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    posted a message on Is anything being done for Whirlwind fury regen and damage in next ptr patch

    Hence the "looking for ways". As it currently stands, the build is totally gimped by the change.

    I'm sure they can find a way to compensate for the proc problem and the dust devil generation issues. The proc problems don't just extend to zodiac, they also cause issue for blood funnel (and any other procs a player may be running). There are certainly ways to compensate for all of those things, so that the server performance gains can still be had, it's a matter of them figuring out what all was affected, and deciding on how to approach it.

    *edit* The above also applies to the fury issues that were created by the change

    Posted in: Diablo III General Discussion
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    posted a message on Is anything being done for Whirlwind fury regen and damage in next ptr patch

    The short of it is that they changed WW so that instead of gaining actual attack speed (attacking more per second) when using the attack speed affix, they changed it so that damage and resource usage scale with the AS affix. The benefit of this is that it creates less calculations for the servers.

    Unfortunately, there are a lot of things (dust devils, procing life leach, zodiac procs) that are dependent on attacking more often.

    Blizz is aware of the issue, and are looking for ways to keep the change for the performance gains, but allow the build to function as good as (if not better) than it did prior to the change.

    Posted in: Diablo III General Discussion
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    posted a message on D3 second expansion - Return of the Amazon class talk
    Quote from Zoenova»

    Do we really more classes? I vote for alot more content over new classes.

    Depends on the implementation of said class. If it adds a fun, different playstyle, and can be balanced with the other classes (since Blizz is beginning to narrow in on some class balance slowly), then I'm all for an additional class. If they can't manage all three (fun, different, balanced) then I'd also much prefer them to just add 2-4 skills to each class (and a passive or 2), and spend the rest of the dev time on new interesting game systems.
    Posted in: Diablo III General Discussion
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    posted a message on Death's breath goblin maybe?

    While having a DB gob wouldn't hurt anything, I think Gel gobs cover it. Since they spawn into a bunch of gobs, you end up with a ton of DB's if you kill all of them on the higher torments. Between that and OC gobs, I feel like gobs drop plenty of DB's. Perhaps making regular gobs drop more (since they are more common) could be a compromise.

    The other thing is that I happen to like that you can have a separate build that incorporates Sages in order to increase DB gains. I much like having options for what to do, and that each of those tasks utilizes a different gear/skill set up, as it breaks things up for me. That's totally just one man's opinion, but I find it better than the alternative, which is that you where the same gear/skill set up for everything, because it's simply the most efficient at everything. My only complaint currently is that there isn't a full gear swap option, which means that I have 3 seasonal monks so that I don't have to manually switch gear/skills/passives/gems. The QOL, in my opinion, would be more valuable than a DB gob.

    Posted in: Diablo III General Discussion
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    posted a message on Looking for a "lazy" class/build
    Quote from sct9680»

    WW barb.

    Did that last season. Want to try something new.
    My reading comprehension is clearly not all there today. Sorry about that.
    Other than WW barb, I think Uliana monk might be the next best thing as far as ability to be lazy and clear T8-10 reasonably. Nats DH can also play a bit lazy, but it's also very similar to WW barb.
    Posted in: Diablo III General Discussion
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    posted a message on Looking for a "lazy" class/build

    WW barb.

    Posted in: Diablo III General Discussion
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    posted a message on What legendaries are in your extract top priority?

    For some classes, Furnace will end up being BIS. Barbs, for instance, don't have a lot of good alternatives when you include the cube, as FotVP and Gavel are essentially mutually exclusive as far as high end builds go, and no barb leg weapon really syngerizes with WW.

    Monks, on the other hand have quite a few interesting weapons that work well together, making them better than furnace (lions claw, flow, fist of as, etc).

    On topic though:

    Jewelry: RROG, zodiac, unity, convention

    Weapon: furnace (SMK/DoD for WD, a bunch of equally good options for monks, etc)

    Armor: Leoric's, Hexing pants, CinderCoat

    Posted in: Diablo III General Discussion
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    posted a message on Guide: How to start a new season. Fastest 1-70, Gearing and Paragon farming strategies.
    Quote from Nodders»

    Going to be a stupid question but .

    LVL 45: Craft lvl 60 Weapon roll reduced lvl req on it

    LVL 60: Craft lvl 70 Weapon roll reduced lvl req on it

    Can you now craft lvl 60 weapons at lvl 45 and lvl 70 items at lvl 60 in a new season ? Never knew this at all , is this part of the new crafting change ?

    If your blacksmith is leveled, you can craft level 60 items whenever. So you spend your gold leveling him up early, and then at level 45, you can craft 60 items until you get one with - level requirement. This gives you a giant DPS boost.

    Posted in: Diablo III General Discussion
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    posted a message on I dont understand zodiac ring...

    I believe he means WotB and not the resource of the Crusader.

    I'm also going to assume that you aren't using IK4 (as there is little need for zodiac with it for perma-wrath).

    With that out of the way, what is the rest of your build. Zodiac works by randomly picking a skill that is on cooldown and reducing it, thus if you have a bunch of cooldown gated skills on your bar (CotA, IP, EQ, etc), it's going to be relatively difficult to achieve consistent perma-wrath, as you are competing with each of those other skills for every zodiac proc.

    The other thing is that you have to hit with a resource spending attack. This means that only resource spenders (HotA, WW, SS, etc) will proc the ring, and that you have to hit an enemy for the zodiac reduction to occur. This will occur once per attack, so you are also gated by attack speed (which the IK weapon is relatively slow for).

    How much CDR you need to achieve perma-wrath (or close to it) depends on:

    1) How many abilities are on cooldown

    2) Attack speed

    3) Fury generation (if you run out of fury and can't use a spender, you can't proc zodiac)

    4) Having enemies to hit

    Hope that helps clarify things a bit.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Peanut butter expansion time ?
    Quote from Crisius»

    People who think they'll be announcing D4 are pretty naive. You got to understand that Blizzard is a company, and the developers hands are tied by profits. They won't release D4 until D3 has been completely exhausted.

    Why invest triple the money and time into a new game engine and system when you can spend a minimal amount of effort on an expansion with the same price tag and the same number of people will still buy it?

    While it's true they will exhaust D3 (probably by making 1 or 2 more expansions), if there are any possible plans of a D4, they started working on either enhancing the D3 engine or building a new engine from the ground up for a possible D4. The wonderful thing about engines is that they can be modified and enhanced if they decide to scrap a D4 and it can be used for something else.

    That said, I'm not expecting any news on a D4 anytime soon, but that doesn't mean they aren't already investing money in early development of an engine.

    Posted in: Diablo III General Discussion
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    posted a message on 2.3/Season 4 Release Date - Earliest Is Currently: August 25/28

    There's still another patch to come on the PTR, and it hasn't hit yet. My guess is that they'd need a week at least once that hits before it could go live, and that's assuming it's the last patch of the PTR.

    Posted in: Diablo III General Discussion
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    posted a message on suggestions for 2.3

    That wall of text is a bit hard to take in. I'd suggest formatting the OP into paragraphs for each suggestion and maybe changing the font.

    Posted in: Diablo III General Discussion
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    posted a message on Reworking the Might of the Earth set

    I like that you are trying to utilize some skills that aren't always utilized, but I think that limiting it EQ and avalanche might end up being better, at least purely from the set bonuses (remember that there is an item that makes GS cast avalanche). The beauty of using avalanche is that if you decide to put it on your skill bar, and not just use it runeless via GS, it already has a cooldown reducing mechanic with fury spent. For threatening shout, I think that skill needs a bit of a design itself, and then some supporting legendaries that make it useful.

    If I had to guess, the current MotE mechanic of leap causing an earthquake will stay (unless they choose to move that to a legendary, which might not be the worst idea). What can change with the new set bonuses is what you do when you aren't leaping. As you said, Raekor (and WotW honestly) takes care of the zoom around doing damage playstyle. If the 6 set bonus increased the damage against enemies affected by EQ for some group of skills (or all of them like IK), then you have a reason to stop leaping around constantly, and use other skills to do damage, while maintaining some mobility.

    I do like the legendary that reduces damage while inside of an EQ, since MotE barbs will be squishy once more following the CC nerf.

    I like the playstyle you are going for, and I think that MotE can be made to be flexible enough so that a couple of legs can be added to give you nearly that build, while also leaving the door open for other possibilities.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on PSA: Just to clear some confusion
    Quote from Shurgosa»

    Quote from cabynum»

    I am still confused as to why this is considered cheating. I didn't use the exploit, I was working when I heard about it, scheduled with my friends to do the exploit, then found it an hour later that they were going to hotfix it and punish the exploiters. Too bad for me.

    However, I don't see this as an exploit, much less a cheat. How is using game mechanics to your advantage cheating? A similar example from WoW(Vanilla): UBRS drakes; line of sighting their aoe by stacking your 40 man raid in a corner of a door jam. This is using game mechanis: line of site, and a doorway, to progress. This was just a strat. How is it any different than than the blood shard thing? It isn't.

    Also, another example of exploiting game mechanics: having set bonuses for 1 class whose damage stats are separate multipliers as opposed to other classes set pieces being additive bonuses. This set up a certain class, DH, to be the best dps where the other classes couldn't compete because their set bonuses were additive and not separately multiplicative. Should all DH's from season 2 get punished for exploiting a bug in game mechanics to their advantage?

    As a side note, capping the max bloodshards that drop to 250 for every rift level above, what is it? like 45 or something? to fix the bloodshard bug is ridiculous; as evidenced by my ridicule.

    Also, I think there may be a bug with wizards and slow time bubble damage and pain enhancer gem. See guys doing crazy damage from that gem with the time bubble buff when they have 2.2 million stat sheet dps buffed not counting elemental damage modifiers, and no +physical damage. If anyone else could test this out, I don't have a wizard, to see what is going on, that would be great.

    This is actually pretty fascinating. The only reply I can muster is that I takes all the intellect of a human mind to decipher the answer to that question "will I get banned?".

    Rather than blather on about stories winding all the way back to Everquest and Ultima Online, And how once upon a time a pro gamer Athene triple checked a crazy boss "strategy" with a GM AND screen-shotted the conversation AND STILL had the kill wound back and nullified,

    I'll just say answering the question "will I get banned?" is more of a craft than a science.

    When I view the blood shard situation in this thread, I'm not even the least bit surprised to hear that bans were issued, because of how my mind processes all the little aspects of it.

    I'm also not at all surprised to hear the poem of silly fuck ups associated with the list of previous exploits and "situations" as the came up in D3...

    This whole situation has just made me sad at both some of the playerbase and the developers.

    The fact that people keep calling this "cheating" is beyond me. Everything about this game is an exercise in exploiting game mechanics, intended or otherwise. Rift fishing, exploiting game mechanics. Conduit fishing, exploiting game mechanics. Rolling a DH, exploiting class imbalance. Perma-fear docs, exploiting game mechanics. The list goes on and on.

    The point is, this is a game that is about finding the most efficient route to an end goal. If that goal is to top the leaderboards, then you exploit every single game mechanic that exists to get the gear needed to compete for a top spot. Just because this was an unintended bug by the developers, doesn't change that fact. To me, the fact that they should have known it existed in the PTR, and didn't fix it, places the blame squarely on their shoulders, and punishing players for that mistake is a joke itself.

    The traffic analogy that has been floating around this thread is missing some key similarities. This more akin to a 70 MPH speed limit sign being mistakenly put on a road that was supposed to be 45. The posted speed limit is 70, so even though a logical person can deduce that it must be a mistake, given the road and prior knowledge of speed limits, a cop CANNOT give a speeding ticket to a person doing 65.

    Back to the game world. Exploits that do not directly affect other players (like killing other HC characters) and that do not use 3rd party software (like a map hack) should not be considering cheating, and certainly should not come with a punishment. It's using game mechanics handed to the players and finding a way to utilize them for maximum efficiency. The "holier than thou" attitude that some people seem to have adopted is just absurd.

    Posted in: Diablo III General Discussion
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    posted a message on IK 6pc Set - Guaranteed Nerf coming - How much is enough?
    Quote from RasAlgethi24»

    There should be no whining. Barbs will still do more damage than M6 DHs.

    The highest clear before was 70, the highest clear by M6 DHs was I believe 61 without Sever. A 9 level difference means mobs on 70 have 4x health as they do on 61. So, barbs were putting out 4x the effective dps as M6 Dhs.

    A nerf to 100% instead of 500%, reduces barb's damage by 1/3 (100% is a 2x multiplier, 500% is 6x multiplier). Therefor, they will still put out more damage than M6.

    The problem with this math, and the math that someone posted prior to the actual tuning (not really a nerf since it's a PTR), is that it's all based on a couple of outlier builds. There were a lot of things wrong with IK before the tuning pass, but the solution (assuming the goal is skill/build diversity) wasn't to tune based on outlier builds.

    The builds that were over-performing the most were builds that used WW and FC. One of those skills has it's own set in the making, the other already has a set built around it. For FC, the builds are just a slight variation of existing builds. Since they tuned the set completely based on those builds (instead of narrowing the skills that benefit and fixing some bugs) the only truly viable builds are... ones that already existed. HotA and SS builds, or any other possible new build got thrashed because of the synergy 500% had with a few specific skills (FC, WW, WoTB-slaughter, BR-bloodshed).

    The set itself probably needed a to be toned down anyway, even with those changes, but it was certainly not -400%. This means that the same heavy AOE, almost laughable STD builds are still the only way to play barbs. The issue is that with these changes, IK doesn't offer any varied gameplay from previous iterations of the barbarian.

    My guess is that they were afraid of adding only specific skills to the set because they wanted it to be versatile, but in trying to make it versatile, they killed it's versatility. The irony almost hurts.

    Posted in: Diablo III General Discussion
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