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 20 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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Odd, I wasn't having that issue at all, was jumping at the same rate as on live. Its probably just you.
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This, along with the Rend change, should help to make WW competitive with all the other builds, rather then the current iteration where it can barely do GR 70.
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Other then that, Blizzard will buff underpreformers to make them competitive with the top builds. That 4000% UE increase makes it on par with the Crusader/Wiz solo builds. Same thing with every single other buff to the various sets. Blizzard does this because it is NOT fun to suddenly be unable to do GR 90 because you got a 20% nerf, its better to buff everyone else to be able to easily do GR 90. Blizzard CAN do this because Diablo utilizes an infinite progression model - There is no *obtainable* cap to the game right now, in any form.
I think Blizzard will eventually hit a threshhold where they've brought everything up to a lvl where they go "Eeeh, lets not increase anything beyond this point"
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For gold, when you start hitting the high GRs, and you keep empowering, you WILL quickly run out of gold.
As for power, at the start, there were 2 max lvl difficulty modes - Hell, and Inferno. In addition, difficulty was divided by act, so technically there were a grand total of 8 difficulty modes, starting from Act1 Hell, going to A4 Inferno.
Also, End Game was "Grind area A over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over, until you burnout and never, EVER want to touch D3 again (Or, well, I guess there was achievement hunting). There is a reason that people say Vanilla D3 sucked balls, and RoS saved D3, because RoS actually added REAL end-game to D3.
Now, it isn't so much that the difficulty levels are easy, as much as there has been HUGE power creep since the start of D3. Remember that in D3, BiS gear WASN'T legendaries, but actually rares with the "perfect" roll. Meaning, of course, that you didn't have all these new legendaries that increase skill damage by 200%, with sets that grant +900% all damage, with weapons that further increase skill damage by +100%, with all of these stacking multiplicatively.
Lets take Vanilla Natalya's Vengeance (Known as Natalya's Solace back then). It had 5 pieces - Boots, Cloak, Ring, hand xbow, and helm. 2 piece provided 7% extra crit chance, 3 piece granted +130 dex (Which was barely equal to an extra slot worth of dex), and 4 piece granted +20 disc. Compare that to today - 7 pieces total, 2 piece gives a greatly reduced CD on Rain of Vengeance, the highest damage-per-use ability DHs got, 4 piece DOUBLES the damage on Vengeance, and 6 piece grants +60% damage reduction and +400% increased damage for 10 seconds whenever you use Rain of Vengeance.
Also note that damage on skills got a HUGE boost going into RoS - Rain of Vengeance, for instance, started out doing 700% or so weapon damage. Cluster Arrow only did 200% weapon damage with 100% weapon damage explosions. Grenades did 95% weapon damage per explosion, and not a single primary skill for ANY class did more then 150% weapon damage per hit (At that was for the single target, high-damage runes!)
So, not only has the power of gear GREATLY increased since the days of Vanilla D3, the damage of skills themselves has been doubled across the board, with significantly bigger increases in some cases. Overall, though, anyone who wants Vanilla D3 back is insane, as the game is currently in a much, much, MUCH better place all-around. Can it be improved? Yes, but going back to Vanilla D3 is NOT improvement.
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Now, there ARE a good number of QoL changes that could be made, and blizzard could be less stingy on the extra stash tabs, ect, but mechanically, D3:RoS is in a GREAT spot atm. Sure, max-lvl builds are pretty strigent, but name one game where you can go ANY build at the very top lvl - There are no games that have been balanced to that point, theres always a top answer. Overall, beyond QoL changes, the only things blizzard can add to the game to really make it better is A: Providing an alternative to Greater Rifts in terms of XP farming (This can easily be done by just upping Torment lvls, and making the bonus XP/Gold increase at a rate similar to GRs. Going up from T6-T10 is actually extremely inefficient in terms of whatever gained per hp needed to go through - If it wasn't for the fact that damage was so high, nobody would do T7, everyone would do T6 for efficiency of farming basically everything.
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Non-Asian realms are only able to buy, what, 4 wings, all of which are part of the various CEs for blizzard games? So, yea, there is no "plenty".
Cosmetic items are more rare then you would think, and require a certain amount of investment to get. They are definetely NOT "Fore teh cazualz" as you put it.
As for OP, I would be against having to have progression in a class in a previous season in order to unlock collectables in the next season, unless this was told months in advance. Soloing T10 Rift is pretty damn easy no matter what class, but you only have a certain number of character slots.
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I do have to say that Blizzard adding all that HUGE amount of +% skill damage isn't really healthy for the long term of the game. You either have to give ALL skills the same treatment, or you wind up with unused skills. Not only that, but you also wind up having to give pieces of gear that treatment - Once upon a time in D3, if you wanted to use Cluckeye (Bow that shoots out a chicken relatively often for about 250% weapon damage), you COULD. Now? You HAVE to use one of the various legendary items that correlate to your set.
Blizz has gone too far in one direction - Previously, while there was very little SKILL variety (Most people used the same set of skills), there was a large amount of GEAR variety (You could utilize all sorts of different equipment for the same skill set). Nowadays though, theres a good amount of skill variety (Each class has at least 5 different builds), theres almost no gear variety (For the vast majority of sets, each item you need to use is already pre-determined). The huge amount of +% skill damage doesn't help, either.
Good legendary effects are like Hexing Pants of Mr. Yan, Aquila Cuirass, ect - Theres a benefit for it, but it benefits you more if you utilize a certain playstyle, mainly not using resource with Aquila Cuirass, and constantly moving with Hexing Pants. Bad legendary effects are like Bracers of the First Man - 50% increase attack speed and 150%-200% increased damage on HotA.
Imo, blizzard needs to just boost the baseline weapon damage by 400% (5x, essentially), and remove ALL of the various blank +%damage boosts.from legendaries (Sets are still good though)
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I honestly don't get what is with people who complain about this shit. OP stated 10 minutes, and then he comes and complain about it, rather then just turning off the Xbox as soon as he saw his plvl shooting up. Same with all the !@#$s who complain about it, while saying "I was only with that hacker for 5 minutes!"
Yea, sure. You LOVED getting that paragon boost, and the only reason you are posting now because you think you might be banned, but don't want to come across as a cheater. You won't get banned on consoles, don't worry.
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The adventuring gems sound pretty cool, but I have to say NO to slot on a belt. I prefer to move legendary gems AWAY from gear.
Move Legendary Gems over to Kunai's Kube. Make it to where you can gain an extra slot every 15 GRs (So you get your first leg gem at 15, second at 30, third at 45, all 3 of which are easily obtainable, and then you start getting extra slots at 60, 75, 90, ect for much better progression.) This allows for more stat customization for jewelry slots (Rather then 100% requiring a jewelry slot or its trash), frees up stash space, allows for account-wide legendary gems (Making it much easier to keep up several alts, since they all can use the same lvl 60+ Estorics, ect), with the only problem being how Caldessan's Despair would adjust to it (In my opinion, while Caldessan's Despair is nifty, its main usage is early game to help get a character off the ground to farming a bit higher GRifts, with little overall effect at the end-game)
Your adventuring gems are pretty cool, and are pretty much entirely aimed at mat farming. I would add a crafting mats one (Lets say increased chance to get crafting mats, up to 100% from all sources, including salvaging, and at 25, automatically pick up crafting mats, trash drops 50% more crafting mats, and Forgotten Souls have a 1% chance to drop from trash)
But, I really wish for Blizzard to move Legendary Gems over to Kunai's Kube
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A link to your D3 profile would help more then your description. Otherwise, can't tell whether or not you are starting to hit your cap (And thus need more Paragon, Caldessan's Despair, ancients, and leg gems), or if fixing the way you do GRifts will help (Keep moving, only kill large groups of whites, burst during CoE, ect)
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No. Max Disc can only be rolled on Cloaks, Quivers, Hand X-bows, and some very specific legendary items (Can't list em off the top of my head, but im pretty sure one ring and one belt can roll with Max Disc on them, and only those two items). Hellfire cannot roll max disc.