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    posted a message on Blizzard says it was wrong to allow offline play in Diablo II
    Quote from maka

    Quote from ruksak

    Quote from Mini641

    I really loved the D2 mod scene so it kind of bothers me when Blizzard says D2 offline was a mistake. I think maybe they should have held their tongue because a lot of people really loved playing offline and with mods. Also third party programs like the one sthat let you share stash space were awesome.

    Like i said, they should just stop talking about D2 because they are coming off like they dont like the game at all. Its just bad PR in general.
    It's important to note; The same avenues that made mods possible is exactly what made hero-editors, pic-it, insta TP'ing and a hundred other game-breaking hacks that spoiled the fun for many online.

    You can't point out the good without pointing out the bad.

    Your post reminds me of a very nice quote by your own Ben Franklin....


    "Beer is proof that God loves us and wants us to be happy."

    That quote?
    Posted in: Diablo III General Discussion
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    posted a message on Need a Horadric Hamburger Price Check
    Hi Everyone,

    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!
    Posted in: US Servers Trading
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    posted a message on Just finished my first monk, now need help.
    Quote from Thornagol

    I just finished leveling my first monk to 60 last night and tried to do some MP farming on him, but something feels off. I did okay on MP 3, scraped by on MP6, and was decimated on MP 7+. I know that my gear isn't the greatest but I would like some help in figuring out the following:

    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.

    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?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Just finished my first monk, now need help.
    Quote from Zero(pS)

    Obvious (and somewhat cheap) improvements...

    Chest - a good Inna's chest can give you an insane Dex boost. If you were using the set bonus, I'd say keep it, but otherwise just get the resistances elsewhere imho.

    Witching Hour - a LOT of wasted potential on this one. Ok Vitality, but very "meh" secondary rolls, and the "dmg stats" (atkspeed, crit dmg) are really low too.

    The Nat's pieces and the Hellfire are holding you back a bit, too (since there's a TON of potential in Rings). Both Nat's pieces are mediocre at best, and the Hellfire isn't good at all.

    You probably want better weapons too. But I'm not sure how much that would cost, so hopefully someone else can give advice in this.


    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.




    Quote from Heretic_Ragna

    You need more resists (try to get double resist gear ex: lightning res + all res and use One With Everything passive), HP, Life steal, damage is ok'ish. Get Inna's chest as said above, get 1 with nice dex and vit.


    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?
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Just finished my first monk, now need help.
    Quote from Thornagol

    I just finished leveling my first monk to 60 last night and tried to do some MP farming on him, but something feels off. I did okay on MP 3, scraped by on MP6, and was decimated on MP 7+. I know that my gear isn't the greatest but I would like some help in figuring out the following:

    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.


    Forgot to include the D3up link: http://d3up.com/b/1178129
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Just finished my first monk, now need help.
    I just finished leveling my first monk to 60 last night and tried to do some MP farming on him, but something feels off. I did okay on MP 3, scraped by on MP6, and was decimated on MP 7+. I know that my gear isn't the greatest but I would like some help in figuring out the following:

    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.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Duped Items Question
    Quote from Zero(pS)

    There's absolutely no proof that buying what some call "duped items" will make you lose anything.

    If anything, Blizzard's stance on this matter from day one shows that they will not harm third parties who acted in good faith when they bought the item via the AH.

    All I know about "duped items" is that a lot of these were generated previously using the "rollback" method, where items were restored to an account if it was hacked; and then there's this bug where the server sometimes will drop the same item (like 100% equal) in a short time period - right after one another.

    There's probably more information about duping items out there, but this is as far as my personal knowledge on the matter goes. And what I choose to believe (otherwise I'd have to be neurotic about what's true regarding this matter).

    Bottom line, you shouldn't be penalized for buying an item on the AH. Like ever.


    Thanks for the info Zero.
    Posted in: Diablo III General Discussion
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    posted a message on Duped Items Question
    No, I'm not asking how to do it. I've always wanted to know what the ramifications are for buying one. I've never seen on in the AH myself, but I see people talking about it and I can't help but wonder how it would affect them buy accidentally (or purposefully) winning the auction?
    Posted in: Diablo III General Discussion
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    posted a message on Death needs to be punishable ideas
    Quote from IgnatiusReilly

    At the very least I could see Paragon EXP penalties for death being in Ladder mode. This way if players are seriously attempting to be first, they might care about not dying.

    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.
    Posted in: Diablo III General Discussion
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    posted a message on Death needs to be punishable ideas
    Quote from maka

    Quote from Thornagol

    I think I may need someone to explain this thread to me because I am still not getting why people are concerned about the penalty for death.

    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.

    I find it quite funny that you 'judge' inefficient players under the light of "efficiency". They, by definition, don't care about that, therefore loss of "efficiency" isn't that big a punishment.

    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.
    Posted in: Diablo III General Discussion
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    posted a message on Death needs to be punishable ideas
    I think I may need someone to explain this thread to me because I am still not getting why people are concerned about the penalty for death.

    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.
    Posted in: Diablo III General Discussion
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    posted a message on Death needs to be punishable ideas
    Quote from Ducha

    I'm tending to agree with those who say that there shouldn't be a death penalty at all.

    With areas such as Arreat Crater, if you have to run all the way back because you've died outside the entrance to the next level, that's one HELL (lol) of a walk! You lose time you could have spent farming, it's just overall unpleasant.

    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.
    Posted in: Diablo III General Discussion
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    posted a message on DiaBro3 - find your Optimized MP Level, and a quick gear analysis
    Quote from Valaran

    The DPS and CHD are both low-to-mid range for Skorn. Also, cheap emerald.

    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.
    Posted in: Diablo III General Discussion
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    posted a message on New Datamined Patch - Class Changes, Passive Effects, Item Graphics and MUCH more
    Quote from IgnatiusReilly

    Thunderfury returns.

    http://www.wowhead.c...-the-windseeker

    Unique_Sword_1H_101_x1 - This ancient blade, imbued with unpredictable elemental energies, crossed vast universes and hidden dimensions before arriving in Sanctuary. Thunderfury seeks the hand of a true hero, one capable of safely wielding its awesome power.

    I foresee a lot of people spamming this link in general chat...
    Posted in: News & Announcements
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    posted a message on New Datamined Patch - Class Changes, Passive Effects, Character slots, Stat caps, Quests, and MUCH more
    • ItemPassive_Unique_Ring_619_x1 - While casting Town Portal you gain an immunity bubble.
    Bubble hearth!!...err Bubble Portal!!!
    Posted in: News & Announcements
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