June 26th -- Diablo III Patch 1.0.3a – v.1.0.3. 10235 - P…
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Itsmedudeman
United States19229 Posts
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Chairman Ray
United States11903 Posts
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wintergt
Belgium1335 Posts
Then the mortar change, for ranged you cannot max-range these mobs anymore, they'll blast you from outside the screen now, there is more room now to stay closer to them but this has obvious risks depending on the mob type and their other affixes. Frozen and arcane still hit like an absolute truck. Couple all that with the repair costs being insane now and, gold drops nerfed.. basically if you aren't running around with 5 stack NV, you'll be bleeding gold just playing normally picking up all the gold and selling all the non-white items to vendor. A few deaths on a hard pack/boss will make you go negative again. Even the simple wear and tear when not dying is crazy. I did a test where I repaired, went into a dungeon, got hit by mortar and immediately exited out again. Went to town to heal, repaired again and it was already 100 gold. This is from 1 second of combat. They sure did a number on inferno. Not saying it is bad btw, but quite the opposite of what I was expecting with everyone saying prepatch that it would be a "nerf" to inferno. | ||
noD
2230 Posts
On June 22 2012 12:40 wintergt wrote: I'm not actually feeling the "nerf" to the difficulty of inferno, it's more like a buff. Aside from the silly enrages on the bosses now, and the nerfs to IAS which made most people weaker, the subtle changes to the elites make them much harder despite the lowered damage. Their pathing is better (quite noticeable), their walling is much better, you cannot whittle elites down in a few tries anymore, they'll completely reset after 5 seconds of being out of combat already (this is pretty huge, unless you have the pack at your checkpoint, you'll have to start over every time you die). Then the mortar change, for ranged you cannot max-range these mobs anymore, they'll blast you from outside the screen now, there is more room now to stay closer to them but this has obvious risks depending on the mob type and their other affixes. Frozen and arcane still hit like an absolute truck. Couple all that with the repair costs being insane now and, gold drops nerfed.. basically if you aren't running around with 5 stack NV, you'll be bleeding gold just playing normally picking up all the gold and selling all the non-white items to vendor. A few deaths on a hard pack/boss will make you go negative again. Even the simple wear and tear when not dying is crazy. I did a test where I repaired, went into a dungeon, got hit by mortar and immediately exited out again. Went to town to heal, repaired again and it was already 100 gold. This is from 1 second of combat. They sure did a number on inferno. Not saying it is bad btw, but quite the opposite of what I was expecting with everyone saying prepatch that it would be a "nerf" to inferno. I did notice they combo better now too ... Like jailer and imediate desecrator ... Frozen then when it's almost exploding they vortex you ... They stuck u better too... Dont run over walls ... overall the IA seems 100x better | ||
ThaZenith
Canada3116 Posts
Not mad about the change though, this kind of difficulty is better than random damage/hp increases. | ||
wintergt
Belgium1335 Posts
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dartoo
India2889 Posts
Well now that ef has been fixed, the wallers are also so much more intelligent...and the wall to the point where you cant move at all...and then they do mortar/arcane etc. it's kinda irritating. Similarly with jailers. They chain jail and then launch their mortar/arcane attacks. It's very tough to deal with certain combos in cave areas where you cant kite..specifically for dh. The frustration is not about the difficulty, but more about the not being able to do anything to prevent whats happening (plus I play with like 350-400 lag ![]() | ||
Amui
Canada10567 Posts
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Technique
Netherlands1542 Posts
On June 22 2012 16:25 Amui wrote: Well I officially hate 1.03 now. My dad plays on my account(he is a ~50 year old with minimal gamer skills), and now that he's almost level 60, for every hour he plays I lose about 50k gold. Sad part is, he isn't even undergeared at all, he's actually that bad. How do I stop the bleeding without telling him to stop playing?..... Stop caring bout some igg. Unless he plays 10 hours a day i hardly see 50k being an issue? | ||
Ricjames
Czech Republic1047 Posts
On June 22 2012 15:52 dartoo wrote: I hate wallers now, previously I used to love them, cause they walled themselves in......and evasive fire used to shoot over walls :D. Well now that ef has been fixed, the wallers are also so much more intelligent...and the wall to the point where you cant move at all...and then they do mortar/arcane etc. it's kinda irritating. Similarly with jailers. They chain jail and then launch their mortar/arcane attacks. It's very tough to deal with certain combos in cave areas where you cant kite..specifically for dh. The frustration is not about the difficulty, but more about the not being able to do anything to prevent whats happening (plus I play with like 350-400 lag ![]() Don't forget that you get rewarded by item lvl 85431 KwanDao or Spatha. | ||
wwiv
Singapore182 Posts
now a new player starting D3 is gonna find out his magic find is not very useful regardless of difficulty, he will find white chests in place of respondent chests and he will discover that inferno is the most effective place for farming and everything else is moot and one should plvl to 60 asap. i know D2 is something like that today but i am pretty sure as hell the D2 experience was nothing like that just a month into the game. i personally feel that blizzard has made some serious errors with the latest patch and is isolating the newer and current progressive players that are still making through content. and all this is in hopes of decreasing the effectiveness of those who have already cleared the majority of D3's content. it is not exactly a very intelligent growth model for the future. | ||
BlueBird.
United States3889 Posts
On June 22 2012 16:25 Amui wrote: Well I officially hate 1.03 now. My dad plays on my account(he is a ~50 year old with minimal gamer skills), and now that he's almost level 60, for every hour he plays I lose about 50k gold. Sad part is, he isn't even undergeared at all, he's actually that bad. How do I stop the bleeding without telling him to stop playing?..... buy him a fancy set of no durability loss gear with good stats as a present. think of it as an investment | ||
Ig
United States417 Posts
Rubberbanding (and possibly other server related issues) appears to have gotten worse even though they claimed to have fixed it. The acknowledged Act II wall is now even higher due to lower player DPS and the inflated crit/crit dmg market making it harder for people to compensate for the IAS loss (not to mention the awful mechanics in that act still). Going along with the IAS knee-jerk nerf the devs lack of foresight is evident in that they didn't implement any kind of stat compensation for it (eg if str is highest dps stat on an item slap on +20 str after the IAS is cut in half). Also, many of the people hit hard by IAS only took it as an upgrade since they needed more dps to progress, and now they're being punished and forced to grind more just because they took what they could to try to get over that wall. Legendary items are still frequently legendarily bad even though some options for buffing them to be attractive options would be as simple as increasing dps and guaranteeing a socket. Belial's inconsistent hitboxes are a pain (and fine example of awful coding and design) since he'll actually aim for the player now. The enrage timer means you can't have a tanky sustain build on some classes and have to overgear the encounter even more (after taking a hit to your dps no less). Speaking of encounters Ghom is just hilarious, from what I've heard he's now basically impossible for some setups. Apparently waller elites can occasionally dump a wall on you (as in actually on your character), making you stuck and generally guaranteeing a death if you're not a tank. Repair costs were increased to discourage gy zerging and make death "meaningful" without addressing any of the awful mob combos that forced players to gy zerg so they wouldn't lose NV stacks or simply had to progress past the pack. NV still needs to not disappear if you change spells because that's just stupid when you have these awful mob combos that practically require (or are much less painfully stupid when you do) a small skill swap unless you're geared to the teeth and can just burn them down. It generally feels as if the devs barely tested the changes in this patch, if at all. They also by extension appear to be incompetent with a lack of foresight and understanding of their own game. | ||
KurtistheTurtle
United States1966 Posts
Farming a1 is pure joy. a2 is quite farmable now. Repair costs aren't bad (I have to do it once every 3-4 runs). Belial became easier too. Speaking of which, I also figure out how to just straight skip acts. NV definitely doesn't need to stay if you switch skills. I like that part of the preparation in the game. Treasure goblins are a BLAST. They're my favorite addition to the diablo franchise, and I see them everywhere now | ||
Ig
United States417 Posts
Repair costs aren't so bad if you don't die and don't get hit much either. Ask a tank or someone progressing what they think and you'll be told quite the opposite, hence all the complaints on the forums. One of the reasons for the repair cost increase was also only barely addressed with the damage reduction because the biggest difference was for Act I, where people weren't having that many issues, making it largely irrelevant for counteracting this. Act II is only "quite farmable" if you were already farming later acts and presumably significantly outgear the content now with the nerfs, but not for those who actually need the gear. The stupid mechanics in don't help. Belial is not easier for those that need to progress past him or those with the stated tank/tanky sustain builds and skipping acts is one of the dumber things people can do. The enrage timer was completely unnecessary for an already overtuned and poorly coded encounter (inconsistent hitboxes, death after dodging, etc). That's not preparation when one pack can have teleport mortar jailer desecrater and the next can be damage reflect extra hp waller fast vs a character that doesn't outgear the content. For example, if a DH progressing encounters the latter group and wants to switch one skill to shadow power with gloom, they lose their NV stacks. So if you want to keep the stacks, its either most likely die a few (possibly many) times and be frustrated when you get salvage fodder, skip it, or remake the game if you need to progress, which makes you lose your NV stacks anyways. There's even less reason it should be in the game when Blizzard themselves have stated they wanted various builds to be used and viable. Its just completely counter-intuitive and yet another cheap/poorly thought out gimmick put in the game, possibly to increase "difficulty." Sure if I had all ilevel 62-63 gear and a >1k dps weapon I would think its fine because I'd be able to bruteforce things down faster than they wear me out, but in reality it isn't. For the record I don't really have any problems with elites on Act II either, but that doesn't excuse the awful design and lack of response towards the issues. Treasure goblins are nice but unrelated. | ||
Zocat
Germany2229 Posts
So act 1 was a breeze before the patch and is still a breeze? ^^ Also I dont think you need NV if you're progressing. Progressing and farming are 2 completely different things. So I dont think it's a big issue if you have to respec for certain bosses / packs when progressing. And if you're farming just skip that pack. You're supposed ( ![]() That said - skipping the pack was already better prior to the patch. Dieing 5 times on a single pack was already bad. You probably could find another pack in that timeframe and easily kill it. But I think a lot of players (me included) have a "it's there, it's hard - I want my revenge & kill it!" mentality. Who cares if it takes me 10 minutes to kill the pack thus ruining the efficiency of the run? I dont - but with the new repair costs I do now. Edit: Imho Belial is the single best encounter in the game prior to the patch (havent played him post patch). There's nothing random in the encounter. You can avoid everything all the time (except if you lag). | ||
Ig
United States417 Posts
There's still no reason why you should lose a 5 stack of NV just because there's some fast/teleport/mortar/damage reflect or whatever pack before you and you have to switch skills to beat it without a bunch of deaths. Its ironic that this awful mechanic is in the game when they want us to diversify our builds. You can avoid everything yes (for any boss), but he still has a stupid inconsistent hitbox and phase 2 is a pain for squishier ranged. As I said before the enrage timer also screwed up the encounter for tanky builds since they lacked the dps to down him. Single best encounter in the game is probably an elite pack (maybe soul rippers? jk jk), Belial doesn't even come close. | ||
heishe
Germany2284 Posts
On June 23 2012 19:04 Ig wrote: The nerfs were for all acts Not true. They only changed Acts II-IV. | ||
Amui
Canada10567 Posts
On June 23 2012 19:04 Ig wrote: The nerfs were for all acts and Act I is now pretty much a breeze for melee as well. There's still no reason why you should lose a 5 stack of NV just because there's some fast/teleport/mortar/damage reflect or whatever pack before you and you have to switch skills to beat it without a bunch of deaths. Its ironic that this awful mechanic is in the game when they want us to diversify our builds. You can avoid everything yes (for any boss), but he still has a stupid inconsistent hitbox and phase 2 is a pain for squishier ranged. As I said before the enrage timer also screwed up the encounter for tanky builds since they lacked the dps to down him. Single best encounter in the game is probably an elite pack (maybe soul rippers? jk jk), Belial doesn't even come close. NV is supposed to give you a reward for farming. It's not meant to stop progression. If you want to progress, you progress, if you want to farm you farm. Doing both at the same time is not how diablo works unless you bought enough gear beforehand to trivialize it. Best designed encounter IMO is post buff Ghom. VERY tight enrage timer for melee's who built tanky, impossible for most ranged without perfect play and best of all, no grace period to set up. One has to wonder who at blizzard thought this was a good idea. | ||
Amui
Canada10567 Posts
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