have their attack speed reduced by X%
    4. Logan’s Claw ♦ When your life drops below X%, gain X% armour, and X life per hit.
    5. Crystal Fist ♦ Frozen enemies launch small crystal fragments when attacked, dealing X% damage as cold in a 10 yard radius.
    6. Demon Claw ♦ Your Spirit Spenders have their cost reduced by X%. You are damaged for X% life every time you use a Spender.
    Daibos:

    1. Balance ♦ You gain X life per second for every X% of spirit missing. You gain X spirit per second for every X% life missing.
    2. The Paddle Slap! – Your Spirit Generators will always do your current Area damage, while your Spirit Spenders can never.
    3. Lai Yui’s Persuader ♦ Serenity increases your damage by X% for its duration, and slows all enemies within a X yard radius by X%
    4. Rozpedin’s Force All Cyclone Strike Runes gain the effect of the Implosion Rune
    Spirit Stones:

    1. See No Evil ♦ If there are 3 or more enemies within X yards, your next attack will also automatically cast blinding flash. This effect can only occur once every X seconds.
    2. Erlang Shen ♦ While at full Spirit, your next Spirit Spender will ignite all nearby enemies for X% weapon damage over X seconds, as “open to debate” element.
    3. Bezoar Stone Every time your mystic ally attacks, gain X spirit
    4. Madstone Taking damage has an X% chance to send you into a maddening rage for X seconds. While in this state, all spirit spenders become unavailable, but all Spirit Generators gain X% attack speed and X% increased damage. This effect can only occure once every X seconds.
    DEMON HUNTER:
    Hand Crossbows:

    1. Izzuccob ♦ Multishot has an X% chance to knock enemies back. Enemies colliding with other enemies take X% weapon damage as element of equipped multishot rune.
    2. Balefire Caster ♦ Fire damage has X% chance to set enemies ablaze for X% weapon damage over X second.
    3. Dawn ♦ Undead enemies explode upon death, dealing X% weapon damage in a 10 yard radius
    4. Blitzbolter ♦ Gain X% damage for every X% of discipline missing.
    Quivers:

    1. Fletcher’s Pride ♦ After performing a backflip from Evasive fire, your next use of Evasive fire will have its damage increased by X%, and will stun all targets hit for X seconds.
    2. Sin Seekers ♦ Impale fears enemies, ands slows their movement speed by X% for X seconds.
    3. Holy Point Shot ♦ Attacking an enemy has a chance to convict an enemy, causing all enemies within X yard radius of it to attack convicted enemy for X second.
    4. Silver Star Piercers ♦ All rockets have an X% chance to launch towards a secondary target after hitting an enemy.
    5. Flint Ripper Arrowheads ♦ Every second of channelling Rapid fire, it’s damage is increased by X%, up to a maximum of X%. This effect resets when Rapid fire stops being channelled.
    6. Dead Man’s Legacy ♦ When there is X or more enemies within an X yard radius, gain X attack speed and X hatred per second for X seconds.
    7. Archfiend Arrows ♦ Damaging Elites has a chance to restore X Hatred.
    BARBARIAN
    1-Handed Mighty Weapons:

    1. Ambo’s Pride ♦ Taking damage has an X% chance to automatically cast Revenge
    2. Blade of the Warlord ♦ Hitting an enemy with Whirlwind has a chance to increases your movement speed and damage by X% for X seconds. Stacks up X times. This effect will expire as soon as Whirlwind stops being channelled.
    3. Night’s Reaping ♦ Cleave gains the effect of the Reaping Swing Rune
    2-Handed Mighty Weapons:

    1. Bastion’s Revered ♦ Avalanche will also have its remaining cooldown reduced by 1 second for every enemy it hits.
    2. The Gavel of Judgment ♦ Hammer of the Ancients has a chance to pull all enemies in an X yard radius towards targeted enemy.
    3. War of the Dead ♦ Battle Rage gains the effect of the Bloodshed Rune
    Mighty Belts:

    1. Girdle of Giants ♦ Ground Stomp has a chance to trigger Avalance
    2. The Undisputed Champion ♦ Overpower deals X% weapon damage in an X yard (Much larger AoE than base spell) radius.
    3. Kotuur’s Brace ♦ Overpower Stuns enemies for X seconds.
    4. Dread Iron ♦ Reduces the cost of sprint by X% (40-50%)
    5. Ageless Might ♦ Ancient spear creates a crevice in its wake, slowing enemy movement speed by X%, and dealing X% damage over X seconds.
    6. Lamentation ♦ Increase duration of Wrath of the Berserker by X seconds.
    WIZARD
    Wands:

    1. Starfire ♦ Wave of Force will refund X points of Arcane power for each enemy hit.
    2. Blackhand Key ♦ While channelling Arcane torrent, enemies who come within range of you have a chance to be knocked away and take X% damage as arcane
    3. Fragment of Destiny ♦ Each activation of Spectral blades has a chance to summon a mystical blade rotating you for X seconds. The blades will attack enemies in range for X% weapon damage as element of selected Spectral Blades Rune. Up to X blades at a time.
    4. Slorak’s Madness ♦ Disintegrate gains the effect of the Chaos Nexus Rune
    5. Atrophy ♦ Familiar now launches an additional projectile at random nearby enemies.
    Orbs:

    1. Triumvirate ♦ Half of your highest Elemental damage is applied to all elements.
    Wizard Hats:

    1. The Swami ♦ Energy Armor has a chance to redirect enemy projectiles towards the attacker.
    WITCH DOCTOR
    Ceremonial Knives:

    1. Last Breath ♦ Mass Confusion gains the effect of the Mass Hallucination Rune
    2. Living Umbral Oath ♦ Spirit Barrage has a chance to weaken an enemy’s link with the physical realm, causing it to take X% increased damage
    Mojos:

    1. Gazing Demise ♦ When taking damage, a ghostly eye has a chance to appear above you, attacking enemies for X% weapon damage, and healing you for X% of your life with every hit for X seconds.
    2. Thing Of the Deep ♦ When any of your pets take melee damage, they have a chance cast a random Rune of Plague of Toads at their position
    3. Spite ♦ Your Gargantuan returns X% of the damage it takes to all enemies within an X yard radius
    Voodoo Masks:

    1. Split Tusk ♦ A random ally (player or pet) will become infused with the spirit of the great beast, granting it’s attacks an X% chance to stun enemies. The spirit will jump to a different ally every X seconds.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on The male Monk's beard
    MONKS ARE RUSSIAN???

    How... How is there no "Drunken Master" skill then?

    Edit:
    Maybe I;m a bastard, but in my mind, "Russian Monk" is as self-contradictory term as "Lava Polar Bear". Or "Cuddly Terminator". My brain hurts...

    Edit 2:
    Besides, my female monk's swinging hips beats that scraggly beards 9/10 times.
    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on Your feelings about the upcoming changes to OWE and STI
    Quote from Arthmost
    These changes are indeed welcome.

    I can't express how frustrating and vexing crafting/looting a GREAT and RARE legendary item that DOESN'T MATCH your OWE RESIST is. It makes obtaining useful (or even usable) gear MUCH harder for monks that it is for any other class as it requires matching one more essential item affix.

    I have to point out to SLWS that having actually collected a full gear with one OWE resist is both a miracle and an achievement in itself. But one shouldn't treat the new long-awaited changes as if they were breaking his gear and game now. It always was wrong and felt wrong - the way that the passive was designed, and particularly after the release of RoS with higher difficulty tiers and gear requirements to progress through the game. And finally it's going to be reworked. You will only benefit from the changes, if not right now, then in the nearest future. Say you will want to try out a new build or a new set of seasonal legendary armor. Getting all those items with OWE resist again? A good way to go mad before you even reach an age of 40.

    And as for the viewing DEX->ARMOR as a non-compliant issue in terms of 'roleplaying', well... Pure strength IRL never gives you any armor, physically. It only makes your body stronger with an ability to wear a better armor. So technically STR->ARMOR for Barbarians and Crusaders is wrong as well, STR only should grant them the perk of wearing heavier armor. And since when becoming more intelligent makes you more resistant to fire and other elements? Will you receive physically less damage now from touching the fire than you did when you were younger and possibly less intelligent? From drinking poison? You see my point.
    Very well said indeed.

    But onto the theme, I agree that you could find an infinite amount of flaws in the logic behind why STR and INT do what they do. My request is simply to make DEX different, not necessarily for it to make logical sense.

    I would really prefer a half-half scenario: 1 STR = 1 Armor, 1 INT = 0.1 Allres, 1 Dex = 0.5 Armor & 0.05 Allres.

    That way it's still a little bland, but a hell of a lot less bland, and is at least different. Would inspire DEX characters to try to get extra armor on some pieces of gear, and extra allres on other.
    Posted in: Monk: The Inner Sanctuary
  • 1

    posted a message on Fixing the Class Specific "Stat-Stick" items
    This is a Re-post I submitted last week on the official forums... but it got washed out pretty quick. Good or bad, I spent a ton of time on this, so I'm not about to give up just yet ;)
    http://eu.battle.net/d3/en/forum/topic/10816021712

    Hello fellow Diablo’ers!



    I’d like to get a discussion and possibly more suggestions on the state of so called “stat stick” legendries. In other words, the ones with no special effect, making them essentially rare items with slightly higher stats. Sure, I get it when Blizzard says that not all Leggies should be amazing. At the very least though, I feel all class specific leggies should have some special effect. ALL Crusader class specific items have special effects. This should hold true for all classes. Please note that even though they have no orange text, I still consider items like Windforce and Sledgefist to be unique. Items like those will not be covered here.

    So I’m just gonna go ahead and start throwing out ideas here. They are focused on both utility, and theme/flavour text of the item, and also in some cases on the skills that don’t currently have Legendary supported effects. Feel free to pitch in:



    Important: I’m adding “X” instead of numbers in most cases, because the numbers are up to a balance team, I’m just focused on the concept. I will still specify numbers in instances where I deem it necessary to give the impression of the effect I want.

    MONK:
    Fist Weapons:
    With an astonishing 6 out of 10 fist weapons having no special effect (of which only 2 have actual orange text), this bunch is absolutely BEGGING for some love. I also wouldn’t mind if the dropped the damage a bit but made the base speed 1.50 for all claws (to have about the same dps as right now) just to make them a tad more unique and work well with the iconic speed concept of monks in general. Also, two of these (Logan’s Claw and Rabid Strike) are visually poison themed… Which I personally think does not belong on a character with no poison skills.
    1. Fleshrake ♦ Every activation of a Spirit Generator has an X% chance to also hit a random enemy in melee range with a random Spirit Generator of the same element.
    2. Rabid Strike ♦ Every enemy within a 30 yard radius increased your attack speed by X%, up to a maximum of X%.
    3. Scarbringer ♦ Enemies hit bleed for X% over X seconds. Bleeding enemies have their attack speed reduced by X%
    4. Logan’s Claw ♦ When your life drops below X%, gain X% armour, and X life per hit.
    5. Crystal Fist ♦ Frozen enemies launch small crystal fragments when attacked, dealing X% damage as cold in a 10 yard radius.
    6. Demon Claw ♦ Your Spirit Spenders have their cost reduced by X%. You are damaged for X% life every time you use a Spender.
    Daibos:
    With pretty much everyone other than Crusaders or Maximus users avoiding 2-handers like the plague, there really needs to be a little more love for this weapon type in general. I solemnly believe a shaolin-esque combat staff should not be the same speed as a huge lumbering claymore or battle axe. Those options are still available to monks if they want to build around slow attack speed, but make diabos have a base attack speed of 1.40, and lower the damage slightly to compensate.
    1. Balance ♦ You gain X life per second for every X% of spirit missing. You gain X spirit per second for every X% life missing.
    2. The Paddle Slap! – Your Spirit Generators will always do your current Area damage, while your Spirit Spenders can never.
    3. Lai Yui’s Persuader ♦ Serenity increases your damage by X% for its duration, and slows all enemies within a X yard radius by X%
    4. Rozpedin’s Force All Cyclone Strike Runes gain the effect of the Implosion Rune
    Spirit Stones:
    These helms are fine in themselves, and some of them are even quite powerfull. Although, appealing helms like Andariel’s Visage increases the need for potent effects on Spirit Stones.
    1. See No Evil ♦ If there are 3 or more enemies within X yards, your next attack will also automatically cast blinding flash. This effect can only occur once every X seconds.
    2. Erlang Shen ♦ While at full Spirit, your next Spirit Spender will ignite all nearby enemies for X% weapon damage over X seconds, as “open to debate” element.
    3. Bezoar Stone Every time your mystic ally attacks, gain X spirit
    4. Madstone Taking damage has an X% chance to send you into a maddening rage for X seconds. While in this state, all spirit spenders become unavailable, but all Spirit Generators gain X% attack speed and X% increased damage. This effect can only occure once every X seconds.
    DEMON HUNTER:
    Hand Crossbows:
    Again, only 2 of these have unique effects (Cache only and Set 1h Crossbows aside) so they are in need of an equal amount of love, just like the fist weapons mentioned above.
    1. Izzuccob ♦ Multishot has an X% chance to knock enemies back. Enemies colliding with other enemies take X% weapon damage as element of equipped multishot rune.
    2. Balefire Caster ♦ Fire damage has X% chance to set enemies ablaze for X% weapon damage over X second.
    3. Dawn ♦ Undead enemies explode upon death, dealing X% weapon damage in a 10 yard radius
    4. Blitzbolter ♦ Gain X% damage for every X% of discipline missing.
    Quivers:
    Legendary uniqueness score: 3 out of 10. Yes, that’s how many of these have anything special about them. As with most of the items mentioned on this page, love is needed here. Also, despite being highly unlike likely and probably impractical, I wish these could be visually seen on characters. Would add to customization. Just a thought.
    1. Fletcher’s Pride ♦ After performing a backflip from Evasive fire, your next use of Evasive fire will have its damage increased by X%, and will stun all targets hit for X seconds.
    2. Sin Seekers ♦ Impale fears enemies, ands slows their movement speed by X% for X seconds.
    3. Holy Point Shot ♦ Attacking an enemy has a chance to convict an enemy, causing all enemies within X yard radius of it to attack convicted enemy for X second.
    4. Silver Star Piercers ♦ All rockets have an X% chance to launch towards a secondary target after hitting an enemy.
    5. Flint Ripper Arrowheads ♦ Every second of channelling Rapid fire, it’s damage is increased by X%, up to a maximum of X%. This effect resets when Rapid fire stops being channelled.
    6. Dead Man’s Legacy ♦ When there is X or more enemies within an X yard radius, gain X attack speed and X hatred per second for X seconds.
    7. Archfiend Arrows ♦ Damaging Elites has a chance to restore X Hatred.
    BARBARIAN
    1-Handed Mighty Weapons:
    This is a very sad category, as none of these (Bul-Kathos set aside) have any effects. Unless you count Night’s Reaping’s +% life as a special effect. Which no living being should…
    1. Ambo’s Pride ♦ Taking damage has an X% chance to automatically cast Revenge
    2. Blade of the Warlord ♦ Hitting an enemy with Whirlwind has a chance to increases your movement speed and damage by X% for X seconds. Stacks up X times. This effect will expire as soon as Whirlwind stops being channelled.
    3. Night’s Reaping ♦ Cleave gains the effect of the Reaping Swing Rune
    2-Handed Mighty Weapons:
    These weapons (like all 2-handers) are also not in a great place in general, and need a similar treatment as Diabos mentioned above. Although Higher attack speed might not be the way to go as with Diabos, perhaps just upping the damage or adding inherit area damage (not as an affix) might do the trick. Of course, as with all 2-handers, the true imbalance is thanks to the socket system needing adjustment.
    1. Bastion’s Revered ♦ Avalanche will also have its remaining cooldown reduced by 1 second for every enemy it hits.
    2. The Gavel of Judgment ♦ Hammer of the Ancients has a chance to pull all enemies in an X yard radius towards targeted enemy.
    3. War of the Dead ♦ Battle Rage gains the effect of the Bloodshed Rune
    Mighty Belts:
    With only 2 out of the 8 available Legendary Mighty Belts having unique abilities, these are in equal need of some delicious orange text. Very little reason currently to wear most of these.
    1. Girdle of Giants ♦ Ground Stomp has a chance to trigger Avalance
    2. The Undisputed Champion ♦ Overpower deals X% weapon damage in an X yard (Much larger AoE than base spell) radius.
    3. Kotuur’s Brace ♦ Overpower Stuns enemies for X seconds.
    4. Dread Iron ♦ Reduces the cost of sprint by X% (40-50%)
    5. Ageless Might ♦ Ancient spear creates a crevice in its wake, slowing enemy movement speed by X%, and dealing X% damage over X seconds.
    6. Lamentation ♦ Increase duration of Wrath of the Berserker by X seconds.
    WIZARD
    Wands:
    Most of these have some unique effect (Although not necessarily orange text). Still, with some incredibly powerful wands like Wand of Who, I think some of these need additions to be at least semi appealing by comparison.
    1. Starfire ♦ Wave of Force will refund X points of Arcane power for each enemy hit.
    2. Blackhand Key ♦ While channelling Arcane torrent, enemies who come within range of you have a chance to be knocked away and take X% damage as arcane
    3. Fragment of Destiny ♦ Each activation of Spectral blades has a chance to summon a mystical blade rotating you for X seconds. The blades will attack enemies in range for X% weapon damage as element of selected Spectral Blades Rune. Up to X blades at a time.
    4. Slorak’s Madness ♦ Disintegrate gains the effect of the Chaos Nexus Rune
    5. Atrophy ♦ Familiar now launches an additional projectile at random nearby enemies.
    Orbs:
    I think these are in a very good place, as the only one with no effect is Triumvirate, even though that’s a good item in its own right. Still, I’d like to see the following effect on it:
    1. Triumvirate ♦ Half of your highest Elemental damage is applied to all elements.
    Wizard Hats:
    Again, as with Orbs, there’s only one wizard hat with no unique ability. I wish more classes had this kind of variety. I guess that’s what this thread is all about…
    1. The Swami ♦ Energy Armor has a chance to redirect enemy projectiles towards the attacker.
    WITCH DOCTOR
    Ceremonial Knives:
    Also in a very good spot, with only 2 having no Unique effect (one of which has a reduced cooldown to Mass Confusion). I’ll add them both to the list.
    1. Last Breath ♦ Mass Confusion gains the effect of the Mass Hallucination Rune
    2. Living Umbral Oath ♦ Spirit Barrage has a chance to weaken an enemy’s link with the physical realm, causing it to take X% increased damage
    Mojos:
    Quite a good variety here, although there are a few in need of special effects. Thing of the Deep is already amazing with its 20 yard pickup radius, but it could get better.
    1. Gazing Demise ♦ When taking damage, a ghostly eye has a chance to appear above you, attacking enemies for X% weapon damage, and healing you for X% of your life with every hit for X seconds.
    2. Thing Of the Deep ♦ When any of your pets take melee damage, they have a chance cast a random Rune of Plague of Toads at their position
    3. Spite ♦ Your Gargantuan returns X% of the damage it takes to all enemies within an X yard radius
    Voodoo Masks:
    Boy oh boy, these Intel Characters actually have it quite good by comparison to Strength and Dexterity. Only 1 Voodoo Mask with no effect…
    1. Split Tusk ♦ A random ally (player or pet) will become infused with the spirit of the great beast, granting it’s attacks an X% chance to stun enemies. The spirit will jump to a different ally every X seconds.
    Of course not all of these are perfect, and I vaguely remember reading one of the Devs say that they don’t plan on adding effects to existing items. If that’s true, I really do hope it’s not too late for them to revisit the idea.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Thoughts on ROS and Diablo 3 in general - What's still missing.
    Hi Guys,

    For the most part I only read around in these forums, but I'm in the mood to get a legitimate discussion going regarding some of the shortcomings of the game. It's been about a month since release now, so I think most of us have a pretty god feel for it. I know there are a million QQ threads everywhere, so I really really want to try and keep this intelligent and civil.

    I want to make it clear that I love D3, and I only want the game to get even better. I've gotten my money's worth back 1000 fold. So I point at these flaws with a guilty heart.

    In no particular order, I'm going to list some random thoughts, and I'd love for any of you who are willing to give proper input and opinions to drop a comment below. Here we go:

    - CRIT BUILD - This has always kind of baffled me. I have no fundamental issue with going crit in any ARPG, but I've always found it strange that in D3, it's really not a build. it's THE source of damage. Not optional, or a path chosen, for any character or skill build. It's completely mandatory. Is it just me? With +Elemental damage and +skill damage, RoS seems to be slowly breaking away from it, but it's still very far from optional.

    - LEGEN... DARIES! - Lots of heated debate over this one. Since the very beginning of D3 in fact. RoS is a major improvement, with some of the new leggies having some awesome build changing effects. The only issue I have now, is even though I'm glad the AH is gone, and I can see how trading can be abused, with the current system, there's a very realistic chance that some leggies may NEVER be found. I mean, I'm fine with the drop rate, I'm fine with their quality, hell, I'm not even talking about BiS ultimate power type leggies. I simply mean, RNG is RNG, and if I really want a specific piece, there's no way of knowing I can ever get it, even after a 1000 hours. Sure, there might be a lot of math involved in your actual chances, but realistically speaking, the RNG gods may never give you that cindercoat. I don't mind building up very slowly towards something. I just like to know that hundreds of hours should get me where I want to be. The current system has no guarantees. It's better than vanilla D3, but it has rome for improvement.

    - DYES, TONS OF DYES - Not much to say here. I love the new Transmog options, but please oh please, remove dyes from the game and instead add a color palette to the enchantress's transmogrify window. I get quite giddy about making my characters look cool and tweaking their appearance to suit their builds. All those little bottles are just a pain in the behind at the moment.

    - I MISS THE AH. LOL NO, JUST A PART OF IT - All I really want back from the AH days is that interface where I can access the inventory of all my characters without entering a game. I play all the classes (Although <3 DH and Monk) bt it's a pain to get those forgotten souls from my wizard when I'm in a game with my dh. Just a suggestion, I guess.

    - SPLIT FARM YAY - Look there's no denying that the rewards make it awesome. But It's totally un-awesome if I'm in the mood to solo farm. I'm not sure what needs to be done, but somewhere a middle ground needs to be found. Sometimes I like soloing, sometimes I like playing with my friends. I just really believe that in no case should the one option be insanely more rewarding than the other.



    Like I said, criticisms of a game I truly do love. Though love, I guess. I'll add more as they come to mind. Please do comment. Thanks!
    Posted in: Diablo III General Discussion
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