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    posted a message on new roll back policy is a joke.
    You had an authenticator and you got hacked?

    I mean...

    => They need your PW
    => They need your Authenticator number to get pass it even if they have your PW.
    => If they log from another location, they need to know your secret question's answer... even if they have your PW and Authenticator.

    I find it amazing that you got hacked nonetheless. I use a different email and I change my PW from time to time.
    Posted in: Diablo III General Discussion
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    posted a message on Rebalancing the game difficulty!
    Quote from Twoflower

    I would love to have the pre 1.03 game difficulty with the items we have today.

    That was a real challenge, but the players were not ready back then. If I were blizzard, I would have started with the difficulty as we have it now, and patched my way to pre 1.03 difficulty over time when the players gear gets better.

    But I dont htink we will see the game getting harder. Blizzard has not done that in WoW in the last 5 years, and not in D3 either.

    I didn't play WoW, but the idea of "extremely" challenging content is something that a Subcription based game can't afford. They want more people to play and if they can't progress, they will end up leaving earlier.

    Diablo is a bit different though. Having harder but optional content would be beneficial for the game. Some people might even spend $ on the RMAH to buy items for it.

    We farm items to be more efficient to farm more items. That's fine... that's what Diablo is about. We can also farm items for PvP, but I'm not a big fan of PvP. I would love to other more reasons to farm items. If there was an endless dungeon, challening instances in the Arena or a harder Inferno, it would give me more reason to improve my items.

    Quote from Azimon

    I'd rather they upped the damage from mobs, making defensive talents more important. Damage and healing penalties does not sit well with the community as they'll be feeling they're being "cheated" of dps. CC reduction was so extreme that is wasn't viable using cc..you used whatever defensive aura/cooldowns you had..and skipped traps etc. They need to adjust some stuff that clearly is broken atm (wizard frost cc and whirlwind/berserker spec in particular). They need to make more longterm goals aswell..i loved the idea of a bonus for each new legendary you looted for instance.

    If they keep upping damage, it would only force people to build like a melee character. Glass cannon should be a viable option on higher MP.

    If they up damage, it would only serve to punish more squishy characters. People can still facetank. If they lower Healing, but the damage stays similar, melee characters should not notice a huge difference (compared to the upped damage) while more squishy characters won't get 1-shot. For example... instead of taking 7500 damage per hit and healing back 5000 HP, you would take 5000 damage and heal back 2500. (Random numbers).

    The end result is that you take less damage, but you also heal less HP. For range characters, they are less punished for taking a hit.

    The Crowd Control reduction cap is currently at 65% on Inferno I think. On Inferno MP0, CCR is capped at 67.5% and MP10 is capped at 92.5 % (2.5% increase every time).

    Crowd control is still very viable in moderation, but spamming CC will no longer work on higher MP.

    Quote from Enty

    I really enjoy this idea. I think it would make the end game not only more challenging, but much more rewarding in an accomplishment sense. I agree that running through hell for my third time is rather boring. I did it happily on my first character, willingly on my second and now reluctantly on my third. Hell mode to me at this point is a wasted space. They could vastly improve the drops and pacing so that it could be a farm zone, while inferno could truly be end game just as they said they wanted. It's kind of disappointing to see that inferno MP5- was a joke to my wizard until i gave my gear to my friend.

    For the inferno completion items I think you should get a valuable item every time you complete it, not necessarily wings or aesthetic items but real valuable items that can translate into a useful or sell-able item 100% of the time. For instance on MP1 you could get a rare dye that is only attainable through completion of MP1, then on MP2 the reward is 1 of 10 wings you can collect by beating MP2 each one with a bonus property such as 25% MF or +50 STR or some other type of stat that is useful. Mp3 could give you one rare Jewel or Gem that is of a new type such as diamond or onyx that can boost something new, then finally when you reach MP10 you are 100% guarenteed a Legendary item no BOA perfectly usable, hopefully, after loot 2.0 and if it doesn't suit your character you can sell it out for a good profit. Of course MP10 Inferno would be fucking deadly I'm talking about a half hour long fight to maybe an hour with Diablo and he has massive CC and Damage reduction and you and your buddies have to find a way to survive and kick the shit out of him. It has to be super challenging but at some point do-able. This should have been end game all along, a giant reward for a very challenging thing, something that took serious time to work for, but instead they nerfed inferno for the sake of everyone being under geared. Should've said this was the point you have to farm and then just up the useful drops in Hell A4... So sad really. I hope loot 2.0 is worth it they really need to introduce a lot of good mechanics for items. Complete sets need to be viable have that full set bonus and for god sakes make innas measly .33 Spirit per second something like 3 or 5... and that god awful tal's set needs to be bumped like crazy

    I don't know about the sell-able part. It's a challenge you do. People should not feel forced to do it --- that's why it's only cosmetic. It is a sign of power. I'm thinking about BoC. It's sort of a bragging right. If you join a Hell game and you have that "MP10 dye", people are going to be impressed, especially if it's in HC. Since it's Bound on Character, it's a proof that this character did it.

    Again, I'm very hesitant about adding real reward. This is what killed old Inferno in a way. People who were not ready for it felt forced to play it anyway because there's where the best item dropped. We must not make the same mistake.

    Quote from inmemo

    Quote from Jamoose

    I guess their biggest mistake was to nerf inferno back when everyone were so undergeared. They should have buffed the loot on Hell difficulty instead :\

    they couldve also just let the act 3/4 loot drop in act 1 and 2 too. that was the biggest problem imo, to progress you needed gear you couldn't find yet.

    I feel that Inferno item should have dropped in Hell Act 3-4. People don't really like to farm areas that drop inferior items.

    With my changes, "Inferno items" are going to start dropping in Nightmare act 3-4 (I would love to make it start dropping in Act 1 too, but much lower %. In Diablo 2, I loved finding a good item I couldn't use yet. It made leveling that much more exciting). I would make Hell MP0 drop ilvl63 items as well. You can also "check" for "Horde" (current increased density) for Normal and Nightmare difficulty.
    Posted in: Diablo III General Discussion
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    posted a message on Rebalancing the game difficulty!
    I posted this on the BNET forum, I figured I could post it here too :o
    • Current difficulty:

    Normal => 1-30 (1 affix)
    Nightmare => 30-50 (2 affixes)
    Hell => 50-60 (3 affixes)
    Inferno => 60+ (4 affixes)
    • Rebalanced difficulty:

    Normal => 1-30 (1 affix)
    Nightmare => 30-60 (2 affixes in Act 1-2, 3 affixes on Act 3-4)
    Hell => 60+ (Current Inferno difficulty, 4 affixes)
    Inferno => 60+

    In this rebalanced difficulty, Normal stays the same while Nightmare will get progressively harder. It starts with 2 affixes on elites, and finishes with 3 affixes. Hell will become the current Inferno, meaning that monsters can drop all items on MP1 and higher. Inferno will be much harder than Hell. It is not intended for farming. You can farm in Hell difficulty already. Inferno monsters will not grant any more XP, loots, rewards or anything compared to Hell.

    In this "New Inferno", monsters become stronger:
    => Damage reduction (You deal less damage, meaning that LS is less efficient) on monsters. The higher the MP, the more DMR they have.
    => Crowd control resistant. They are not immune to CC, but perma-freezing is rendered near impossible on bosses. Increases with MP.
    => Healing is nerfed (LoH, LpSS, LR, etc). Reduction is further increased as you up the MP.
    => Upon the death of a player, nearby monsters will recover a portion of their HP.
    => Slight damage and HP increase as you up the MP.
    => New BoA Dyes upon completing Inferno on different MP. It could be an aura, wings, or something else.
    => Death penalty when dying in Inferno. Be prepared or go back home crying. Gear could instantly break upon death, meaning that you can still revive teammates during boss battle, but they will become useless except for some CC.

    *** Added section***

    During the interview, the devs said that the destination is more appealing than the journey. Well, with this, the journey is a bit shorter (By the end of Nightmare, you'll be level 60). You can farm Hell for loots and proceed to Inferno once you are truly well geared. You now have a reason to farm. There's a reward for completing Inferno on each MP.

    Teaming up is a decent strategy, but if a teammate falls in battle, it could be the beginning of the end. Monsters (including Bosses) will recover a portion of their HP. They become practically useless for the rest of the fight. Whether you solo or team up to complete Inferno is up to you.
    Posted in: Diablo III General Discussion
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    posted a message on Vote for Diablo III's CMs, Blue Posts, Lion and Pan's Diablo Motorcycle
    Actually, they should remove Inferno and change Hell to "Inferno" (difficulty-wsie). Normal and Nightmare should allow you to reach level 60 (1-30 and 30-60). It would make leveling a little less tedious since the last 10 levels were extremely slow.

    Allow Normal and Nightmare to potentially drop high-end items so people won't feel like they are wasting their time... well, at very least, it would help a little.
    Posted in: News & Announcements
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    posted a message on This made me angry
    Well, considering how bad legendary items were at release, they are improving slowly... :o
    Posted in: Diablo III General Discussion
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    posted a message on More customisation is not the solution
    They could add some mutually exclusive stats. For example, CHC+CHD tend to roll together. They can now add “Average Damage+ Bleed (Weapon Damage based and stackable)”. ASI can roll with any of them.
    Posted in: Diablo III General Discussion
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    posted a message on Single target skills, threatening monsters and density
    With the patch 1.07, the density has drastically increased. While this has greatly improved the gaming experience by allowing us to explore different acts while remaining efficient, it has put an additional nail to the coffin for single target skills. I’m not here to argue about reducing the density of Decaying Crypt, Oasis or Weeping Hallow. I’m here to propose some changes that might make single target skills (if ever I say spells instead of skill, don’t hate on me... to me, it bowls down to the exact same thing)

    Single Target Skills

    Most single target (or limited AoE) were already underused prior the patch. Why are single target skills underwhelming? Well, it just happen they are not very useful. They don’t do nearly enough damage for their cost. Since the density is extremely high, you would have ended up doing more damage overall with an AoE skill than a single target. Many players don’t usually do boss during their runs as well. They usually seek areas with the most monsters for maximum efficiency.
    • Single target skills need to deal A LOT MORE damage. It should be the most efficient way to kill a threatening single target BY FAR.
    • AoE would still be able to kill single targets, but the difference would be noticeable.
    • (Random number) Imagine if Impale (currently 265%) did 1060% (4 times higher) Weapon Damage. Impale would become significantly better than any other AoE skills.
    With the change to Impale, it is now obvious that it would kill a strong enemy faster than any other AoE skills (I'm not talking about dangerous but squishy enemies). However, even if this happened, it would not be used by many players since single target skill pales in comparison to AoE skills. A mere number increase will not suffice. We need something else.

    Threatening Monsters and how to make them worthwhile

    The first thing that came to your mind was perhaps Savage Beast in the Fields of Misery. Perhaps it was those damned Trees and their poison. Maybe it was those Demonic Tremor or Golgor in Act 3. Oh yeah, some of you probably thought of Fallen Maniac... but sadly, I am only including Large and Resilient targets.

    Why did I name those ones (I didn't mention all of them)? Well, when I was playing with my brother (used to... he's taking a break from the game), he often told me "Oh, ignore those guys (Demonic Tremor). It's not worth your time". I also played in many groups that hated me because I was killing big targets... and I was slowing down the team.

    It was true. Demonic Tremor took quite a lot of time to kill (especially if they do their defensive stance). It took time and didn't give that much XP or loots... I could have killed a lot more monsters if I didn't stop to kill them. While I'm not here to tell you how to play the game, it just feels wrong. How could be done to make them more worthwhile to kill? Well, how about we... (all numbers are randomly chosen)
    • Make them give MORE XP than they do right now. What if they gave 20x more XP than your average weak monster?
    • Make them drop MORE/BETTER LOOTS? If killing one of them was the equivalent of killing 20 trash mobs. Amongst the white mobs, they would have the highest chance to drop a legendary item.
    We can't give increase their reward without making some changes either. We would need to...
    • Make them stronger. I'm not talking about giving them big damage and call it a day. It could be something more... threatening. For instance, remember the Terror Demon in Act 4? They got a debuff (Terrorize) that reduce your healing effects by 75%. That debuff changes everything and you certainly don't want to have it on you. They could reduce your armor, all resist, your movement speed, reduce your resource regeneration rate, etc. Here's an example that involves buff: Imagine if The Fallen Overseer's (Big one that jumps for a big attack) Warcry buffed nearby Fallen by making them Attack faster, Move Faster, and Take Reduced Damage.
    • Make them a bit more resilient. With the Single Target skills buff, their HP could be increased slightly to make them the best choice to take them down fast. AoE would still work well against them, but it would take more time.
    • Those newly buffed "Threatening Monsters" can still be elites or champions. They would be stronger than "regular" packs. Single Target and AoE would both be viable against them depending on the situation. Those packs would give noticeably more XP than regular packs.
    • Make fewer of them spawn in maps. It is less likely that multiple of them spawn at the same location.
    Now that big monsters give significantly more reward for killing them, it might actually be worth your time to kill them. Fewer of them will spawn so you don't need to stop too often to kill them. If anything, you would want to kill them because they could disrupt your gameplay.


    Density Change while keeping similar rewards

    Some maps should have a high density of monsters. Some maps should have a healthy balance of good density with stronger monster. However, I feel that some maps should have a lower density of monsters --- Fewer but stronger monsters. There're now 3 different types of density for different builds. Builds that revolve around huge density such as WW Barbs or Archon Wiz are most likely going to ignore low density but stronger monster maps while builds that focus more on single targets with limited AoE will more likely choose the low density but stronger monsters. New builds are going to be encouraged. Ideally, they should viable by rewarding similar XP & Loot per time spent.

    I'm not exactly sure how this could be done to be honest... How do you choose which maps or dungeon should have lower density or which one should have higher density?
    • Do you make density random? I mean, they want to randomize monsters eventually so that we may face different monsters in the same area. Should the density be randomized as well? If the monsters "chosen" are more hordish-type, then it is more likely to be a high density map. If the chosen monsters are "lesser in numbers, but stronger", then it is more likely to be a lower density map. If it's a fine balance of both, we would have a middle ground with good density with strong monsters in it. Is this how it should be?
    • Should the density be predetermined by maps? If I go in the Decaying Crypt, I know I'm going to have a lot of monsters in there. If I got in Weeping Hallow, I know I will have good density there. If I go... uh... in the Highlands, I know I am going to face fewer but stronger monster... Is this how it should work? It's rather complicated.
    • At the end of the day, I think what this will do is encourage people to have balanced builds. They would most likely choose a single target skill + an AoE skill. Is this really going to create new builds for different style or is it simply creating a new "optimal" builds?
    Now, I guess I'll have to ask you guys those questions:
    1. Would you prefers keeping our current maps as it is and simply apply those changes to strong (or more rewarding) monsters (either you ignore them like you do right now, or you pick a strong single target skill to kill them)?
    2. Would you prefer to have different type of maps in which different builds strives (if yes, should they be random or should they be static)?
    3. If Single Target skills were drastically buffed and Big monsters were made much more rewarding, would you choose a Single Target skill to kill them faster or would you simply use your AoE skills to kill them if you need to?
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from Slakr

    I don't want this game to be like WOW where you have arenas and different gear for PvP and PvE... Diablo is a PvE based game and I'm ok with that...

    But you had PvP and PvE items in Diablo 2. Strings, Stormshield, and plenty other unique could be used. Fire Sorc? Use boots, and some other items good against fire Sorc. I didn't enjoy the Hostile (or PvP) in Diablo 2, but I know people wanted specific items against specific builds.

    Edit:

    @OP

    Gratz, blue reply on your topic :D Been a long time since I had mine =/
    Posted in: Diablo III General Discussion
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    posted a message on Hello Citizen of the Sanctuary
    After lurking around the forum for quite some time, I finally decided to create an account here.

    So... I guess... Hi!
    Posted in: Introduction
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    posted a message on Improving Random Events, Dungeons and Purples
    Quote from inkcheese

    Quote from DoomSlayers

    Perhaps if the density inside the dungeons or if the reward for doing them was better, people wouldn't skip them. I like to explore everything, but sometimes, they are just too far behind and has a lackluster event inside them.

    I guess the more appropriate suggestion/wish is for dungeons to have more content. :D

    Well, Shiny chests are rather underwhelming. Some dungeons have low density of monsters.

    If the chest doesn't interest you and the dungeon itself has nothing to offer, you are obviously going to ignore it. If the dungeon can spawn a specific monster that you need to kill (achivement, crafting, etc), you might do it. Adding little details like this would make most dungeon interesting. It might not be the most efficient place for XP and Loots, but it could be a place where you could have a chance to find something you need.

    Now, if dungeons can have more levels, could have more dungeons inside them, had random events, purple monsters that you want to kill, goblins and shiny chests... well, I think I'm going to head in them.

    A mere dungeon could become an hour long adventure!
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from Laevus

    Quote from MrMonstrosity

    The other thought that came to my head that I'm kicking myself for not putting in original post is why there's affixes like int/dex, str/int, and dex/str. Well I'm going to make a prediction that we'll be seeing classes that utilize these stat combinations in the expansion.

    I think it's been mentioned before that crossover stats like that shouldn't be viewed as useless because even (for example) int and dex are useful for a Barb as all res and dodge boost, however minor. Of course, everyone prefers the min/max playstyle and I'm pretty sure Barbs get better return from 1 point in strength than 1 point in either dex or int anyway.

    Still, It's what has been said by the Blue Almighty, so maybe they won't change it.

    Personally, I think it's better they fix non-main stats on class specific item. I hate finding wizard hats at the best of times, but finding one with +125 str and +90 vit and no int at all is crazy. Whether they remove str and dex from wiz hats completely I don't know, but there should be (random number time!) a set 100-200 int roll on them, with a max 100 roll of str/dex if they stay.

    Quite frankly, I feel that Strength and Dex are the only "non-main stats" I want. Dodge is extremely good and Strength is good because I always need more armor. I feel that All Resist gear gives plenty.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from MrMonstrosity

    Quote from DoomSlayers

    I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.

    The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.

    I agree my NV stack solution needs a little adjusting, we've seen a bunch of good suggestions from the community on how to fix it. I think though. Something needs to be changed to allow people with small amounts of time to also feel like they are wasting their time if they don't have 1+ hours to kill.

    Another thought I had to encourage playing other classes, would making class items drop more frequently for the actual class your playing be a way to encourage people to play a specific class? Instead of farming for gear for your Monk on a Barbarian you'd actually benefit from playing the specific class? I'm not talking a huge chance, but if they had like a 10-20% higher chance of finding class specific items it might have some merit.

    Don't quote me on this, but I think I read in the Dev Interview (forgot which one) that they might do the following things:

    => You have more chance to find items that roll affixes useful to your class (if you find a helm, it's more likely to roll Strength if you are a barb)
    => You have more chance to find a class specific item for your character you are currently playing. Class specific items are going to roll more logical stats.

    That alone should be a good reason to play other classes :)

    They said that they might add some "specific loots" for "specific monsters" (ie Butcher dropping Butcher's Carver). I could see them extending this and "make the specific item" roll stats (Int for Wiz or WD) depending on which class you are currently playing.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.

    The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.
    Posted in: Diablo III General Discussion
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    posted a message on Improving Random Events, Dungeons and Purples
    Quote from inkcheese

    Dungeons are already random. They spawn randomly some rarer than others. Their bowels are random, they just aren't extensively intricate like those in D1 and D2; and people tend to skip the random content for the sake of "efficiency".

    To be honest I never liked monster density improvements on the static outline areas like Fields of Misery or Desolate Sands because it made random dungeons all the more undesirable for those who want efficient farming.

    Perhaps if the density inside the dungeons or if the reward for doing them was better, people wouldn't skip them. I like to explore everything, but sometimes, they are just too far behind and has a lackluster event inside them.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    I'm really digging the idea of having achievements for Legendary items. Perhaps they should extend this to legendary plans as well! That's one achievement we might never complete in our lifetime... but still!

    I like the idea of Mystic as well, but the end-result of that tinkering should be that your item is BoA.
    Posted in: Diablo III General Discussion
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