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The Ideal Party for diablo 3 - Solved - Page 3

Forum Index > Diablo 3
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ManicMarine
Profile Joined April 2011
Australia409 Posts
March 06 2012 07:22 GMT
#41
This thread made me lol heartily. 5 out of 5.

Manic by name, Manic by nature.
Lobotomist
Profile Joined May 2010
United States1541 Posts
March 06 2012 07:30 GMT
#42
On March 03 2012 18:37 dacthehork wrote:
Show nested quote +
On March 03 2012 18:34 FinestHour wrote:
Aren't you tired of making theorycrafting threads by now? You can't possibly know any of this to really be true from the beta.

It's actually pretty easy for an expert to solve a system like this and find imbalanced combinations. Also it will be fun to see when they nerf this stuff.
Good thing you're an expert at D3 then with all the playtime you've put in, not to mention the number of times you've beaten the game...
Teching to hive too quickly isn't just a risk: it's an ultrarisk
nagatastic
Profile Joined August 2010
Sweden1 Post
March 06 2012 11:53 GMT
#43
Theorycrafting like this without knowing all the facts is stupid. You have no idea if a spell stacks with another or not and this is just one example but it makes a HUGE difference. Game mechanics are verry arbitrary so until you have tested everything it's imossible to know what's op.
greggy
Profile Joined October 2010
United Kingdom1483 Posts
March 06 2012 14:56 GMT
#44
At least the OP has actually done some theorycrafting as opposed to a generic sheeple going DURR GAME NOT RELEASED YET HURR IT WILL CHANGE BY RELEASE and then we look at sc2 and how long it took them to change the retardation that is the ghost or khaydarin or their mappool or etc. etc.


It's really fucking obvious that aoe with scaling > single target with scaling, and so stacking aoe in a party will always provide higher gains than stacking single-target. I'm somewhat undecided as to how exactly this party will deal with bosses/elites, but I guess a respec would always be possible if needed.
Kevin_Sorbo
Profile Joined November 2011
Canada3217 Posts
March 06 2012 15:13 GMT
#45
On March 03 2012 21:44 sweetphoenix wrote:
@ dacthehork: ur a genius! a living legend! ... :=)


wtf? creating smurfs to congratulate urself TangSc style?
The mind is like a parachute, it doesnt work unless its open. - Zappa
papaz
Profile Joined December 2009
Sweden4149 Posts
Last Edited: 2012-03-06 15:26:22
March 06 2012 15:25 GMT
#46
OP really made me laugh

This just goes to show Diablo 3 should have been released long time ago. Because else people "figures out and completes" the game even before it's out. Next thing you know, we are going to get threads on "possible patch notes to nerf XYZ class combo"
Teeny
Profile Joined March 2010
Austria885 Posts
March 06 2012 15:48 GMT
#47
I really shouldn´t respond to much because you can´t tell 80% of all this but i will try some points you maybe overlooked.

Your group setup will possible be strong vs. random demons and smaller enemies.
But what you can´t really say now or anyone is. Will the higher lvl rares/bosses even be effected by most your spells or debuffs?

-The single-target dmg for your setup seems incredible week with no really high hitting ability. Higher level mobs could just run out of poison acid cloud before 3 secs which would take a good bunch of dmg from that spell.

-Hex is on the one side random which target it takes and like i said above could maybe not work on certain rares.

-Mass confusion same as hex could maybe not work on high lvl rares or certain types.

-Monks seem to be weak "tanks" with low gear because dex does increase dodge which makes them really rng on the incoming dmg side.

-zombie dogs and fetish army could be totally useless at high aoe dmg rares/bosses.
Gescom
Profile Joined February 2010
Canada3489 Posts
March 06 2012 18:15 GMT
#48
OP has autism, not his fault.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
krzych113
Profile Blog Joined April 2003
United Kingdom547 Posts
March 06 2012 18:40 GMT
#49
I just can't believe there are people who care O.o
cLutZ
Profile Joined November 2010
United States19574 Posts
March 06 2012 21:44 GMT
#50
I do not know that this is the perfect team, I don't have the skills or time to know that. What I certainly agree with is that the Monk is a fundamentally flawed class, much like the Ret Paladin during Vanilla and TBC WoW.

If you recall, the Ret Paladin was a joke, however it also was a rollface pubstomping machine because of Seal of Command, particularly after the introduction of Crusader Strike. In other words, it was balanced on the blade of a knife. The monk has many of the same characteristics: IMO it will either be a fairly weak or fairly OP class depending on item level and the numbers on its auras and skills at release.

The OP recognizes the ability of the Monk to be overpowered, but IMO with a couple of alterations to scaling it is just as likely to be a complete joke.
Freeeeeeedom
Saeglopur
Profile Joined February 2011
Canada177 Posts
March 09 2012 00:33 GMT
#51
So should I still buy the game? Looks like the game is already solved even though only 1 act on the lowest difficulty has been revealed.
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
Last Edited: 2012-03-09 02:52:03
March 09 2012 02:51 GMT
#52
On March 04 2012 04:48 dacthehork wrote:
Show nested quote +
On March 03 2012 22:55 inReacH wrote:
On March 03 2012 19:14 dacthehork wrote:
On March 03 2012 18:51 FeiLing wrote:
On March 03 2012 18:37 dacthehork wrote:
It's actually pretty easy for an expert to solve a system like this and find imbalanced combinations. Also it will be fun to see when they nerf this stuff.


Go to any game forum to the archive section. Search for theorycrafting threads before release and shortly thereafter. Laugh at all the total bullcrap 'experts' were writing in them

I remember my Beta SC2 predictions

Zerg had nothing but macro and was one dimensional, Terran had by far the biggest and most variety in it's toolset and was the best race because of this and would be a pain to balance, and Protoss relied on forcefields early, so the maps would greatly influence how good they where.

I also remember predicting that Terran would have tools taken away to balance them, loe and behold reaper was utterly nerfed to uselessness and now even the ghost is turned one dimensional. It's easy to figure out how blizzard balances, they are pretty good at getting most things "seemingly" balanced but fail when thinking about toolsets and how those work.



Got a link to where you predicted all of this?

First off can I ask what you personally hope to get out of making a thread like this?
The way you speak makes you come off as so assured of yourself that I have a hard time believing you are looking for feedback. Do you just want us all to awe at your 'expert' superior intellect?

What is your goal for this configuration?
To not die? Is this a HC build?

If you think this configuration has any shot of being a fast and efficient killing group you are a real sweetheart

I mean do you actually think Mass Confusion and the rune from Blinding flash is going to speed up your killing efficiency at all? You have Resolve and Crippling Wave on your monks (it can't be correct to have these most likely unstackable effects on both monks) which lowers the damage they will deal to each other as well.

The entire configuration is defensive and you think it's going to be imbalanced that monsters around your level and gear quality won't be able to threaten you?

I don't understand how you could think this is ideal for anything other than staying in normal difficulty until the expansion comes out being that your only offensive skills over 4 characters are

2x Acid Cloud
2x Crippling Wave with defensive rune
2x Lashing Tail Kick with defensive rune
And then... Zombie Dogs...
And Fetishes.


wrong

Mantra of Conviction +24% damage taken by enemies
2x Hex - +24% damage dealt to hexed enemy
Big Bad Voodoo 1-2x - +30% damage Dealt, +20% attack speed.
Mass Confusion - +20% damage taken
Vision Quest passive - 300% mana regen - 3x the casting of dps mana skill
Blood Ritual - 15% less mana costs for even more spam of high damage mana skill
Guiding Light - +16% damage dealt

266% weapon damage - spell casted 3.45x as often with +16% damage, +30% damage, +20% damage,+24 damage + 24% damage ideally, adds up.

There is no real reason to have more than 1-2 skills to dump mana into for damage on a WD, especially with vision quest, who be casting 1/3rd the normal spells through a variety of meh stuff, just cast the best one 3x as much.

Lashing Tail Kick with stun and Acid Cloud are pretty much the only spenders you need for damage, they dont have cooldowns, so there is no real reason to have two or three spenders.

Vision Quest is a broken passive, blood ritual is pretty broken too. Also this damage is transferred to the dogs, fetishes, etc too. I mean you can make small tweaks depending on the balance of the actual game but this pretty much is abusing everything broken in the game. Also the idea is inferno is ridiculously hard, being able to reliable walk through the difficulty will be very important. Having unkillable tanks for shit like duriel is also key, Basically no downtime, less risk, etc So you can quickly rush through to inferno and farm. Pure damage or "killing" time isn't as important, you only need 1 or so damage skill a player, lashing tail kick / acid cloud. The idea is simply do the most powerful things you can in any format.

I think all three of the last passives mentioned will be revised, (blood ritual, guiding light, and vision quest)


Quoted from a Blizzard employee, just as punctuation on your perm ban

Talking to Wyatt about this a little more and he brought up some good, additional points.

You will not be farming bosses. Bosses won't drop the best loot, they won't even drop really great loot. Part of Inferno and our intent with getting people out into the world and hunting and killing lots of different things is putting the best loot on rare and champion packs, and the great thing about rare and champion packs is they have random affixes. They're like a box of chocolates. Murderous, snarling, blood-soaked chocolates. You're not going up against a boss where you know "Build A" is the best way to minmax against it because it has abilities and resistances X, Y, and Z. What is the best build vs. an "Arcane Enchanted, Teleporter, Frozen, Knockback" skeleton pack? Got that figured out? Cause it's not going to be the best against the next pack you come across, and you're going to want to kill that one just as much.

You might have a specialized build that is super strong against some of these things, and not against others. Your focus is going to be on the balance between taking on all of these possibilities and surviving, and it's that balance that makes for a ton of interesting options and variance.

The one question mark for a lot of people, and maybe even us, is what stops someone from seeing a pack, backing out (or dying) and swapping out to be better equipped to handle it? We agree that shouldn't be the best way to play, but know it's something we can solve pretty easily, even if it's just making the swapping cooldown longer in later difficulties.

In any case, his point was that you could absolutely make the best build against one type of enemy, and that build could completely fail against another. It's not D2 where you pump all your points into one ability, we're going for some depth in our combat, but it's your choice of tools (and there are a lot of them) that will define your character versus another.
Battleaxe
Profile Blog Joined August 2010
United States843 Posts
March 09 2012 08:40 GMT
#53
On March 07 2012 03:15 Gescom wrote:
OP has autism, not his fault.

^Winner of this thread, made me lol
Without a community, we're all just a bunch of geeks.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-03-09 12:44:27
March 09 2012 12:37 GMT
#54
On March 07 2012 06:44 cLutZ wrote:
I do not know that this is the perfect team, I don't have the skills or time to know that. What I certainly agree with is that the Monk is a fundamentally flawed class, much like the Ret Paladin during Vanilla and TBC WoW.

If you recall, the Ret Paladin was a joke, however it also was a rollface pubstomping machine because of Seal of Command, particularly after the introduction of Crusader Strike. In other words, it was balanced on the blade of a knife. The monk has many of the same characteristics: IMO it will either be a fairly weak or fairly OP class depending on item level and the numbers on its auras and skills at release.

The OP recognizes the ability of the Monk to be overpowered, but IMO with a couple of alterations to scaling it is just as likely to be a complete joke.


i don't see anything that indicates this, want to elaborate?

the fact that they just recently buffed monk with innate 30% dmg reduction is a good clue that they aren't unkillable as claimed in later difficulties

barb easily have the same if not better scaling abilities. I mean they have two passive that increases dmg by 30% each that practically have unlimited uptime. 60% increase on all dmg probably beats anything monk can dish out of
gugarutz
Profile Joined August 2010
Austria110 Posts
Last Edited: 2012-03-09 12:53:34
March 09 2012 12:52 GMT
#55
On March 07 2012 06:44 cLutZ wrote:
I do not know that this is the perfect team, I don't have the skills or time to know that. What I certainly agree with is that the Monk is a fundamentally flawed class, much like the Ret Paladin during Vanilla and TBC WoW.

If you recall, the Ret Paladin was a joke, however it also was a rollface pubstomping machine because of Seal of Command, particularly after the introduction of Crusader Strike. In other words, it was balanced on the blade of a knife. The monk has many of the same characteristics: IMO it will either be a fairly weak or fairly OP class depending on item level and the numbers on its auras and skills at release.

The OP recognizes the ability of the Monk to be overpowered, but IMO with a couple of alterations to scaling it is just as likely to be a complete joke.


you cant compare this, wow is a game based on group play and especially vanilla wasn't balanced on a class/player level but on a group level, and compared to nowadays very badly back then^^ (for example druids got a spot in raids ONLY for innervate which they had to spec for so they where forced into that spec etc etc.)

and in wow blizzard is imo balancing weird on purpose so it keeps the player interested, one patch this class is op another patch another op class (expect warlocks lol - always op)

since d3 is somewhat single player based they need to make every class viable and dont have that many problems wow has, for example keeping 25/40 man raids balanced at the same time as pvp...

there are sooo many differences you cant compare it at all.
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2012-03-13 02:11:22
March 13 2012 02:10 GMT
#56
btw, the best party combo is going to be one healthglobe barb with >40% globe find and 3 wizards with power hungry

you can thank me later
FecalFrown
Profile Joined June 2010
215 Posts
March 16 2012 04:12 GMT
#57
On March 04 2012 08:00 dacthehork wrote:
Show nested quote +
On March 04 2012 06:43 Reason.SC2 wrote:
On March 04 2012 06:19 JingleHell wrote:
Hey dak, can you take a break from the group comps, and turn your crystal ball on itemization at or near level cap? I'm most interested in crit scaling so I know how viable the increased crit damage runes will be on my DH.


Better yet, turn your crystal ball on release date. Frankly I don't care if the game is broken @ release as long as it gets good patch support. Bring it on WWMM combo ftw.

On a side note, do we have information about how monsters will take damage on the higher difficulties. In D2 there were plenty of "immune to x" mobs that would cause serious problems for some chars. Is this foursome vulnerable to anything like that seeing as their damage dealing spells will likely have half of the diversity of a regular foursome?


April 17th.

There is only resistances, no immunities.


0 for 1

Next.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2012-03-16 08:49:27
March 16 2012 08:44 GMT
#58
On March 09 2012 11:51 inReacH wrote:
Show nested quote +
On March 04 2012 04:48 dacthehork wrote:
On March 03 2012 22:55 inReacH wrote:
On March 03 2012 19:14 dacthehork wrote:
On March 03 2012 18:51 FeiLing wrote:
On March 03 2012 18:37 dacthehork wrote:
It's actually pretty easy for an expert to solve a system like this and find imbalanced combinations. Also it will be fun to see when they nerf this stuff.


Go to any game forum to the archive section. Search for theorycrafting threads before release and shortly thereafter. Laugh at all the total bullcrap 'experts' were writing in them

I remember my Beta SC2 predictions

Zerg had nothing but macro and was one dimensional, Terran had by far the biggest and most variety in it's toolset and was the best race because of this and would be a pain to balance, and Protoss relied on forcefields early, so the maps would greatly influence how good they where.

I also remember predicting that Terran would have tools taken away to balance them, loe and behold reaper was utterly nerfed to uselessness and now even the ghost is turned one dimensional. It's easy to figure out how blizzard balances, they are pretty good at getting most things "seemingly" balanced but fail when thinking about toolsets and how those work.



Got a link to where you predicted all of this?

First off can I ask what you personally hope to get out of making a thread like this?
The way you speak makes you come off as so assured of yourself that I have a hard time believing you are looking for feedback. Do you just want us all to awe at your 'expert' superior intellect?

What is your goal for this configuration?
To not die? Is this a HC build?

If you think this configuration has any shot of being a fast and efficient killing group you are a real sweetheart

I mean do you actually think Mass Confusion and the rune from Blinding flash is going to speed up your killing efficiency at all? You have Resolve and Crippling Wave on your monks (it can't be correct to have these most likely unstackable effects on both monks) which lowers the damage they will deal to each other as well.

The entire configuration is defensive and you think it's going to be imbalanced that monsters around your level and gear quality won't be able to threaten you?

I don't understand how you could think this is ideal for anything other than staying in normal difficulty until the expansion comes out being that your only offensive skills over 4 characters are

2x Acid Cloud
2x Crippling Wave with defensive rune
2x Lashing Tail Kick with defensive rune
And then... Zombie Dogs...
And Fetishes.


wrong

Mantra of Conviction +24% damage taken by enemies
2x Hex - +24% damage dealt to hexed enemy
Big Bad Voodoo 1-2x - +30% damage Dealt, +20% attack speed.
Mass Confusion - +20% damage taken
Vision Quest passive - 300% mana regen - 3x the casting of dps mana skill
Blood Ritual - 15% less mana costs for even more spam of high damage mana skill
Guiding Light - +16% damage dealt

266% weapon damage - spell casted 3.45x as often with +16% damage, +30% damage, +20% damage,+24 damage + 24% damage ideally, adds up.

There is no real reason to have more than 1-2 skills to dump mana into for damage on a WD, especially with vision quest, who be casting 1/3rd the normal spells through a variety of meh stuff, just cast the best one 3x as much.

Lashing Tail Kick with stun and Acid Cloud are pretty much the only spenders you need for damage, they dont have cooldowns, so there is no real reason to have two or three spenders.

Vision Quest is a broken passive, blood ritual is pretty broken too. Also this damage is transferred to the dogs, fetishes, etc too. I mean you can make small tweaks depending on the balance of the actual game but this pretty much is abusing everything broken in the game. Also the idea is inferno is ridiculously hard, being able to reliable walk through the difficulty will be very important. Having unkillable tanks for shit like duriel is also key, Basically no downtime, less risk, etc So you can quickly rush through to inferno and farm. Pure damage or "killing" time isn't as important, you only need 1 or so damage skill a player, lashing tail kick / acid cloud. The idea is simply do the most powerful things you can in any format.

I think all three of the last passives mentioned will be revised, (blood ritual, guiding light, and vision quest)


Quoted from a Blizzard employee, just as punctuation on your perm ban

Show nested quote +
Talking to Wyatt about this a little more and he brought up some good, additional points.

You will not be farming bosses. Bosses won't drop the best loot, they won't even drop really great loot. Part of Inferno and our intent with getting people out into the world and hunting and killing lots of different things is putting the best loot on rare and champion packs, and the great thing about rare and champion packs is they have random affixes. They're like a box of chocolates. Murderous, snarling, blood-soaked chocolates. You're not going up against a boss where you know "Build A" is the best way to minmax against it because it has abilities and resistances X, Y, and Z. What is the best build vs. an "Arcane Enchanted, Teleporter, Frozen, Knockback" skeleton pack? Got that figured out? Cause it's not going to be the best against the next pack you come across, and you're going to want to kill that one just as much.

You might have a specialized build that is super strong against some of these things, and not against others. Your focus is going to be on the balance between taking on all of these possibilities and surviving, and it's that balance that makes for a ton of interesting options and variance.

The one question mark for a lot of people, and maybe even us, is what stops someone from seeing a pack, backing out (or dying) and swapping out to be better equipped to handle it? We agree that shouldn't be the best way to play, but know it's something we can solve pretty easily, even if it's just making the swapping cooldown longer in later difficulties.

In any case, his point was that you could absolutely make the best build against one type of enemy, and that build could completely fail against another. It's not D2 where you pump all your points into one ability, we're going for some depth in our combat, but it's your choice of tools (and there are a lot of them) that will define your character versus another.

While dac might have gone overboard with the theorycrafting, I don't believe for a second that Blizzard will solve the min/max issues. They've been making that claim forever in WoW and they've never even gotten close to it. There will be a most efficient build for every class that covers the most number of bases, and it'll become a cookie cutter for everyone else.

On March 09 2012 21:52 gugarutz wrote:
Show nested quote +
On March 07 2012 06:44 cLutZ wrote:
I do not know that this is the perfect team, I don't have the skills or time to know that. What I certainly agree with is that the Monk is a fundamentally flawed class, much like the Ret Paladin during Vanilla and TBC WoW.

If you recall, the Ret Paladin was a joke, however it also was a rollface pubstomping machine because of Seal of Command, particularly after the introduction of Crusader Strike. In other words, it was balanced on the blade of a knife. The monk has many of the same characteristics: IMO it will either be a fairly weak or fairly OP class depending on item level and the numbers on its auras and skills at release.

The OP recognizes the ability of the Monk to be overpowered, but IMO with a couple of alterations to scaling it is just as likely to be a complete joke.


you cant compare this, wow is a game based on group play and especially vanilla wasn't balanced on a class/player level but on a group level, and compared to nowadays very badly back then^^ (for example druids got a spot in raids ONLY for innervate which they had to spec for so they where forced into that spec etc etc.)

and in wow blizzard is imo balancing weird on purpose so it keeps the player interested, one patch this class is op another patch another op class (expect warlocks lol - always op)

Why would the situation be different? This is exactly how balancing in D2 worked.
ModeratorNow I'm distant, dark in this anthrobeat
Kenpark
Profile Joined March 2012
Germany2350 Posts
March 18 2012 13:58 GMT
#59
While dac might have gone overboard with the theorycrafting, I don't believe for a second that Blizzard will solve the min/max issues. They've been making that claim forever in WoW and they've never even gotten close to it. There will be a most efficient build for every class that covers the most number of bases, and it'll become a cookie cutter for everyone else.


I dont think it is a big problem if there are cookie cutter builds. In WoW you had to spec in a certain way to get into raids, But this isnt WoW. You wont need every char minmaxed or specific group setups or even skype to beat the content.

JingleHell
Profile Blog Joined March 2011
United States11308 Posts
March 18 2012 14:06 GMT
#60
On March 18 2012 22:58 Kenpark wrote:
Show nested quote +
While dac might have gone overboard with the theorycrafting, I don't believe for a second that Blizzard will solve the min/max issues. They've been making that claim forever in WoW and they've never even gotten close to it. There will be a most efficient build for every class that covers the most number of bases, and it'll become a cookie cutter for everyone else.


I dont think it is a big problem if there are cookie cutter builds. In WoW you had to spec in a certain way to get into raids, But this isnt WoW. You wont need every char minmaxed or specific group setups or even skype to beat the content.



How, exactly, do you know that for sure? This is as much theorycrafting as the OP was. We haven't done the hardest content yet, as a group or otherwise.

Bear in mind, you don't technically NEED vent or anything else to beat content in WoW, people use it to make the process easier. If everyone knew what they were doing to begin with, voice would be completely unnecesary. Until it comes out, we can't know how hard it will or won't be, and what will or won't be the best way to do stuff.
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