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Dec 1, 2013SDFmove posted a message on What is Diablo if you can`t farm Bosses for 3 hoursY bounties and rifts are welcome ofc but would be nice to have more options and lets say Borederlands method for some legendarys were only boss drop but when u get that item it would not be `oh he got lucky` it would be ok gz this guy farmed the s of that boss or area,Also if some1 played D2 mod MedianXL there were bosses that drops charms(chance to drop) with random rolls ofc,there were like 10 places to go just for charms which were keept in inv,always liked that options aswell.Posted in: Diablo III General Discussion
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Nov 30, 2013Fitsu posted a message on What is Diablo if you can`t farm Bosses for 3 hoursFor me, what I enjoyed about boss runs was finding the most efficient way of running through certain zones before having a 1v1 with a mob far more challenging than your average mob (While i'll agree, d2 bosses weren't exactly hard had then been it would of been all the better) and then getting an explosion of loot. The faster you was at moving through the zone and overcoming the boss battle the more reward per hour and this for me was the challenge and all together it made it fun, it's a very different game play experience to clearing out a room of monsters and then opening a bag.Posted in: Diablo III General Discussion
Now that's not to say rifts and bounties are bad, it's just that there's no variety in d3. The goal and actions are currently just the same you clear a bunch of monsters followed by a semi-boss type monster and get some loot. In D2 you had countess runs (runes), boss runs (mostly for uniques, but certain item types dropped more commonly from certain bosses), gold runs (town council), xp runs (chaos/baal), crazy runs (cows), high ilvl runs (caves etc.), forge runs and key runs. All of these were very different, and also required a differently built character in order to complete efficiently which made you want to build the gold find barbs, light sorc, meteorb, hammerdin, zealadin, whirlwind, conc, summoner, psn nova, javazon, nado druid etc. These lists go on, this is just off the top of my head.
Basically the thing I think people want is just more to do, no matter what you call it or how you dress it up if all your doing is clearing waves of monsters people will get bored and on top of that the amount of viable builds will decrease, more types of game play allows for more types of builds because ull get certain builds good at one thing and bad at the other. Do you think half of the d2 builds out there would exist and be considered viable if the entire game centered around clearing waves of mobs instead of all the different options there actually are?
Nov 10, 2013Enty posted a message on Travis Day on "Legendaries/set items being soulbound"Posted in: Diablo III General DiscussionQuote from Mini641
Have you guys played the console version? If so you know with hardly any effort you get every damn legendary and set item you need. Now that we know rare legend and set items will be BiS in RoS i highly doubt they will be hard to find.
Honestly i'll give it to blizzard for trying something new. I mean before D3 released if someone told you we would see a Diablo game with No skill trees, pvp or trading what would you have said?
This is honestly the worst thing that could happen. Blizzard is taking a very dumb stance on this. Because of no trading drops have to be increased, or you'll never get your item... but then what's the point in hunting if I find my items daily? It kills the Loot hunt. So far Loot 2.0 is looking good but I'm hesitant to the supposed drop rates. Loot 2.0 is bringing with it better stat rolls useful secondary affixes, a major overhaul to stat ranges and better range of Legendaries throughout all LVL's of the game. This is all Perfect, but If we are spoonfed Legendaries then they become whites, they're all just flooding us and eventually we'll all be perfect rolled characters... Not entirely fun anymore. They need to look at drop rates keep em low maybe a slight bump not 6 Legendaries on an act 3 run with P40 maybe 1 or 2, and allow trading so you can overall get the same effect but everyone has to actually work for that effect. The way it is now I would just be seeing a golden beam every unique and that's just no fun either.
Nov 10, 2013Posted in: Diablo III General Discussion
This part really makes me scratch my head.Quote from TheRabidDeerI haven't learned anything new about itemization in the last.... 4-5 months.
- Changes to Legendaries and possible affixes on items (such as the datamined info on "ring" affixes, and much bigger bonuses to certain skills, like that 9% bonus to Meteor Jaetch reported). Insane affixes that have the craziest effects and could potentially provide enough "fun factor" months after the xpac has been released (provided you don't get them all via trading).
- Changes to Set Bonuses that will cater to specific playstyles (like the "Ninja" set bonus shown), and hopefully make class-specific Sets a lot more interesting.
- Drop Ratio Tuning which means that less items overall will drop, but they will be more meaningful. More valuable materials for Crafting and Enchanting, and less supply means that picking up "useless" items is probably a good idea if you plan on min-maxing. Also, less Greys/Whites and more Legendaries.
- Stats Tuning means that even if you roll an extremely bad "Vit" roll on your item, it's still going to be useable (and much higher, unlike the current, for instance, 10-200 range). 30 STR isn't really meaningful in the end-game, and this tuning is to acknowledge that.
- Smart Drops will also kinda affect itemization, by making sure at least the main primary stat of the item is tailored the the class you're playing (you still have to roll a 6 affix rare, and good affixes and rolls on those). You still need to roll good support stats, but at least you won't farm for 5 hours with a Demon Hunter without having a _single_ decent DEX item drop.
- Enchanting has the potential of greatly improving itemization and item hunting. You'll always be with eyes open for that mediocre item that is 1 affix away from being amazing. That is now a viable item, but you will need to invest quite a bit of gold to get that one affix that you want, and probably even more to maximize its roll (it can still range from a-z).
- We learned that "Primary" affixes and "Secondary" affixes will be officially split (they were always meant to be separate categories from the start). So now you don't have things like secondary resists competing in "affix slots" with Critical Hit Chance. To me this is a hugely positive change (I even talked about this idea on an article that I wrote some time ago).
A lot of small changes together have the potential to cause HUGE changes to how enjoyable a game can be. And the nail in the coffin: the AH/RMAH removal.
Oct 31, 2013Bragging about it doesn't take away the merit of actually giving away the gold Even though it's not a lot of it that was given away (by today's standards).Posted in: Diablo III General Discussion
It does hurt your "image" for some people, but that's a whole different story.
Good luck to anyone entering on the contest.
Oct 30, 2013Posted in: Diablo III General DiscussionQuote from IgnatiusReilly
No one plays the game right now, so a trickle of content isn't in their best interest. The game needs something big to draw players back in. That something big is the huge amount of changes they've been working on that will come in a free patch and the RoS expansion.
Perhaps once they've fixed the glaring issues, they can start to goof off with neat updates every few weeks or so. But right now, this game isn't in cruise control in the way a successful MOBA is.
Also, it's hard to look at all the data-mining and say, "These guys haven't been doing anything!"
I don't buy it.
There is no reason to not release some of the changes step by step, instead of what we have right now. Hell, even some of the changes that the console version has already implemented will make a nice contribution to the state of the game.
So, I ask again, why not?.
Loot 2.0 is a big change, it really is, but what about all of the unused broken skills that I would say all of the heroes have?, why not touching them?, how can that interfere with a new/improved loot system?.
I mean, why this huge gap of nothingness?, doesn't make sense honestly.
Oct 30, 2013So, I'm an avid player of MOBA games, HoN and Dota 2 mostly, I can't stand LoL.Posted in: Diablo III General Discussion
And one of the things that keeps me playing, is the fact that the games get updates often.
New heroes, new cosmetic stuff, skills balance, total reworks, new items, and a long etc+.
I went back Torchlight 2 after some months of not playing it, and after seeing the amazing mod Synergys, and I tell you, if one* guy can do something like that.. a well paid group of people should do way better, I kind of started to ask to myself repeated times, why in the hell can't Blizzard do the same?.
So, I try to understand why Blizzard is not doing something like that, I mean, not one update every week of course, but, I don't know, 1 patch with some skills balance every 1.5-2 months?, maybe put there some new legendaries?, something, to keep the game alive.
And I failed, I can't come up with a good explanation except the simplistic and dull: "this is not an MMO" that we all heard so much in the last 10+ months.
Is this a pure marketing thing?, or this is just some kind of AAA ARPG paradigm which I don't understand?, what would be the disadvantage of giving the players something shinny and new to refresh the dull (IMO) experience that we all have right now?.
*not sure if one, but it seems that's the case
Oct 30, 2013Battle.net source: http://us.battle.net...c/10388379379#1Posted in: Diablo III General Discussion
This could go hand in hand with difficulty. First off, brainstorming!
== Re-introduce Elemental Damage [Enkeria Edition] ==
While some sites have datamined information it is still a theory that we could perhaps in a near future see changes that fuse monster power and difficulty into one ingame setting that might allow us to change difficulty before a game or even in mid-game if Blizzard choose to do this.
== Let's Brainstorm ==
If difficulty was something we could change before or under a gameplay we could use elemental damage as one of many different cores to make the game more interesting. Others would be the amount of enemies, the loot-rate, how your lifeleech is handled and how hard the monsters actually is equal to the difficulty.
We could play around with the idea of once we hit level 60 or 70 with our first character we unlock 5 difficulty-modes that will change the game almost to the core.
Normal - Nightmare - Hell - Torment - Inferno
== Elemental Damage ==
- Ice-Monsters dislike fire-attacks from our hero. An attack will result in greater deal of damage.
- Ice-Monsters dislike ice-attacks from our hero, even if its the same elemental. They just take same damage as a "black weapon" or a "neutral" weapon.
- This is VERY important. There are NO immune monsters, except "Shielded" which is just a timed affix.
- Elite monster would have up to 3 different "resistance" (take notice; NOT immunity). Difficulty: Hell - Inferno. Hell = 1 resistance, Torment = 2 resistance, Inferno = 3 resistance.
- Champions will share up to 2 different "resistance". Difficulty: Torment - Inferno. Same theory as above.
- Rare will have up to 2 different "resistance" too. Difficulty: Torment - Inferno. Same theory as above.
== Elements Matter ==
Some are greater then others, but in the end its all about balance. Like mentioned before an Fire-demon would hate to get Ice all over him, but how about Ice-beast? Would he dislike fire? In a perfect sense he "might" and thus make elements one vs one -or- make it a bit more complicated.
== One vs One ==
Poison - Electric
Holy - Arcane
Fire - Ice
== Complicated Version ==
Fire > Ice
Ice > Poison
Poison > Holy
Holy > Arcane
Arcane > Electric
Electric > Fire
== Difficulties Makes Us Choose Wiser ==
I know we do not want to change weapon under a fight, it's not very attractive towards the flow of gameplay, but it's always about making choices and having elemental damage is just one of many things I hope to see in Diablo III. With this bonus we can perhaps take down enemies we usually would not if we have the pure luck of having a Holy dagger when we meet the Arcane-spitting Imp running around in the dark catacombs of Old Tristram. At the same time rewarding if we clashed on a Holy ghost with our Holy Dagger.. This would end up in "Rest in Peace".
== Rest in Peace, what is it? ==
Killing a monster with a weapon elemental equal to what that monster have in resistance means Balance. Something Diablo III is all about, gamedesign and now even in Lore (the whole Malthael thingy).
Rest in Peace would bring monsters to end. A fallen would not rise again because his souls isn't there anymore. A bonus would reward us with more experience in the killing. Rest in Peace would make us continue to strive on killing monsters equal to the element, which would make the struggle a bit harder, but fair.
Update / Edit: Dual weapon would not be a huge deal. Since I believe off-hands could give us elemental damage too.
== Thank you ==
This idea is far from finished, but I leave this as is for now. Thanks for reading, and as always - May epic loot shine your path.
- Enkeria / www.Diablo3pvp.se
Oct 22, 2013CheehC posted a message on Paragon Level 800...and the future of main stat/vit?OK so all i need to do is log about 3,000 hours into D3 and I should be able to change my gear to not have to depend on main stat rolls and opt for utility...Posted in: Diablo III General Discussion
Paragon 2.0 lvl 1400 here I come.
Oct 22, 2013Because I was getting tired of digging through Diablo fans updates, I've compiled all of the revealed unique affixes so far.Posted in: Diablo III General Discussion
Not sure if anyone cares to have this, but I spent some time compiling it for my own interests, and
figured I might as well share it. Thanks again to dfans for enlightening us.
There are likely a few duplicates, but oh well
Arranged general categories for some vague sense of organization and plain readability. And Barbarians can no longer use Lashing Tail Kick.
1) Heal for 1% of your maximum Life per second for each enemy affected by a damage over time skill.
2) Chance to shatter and instantly kill frozen enemies.
3) Chance to spawn a Nephalem orb when you Blind an enemy.
4) Your projectiles move faster.
5) Occasionally taunt nearby demons, forcing them to mindlessly melee you.
6) Your melee attacks hit enemies up to 40 yards in front of you for 100% weapon damage
7) While below 30% Life, all attacks are guaranteed Critical Hits.
8) Summons shadow clones to your aid when you are hit by a crowd control effect.
9) After earning a massacre bonus, gold rains from sky.
10) While casting Town Portal you gain an immunity bubble.
11) The world map is always revealed.
12) Completing an event grants a special reward.
13) You absorb an attribute from the pack you are fighting.
14) Gain a soul stack on kill. After reaching 10 stacks, you release a poison explosion for 500% weapon damage in a 30 yard radius. (Could this be Breath of the Dying!?)
15) Enable all runes for a specific skill.
16) Summon a treasure goblin who picks up normal-quality items for you. After picking up 40 items, he drops a rare item with a chance for a legendary.
17) After killing 20 enemies you explode out in anger, dealing 400% weapon damage as Fire to all nearby enemies.
18) Deal 20% additional damage after remaining stationary for 3 seconds.
19) Increase your highest primary attribute by 10% but reduce the others by 5%.
20) Periodically charm a nearby enemy. While charmed, the enemy takes 35% more damage.
21) Double the number of enemies that Lightning elemental effects jump to.
22) Double the damage of Poison elemental effects.damage.
23) Double the chance for Arcane elemental effects to charm the enemy.
24) Double the healing amount of Holy elemental effects.
25) After earning a massacre bonus, summon forth 5-10 skeletal guardians for 45 seconds.
26) Burn the ground you walk on, dealing 100% weapon damage each second.
Chance on Hit
1) Chance on hit to poison your enemy if they have a higher health percent than you, causing them to take 20% increased damage for 5 seconds.
2) Chance on hit to create a chaos field at the enemy's location for 5 seconds, causing enemies inside to be Confused.
3) Chance on Critical Hit to increase attack speed and movement speed.
4) Chance on hit to deal 12% of the target?s current health as Holy damage.
5) Casts a Poison Nova when you hit an enemy.
6) Chance on hit to blast your enemy with Lightning and slow its attack speed and movement speed! This effect jumps to additional enemies.
1) Gain increased run speed after Fearing enemies.
2) Gainup to 30% increased run speed based on amount of Life missing.
3) Every time you destroy a wreckable object, you gain a short burst of speed.
1) Taking fire damage restores resources.
2) Healing wells replenish all resources.
3) After earning a survival bonus, quickly heal to full Life.
4) Heal to full Life and resources when you fall below 20% Life.
5) Potions affect all allies.
6) While moving your resource generation and damage is increased by 25%. While stationary your resource regeneration and damage is reduced by 25%.
7) Health globes restore 20% of your primary resource.
8) Chance on kill to siphon the spirit out of the slain enemy. When the spirit is pulled to you, it heals you for 10% of your maximum Life and Mana.
9) When receiving fatal damage, you are instead restored to 100% of maximum Life and and resources. This item is destroyed in the process.
10) Heal for 10% of your missing Life when you kill an Undead enemy.
11) When receiving fatal damage, there is a chance that you are instead restored to 25% of maximum Life and cause nearby enemies away to flee in fear.
1) Gib all enemies you kill.
2) Your items become indestructible.
3) Transform into something angelic or demonic.
4) Chance on hit to summon a herd of murderous cows.
5) You turn into a treasure goblin or pony.
6) You may move unhindered through enemies.
1) Haunt is cast on all nearby enemies when you open a chest.
2) Chance on killing demons to gain a shrine effect.
3) Opening a chest grants 100% increased damage for 30 seconds.
4) Shrine effects last for one hour.
5) Shrines will spawn an enemy champion.
Pick Up Radius
1) Each time you pick up gold, increase your Gold and Health Pickup radius by 1 yard for 10 seconds, stacking up to 30 times.
Life Per Second
1) Your Life per Second becomes an aura that affects all nearby allies.
2) Increase your Life per Second by up to 100% based on your missing Life.
3) Gain a death aura that deals 1000% of your Life per Second to enemies within 20 yards but your Life per Second no longer heals you.
1) Your Thorns damage is applied on every attack.
2) Thorns now deals fire damage.
3) Your Thorns damage now hits all enemies in a 15 yard radius.
4) Chance on being hit to deal 1000% of your Thorns damage to nearby enemies.
1) Blocking an attack Freezes the attacker for 3 seconds.
2) Blocks have a chance of summoning a hell hound.
3) Blocked attacks heal you and your allies for the amount blocked.
4) When you block an attack, gain 100% chance to also block the next 2 attacks.
5) You take 50% damage from blocked attacks.
1) When there are 5 enemies within 8 yards of you, gain an absorb shield for 30% of your maximum Life.
2) Chance on kill with Holy damage to summon an Inner Sanctuary on all group members which heals them.
3) On gold pickup: Gain armor for 5 seconds equal to the amount picked up.
4) Periodically gain a shield that absorbs and reflects projectiles.
5) Emanate a Slow Time bubble around you.
6) Prevent 100% of Arcane damage taken and heal yourself for the amount prevented.
7) Prevent 100% of Cold damage taken and heal yourself for the amount prevented.
8) Prevent 100% of Fire damage taken and heal yourself for the amount prevented.
9) Prevent 100% of Holy damage taken and heal yourself for the amount prevented.
10) Prevent 100% of Lightning damage taken and heal yourself for the amount prevented.
11) Prevent 100% of Poison damage taken and heal yourself for the amount prevented.
12) Gain immunity to Freeze and Immobilize effects.
13) Enemy missiles sometimes pass through you harmlessly.
14) Reduces duration of control impairing effects by 75%.
1) Summons shadow clones to your aid when you stun an enemy.
2) Lightning damage effect is increased and lightning damage has a chance to stun.
3) Increases duration of stun effects by 1 second.
4) You take 25% less damage for each enemy that is stunned within 25 yards of you.
5) Stun enemies for 1 second the first time you hit them.
6) Gain increased damage after stunning an enemy.
7) Damage increased by 15% to targets that are slowed or stunned.
1) Knockbacks will knockup enemies instead.
2) Knockbacks cause the enemy to move more slowly.
3) Periodically knockback nearby enemies.
4) Increase the Knockback distance of your skills that cause Knockback by 100% and increase their damage by 50%.
5) Chance on attack to shoot out a spectral creature dealing damage and knockback.
Chance on Being Hit
1) Chance on being hit to charm Undead enemies.
2) Chance to explode in a fan of knives for 200% weapon damage when hit.
3) Chance on being hit to summon a protective pylon.
4) Chance on being hit to Confuse the enemy for 2 seconds.
1) Crushings blows have a chance to spawn a health globe.
2) Increase chance to find Health Globes by 100%.
3) Health Globes picked up release an explosion for 100% weapon damage to enemies within 40 yards.
4) Picking up a Health Globe increases your maximum Life by 5% for 15 seconds, stacking up to 5 times.
5) X% chance for health globes to also grant a power up.
1) When you kill a fallen, you Charm surrounding fallen.
2) Reduce all cooldowns by 1 second every time you kill a demon.
3) Chance on kill to increase damage dealt by 4% for 5 sec., stacking up to 5 times.
1) Equip on Follower: Your follower cannot die.
2) Equip on Follower: Gain access to all skills.
1) Marked for Death causes all rockets to lock in on that enemy.
2) Automatically cast Smoke Screen when you fall below 25% Life. This effect may occur once every 30 seconds
3) Your Spike Traps lure enemies to them.
4) Bolas now explode instantly.
5) Fan of Knives knocks targets back.
6) You may have 2 additional Sentries.
7) Hungering Arrow has 20% additional chance to pierce.
8) Vault knocks enemies back.
9) 5% chance on hit to create a Spike Trap, Caltrops or Sentry at the enemy's location.
10) Companion - Wolf Companion now summons 3 wolves.
11) Leave a clone of yourself behind after using Vault.
12) Enemies you hit become Marked for Death.
13) Elemental Arrow now generates 3 Hatred.
14) Vault now costs 8 Hatred instead of Discipline.
15) Strafe no longer costs Hatred.
1) Removes the cooldown of Seven-Sided Strike.
2) Reduce the cooldown of Breath of Heaven by 50% and increase its radius to 50 yards
3) Wave of Light will refund its Spirit cost if it kills 4 or more enemies.
4) Wave of Light is now cast at your enemy.
5) Gain 10 Spirit per second while standing in Inner Sanctuary.
6) Double the range of Deadly Reach.
7) Blinding Flash now generates 50 Spirit.
8) Tempest Rush no longer costs Spirit to channel.
9) Increase the radius of Breath of Heaven to 50 yards.
10) When Dashing Strike hits an enemy more than 25 yards away, its Spirit cost is refunded.
11) Increase Exploding Palm's on-death explosion damage to 100% of the enemy's maximum Life.
12) Spirit Generators generate 50% additional Spirit.
13) Gain the base effect of all four Mantras at all times.
14) Mystic Ally mirrors your attacks.
15) Chance on hit to gain an effect that removes the Spirit cost of your abilities for 3 sec.
16) Lashing Tail Kick releases a Fireball for 300% weapon damage as Fire.
1) Threatening Shout has a chance to Charm enemies and cause them to join your side.
2) Ancient Spear pulls you to your enemy.
3) Leap gains up to 3 charges.
4) Warcry increases your and your allies' run speed by 40% for 10 seconds.
5) Reduce the cost of Seismic Slam to 15 Fury.
6) Cause an Earthquake when you land after using Leap.
7) Increase the duration of Ignore Pain to 60 seconds.
8) Reduce the cooldown of Earthquake every time it kills an enemy.
9) Call of the Ancients last until they die.
1) Ray of Frost now pierces.
2) Electrocute can chain to enemies that have already been hit.
3) Your Mirror Images have a chance to multiply when killed by enemies.
4) Frost Hydra now periodically casts Frost Nova.
5) Arcane Torrent instantly lays mines on the ground.
6) Automatically cast Diamond Skin when you fall below 25% Life. This effect may occur once every 30 seconds.
7) Explosive blast no longer has a cooldown.
8) Reduce the resource cost of Fire skills by 30%.
9) Meteor now homes in on enemies.
10) Energy Twister now travels in a straight path.
11) Frost nova is now cast at your enemy.
12) Lightning skills have a chance to turn the enemy into a lightning rod, pulsing Lightning damage to nearby enemies.
13) Black Hole Slows targets by 50% after it ends.
14) Your Chill effects have a 50% chance to Freeze instead of Slow.
15) Double the duration of Fire elemental effects.
16) You may have one extra Hydra active at a time.
17) Teleport gains the effect of the Wormhole rune.
18) Magic Missile fires 2 extra missiles.
19) Double. the number of enemies your Electrocute jumps to.
20) Emit Lightning Nova around you for 150% weapon damage every second while your Arcane Power is less than 20% of maximum.
1) Removes the resource cost of Blessed Shield.
2) Increase the size of your Blessed Hammers.
3) Flail surges to an additional enemy.
4) Reduce the cooldown of Heaven's Fury by 50%.
5) Falling Sword can be used again within 4 seconds before the cooldown is triggered.
6) Gain 15% increased damage for 3 seconds after blocking an attack.
7) Chance on hit to pull in and Slow nearby enemies.
1) 30% of any damage dealt to you is redirected to your Zombie Dogs
2) Horrify causes you to Fear and Root enemies around you for 8 seconds.
3) Your Fetish Army lasts until they die.
4) Insect Swarm and Haunt now deal their damage in half of the normal duration.
5) Doubles the duration of Locust Swarm.
6) Zombie Dogs instead summons a single gargantuan dog with the power of all other dogs combined.
7) Grasp of the Dead no longer has a cooldown.
8) Plague of Toads now seek out enemies and can explode twice.
9) Pets deal 100% more damage.
10) Zombie Dogs stuns enemies around them for 1 second when summoned.
11) Spirit Walk lasts until you attack or until an enemy is within 30 yards of you.
12) Reduce the cooldown of Fetish Army and Big Bad Voodoo by 1 second each time your fetishes deal damage.
13) Increase attack speed of your pets by 100%.
14) Corpse Spiders release a web on impact that Slows enemies by 50% for 3 seconds.
15) Enhances your Poison Darts.
1) Drinking Kulle-Aid allows you to burst through walls summoned by Waller elites for 5 seconds.
194 Unique Affixes
I don't want to be greedy, but if they added about 100 more, I think I'd be satisfied. 300 is a nice number.
Oct 22, 2013CardinalMDM posted a message on Paragon Level 800...and the future of main stat/vit?TLDR: Currently, there's no cap on Core Stats in Paragon 2.0. Looking to get peoples' thoughts on how viable it might be, as a slow, long-term process, for a player to utilize Paragon Points as their main source of main stat and Vitality, moving away from having main stat and Vitality on their gear, and upgrading to gear with more class-specific affixes instead, at a high enough level.Posted in: Diablo III General Discussion
I encourage you to read the whole piece, as there might be insight here that can add to the discussion, :-)
So, I'm no stat-hound or theorycrafter by any stretch...some might know that already...however, I was thinking about Paragon 2.0, did some rudimentary math, and I had a thought I'd like to share...
Currently, in Paragon "1.0," after quite a few hours of lengthy grinding, all each character can hope to gain for reaching Paragon Level 100 (on an individual character) is a total maximum of 300 extra main stat, 200 extra Vitality, and 100 to each minor stat. 700 extra stat points, which I believe (if my math is correct) equates to about Paragon Level 560 in 2.0 in order to get the same Core Stat benefit as Paragon Level 100 in "1.0" the earliest, as Paragon Points are gained in order from Level 1, going from Core Stats, Offense Stats, Defense Stats, and Adventure Stats at Level 4, and so on until Level 800.
At 800 Paragon 2.0 Levels, an account has done two things: 1) It has maxed all of the stats found in ALL their characters' Offense, Defense and Adventure tabs. 2) By completing the other tabs fully, every Paragon 2.0 level a player gains after that milestone will continue granting them points in their Core Stat tab, pretty much indefinitely (unless the devs change that between now and launch).
If we divide that up...the first 800 Paragon 2.0 Levels will grant 200 points to each of the four tabs, and if a player takes the 200 Core Stat points and dumps them all into a character's main stat, at Paragon Level 800, they will have gained 1000 additional main stat for that character.
In other words, AFTER Paragon Level 800 is achieved, every subsequent 200 Paragon 2.0 Levels can equate to another 1000 main stat. By Paragon Level 1000, a character can have 2000 extra main stat. Paragon 1200, 3000 mainstat. Paragon 1400, 4000 mainstat. And so on.
Okay, math over....speculation begins here....
Thus, I came up with this theory...while dumping Core Tab Paragon Points into main stat seems like a really shallow, obvious and/or "required" choice, it COULD prove to be an effective, long-term way for a dedicated player to move AWAY from needing main stat and/or Vitality on gear, depending on if they want to build defensive characters with more Life, characters that are balanced between Life and Damage, or more damage-based characters.
Don't believe me? Think about it.
Right now, we need main stat on literally every piece we wear, in an effort to squeeze every point of damage we can out of our output, mainly because aside from skill buffs, passives, gear, and the minute stat increases we get for Paragon levels now, there isn't any other reliable way of increasing damage, no matter how much time we invest. You pick up a Mighty Weapon with no Strength, a Cloak with no Dexterity, a Mojo or Voodoo Mask with no Intelligence, etc., it's deemed instant vendor trash, sometimes not even picked up. If it has main stat with no Vitality, it MIGHT be viable if it has a clump of other popular trifecta stat boosts. But it'll still be looked at as slightly not-as-good if it doesn't have Vitality.
However, with Paragon Levels soon to have NO cap on how high one can increase their Core Stats, a player could effectively gain enough Core Stats from Paragon Points to cause them to need Core Stats on gear far less.
Think of it this way...ALL the things found in the Paragon Point tabs can be found on gear. BUT...not every affix found on gear is in the Paragon Point tabs:
Strength, Dexterity, Intelligence, Vitality, Crit Chance, Crit Damage, Attack Speed, overall Cooldown Reduction, %Life, Resist All, %Armor, Dodge Chance, Move Speed, Max Resource/Resource (Re)gen, Magic Find, Pickup Radius...those are ALL found on gear.
But Life Per Resource Spent? +Skill Damage? Reduced resource cost? Those are NOT found in the Paragon Point tabs. Those are increases and upgrades that can only be acquired through gear and skills alone.
This being the case, it leads me to believe Paragon 2.0 could end up making gear without any main stat on it completely viable at high enough Paragon Levels. Yes, there would be a reduction in the exact damage number or damage multiplier resulting from a lower main stat, but being free from NEEDING main stat on gear leaves a player open to find good gear with skill-adjusting affixes...while gaining more main stat and Vitality via subsequent Paragon Levels.
Sure, you can just stack additional main stat for better damage, and that will still likely be the easiest thing to do. But given the tradeoff of better skill utility...I may go with the latter, and grind for more main stat. It would certainly make gear options a lot more interesting.
Like I've said, it seems ultimately like a long-term goal, at best. Maybe a slow and steady replacement. You could either do it on your way to 800, by working in Point upgrades to Crit Damage and Attack Speed to make up for the lack of main stat you're losing on your gear, or you could hit a high enough Paragon level, and respec when you find the right gear to change to.
Point is...you reach a far enough milestone, and a big shift could happen...you'll end up with so much Core Stat points to deal with, items that lower Paragon level characters are busy dismissing because they NEED the main stat and Vitality to compete may end up becoming more viable for high Paragon Level characters who already have enough Core Stats to tackle most challenges.
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