The FO changes aren't that big of a deal. The skill still works as it did before, just a smaller radius and lower chill effect. I'm totally fine with that.Quote from Crumplezone
15 % damage reduction on all sources on crusader? Oh thank you god.
30% would have been nice, but I see the 15% reduction as a middle ground by blizzard especially considering Crusaders are not fully geared out yet, this is excellent and I hope this means I stop getting my health annihilated by magic attacks so badly from magic orientated groups in t2 and above.
Oh and the tears to come from all the FOTM frozen orb wizards, I just can't wait to see, mm, delicious.
Also really sensible changes to crafting mats especially on rares, it means its going to be more feasible to craft yellow upgrades with not requiring death's breaths and no more FLAWESS GEMS in crafting recipes! My god thats quality of life change or what.
I do think that the big wins for the day are:
1. Increased Crusader toughness.
2. Increased Crusader dps
3. Crafting quality of life improvements.
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"Beer is proof that God loves us and wants us to be happy."
That quote?
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I got a juicy burger that dropped this morning and would like help with a price check. I couldn't recall the exact min and max damage stats, but the rest of the information should be accurate.
589.6 DPS
1.5 attacks per second
~+300 minimum damage
~+350 maximum damage
69 Vitality
Regenerates 16 Life per Second
2.30% life steal
Thanks in advance!
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I've done a little updating, so another look would be appreciated. I'm still working on some of the recommendations, but can only move as fast as the gold gets in.
http://d3up.com/b/1178129
Also, is there a benefit over using a skorn vs dual wield?
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Chest: I had an Inna's chest but I swapped it out for a decrease (about 5k) in DPS to get about 85k EHP. That is the only reason I'm running with Blackthorne's.
Witching Hour: This was actually a witching hour that I found last week. I held on to it so the monk would have at least something on the belt. I'll look into a better one though.
Nats pieces: I'll look into the upgrading the nat's pieces. I'd like to get some +crit on the ring (at the minimum) and I'll just have to look around for the boots to see what is good. The hellfire ring is strictly there because of the EHP benefit right now, so that will be gone once I find a good replacement.
I’ve read some conflicting threads about this though. I read some that mention to double resist and I saw some others that talked about just using AR since it has become cheaper. Is double resisting the more common thing to do?
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Forgot to include the D3up link: http://d3up.com/b/1178129
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1. What can improve from the gear level? Am I missing certain stats, dps, etc.?
2. Is my spec off? Do my talents not work well together?
3. Anything else that I am missing?
Btw, I know that my gems are crap, so no need to mention that in the analysis. Those will be swapped out as soon as I can afford to craft the new ones.
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Thanks for the info Zero.
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Actually, I think this is a great idea!
Softcore: Current penalties
Ladder Softcore: Loss of XP or some of the other suggestions listed.
Hardcore (Regular or Ladder): Perma-death.
I think instituting a stiffer penalty for ladder would make the race more meaningful and fill in the game between the two extremes in terms of punishment.
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The "efficient player" and "inefficient player" categories were just headers to highlight numbers. I, personally, could always be more efficient. I was just trying to highlight the difference in gains based upon the existing death penalties. Maybe "no deaths" or "two deaths per run" would have been better titles.
In regards to the players that don't care about inefficiency because of frequent deaths, why do we need to change the game for them? They may have a play style, spec, or...something that they are enjoying and it causes them to die a lot. If they understand that is effecting their overall gains in other areas and they are okay with that, why do we need to punish them for enjoying the game in the way that they have developed on their own? I say, let them play to way they want to and we can choose not to group with them if we don't like their style.
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Penalties that already exists:
1. Loss of efficiency. It's very inefficient to die, so this is already a punishment for biting off more than you can chew. Less efficient people gain XP/Gold/Items slower than people who find the right fit for their skills and gear level.
2. Repair Costs. Sure, this doesn't hurt as much as it used to before they adjusted the prices, but it is still a loss of income. People who don't realize that the MP is too high for them will continue to die and pay out more in repair bills (aka the "stupid tax").
3. Loss of time. It has already been mentioned that some zones really suck when you are trying to get back to where you died. Spending minutes running back gives the player to think, "hmm...running back sucks. Maybe I should drop an MP so this doesn't happen as often."
Personally, if I hear that someone is already getting hit with the three things above, then I don't really feel that more needs to be added to their plate.
Let's look at some example math:
Efficient Player
Experience
Total XP Gained 10,000,000
Total Runs 4
Time Per Run 15
XP/hr 10,000,000
Est. XP in 24 hours of play 240,000,000
Gold
Gold Gathered 100,000
Repair Costs 1,000 (due to wear and tear)
Net Gold Earned/Hr 99,000
Inefficient Player (dies twice per run)
Experience
Total XP Gained 10,000,000
Total Runs 4
Time Per Run 19 (2 minute run back for each death)
XP/hr 7,894,737
Est. XP in 24 hours of play 189,473,688
Gold
Gold Gathered 100,000
Repair Costs 40,000
Net Gold Earned/Hr 60,000
Obviously these numbers could change based upon the run, skill of the player, mp, etc. In this example, efficient players already gain XP ~27% faster and inefficient players are paying 39x more in repair costs than efficient players.
Looking at numbers like that make me wonder why need to to pile something else on top.
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I agree with this comment. I, personally, don't wish the game to be "punishing." If I am a fresh 60 and try to do mp 10 in my leveling gear, then I deserve to die a bunch until I figure it out. The fact that it takes me 60 days and 5million gold to gain a single paragon level is enough. I think a rational person playing the game will say, "hey, I died 10 times on the first section in mp 10. Maybe I should tone it down a bit..." Through trial and error, they may find the right mp/spec combo that works for them.
TL;DR: Let the individuals pride and stupidity be the punishing factor, not the game mechanics themselves.
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There is also no life steal, which is nice to have. I run a 6% lifesteal skorn so I can sub out Bloodthirst with Brawler.
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I foresee a lot of people spamming this link in general chat...
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