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    posted a message on Diablo 1 - 1.09 - Unable to Identify Application!
    First...they'll never make another expansion to D2. Not that it necessarily needs it...as long as a person doesn't hack it or overtrade till it becomes a face roll, it can be pretty engaging and fun Solo.

    That being said, I think I've been on battle.net for D1 all of about 30 seconds, and didn't even get in a game for more than a couple. Would've love to try it out, and if I knew a way to do so present day, I'd give it a shot.

    Sorry you're having trouble getting in, though. For nostalgia's sake, I installed D1 with Hellfire a few weeks ago and got through Normal with a warrior in not too much time. Still pretty fun. Working on Nightmare now.

    Good luck getting it fixed.
    Posted in: Diablo II
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    posted a message on Seasons have officially begun!
    There is certainly a difference between playing through the story 1001 times, then facing the possibility of doing it another four or five times through...and starting a new season and having to do it once more. I really wouldn't mind, especially since they implemented first kill legendaries on act bosses. Maybe they're not endgame level, but just starting over with a new Monk today, making it to the mid hundreds briefly on the achievement ranking, building my artisans back, making use of literally any legendary and skill I could...pretty fun.

    I'd be fine with it if they required one more trip through the campaign, but doing Adventure Mode from the get og feels great, too.
    Posted in: Diablo III General Discussion
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    posted a message on Slighty concerned for the hc community in 2.1
    Hey OP. Let me briefly counterpoint your argument here. You say you're are HC veteran, and I believe it. Well...in the bigger picture of playing ARPGs hardcore, I'm a little new to it. Mostly started because of all the people in this community whining about how hard or disappointing it is. Ultimately, it's just slower, more careful play, and I don't even play on Normal difficulty. Hard, bare minimum.

    But I feel like that's where Greater Rift leaderboards and Seasons will push this game from being just stat crunching in Softcore to a place where a bit more skill is involved. Sure, the lucky folks who Rift and gamble their way to a full T6 quality set or two will likely leap up those leaderboards real fast. However, the people with gear that isn't well known to be T6 facerollable? They'll have earned way more glory.

    Ultimately, I think it goes like this...before, being unique or doing something different in D3 was a personal choice. Now...you can put together the same old boring builds as everyone else and succeed, or you can put your reflexes, skills, and planning to the test.

    To your point about some GRs being unpredictable...kinda the point of them. Though, I wouldn't be worried about people leaving hardcore. They'll chase th notoriety and fame like everyone else will.
    Posted in: Hardcore Discussion
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    posted a message on Ramalandi's Gift: Counter-intuitive?
    I think the addition of this item makes a lot of sense in context of the presence of the mystic. A lot of times, people will find a great legendary. But throw on a sad face if it doesn't have either mainstat or a socket. With the ability to add a socket, and thus a fifth primary, even if reenchanting an existing innate socket is an extra step to ensure that fifth primary, keep in mind...it's often far easier to roll something like mainstat or life on hit or attack speed on a weapon than a socket, which can sometimes take forever. I'd rather have rerolling a socket off as an extra step, and wait for an RG, than bemoan a weapon I can barely use because I can only enchant one thing and not turn it into something great.

    This item being added to the mix adds more options to peoples' gearing, and even if it's not ideal, it's still a great idea.
    Posted in: Diablo III General Discussion
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    posted a message on Your feelings about the upcoming changes to OWE and STI
    The only thing I don't like so far is that if dex will work for dh's basically the same as strength for barbs and crusaders, how will that factor into how strength works? Will we perhaps be seeing more individuality in how core stats work per class? That would be pretty nice.

    As far as OWE, I like it. It still means having lots of single resists in your secondary affixes is worth something without it being impossible to upgrade a slot. It also means the monk keeps that ability as a fairly unique aspect to that class, like OWE has been, but it doesn't shackle you to a single element. All in all, the result will be simple...

    OWE plus more armor = more room to buff damage over toughness. You'll see monks with an abundance of defense, and some people will build pure tanks. Others will see where they can take some toughness away with such abundance and build more offensively instead.

    Very healthy change.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Your opinion about removing the crafting materials
    At first, I thought the change was really bad too, but then I started to see the bigger realities...

    1) While I personally had a blast cherry picking bounties to collect the special materials, when I wasn't crafting with them, guess what...they took up half a stash tab and just sat there doing nothing. Now, I look at the pile of Rift Keystones and my learned crafting plans and see options open to my characters that aren't geared as well as my others. In an indirect way, the devs are empowering players to gear their characters in more ways, however they can, rather than relying on others to have to carry them through Torment 3+ runs or "rifting it forward" to get gear upgrades. Which I know, seems like another nail in the multiplayer coffin, but keep in mind...Seasons are coming. I'd be willing to bet this change is in line with that factor as well.

    2) One person made the comment that Aughild set is endgame? Not saying it isn't a good set, but honestly, a little damage reduction and some increased damage to elites is insanely easy to upgrade from. Hell, you get one good Stone of Jordan and the right armor piece, you've just upgraded from it. It's good, not great. Same with the Ashaera set...fun to have Followers running with you, especially in multiplayer, but even the 20% life and 100 all res isn't impossible to upgrade. Which brings me to my next point...

    3) While I've had great luck collecting both mats and plans, other people haven't. And when they try insanely hard for a mat to craft an item of average quality, it can be a little disheartening. The devs said many of the leg and set plans are meant as stepping stones, and they are. Many are just higher stat rolls for a slot...like Mantle of the Rydraelm. Basically a level 70 version of the special archon chest from 1.0.7, without the guaranteed mainstat, but with smart drops, you'll likely get mainstat anyway. And that's fine. The Utar's Roar axe for cold skill damage, the Devastator mace for fire skill damage, those are pretty good...not as good as the Azurewrath or Burning Axe of Sankis (respectively), but two of my favorite leg weapon plans and perfect examples. If you're running a fire build and you hit 70 and need a good fire weapon, you could craft a Devastator until a better fire skill weapon comes along. It's good, but easy to upgrade from.

    4) Without the need to farm special materials, the Ring of Royal Grandeur, which is usually a necessary for people looking to cash in on set bonuses, is at least not as necessary for crafted pieces. Long as you have enough souls and breaths, you can get those set bonuses without the Ring.

    I'm not saying removing content is a good thing, and I'm not saying they made the game more fun by removing an interesting reason to kill unique monsters. I sincerely hope they add some other reason to hunt them in the future. However, their philosophy here is sound...leg and set crafting plans aren't epic by any means, and they don't need to be...but if they aren't, forcing people to jump through hoops for not so epic results is, ultimately, a time consuming pain in the neck as well as a strain on storage space that most would rather use for gear that's actually epic, instead of a pile of junk used only for stepping stone pieces you upgraded from ages ago.

    Should they make some insanely epic crafting plans? I'd be okay with it...as long as 1) the mats took insanely long to farm or were really hard to get, 2) there were options for every class, 3) it wasn't a "mandatory" for high difficulty, and 4) those plans were appropriately balanced against other gearing options so as not to throw the gear diversity curve into chaos.
    I'll miss the funky mats, but I look forward to the possibilities I now have for my characters who could use a temporary boost to get just far enough into Torment to get some real endgame gear.
    Posted in: Diablo III General Discussion
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    posted a message on So wizards aren't glass cannons anymore... Will that change in RoS?
    Overall, since the patch/overhaul, vitality has been on a lot more gear, diamonds are being added to sockets to increase All Res, and Wizards have a lot more defensive skills to protect them, like a variety of runes that build shields. In other words, I'd say that Wizards could be seen as much less glass cannon-y now.

    Then again, due to smart drops giving Wizards so much more Intelligence and Vitality, and itemization overall seeming to hand out slightly less crit chance and crit damage, when the expansion comes out, I'd be interested to see how many Wizards out there choose more defensive SKILLS, but on gear, choose to enchant much of the Vitality and +%Life and perhaps even All Res off their gear in favor of more crit damage and attack speed and offensive based affixes.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Exploit: WD Free Dogs
    Yeah, this has been around a while.

    To add to some of the other comments, I think one of the reasons the devs don't hotfix or patch this out is 1) because it presents a fairly annoying hassle of changing skills just to take advantage of this, and 2) what you're actually getting out of it is fairly minimal. So ultimately, the benefit likely doesn't warrant immediate action.

    I mean, if people want to go through the trouble of using the Circle of Life passive to summon three standard zombie dogs (not even special ones like Leeching Beasts or Rabid Dogs), and switching the passive out to keep the dogs, unless they've got other passives to keep those standard dogs alive, they're not going to amount too much, and then they would have to reapply the Circle of Life passive again, kill more mobs, then switch it off again, to "exploit" this.

    I want to say it classifies as an exploit, but eh...there's worse out there probably. If they were summoning 20-30 dogs with this, then yeah, massive exploit. But it's only 3. I can let it go, :-)
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 More Ladder Game FIles
    Quote from Zero(pS)

    The stuff datamined months ago from when the F&F beta started already had all these "ladder" references. They obviously want to have it and want it to work, they just didn't know how exactly.

    It's hard to do it, because some people want the "fresh start" with characters all level 1 and renewed economy (though we don't have an economy anymore), some just want a type of "race" without having to play with non-geared low level characters, some want Paragon levels and experience to be reset...

    And then you have problems with the rewards... some want specific rewards, exclusive ladder legendaries, some want higher drop ratio for ladders, some want cosmetics and ladder achievements, some don't want any of that crap because they don't want to be left out of content because they don't want to compete...

    Everyone talks about ladders as if it was so obvious to implement them, and how... but they don't take into account the other types of players. From a dev standpoint, it's a nightmare finding a good middle ground.
    You make a lot of valid points. Though I think it comes down to "more features is better." As it stands now, and when RoS launches, the main "goal" for play is to experiment with builds, progress your character to high paragon levels, upgrade gear, change/tweak gear with the mystic, etc. For some, like me, that's all I really want. However, a lot of people want some competitive aspect to that. Ladders are kinda like the most basic PvPvE format possible. The game doesn't change so much as the context. As far as I've heard, the devs aren't hot on the idea of ladder exclusive items, I could be wrong...I'm not big on that idea either, as it makes people who play Ladders exclusively look at "casual" play as being worthless or not as enjoyable because those items aren't available.

    As much as Ladders aren't a big priority for me, I'd really like to see them added. I may even partake, despite saying I probably wouldn't. Though I do think the devs want to fine tune how they work so they aren't a massive free-for-all, like D2 was.
    Posted in: Diablo III General Discussion
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    posted a message on New Dashing Strike, Can't live without
    I think it all depends on if you want to live without it. Personally, with Barbs and Crusaders out there being slower and more lumbery, I'd rather my Monk be speedy and nimble around the battlefield. Then again, there are ways to build a 2.0 Monk without Dashing Strike. Stack lots of All Res, lots of Life Regen/Life on Hit/Vitality, take skills like Serenity and Inner Sanctuary, and you can build a tougher Monk that doesn't need to be as fast or escape danger as much because they can tank more.

    I do agree that DS is definitely addictive. I remember before 2.0, Serenity was pretty much mandatory because Monks were just a different kind of Barb in the sense that they were both melee but one dodged inherently and the other soaked damage with armor. Now, Monks can stand a bit more uniquely in the melee department dashing around the battlefield and dodging blows. Makes for a more engaging playstyle than mandatory Serenity did.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Loot 2.0 did not change a thing
    Quote from Twoflower

    First : legendaries : It's raining them now, great. They are still bloody useless though. I just hope that that will improve when we get the new legendaries. But the ones dropping right now are as useless as they were before loot 2.0.

    Blind Faith I found for my Throw Barbarian (a build way more viable than it ever was in vanilla D3) adds 22+% Blind chance. That kind of crowd control really helps in keeping distance.

    Just last night, found a Countess Julia's Cameo for my Monk that makes Arcane lasers heal me. Sorry...wouldn't have found anything like that before the patch.

    Yesterday morning, I found a Spider Queen's Grasp Ceremonial Knife that adds an 80% slow wherever Corpse Spiders impact. Great for a lower armor pet class like a Witch Doctor.

    On the PTR, I found an Emimei's Duffel Quiver that makes Bolas explode instantly. Really stepped up my AOE damage. Another Quiver I found, Bombadier's Rucksack, allowed me to have 5 Sentries out at once with Custom Engineering. Also really stepped up my damage.

    Aside from MAYBE the Blind Faith, which I'm honestly not sure existed before the patch (it may have)...those four at least are brand new, and have effects no AH purchases could touch. The AH is a scapegoat? Keep dreaming.

    Quote from Twoflower

    Rares : well great, now rares almost always have the main stat i need and also a 200+ vitality roll added to it. The vast majority of it is still just for disenchanting though. Yes, the rares are more tailored towards your class. But they still suck. If you have 200+ of main stat and vit, you can be pretty sure that it will neither have all resist nor any damage stats.
    Pardon my correcting you, but I've found a bunch of items since the patch came out that have mainstat, vitality and all res on them. Feel free to look up my profile on Bnet. My Countess Julia's Cameo has mainstat, all res AND black damage.

    Sorry if you feel the RNG gods aren't on your side, but to say nothing's changed? Really not sure what game you're playing.
    Posted in: Diablo III General Discussion
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    posted a message on 2.0 Fire Wizard Build!!
    Quote from Flexy

    Dominance is only useful as long as you kill trashmobs, but it's seriously OP. Don't even need healing because you are constantly shielded.
    Well, I think that's part of the point, though. That you're generating a shield to protect your health, so in essence, as long as you're a capable enough Wizard to generate more shield than the damage you're taking, it's a good way to stay safe...as well as potentially being a way to build AWAY from things like Vitality and %Life, and instead going with more damage affixes.

    I think the downside is just exactly how much total shielding you can build up vs. how much Life you can have stocked. If that total isn't high enough, I imagine running into trouble at higher difficulties. Though, I'm sure there are ways to make it work.

    In regard to people not liking Hydra...I really like it myself. For me, the lure of it is being able to stack damage over time for relatively cheap. For instance, my Wizard's current Arcane build includes Arcane Hydra and Temporal Flux, so I can economically throw down a Hydra to get started slowing guys down and not dip too heavily into my AP pool. Then when I'm firing off Raging Storm twisters and Disintegrate beams, it's still busy blasting away, and I can recast it easily if it expires.

    That being said...going for not only a fire build but a close-range fire build, I would agree that better things are probably available than Hydra. I mean, if you're getting close up with Spectral Blades and Wave of Force, I'd definitely add Explosive Blast to that. I think there's only one or two runes that deal fire damage, but I'm sure there are ways to work that in. If you were going for a long-range fire build, I might agree that a fire Hydra variant would be a good idea for the extra cheap damage stack, but since you're close up, that's what I'd recommend, :-)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on A 2.0 Slaughter Build (COTA Runs)
    Quote from TheRabidDeer

    I imagine the bigger issue is getting horribly bored after 20 minutes doing one small area over and over
    Yeah, you mean I get to run the same living room sized zone AND die repeatedly? Well gosh, sign me right up for that easy 1 billion XP per hour.

    OP, I love that you actually factor in a death, simply because it's the fastest way back to town to save time. You are hilarious.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Show Off Your Loot 2.0 Legendaries!
    Some really awesome items, guys.

    To add to it, this morning I was playing with my Witch Doctor, and found a Spider Queen's Grasp Ceremonial Knife...

    And I quote..."Corpse Spiders releases a web on impact that Slows enemies by 80%." That's some monstrous crowd control right there...and free. Paired it up with Widowmakers and Vision Quest for extra mana, since the Knife also increases my mana regen by 10/sec., along with Devouring Swarm. Some nice resource to fire off Zombie Chargers - Undeath and Acid Cloud - Slow Burn.

    And fully agree with some of the others here. I've been playing D3 since launch, fairly often, and this is more fun than I've had the entire time combined. My head is constantly spinning with new build ideas, my characters are slowly collecting handfuls of items to potentially pair with others to build around. I've done plenty of experimenting with builds before this, but knowing that turning a corner or OPENING A CHEST (finally opening random chests is profitable again, glory be to all that is good) could toss out a rare or legendary that could make me question how I want to play at almost any given moment.

    It's really exciting, :-D
    Posted in: Diablo III General Discussion
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    posted a message on Inherent flaw in cursed chest system
    Quote from Doez

    Lots of streamers are currently farming cursed chests in the Halls of Agony - Level 3. Do the event, create a new game, rinse, repeat over and over.
    Yeah, that's what I figured was going on. I'll admit, I do something similar, in that when I start an Act 1 game, I do tend to start my journey in the Halls of Agony 3 waypoint, not just because the Halls tend to have lots of torture tool racks that have white items to salvage, but also because it occasionally spits me out near a Cursed Chest. Like I said, sometimes it spawns, sometimes it doesn't, though.

    I'm not sure what the devs can do about that, though, aside from lowering the XP reward maybe. Banning definitely seems extreme.
    Posted in: Diablo III General Discussion
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