• 5

    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
  • 1

    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
  • 1

    posted a message on Will we be replacing are gear in 2.01?
    Quote from El Jefe

    completely agree that the official forums will be nuts. sort of unavoidable if players haven't been paying attention to ptr/beta changes I guess, itemization is just so different. until ROS hits and we can outlevel current gear, things like a skorn that roll insane CHD, which can't roll anywhere near current levels in loot 2.0, will destroy the new gear that drops. break out the e-tissues.
    Funny that you mention Skorn...

    My SC Monk has been carrying around a Skorn, and yeah, naturally on the live game, I've found it almost impossible to upgrade from. Had I used the AH to find a couple really high damage fist weapons with CHD, sockets, and other good stuff, probably would've been easy to upgrade from the Skorn, but I've been playing my Monk self-found.

    Here's the thing though...on the PTR, I managed to find a 1200+ DPS Won Khim Lau...socket, big boost to Lightning skill damage, probably Dex and Vit...and a 1200+ DPS Gift of Silaria...socket, probably Dex and Vit, and I think Move Speed, that was kinda cool to have on a weapon...and between both of those, I FINALLY managed to get my damage to a high enough place to compete with my Skorn, and be a more traditional dual-wielding Monk. I was absolutely thrilled.

    Ultimately, people like CHD because combining that with high enough Crit Chance, high enough Mainstat and high enough Attack Speed equal huge damage. However, if all they're worried about is getting a damage number high, raising Mainstat high enough will do almost the same thing. Crit Chance, obviously, is a little more touchy, as it procs certain skills and SHOULD be a tad harder to get. But CHD, at the end of the day, is just extra damage, and that can be acquired in other ways.

    Thank goodness.
    Posted in: Diablo III General Discussion
  • 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
  • 1

    posted a message on More Stash Space! Finally!
    Quote from Cobearz

    Come on now seriously they asked..we asked...we wanted it..they gave it..people negative about something we asked for?
    Exactly. And I wish people would keep that in mind. Blizzard has been trying to make D3 a newer and better experience for the franchise, and while many of their decisions have been hard-and-fast, without a lot of leeway, they're slowly but surely admitting many of their mistakes and rectifying them, while still staying true to the vision they set out.

    Anyone care to recall the amount of stash space the almighty Blizzard North decided we'd need in D2 Classic? 24 blocks. That's it. 24 lousy blocks was apparently enough to them. Oh, but remember...that was before the innovative days of item stacking!!! Meaning, every potion, every little tiny gem chip, it all took up individual blocks of space. And what did Blizzard North do when they realized how moronic it was to only give us 24 blocks? They doubled it to a measley 48. Well aren't they nice.

    In D3, inventory management got a serious update...no longer does a Polearm or Two-handed sword take up a bloody quarter of my pack. Also, in the process, we got an enormous stash by comparison to what D2 had. Is it enough now? Eh, I suppose not. Admittedly, I could afford to clean out a ton of stuff I don't need. Question is...will it be enough come RoS? That's a definite no.

    Blizzard sees that, they see people want it, and they added in a fourth tab. Fine...not a massive earth-shattering victory, but can people at least be a little happy about it? More space = good thing.



    Quote from gurg0 » its upgrade but only 8% more space

    12chars: 60slots each
    3 stash tabs 70 slots each

    total 930 slots
    now we got 1 more tab +70
    that is less than 10%more
    By the way, gurg0, not really sure where you're getting that math from. You can't really count each characters 60 slot inventory, as no self-respecting D3 player runs around with 100% of their character's personal inventory filled 100% of the time. Maybe if they implemented inventory charms, like D2 had, though I highly doubt that's how charms will make their way into D3, if they do at all. Yes, I understand people are used to making "mule" characters, and even with a vastly increased stash, compared to D2, as well as a limit on how many characters one can create, people still make D3 mules. Unbelievable...

    The real math is...we currently have 210 total "shared stash" slots, divided over 3 tabs. With an additional tab of 70 slots, we'll have 280, for an increase of 33%.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Hellfire Hate
    Well, with Adventure Mode and the removal of Nephalem Valor, key farming is more of a "let's farm keys" situation, as opposed to "who needs an act 3 key? I have 1 and 3, I need act 2." When I play D3 with these two buddies of mine, key farming and needing NV stacks was such a chore. But if we want to key farm in RoS, all we gotta do is head to Adventure Mode, bounce to Fields of Misery, Dahlgur Oasis, Stonefort, and Silver Spire (I think the new machines require four keys, but still...much easier to get them in RoS Adventure Mode than in the live game).

    Sure, there's some level of drop chance thrown in, which is hopefully raised per difficulty level like Monster Power did, but all in all, farming keys is a hell of a lot easier.


    Quote from Maffia » Well they are improving some of it, you will be able to choose which portal opens in RoS.

    And there's also this. With the original Hellfire Ring, you could have two organs for ages, and still have to farm enough keys for all three portals to get ONE guaranteed chance at the portal you want, and if that particular organ doesn't drop, you're outta luck. But with the new system, faster key farming means holding onto more keys, as well as targeted portals to maximize the amount of chances to get exactly the organ you're missing.

    Truthfully...this all seems like the Hellfire Ring Event/Quest/Thing is tuned up a whole hell of a lot. Yeah, there's still farming to do...gonna be unless they say "Start Hellfire Ring Quest...Kill X...Kill X Complete...Hellfire Ring Received."

    I mean, when they originally patched in the Infernal Machine event, it was during a time when people wanted more content and activities to do. And it was specifically meant as something to take a long ass time to finish. Of course, most people with high end Auction House gear blew through it on MP10 in a friggin hour, and I'm sure the same thing will happen when Reaper of Souls releases, but...

    The way they've changed the Event is good all around. Sorry, Finder. Not seeing where the downside is.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Blizzard on PTR
    Quote from Zero(pS)




    I also don't like their approach with skills so far: "just always buff damage, until it's OP". It's a lazy approach to skill balance. Instead of actually looking "what is the player trying to achieve with this skill" and "why isn't it working?", they simply either remove a mechanic or overbuff the skill. That's kinda amateurish -.-

    With all due respect, Zero, especially when it came to the Wizard, just buffing damage is about the last thing they did.

    They did it with a lot of the Witch Doctor's DoT skills, because most of the WD's lure is huge amounts of Damage over Time, and most of the existing DoT build options for the WD were pretty pitiful. Now, at least, not only does the WD have a strong amount of powerful spell build options (my WD on the PTR can FINALLY hang with an all Spirit build, with no Primary spell, very happy about that), the WD can also have elemental synergies as well, which makes them great pairings with Wizards, but hardly OP.

    So yes, they did "remove a mechanic" in Critical Mass, but they ended up adding so many better options in terms of mitigation...Dominance and Galvanizing Ward now producing shields (something the Monk is also great at doing...keeping up my PTR Monk's Mantra of Healing shield is a great way to restore life without having to depend on Breath of Heaven or Serenity), changing Blur to a flat damage reduction instead of just "melee damage," and I'm pretty sure some of the Primary spells have shields attached as well.

    I'm not sure if the major components of the Demon Hunter or Barbarian have changed as drastically, but those classes at least have become WAY more diverse as a result of their skill rebalancing for the patch.

    Posted in: Wizard: The Ancient Repositories
  • 1

    posted a message on How do you join a different channel of the same category ?
    Quote from Jack00


    Say i tried joining a hardcore channel, it was #9434 or something. Only thing is I was alone in it. How do I join another hardcore channel ??

    I tried to look in the commands. There was one labled "/chan " - joins channel. So I tried "/chan hardcore #9433" and other variants but it didn't work. So how can you join a different channel of the same category ????

    On the PTR (and assuming, in the beta), when you leave a room and wait maybe a few seconds to a minute, then join the channel again, you'll be in a different numbered room. So if you're in General#22005, leave the room, wait a little bit, then rejoin General Chat, you might be in General#20054 instead. Which I love, because on the live game, you can leave and rejoin the channel infinitely and you'll still be in the same numbered room until you...

    Quote from ShoMi


    relog game

    Hopefully this feature stays with the patch and they update the chat interface to push this live. It's a small QoL thing, but sometimes you just end up in a crummy room, and you don't want to turn off Chat or leave Chat entirely, you just want different people to Chat with. Especially in D3, like I said, kind of a small QoL thing, but I enjoy that a lot more about D3 than D2. Diablo 2, far as I know, doesn't let you stay in a chat channel when you're in game. You can keep whispering to people, but the chat box was enormous and filled up the top of the screen really fast.

    D3's chat lets you play in a game while chatting in General channel, and the box doesn't take up too much of the screen.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on What about "Split-Farming" with individual rewards?
    Quote from Bagstone


    Quote from CardinalMDM


    By leveling out loot generation, and spreading it out across the game, running certain spots over and over isn't really the way people will go about getting loot and XP anymore. And I'd rather play a game like that, that has me jumping around the game and compels me to go all over the place, than have the devs suddenly tell me that drop rates on bosses have been quadrupled or some such bull.

    QFT.

    As I mentioned in another thread already, I really don't get why some people feel it's an absolute necessity to identify the one difficulty, the one zone, the one class, the one spec, the one gear set, to maximize efficiency. Go full DPS WW barb MP10 Crypt farming in full group only, or you're a stupid inefficient noob. Sigh...

    D3V has given us "some" choice and variety, at least since 1.08's mob density fix, and with the new itemization, re-balancing of classes, removal of OP builds, the introduction of bounties and rifts no one should ever feel like being pushed into this one-size-fits-all way to play D3. Maybe that's why people say there is no "end-game", because if things go well, RoS will never be like D2 ("kill Baal over and over and over and over"). I get the feeling some people don't want this freedom, they want robot-like monotony with many locked-in features.

    In case I didn't say this, Bagstone, I think part of the problem is that people have been so used to various routines from D2 that anything that goes against that model is seen as "bad." Plus, since so much "fun" was had from that kind of model, which involved repeatedly bulldozing the same zones and enemies, no one ever thought to question why such a model was unhealthy or flawed.

    Love 'em or hate 'em, the D3 devs are some brave souls. They're taking a community of people spoiled on the mountains of loot they were getting from repeatedly facerolling bosses, and saying, "you have to work for your reward. No more handouts." I grew up rather spoiled by my parents, so I suppose in a subconscious attempt to make up for that, I at least like to work for imaginary loot in a game.

    And ya know, I like the last line you say there the best, because it really highlights how contradictory people in this community can sometimes be. I'd be willing to bet there are some people still wondering why bosses aren't dropping better loot...yet, most of those people are also the folks who are saying there isn't enough content. So they want bosses to drop the best loot, but in the process, those bosses will become farming spots, and the amount of content will become less.

    In regard to efficiency, my best guess is simple...Ladders. Many D3 players were active Ladder players in D2, and in Ladders, efficiency is a key factor. Honestly, in a Ladder scenario, or in Races like Path of Exile has, I totally understand "efficiency." However, when not in a Ladder or Race scenario, efficiency shouldn't be a factor.

    I probably won't partake, but I do hope Ladders show up in D3 ASAP, for the sake of those who want to compete. It's a good PvPvE stepping stone, and lets the people looking for a reason for efficiency have a purpose. Meanwhile, folks who want to kick back and enjoy the slow progression to godliness can enjoy the game the way they want it as well.

    Posted in: Diablo III General Discussion
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