• 3

    posted a message on Did something happen recently?.
    Quote from Maka
    @Cardinal: hop on the PTR and start crafting, and stop when you run out of one mat. I'm willing to bet the mat that'll run out won't be the rare mat. And that, to me, would be /discussion.
    Love the fact that you don't want to acknowledge how, multiple times, you pointed out the stupidity of "rare" vs. "common", without knowing what it actually means, is just marvelous. You need to do that more often...screw up, I mean, not ignore making a mistake.

    By the way...the reason the white/common mat runs out the fastest is because it's used in pretty much everything. Requiring more mats in recipes, FYI, is actually better, because it makes crafting anything at all something to work toward, and so that people can't SPAM crafting the way they did previously.

    That bottleneck also tends to help when launching into new territory, like an expansion and/or complete game overhaul, because in case you haven't noticed, it's been quite a while since D3 first launched, and the PTR changes over various things you have saved. For instance...

    I once had a full stack of 500 Subtle Essences in my stash, along with 500 of every other blue material. They've all become Exquisite Essences.

    I once had a ton of Pages and Tomes...they've all become Demonic Essences, of which I know have over 1500

    I once had a ton of yellow mats, like Fallen Teeth...I now I have over 1500.

    Compared to white mats, which I've only just started collecting, aaaaaaaaand...yes, obviously those will run out if I'm crafting away every single one of them before I really need to.

    So yes...that is...

    /discussion
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Pools of Reflection?
    Real easy...and they're on the PTR, too, not just the beta...I love those things.

    They appear as yellow pools, in spots where a healing well would be, though they appear much rarer than you'll see healing wells. When you "drink" them, you gain a flat increase of 25% XP until you gain a certain amount of XP via the buff...and it goes away when that character dies. Meaning, your Barb can't drink a pool, then you log in with your Monk and he gets extra XP as well. However, it does last beyond logout. So if your Barb gets one, and didn't expire the XP buff when you logout...when you log in with your Barb again, it'll still be there.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did something happen recently?.
    Quote from Artemix

    Them trolls, stop derailing my thread.
    Derailing your thread? Okay, let's get back on topic...


    Quote from Artemix »
    Because the official forums are on fire, but I find it hard to see any justification of the anger and the "I'm done" attitude.

    I only heard about the no more mystic for level 60 items.. is that all?.

    -_-
    So you came to THIS forum to tell us that the official forums are on fire...

    Then proceeded to basically set another fire with a topic that's already worn into the ground AND kind of a non-issue?

    Yes, please bring this informative thread back on topic so people can continue arguing...

    Oh wait...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did something happen recently?.
    Quote from Hans

    The problem is I usually only get one white unless I am doing the early stages of Act 1, I am only in the PTR so that might play a factor. At least you get a good amount of common mats from a white item and they do drop from monsters from time to time. I still usually wind up having more rare mats per run but only by a few points.
    I don't think the PTR has as much to do with it as having high MF. I mean, monsters already drop less stuff, which is a good thing...covering the ground with stuff 99% of which won't get used is far worse than having only a couple things drop that you can actually put to use somehow. Then...monsters RARELY drop white items, even with low to 0 MF. Most of my white/gray items I get from breakables, like I said.

    I've since edited my last comment to say it's almost impossible. Anything is bloody possible. I'm sure once in a while, a person will only get one white, then salvaging the rest of the yellows, yeah, you'll end up with more yellow mats. But when I get four or five whites/grays, and salvage them all, common debris usually beats yellow mats, if even by a little.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did something happen recently?.
    Quote from Maka
    Quote from CardinalMDM
    Quote from Maka

    The only thing I'd do is slightly increase the number of white and blue items that drop. Not only is it a bit stupid that so-called "rare" items are by far the most common ones, but I could also do with the increase in white and blue crafting mats.
    I see this coming up all the time when I'm in chat channels on the PTR. I really don't mean this to sound condescending, but I haven't seen anyone suggest this to you, and anytime I do in General Chat, people give me blinky eyes like I spoke some alien language...

    Are you breaking open barrels and inspecting weapon/armor racks?

    I'm finding TONS of white/gray items for salvaging in breakables and weapon racks. Even if it's just one per clump of barrels, and I only get maybe 2-4 white items upon a trip to town, that's still good for at least 28 Common Debris, which is worth it to collect if it means I can craft or enchant more. As for blue items...goblins drop tons of mats and gems, Resplendent Chests usually have some blues and some bosses also give out blue stuff, along with the rest of the stuff that drops, which can be anything from rares, plans, legendaries, etc.

    Sorry you think it's stupid that rares are the "most common," but it's really not hard to find whites and blues for salvaging.
    I open/break every single 'gizmo' I come across: corpses, barrels, weapon racks etc. I pick up everything. Whenever I go to town with a full inventory, I still end up with rare mats outnumbering blue and white mats by at least a factor of 3 or 4, sometimes 5 or 6.

    I assume you're fine with something called "rare" being more common than something called "common", then. Is this the part where I give you "blinky eyes"?
    Okay well, I pick up everything as well, and break open everything as well. If you're getting even just two or three white items when you head back to town, it's pretty much impossible for you to be getting MORE rare mats at the end of your salvaging, because most of the time, I get 9 or 10 white mats PER white or gray, compared to only 1 per yellow. So unless you're only picking up yellow rings and amulets (which you can carry more of than swords, shields, etc.), there's almost no way you're getting more yellow mats by any factor. I'm not calling you a liar, but...I really don't see how, if you're actually picking up everything, that you're still ending up with more rare mats at the end of a salvage trip. A couple whites, a gray or two, a couple blues, gems, mats themselves...between all that, I just don't see how it's a common occurrence

    And yes, I am fine with something called "rare" being more common than something called "common." Here's why...

    First, because this is a game, and taking every single thing literally is just setting yourself up for disappointment. Second, your average white item is pretty much the same as every other white item of the class...which is what makes it "common." A white "sabre," for example, is pretty much the same as every other white "sabre." However, a yellow/rare sabre has a bunch of affixes on it that makes another exactly like it "harder to find," or in other words..."rarer." Yes, with Smart Drops, a lot of items do look similar, as many of them have mainstat and vitality on them. But if you have your eyes fixed on cooldown reduction, reduced resource cost or a specific damage buff, that's a lot "rarer" to find.

    Pretty sure that's what "Rare" vs. "Common" means...in just about every game like this. Feel free to contradict me.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Did something happen recently?.
    Quote from Maka

    The only thing I'd do is slightly increase the number of white and blue items that drop. Not only is it a bit stupid that so-called "rare" items are by far the most common ones, but I could also do with the increase in white and blue crafting mats.
    I see this coming up all the time when I'm in chat channels on the PTR. I really don't mean this to sound condescending, but I haven't seen anyone suggest this to you, and anytime I do in General Chat, people give me blinky eyes like I spoke some alien language...

    Are you breaking open barrels and inspecting weapon/armor racks?

    I'm finding TONS of white/gray items for salvaging in breakables and weapon racks. Even if it's just one per clump of barrels, and I only get maybe 2-4 white items upon a trip to town, that's still good for at least 28 Common Debris, which is worth it to collect if it means I can craft or enchant more. As for blue items...goblins drop tons of mats and gems, Resplendent Chests usually have some blues and some bosses also give out blue stuff, along with the rest of the stuff that drops, which can be anything from rares, plans, legendaries, etc.

    Sorry you think it's stupid that rares are the "most common," but it's really not hard to find whites and blues for salvaging.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Funny bug: Reaper of Souls beta "No One Likes Me!"
    It is funny, I like it, :-)

    Though, how does the Butcher's Carver proc actually work? All it says is that "the Butcher still inhabits his carver." Is it supposed to make that noise just when you attack?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on More Stash Space! Finally!
    Quote from damage424
    Quote from Solmyr77

    I'm glad that we finally get an increase. Sure it's still not as much space as I'd like to have, but "more is more" ;)
    Actually, we are getting less. With the removal of both A'S we would lose 50 inventory spaces from GAH and 50 inventory spaces from RMAH. Not to mention the 10 slots you receive from posting items to sell.

    It's a downgrade.

    And not to wake the dragon that is cardinal, but videos being ancient they had ample time to improve the tali. The mystic doesn't seem like reinventing the wheel from the mystic we say at blizzard 2010.

    Puts on flame suit. Dare those who ask for more and are ungrateful little brats!
    First of all...on topic...because apparently maka never seems to understand the point of ANY of my interventions, and I need to spell things out:

    3 stash tabs = adequate. Especially with consolidation changes being made. 4 stash tabs = better. 5 or more stash tabs? = WAY better. Shouldn't need that many, but I'm plenty happy with it, fully support it, and understand the need for it.

    Second...damage424? Let them bring back the Talisman. I'm fine with it. If I haven't said it, I'll say it now, I like the idea and the intention...but I understand why they removed it pre-launch. Only reason I pointed out the vids being ancient is that the game was still in development. Just as the expansion is in development now. Features are getting added and removed all the time. For instance, they added the ability to Reset the Campaign Mode quest progression so you can start from Act 1 again...who knows if that'll make it into Release or not. They added in the "resource spender defaults to primary" early in the F&F beta and took that out. Sorry you're upset with features being removed, and have been removed, both during and outside of development cycles. I'm not really sure what point there is to lamenting about it now beyond getting trolls to agree with you.

    As for this nonsense about losing 50 slots from the AH, and the new stash tab being a downgrade? I'm honestly impressed that more than 1 person are actually citing the AH queue a form of storage. Inconvenient as all hell it may have been...however, both your and maka's math on that is off...

    See, each AH queue (SC and HC) gives you 50 ITEMS to store as "Completed". Not SLOTS. ITEMS. Meaning, if you save 50 ITEMS in both the SC and HC AH queues, and all of those items are of larger size than, say, rings, amulets, mats, gems, etc., you're actually "losing" 100 SLOTS each. Not just 50. Times that by 2, and by your logics, you technically "lose" 200 total individual stash slots.

    But please, feel free to lament on how much MORE of a net loss of "slots" that is than previously estimated, and how you don't have to go through the idiotic steps of storing things there so inconveniently. Me? I'm going to pay the gold in RoS to store stuff in my actual Stash, get rid of things I don't need at a reasonable pace, and continue being elated that the AH has been removed.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on death of 0dog in ros....
    Admittedly, I don't have any experience with Zero Dogs builds for the Witch Doctor...personally, I'm just happy I can make an all Spirit Spell build when the updates come. It's been a blast on the PTR so far.

    Also, I'm not positive if a build like Zero Dogs was an intention by the developers or not, but I think one of the reasons they haven't tried to actively kill it specifically is because, even if it was deemed some kind of exploit, it wasn't causing a game-breaking amount of trouble.

    Mathias, I'll give you a perfect example...my two main toons are my Wizard and Monk. On the live game, the Monk has a synergy with Breath of Heaven - Infused with Light and Way of the Hundred Fists - Fists of Fury that some people refer to as the "Nirvana Effect," which if performed within tight packs of enemies can restore whole Spirit Gauges (even gauges buffed by the Exalted Soul passive) to full pretty much repeatedly, as long as the Infused buff is on. I used that for quite some time while leveling my Monk, and most of that time, I wondered if it was allowed, just a glitch, some oversight, whatever. I've since moved away from it, both on the PTR and the live game...but like I said about Zero Dogs, the Nirvana Effect wasn't a hugely game-breaking mechanic. It at least had the downside of needing to wait for Breath of Heaven to come off cooldown in order to take advantage of it.

    It doesn't seem to me like Zero Dogs was the type of thing that was easy to abuse to effectively make the game too easy...which is why, I can assume, you and others are upset to see it get modified so strongly, if not eliminated from the expansion/updates. However, I am glad to see you're finding other ways to make the build work, or at least finding different variations that you're enjoying, even if they don't match the original style on the live game.

    I think that's pretty much what the devs are going for here. They understand that people want very specific legendaries, to make very specific builds, but they also want people to be open-minded to trying other things while they hunt for those one or two pieces...or be willing to experiment with what the game offers and see if they can make their goals work effectively, even if it's not how they originally wanted to do it.

    Best of luck getting a cool WD build working. In regard to trade...try to get together with some trustworthy folks and play together when you can. Trading still exists in the expansion, it's just limited by time and who's with you when an item drops. I definitely plan on trading with friends, and playing together as often as possible, so we can exchange things when we can.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on More Stash Space! Finally!
    Quote from Maka » Yes, without taking up inventory space, charms would just be another source of higher stats. And I'd be fine with that.
    Hell, give them unique stats. Make the pool of unique stats much bigger than the amount of charm slots. There, now you have to choose.

    It's something that annoys me about Blizzard: everything has to 'reinvent the wheel'.
    It's not a bad thing to keep wanting to innovate or change peoples' routines and current game trends. D1 did that by providing a simple, well put together "loot hunt and grind" experience. D2 did it even further, fixing major drawbacks from D1 with better systems, and still keeping the same world and environment from D1. D3 has attempted to do it, but because so many people had D2 routines already set in stone, D3 has been met with nothing but harsh backlash, and this "never good enough" attitude from players.

    Which is funny to get from a thread about this topic, because I seem the only person upset with Diablo 2 or LOD's stash space was.

    Quote from Vomica »
    Quote from Maka Diablo 2 with 24 squares? I can see you never used PlugY...

    Yes, it was a mod, but if even modders did it......
    How is a single player add-on even remotely useful? you had "unlimited" stash space in diablo 2 anyway with 2 CD-key and 2 clients. sure it's a hell to swap and check everything but its doable, been playing diablo 2 ladder like this for years.

    anyway back to the topic.

    due to the setup of the skill system and paragon system (if it is respeccable without cost)

    one only needs 6 and that leaves 6-9 mules, where you can put gear if you want for other builds for your main characters.sure if you wanna do the same thing on HC also you get 0-3 mules to put stuff in.
    Sure it has not as good mule capacity as Diablo 2 or 1 it is good enought for diablo 3. i would just like to seesome betterinterface for gems, dyes and materials that does not take up a stash slot.
    No, maka, I never used any mods for D2...because I actually liked playing the game Blizzard provided, as opposed to adding tons of stuff to it from other sources, despite the increasing mountain of problems D2 had that people love ignoring with rose-colored glasses. And apparently 3rd party software.

    And Vomica, in regard to mules...just shows how crummy Blizzard North's opinion on stash space was to begin with. That they allowed mules to be created for so long, instead of patching in simple things, like small item stacking for potions and gems, stash tabs, etc. Item transferring was awkward, silly, and I'd rather have individual stashes for all characters that were maniacally too small than go through the enormous trouble of creating mule characters....which by the way, could also barely hold anything, because a "shared stash" was such a foreign concept in those cold Stone Age days.

    As far as creating mules in D3? That's just sickening. I have 10 slots right now, one for each class in both HC and SC. When I get RoS, I'll make two Crusaders, 1 HC and 1 SC, and the version I'm getting will still leave me with 3 slots for other character variations if I want to make them. I'm never going to make mules. What an absolute waste.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on More Stash Space! Finally!
    Quote from damage424
    Quote from CardinalMDM
    Quote from Maka
    The way the Talisman was introduced did seem rather shallow, and since you weren't sacrificing inventory space for extra buffs, it just became a requirement.
    It's as much of a requirement as other gear slots. I don't get this argument. Why were charms held to a higher standard than other pieces of gear?
    Why were they held to a higher standard? Easy.

    In D2, Charms offered great buffs to stats and skills, ALMOST for free. All you have to do is hold them in your pack and you get stronger. Thing is, even with an empty inventory, pack space in D2 was friggin minimal. So while it seemed like free buffs, the fact that Diablo has always been a LOOT HUNT, and Charms directly impeded that...was kinda flawed in design. On paper, it made a lot of sense, but in implementation, it was a royal pain in the ass. Thus, if you really wanted to carry around Charms, you either had to get the right shaped ones, or even choose to bother with it at all.

    Early on, the D3 devs made a lot of easy evolutions in systems. Perfect example...Town Portal Scrolls and ID scrolls. GONE. Mainly because people in D2 never ran out. There was no point in carrying them around, because they were either so cheap to buy regularly, or so abundant from drops, forcing you to use an item for those simple QoL steps was pointless. The Talisman was the next logical step for the concept of Charms, but like I said, Charms were a choice to even carry at all. They were extra bonuses for people willing to make the major sacrifice of loot space. Had the Talisman been implemented in D3, Charms wouldn't have been a choice to carry, and the only way they would've been a choice is if people left their Talisman's empty.

    Like I said, I'd like to see it back. A lot. I like more character customization options as much as anybody else, and additional ways to make my builds and setups more unique and stronger, I'm all for that. But I don't want it to be JUST another source of higher stats. Which is what the Talisman initially was...just a spot to put stat items. That's it. If inventory space isn't impeded, there should be drawbacks on each Charm, negative effects that cause people to think, "ooooh, I could really use that buff, but...man, that downside is pretty intense. Gotta figure out a way to minimize it."
    The video I linked previously about Talisman, http://www.youtube.com/watch?v=GR1LTYsGM9U#t=09m50s

    The dev mentions how awesome it is the charms are placed in the Talisman instead of his inventory. It is not impeding the item hunt at all, if anything it should add another layer to the item hunt. There is no sacrifice between charm and items. Charms should be a secondary benefit to your gear.
    Okay...you quoted my post...I guess you didn't read it.

    I'm sure the dev does mention how awesome it is that the Talisman charms aren't placed in the inventory. That's what I'm trying to get at here. The Talisman was an easy evolution to the idea of charms that had ZERO drawback. TP and ID scrolls were an easy deletion, because they impeded the simple day to day activities of identifying items and traveling back to town, things people would do hundreds of times per play session. But Charms would effect builds on the whole, meaning they would require a lot more work to implement properly.

    I'm not saying that that's a good reason to remove the feature. I'm just saying if they're going to implement something that everyone WILL use (unlike charms in D2, which not everyone used as much as others), they need to apply drawbacks.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on More Stash Space! Finally!
    Quote from Maka
    The way the Talisman was introduced did seem rather shallow, and since you weren't sacrificing inventory space for extra buffs, it just became a requirement.
    It's as much of a requirement as other gear slots. I don't get this argument. Why were charms held to a higher standard than other pieces of gear?
    Why were they held to a higher standard? Easy.

    In D2, Charms offered great buffs to stats and skills, ALMOST for free. All you have to do is hold them in your pack and you get stronger. Thing is, even with an empty inventory, pack space in D2 was friggin minimal. So while it seemed like free buffs, the fact that Diablo has always been a LOOT HUNT, and Charms directly impeded that...was kinda flawed in design. On paper, it made a lot of sense, but in implementation, it was a royal pain in the ass. Thus, if you really wanted to carry around Charms, you either had to get the right shaped ones, or even choose to bother with it at all.

    Early on, the D3 devs made a lot of easy evolutions in systems. Perfect example...Town Portal Scrolls and ID scrolls. GONE. Mainly because people in D2 never ran out. There was no point in carrying them around, because they were either so cheap to buy regularly, or so abundant from drops, forcing you to use an item for those simple QoL steps was pointless. The Talisman was the next logical step for the concept of Charms, but like I said, Charms were a choice to even carry at all. They were extra bonuses for people willing to make the major sacrifice of loot space. Had the Talisman been implemented in D3, Charms wouldn't have been a choice to carry, and the only way they would've been a choice is if people left their Talisman's empty.

    Like I said, I'd like to see it back. A lot. I like more character customization options as much as anybody else, and additional ways to make my builds and setups more unique and stronger, I'm all for that. But I don't want it to be JUST another source of higher stats. Which is what the Talisman initially was...just a spot to put stat items. That's it. If inventory space isn't impeded, there should be drawbacks on each Charm, negative effects that cause people to think, "ooooh, I could really use that buff, but...man, that downside is pretty intense. Gotta figure out a way to minimize it."
    Posted in: Diablo III General Discussion
  • 0

    posted a message on More Stash Space! Finally!
    Quote from damage424
    Quote from eman41
    Quote from Maka

    That thing about the Talisman can be said about any gear slot. Why have a bracers slot, for example? They just add the same stats as the other pieces of gear.
    As with everything, the line exists. There aren't ear slots either and there are only two rings for 10 fingers. Diablo 2 had a lot fewer gear slots than DIablo 3, but had charms. Diablo 3 has more gear slots (legs, shoulders, bracers) which gives the player customization over not only their stats, but their otward appearance as well and allows the designers to have more item slot specific stats rather than "Big Charm--->Big Chunk of a stat".

    They probably figured the purpose of talismans is covered by creating more actual gear options, which to me is a good tradeoff in a pure RPG sense. Maybe the Talisman reappears down the line as something more than stats, maybe it doesn't.
    Let's go with your thought. Let's say, instead of having 2 ring slots, we have 4 ring slots. And lets say these two additional ring slots are not restricted to affixes that can roll on rings, but yet can roll any affix in RoS. Would this not add a level of customization, depth, and add something to hunt and kill and grind for?
    First of all, damage424...yeah...those vids are ancient. Your dreams didn't make it into D3. Sorry. Some of them might still get in eventually, but hanging on to features that were cut is just unhealthy for you. Are you still going to stress over the fact that the devs went against expectations and got rid of skill trees? Because that would be entertaining. Please feel free to QQ about skill trees, and how people loved the permanence and rerolling...ya know, while they were getting power leveled to 30 so they didn't have to "grind."

    As for more slots, you're absolutely right. I think "Acti-Blizzard" are total morons for not allowing socks, underwear, and golden tooth slots, because those would also allow players more ways to customize. No bracelets, no earrings, no bras for the lady characters, no specialty fingernail additions, no belly piercings, no skill-buffing hairstyles...stop me when I've reached the point where it's actually become ludicrous.

    I'm not saying I wouldn't be really interested and excited in the Talisman being reintroduced into the game. The next expansion seems like a much more appropriate time to do it, though, since RoS addresses most of the existing issues people have had with the game from launch till now. The way the Talisman was introduced did seem rather shallow, and since you weren't sacrificing inventory space for extra buffs, it just became a requirement. As long as they can find some interesting way of putting it in, that adds a compelling meta game to character customization, then I'm all for it. But the early look and build of it, while interesting, was way too basic and not thought out enough.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Blizzard removes enchanting for "60 items", oh but 2.0.1 60s can be enchanted...
    Quote from mannercookie

    [Level] 60 items do all get replaced and have little value but they allow players to easily transition past the meaningless difficulties (Under T1), which in my eyes isn't a bad thing considering it will be a small % of players who took the time and effort to progress in preparation of ROS.

    This was a design feature they have been promising us all along, similar to how they promised so many features that were never implemented into this game (looking for threads like this will edit in later).
    You're not wrong, it is a good thing for Level 60 items to be upgradeable. Thing is...Blizzard is doing all they can to get rid of the added advantage the Auction House afforded, or at least, if not get rid of it, minimize it where they can reasonably. What you're not getting is, those AH campers who are pushing over 800k DPS will still be able to farm high Torment levels IMMEDIATELY when Patch 2.0.1 goes live.

    Meaning 2 things:
    1) They'll still have a pretty considerable advantage over guys like me, who self-founded my way to barely being able to handle MP7, and will need considerable gear upgrading before I can handle even Torment 2.
    2) Within even ONE LOUSY WEEK of Patch 2.0.1 farming, those AH campers will likely find a ton of Loot 2.0 quality legendaries, complete with new and shiny legendary effects, and will be reworking builds before Reaper of Souls is even released. Yes, they may only be level 60 items, but if they come with nice effects, they still might be build-changers that are hard to move away from. Plus, as the Blue post says, Patch 2.0.1 items WILL be Enchantable. The ones that won't be is Legacy gear, BEFORE the Patch. So like I said...unless people are refusing to play anything but RoS, people will still have gear to Enchant, provided they have the mats for it ready to go...which they might not.

    That's the part of the "itemization" that all of us lowly mortals don't seem to understand, yet you don't seem to be explaining beyond "60 items have no value."

    Do you guys even think for a second if you were someone who has been playing this game all this time then a bunch of new players who don't even play this game comes back and say I'm so glad all your gear and progression is useless TROLOL.
    Really...I don't understand? You mean like how I'd go to the official forums for the past year and a half, talking about how much healthier a way to play self-found is than camping the AH, and having rich jerks bitch at me that my gear looks like it's owned by a poor person? Especially people who, when I look at their profile on D3, DWARF my dps after only 100 hours?

    Yeah, I have no idea what it's like to have new players tell me my gear is useless. No friggin clue...

    Why do you really care that someone has an advantage over you in ROS? It's well deserved if someone put 1000s of hours into their character and you have not.
    It probably doesn't show on my online internet profile, but I've put over 1500 hours into my live game account. Feel free to call me a "no-lifer" over that, but I have put tons of hours into ALL my characters. And I don't mind other people having some level of advantage over me. It's the reason I had no problem when people were BEGGING for there to be a full, complete, 100% account wipe when the expansion goes live. I've hated the AH for a while, yet I don't care about AH campers having an advantage over me, because it's not as much as it seems to other people...ya know...like the people who actually have that advantage, and are afraid of it not being as strong as they originally thought it was.
    Got any other raging that needs getting done?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Blizzard removes enchanting for "60 items", oh but 2.0.1 60s can be enchanted...
    Quote from Slayerviper

    Quote from CardinalMDM

    By the time I unlock the Mystic, and can even Enchant AT ALL, I may very well have most of my characters' items on board with Loot 2.0/expansion versions. Besides...Enchanting "Legacy" items isn't going to have nearly as much use as saving my materials for Enchanting level 70 versions anyway.
    Don't know about you but I sure don't have the gold to waste on a bunch of items that will be obsolete within one day of playing....
    Not saying it wouldn't be nice to Enchant Legacy items, but like I said in my comment...chances are good I'll have much of my gear upgraded to Loot 2.0 anyway, and per the Blue post that announced this change...Loot 2.0 gear WILL be enchantable.

    http://diablo.incgamers.com/blog/comments/no-more-enchanting-legacy-items-in-reaper-of-souls

    In the next Beta patch, Legacy items (or items that drop prior to Patch 2.0.1) will no longer be able to be enchanted. This was a decision we ultimately made because certain Legacy items, when enchanted, became disproportionately strong compared to new items, which isn’t the intent.

    However, there’s an interesting “bug,” if you’d like to call it, that will result from this change in the next Beta patch – all items gained up until the patch will no longer be able to be enchanted. This is an artifact of the fix implementation, and we felt it prudent to communicate this as soon as we could for those of you in the Beta. All items that drop in Patch 2.0.1 and forward will be able to be enchanted, so this shouldn’t be an issue as we move into the live patch and onward to the expansion launch.

    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.