If that mats issue makes it live, would make seasonal SO much easier.
- Okakeri
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Member for 10 years, 4 months, and 14 days
Last active Fri, Jul, 7 2017 01:06:53
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Feb 28, 2017Okakeri posted a message on PTR Patch 2.5.0 Known Issues, Necromancer Fan ArtPosted in: News
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Jun 22, 2015Okakeri posted a message on D3's Biggest Problems?Posted in: News
The points are lacking. With the point about Ancient weapons, its not that ancients being rare is a problem, its that the amount of stats in the game is overtly convoluted. We have TOO many stats that either does the exact same thing as another stat (Vitality and +%life, Life on hit and Life per second, Life on kill and extra regen from healing orbs), OR are just so far above and beyond other stats that there is no alternative to not having it (Elemental/Elite +% damage, +% weapon damage being the biggest ones, but crit chance+crit damage being another). Thus, it turns what could have been decent gearing choices/decisions into a BiS numbers thing, where you either HAVE to have all the right stats, or the item is complete trash. And given that theres around 5 commonly found "mandatory" stats (Str/Dex/Int, crit chance, crit damage, socket, +damage of all forms) makes gearing both simple (Have these stats, trash if otherwise), and stupidly complex (Have to calculate breakpoints, ect). The fact that most stats roll with a 50% range (500-750 of a stat) is also bad, further decreasing the chances of getting a GOOD item when you actually get the item you are looking for. Consolidating/merging most of the stats, AND narrowing the potential stat roll range would significantly help with gearing.
The points about legendaries are also moot. You could give EVERY legendary in the game stupidly OP powers, and the ONLY thing it would do would force people into the next most efficient build. As it stands, set bonuses are just TOO good to pass up, leaving people with only a very few slots. The addition of Focus and Restraint was HORRIBLE. Yes, for a number of classes, it DID break the RoRG+2 sets builds that were fairly common, but all it did was REPLACE said builds with a 6 piece+focus/restraint build, leaving only the belt, bracers, amulet, weapon and off-hand items left. Hell, at least with RoRG, we had a choice of what secondary set to use. 125% extra damage can't be passed up. If one wants to bring MORE legendary affixes into the game, then one needs to find a way to have the legendary affixes SEPERATED from gear. Perhaps a method where, after getting a certain amount of xp with a legendary piece equipped, it gets "saved" onto your character, and you can then keep a select few legendary affixes permanently (Which WOULD create a good amount of build variety. As an example, you would get Demon Hunters getting Kridershot's legendary effect, and then swapping out their weapon to, say, Calamity, or vice versa, or even grabbing both and using a 3rd legendary weapon, like the piercing bolts xbow, at the cost of not being able to grab, say, the town portal shoulder affix (Would be very useful as a damage reduction CD on high Grifts), or Thunderfury's affix, ect.
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Mar 18, 2015Okakeri posted a message on New Cosmetic Wings, Ancient Weapons Talk, Quinsane vs GR 52Posted in: News
Ancient items, period, create a big problem in the loot system. Diablo 3 gear already has too much RNG - Did you get the piece you needed, did the piece itself have good stats/amounts on it, and then they up and added Ancient. Previously, getting the "needed" piece from any legendary drop is something like a .1%, getting a "good" needed piece is something like a .01% chance from any legendary drop, and perfect, .001% chance to drop. With Ancient, its even worse. Blizz needs to curtail some of the more useless stats (+life%, specific resistances, +gold/health globe pickup, among many others), and reduce the possible stat range to, say, 10% difference, rather then the current 50% difference. Only then would Ancient items have been a good addition to the loot roll, instead of just adding another layer of useless RNG to looting.
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Feb 22, 2015Okakeri posted a message on Micro Transactions likely coming to Asian serversPosted in: News
Huh. It only took them this long to start implementing Micro-transactions for their more single-player games.
Wonder how long it'll be till Starcraft has cosmetic micro-transactions?
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Apr 4, 2014Okakeri posted a message on The Big RoS Number Crunch, How the Rift Buff Works, Legendary Mats Drop Buff Coming, Frozen Time, Bounty Split Farming GuideSo Torment monster HP increases by roughly 60% per difficulty jump, and monster damage increases roughly by 45% per difficulty jump (Thus, when going up torments, you need 60% more damage and 45% more toughness to graduate to the next difficulty).Posted in: News
According to the chart though, Legendary Drop rate does NOT increase at the same rate. That is, the legendary drop rate going from T1-T2 is greater relatively then going from t5-t6., t4-5, and t3-4. Of course, this may be due to its "speculated" increase, as the leg drop increased isn't confirmed beyond 15% increases. Gold/XP bonus is the opposite though, so you lvl/get more gold as you go up torment lvls compared to the previous increase.
That is to say, the amount of legendaries gained per monster health increased DECREASES as you go up torment lvls (The monsters gain more health relative to the legendary drop rate increase), and the amount of gold/xp bonus per monster health increase INCREASES as you go up torment lvls (The mosnters gain less health relative to gold/xp bonus), although the gold/xp bonus is not as large as the health jump (30-50% instead of 60%+ increases).
Increase of Death's Breath droprate is linear, 20% straight up.
Key drop rate is wonky, between 13-17% increase per torment increase with no real pattern.
So Ima say that the leg. drop rate increase going up torment lvls is either wrong, OR blizzard needs to significantly buff the drop rates as you go up torment lvls. -
Apr 1, 2014Okakeri posted a message on [April Fools] You Thought We Were Kidding...Would have been a bit more believable if you had used the male's voice instead of the females...Posted in: News
And used Gargantuans instead of Zombie Dog. - To post a comment, please login or register a new account.
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Meh. Ancient Ancient legs are one of THE worst ways blizzard could have introduced more power creep. There are so many more numerous ways they could have introduced extar power creep, some of them actually interesting (I.E. cube a non-jewelry/6 piece set bonus, add extra cube slots opening up far more builds, move gems to the cube and opening up additional gem slot progression, adding runewords, adding a 7th ability slot, ect).
But NOO, they just have to go with a RNG-based primary-stat increase. instead. Let me see, so now everyone will have, more primary (Vit/Str), more Thorns (Yay Thornssader! and LoN Frenzy barb. And couple other Crusader build... Maybe we can see an actual WD/Barb set in the future using Thorns in an interesting way?), more Armor, and more Res. And, of course, LPH and other healing stats - Not as impactful though.
It also doesn't really solve Paragon Problems - Yes, more Primary through Ancient Ancient means that Paragon lvls will have diminished increase on your dps - But, really, unless you are the son of RNGesus, the dudes with 3k paragon are going to have many, many, MANY more Ancient Ancients then dudes with 800 paragon. So, as it should be, those who play more will STILL have an advantage other those who do not play as much - Even moreso then now, given that they can sacrifice more defensive means due to the increased toughness that will be on gear then now.
Also, looking forward to the QQ of "MY WEAPONZ NOT ANCIENT ANCIENT I CAN'T KILL SHIT CHANGE THIS SHITTY GAME BLIZZ".
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Just a quick note - To benefit from the multiplayer leg drop/goldfind/xp boost, the characters need to be within 2 screens of your main character. As you are ALSO increasing the HP of all mobs by 3x (200% increase), this will result in a huge loss of legendaries and XP if you just have your characters AFK.
If you got a mulitboxing program running that just moved your other accounts when you moved, and left all the damage dealing to your main character, you need to do the equivalent of speed-farming GR 75 in order to benefit from this in T13. If you can't speed farm GR 75, its better to just solo run T13 for legendaries and XP.
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Doesn't he only spawn in the secret pony lvl, that you need a staff from?
All the cosmetic rares are REALLY rare though. Like, I think their chance of showing up on their map is less then 1/1k.
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Everyone else has no baseline support for a Thorns build. Barbs get double Thorns, and they can reach INSANELY high attack speeds with Frenzy, which allows them to have extremely strong single-target damage with Hack (Their AoE is lacking though).
Monks, DHs, WDs, and Wizs CAN go thorns, but no baseline support, they preform FAR below Thorns barb. Hell, they removed the Thorns support from WDs a while back, back when you could use Hack with em.
So, yea. Personally, I would like to see Thorns implemented in a different way with each class, rather then just "SUPER FAST SPAMMY ATTACKS" we have currently.
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I'm planning to start Barb, as it has the starting pieces for the speed build. For finishing, Crusader. I might save the GR 20 bonus for a HC WD though.
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Crusader currently has 6 LoN sets - Bombardment, Blessed Shield, Heaven's Fury, and Phalanx being the 4 main ones, with Sweep Attack and Shield Bash being minor ones that compete with Rolands.
Wizard does not have ANY LoN set, due to Tel'Rasha fulfilling essentially the same purpose, and DMO handling anything Tel'Rasha does not.
DH has LoN Strafe builds, Knives build (Which took the top spot for DH progression in S5), Rapid Fire builds, and lesser builds such as spike trap and chakram.
WD has LoN dot builds, pet builds, and sacrifice builds.
Barb has LoN HoTA builds, Siesmic Slam builds, and the current top barb build next patch seems to be LoN frenzy/thorns build.
idk what monkhaves, but I bet they have at least 1 LoN build.
And, of course, EVERYONE should strive for at least 1 LoN gold-find build in order to get 1bil gold/TX rift.
I do agree though, that LoN could use a bit of an early game boost. Maybe 50% rather then 70% per legendary.
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A few notes
1) Removal of Armor/All-res from primary stats
Currently, Str/Int/Dex provides both an offensive and defensive boost. While the offensive boost is fine, the defensive boost makes Str/Int/Dex more or less stay ahead of Vit in terms of defensive - If you have to make a choice between Vit and Primary stat, Primary stat is almost always the way to go.
Now, please note that Blizzard did have Dex giving Dodge. They changed it for two reasons.
1: It WAS possible to reach 100% dodge chance. This required insanely high paragon and the usage of skills/legendary powers, but once you reached that cap, you could toss out most other defensive stats and go pure offensive.
2: At lower lvls, it was far inferior to the armor/all-res boost of Str/Int.
So you essentially had a stat that was unbalanced defensively at all points - Low lvls, it failed to even compare to the other two stats. High lvls, it blew the other two stats out of the water.
Changing Str to give Block Chance only benefits Crusaders, and leaves Barbarian in the dust UNLESS they cube blood brother. Note that it is currently possible to reach 100% block chance as well, despite what the tooltip says.
Changing Int to give Thorns only benefits Witch Doctors, and only to an extent as Hack/Sanguinary Vambraces does not proc with pets. The two current thorn-capable classes, Barb and Crusader, acquire thorns from vit at a rate of 3 thorns to 1 point of vit. It also does not beat out Str, which provides an equivalent of 10 thorns:1 point of str, that steadily decreases as you get more str. Still, for Vit to beat out Str for thorns damage requires an unobtainable amount of Str, which means that a non-Int thorns build would never use Int unless it gave more then 10 points of thorns for 1 point of int.
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The best way would be to organize leaderboard ranking through paragon lvl brackets, that records your highest GR run in the lvl bracket you were at. Every 200 lvls seems good, 0-200, 201-400, ect.
Paragon itself allows for people to continue progressing smoothly. Exponential XP scaling past a certain point sucks - Do you REALLY want to spend 3-4 hours of time just to get a 5 stat boost? Nerfing the amount of stat boost given by Paragon also does the same thing - It makes it take 5x the amount of time to reach the same point that you were before.
Think about it - Do you REALLY want to have to spend over 20 straight hours, JUST to go 1 GR higher? Some people want to have NO upwards progression whatsoever it seems, once you have reached the cap, thats it, you may as well put D3 up because there is no more progression for you at all. As it stands, the problem is NOT paragon lvling, as that fixes a problem inherent in the game. The problem is that leaderboards do NOT reflect your paragon lvl. Just seperate leaderboards by paragon lvls, and see all the so-called problems with paragon go away.
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Hey all, need some advice to finish the season, heres my character - http://us.battle.net/d3/en/profile/Frogspoison-1419/hero/71173488
I can currently do 65 with decent rift RNG (tried once, got a terrible 1 or less elite/lvl, finished up 15:20 or so). I'm working on some Caldessan's atm. Not using Stricken's because it currently only helps with the RG (I can kill most elite packs as soon as I hit my CoE burst window), and I don't have a high one lvld. DMO-Orb build is what I will be using up to 70. Using shields for defense atm, its been working out decently.
Is there anything I can be doing to improve my clear time besides plvl/caldessans/ancients+better rolled ancients?
Any advice that can be given will help.
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I don't see the purpose, at all, for removing currently exisiting pieces, even if they ARE more or less useless. Revamping them to have a new legendary? Sure. Removing? No.
Why does Frost Nova have damage on it? This forces you to pick the Frost Nova damage rune.
Not quite sure what the fantasy is that you are going for. Firebirds is pure fire, Vyr's is Archon, especially given that Vyr is the guy who invented Archon, Tel'Rasha, who was famous for his control over all facets of the elements, and his meteors, is multi-elemental+meteors. This is more like revamped Delseres, a man who attempting to utilize the control over time into crafting a powerful suit of armor. Only unified thing is, well, Hydras. Hydras and storms? Hydras and natural effects?
As for skill usage, you really don't have anything supporting Wave of Force besides, well, the set bonus. Nothing that makes Wave of Force deal increased damage, it essentially completely fulfills the role of a spender.
In addition, you have to have Hydra, Blizzard, Black Hole, a generator, Wave of Force, AND Familiar to get maximum benefit. Black Hole/Blizzard is required to further boost your Hydra damage, which is where the majority of your damage is coming from. Wave of Force is needed because you need a spender of some sort, given that this isn't a niche build. Familiar is needed because you are boosting its damage, and you generally have things boosting pet damage. Generator because you will be using arcane power, and Generators are needed to fill in the gap.
Overall, only thing I agree on is that Hydra does need a set (All classes currently have 1-3 abilities that have NO set interaction whatsoever). I have to disagree with your 4 piece bonus (It only provides a 10% damage reduction buff on a single target, and makes you immune to damage in big crowds), as well as you 6 piece (Should be changed to granting 200% extra damage to all skills, with supporting legendaries making you choose which skills to pick)
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What you are describing, OP, is known as map RNG, which can generally lead to a 5 GR difference (GR fishing exists for a reason). You can see this all the times - Your farm run took an extra 5 minutes due to low mob/elite density, stuff like that.
Losing 12.5% CDR can actually make a difference, as it means less usage on Mystic Ally. If you are using Inna's Diabo, its a loss in damage.
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It, and Unity are basically mandatory. I don't think that having an Oculus on both yourself and follower will stack though, not sure. Either way, its basically 80% more damage for solo players. Solo and MP will probably be with 3-4 GRs from each other now, combined with the mob damage nerf.
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Blizzard's current design philosophy seems to be two fold - Provide a reason for players to continue to play, and to buff rather then nerf.
For the first, the main way to do this is simple - provide artificial progression inflation each season to keep the community interested. Hitting a wall sucks. It ESPECIALLY sucks when you realize that the ONLY way to get past said wall is to invest even more time hitting said wall. Before Season 4, that wall was generally GR 60 - Looking at leaderboards at the time, the highest solo GR people did in seasons 1-3 was, more or less, 60, for all 3 seasons. 4 man was only a few GRs higher. Without any changes, players would go up to GR 60, and pretty much stop playing there, because they KNEW that the only way to progress was to invest a godaweful amount of time into grinding Paragon, which, in and of itself, has an eventual cap in which gaining an extra 1000 paragon lvls would only bump you up a single GR lvl.
So, Blizzard stated to buff sets. In Season 4, we saw a number of set buffs, a number of item buffs, resulting in the average player being able to finish between GR 55-65 (FAR ahead of the previous average!) We also saw XP boosts become split between the party, resulting in an entirely new meta at the time (XP supports for insanely high Paragon farming. In season 1/2, we saw the highest players finishing up around 1k paragon. In season 3, we started to have zdps/leech builds, which resulted in the higest Paragon finishing up around 2k. Season 4, we had xp zdps supports, which provided a boost to the entire group increasing lvling by anywhere from 25% (At least), to ~120%, resulting in Paragon finishing up around 3k, which further added to power creep. Season 5, we saw huge set boosts across the board, huge increases via buffing legendaries to grant a huge amount of +%skill damage boost, roughly doubling the baseline XP granted by each mob to make up for the loss of xp zdps supports, ect. Top Players will likely end up around 4k paragon in season 5, and finish up GR 115-120
Season 6 sees further boosts to set bonuses, as well as drastic nerfing to mob damage in GRs, counterbalanced by nerfing of mob XP in GRs. Its not at a perfect ratio though, so you will STILL be able to acquire XP faster in season 6 then you were able to in season 5. Chances are, top players will finish up GR 130-140 in season 6, with paragon lvl being close to 5k.
Imo, compared to players constantly finishing with the exact same GR lvl each season, reaching the exact same paragon lvl each season, allowing for power creep brings freshness into the game. Because, lets face it, people will get tired of reaching the EXACT same goals each season. With power creep, players can go "Ok, maybe I can reach 10 more GRs this season, lets go", rather then "GR 60 a-!@#$ing-again, BS game".
Having power creep will also allow for the introduction of new sets, powers, even progression, because rather then having to balance around a finite cap, you can continually add new things to the game without having to worry bout any sort of cap.
Also, you mention horizontal progression. You have mastered all 24 set dungeons, yes? That IS a form of alternate progression that is not connected to GRs (Although doing GRs can help you with them in the form of boosting your own power). Horizontal progression is VERY hard to come up with without turning it into another form of main progression.
Really, perhaps you should suggest alternative measures on the D3 forum, rather then bitching and moaning without offering your own suggestions.
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I dislike the Primal idea, as there is already TOO much RNG in the game. Theres RNG in getting your legendary to drop, RNG in getting it to roll ancient, another dose of RNG in getting it to roll useful stats, and a FINAL dose of RNG in high rolls on those useful stats. We don't need ANOTHER level of RNG there.
The second one is more acceptable. While it does have a layer of RNG to it, its completely seperate from getting a piece of gear.
Personally, I think they should take another look at Legendary Gems, and add them to Kanai's Cube. Account-wide gems. Extra slots unlocked through going up GR lvls. Its not JUST power creep, its PROGRESSIONAL power creep, in that its not reliant on RNG/item buffs, but instead reliant on your progression.
I posted this idea at Diablo forums, http://us.battle.net/d3/en/forum/topic/20742384995#1
Check it out, bump it up so more ppl can read it!