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June 26th -- Diablo III Patch 1.0.3a – v.1.0.3. 10235 - P…

Forum Index > Diablo 3
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Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
June 22 2012 00:43 GMT
#701
I just don't like the act 3 nerfs. To me it seems more efficient to farm act 1/2 any way I look at it. Sure, ilvl 63 items drop 4x more often, but act 1 is still so much easier and faster, and then you have to look at the %'s of the other ilvls. ilvl 62 and 61 %s are much more favorable when you clear 4x faster.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
June 22 2012 03:12 GMT
#702
So I find that invulnerable minions packs are trivial now. With any AOE or pass through enemy attack, the yellow monster goes down extremely fast. Also negates most the damage from reflect damage as well.
wintergt
Profile Joined February 2010
Belgium1335 Posts
June 22 2012 03:40 GMT
#703
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.
here i am
noD
Profile Blog Joined August 2010
2230 Posts
June 22 2012 03:44 GMT
#704
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
Profile Blog Joined October 2010
Canada3116 Posts
Last Edited: 2012-06-22 04:05:48
June 22 2012 04:05 GMT
#705
I've noticed the AI change as well. Specifically the wallers place them with much more purpose. Engage a waller pack in a narrow hallway and expect to be trapped super quickly. Wallers have gotten me trapped in the middle of a wide open space as well, lol. And if they have arcane or desecrator (which they always do) be prepared for some hurting.

Not mad about the change though, this kind of difficulty is better than random damage/hp increases.
wintergt
Profile Joined February 2010
Belgium1335 Posts
June 22 2012 05:25 GMT
#706
Another thing I noticed, and this might just be me imagining things as a result of having to use entirely different skills now, but it seems like the way melee packs swarm (mostly noticed it on blue packs) makes them tank for each-other. I'd be kiting and burst one to low hp, and always his full hp buddies would come run in front of him to engage me, blocking me from finishing the hurt one off.
here i am
dartoo
Profile Joined May 2010
India2889 Posts
Last Edited: 2012-06-22 06:53:27
June 22 2012 06:52 GMT
#707
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 )
Amui
Profile Blog Joined August 2010
Canada10567 Posts
June 22 2012 07:25 GMT
#708
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?.....
Porouscloud - NA LoL
Technique
Profile Joined March 2010
Netherlands1542 Posts
June 22 2012 07:27 GMT
#709
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?
If you think you're good, you suck. If you think you suck, you're getting better.
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
June 22 2012 07:29 GMT
#710
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.
Brood War is the best RTS that has ever been created.
wwiv
Profile Joined April 2010
Singapore182 Posts
Last Edited: 2012-06-22 08:28:39
June 22 2012 08:27 GMT
#711
one of my concerns about the game direction is that they are making sweeping changes based solely on player experience / behavior in end game inferno. i was one of those lucky dudes that had the time to camp the AH, farm gold and make steady progress in inferno before 1.03 and one thing that consistently annoyed me were the changes being made ahead of my progression due to "exploits" by players ahead of me. i remember watching a youtube video on farming the under bridge (while i was still struggling to progress through the ramparts), getting excited about making runs on it.. and when i finally reach there, the door is closed... and i find out they decided to limit the instance spawn rate and the chests in it.

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.
Profile Joined August 2008
United States3890 Posts
Last Edited: 2012-06-22 08:35:38
June 22 2012 08:35 GMT
#712
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
Currently Playing: Android Netrunner, Gwent, Gloomhaven, Board Games
Ig
Profile Joined January 2011
United States417 Posts
Last Edited: 2012-06-22 21:35:55
June 22 2012 21:33 GMT
#713
From what I've noticed so far since the patch:

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.
E-warrior of the China brigade, 50 cent party member.
KurtistheTurtle
Profile Blog Joined December 2008
United States1966 Posts
June 22 2012 21:55 GMT
#714
I've found a couple things opposite to you, Ig

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
“Reject your sense of injury and the injury itself disappears."
Ig
Profile Joined January 2011
United States417 Posts
June 22 2012 23:33 GMT
#715
Act I ofc became a breeze, its the only universally accepted good change in the whole patch.

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.
E-warrior of the China brigade, 50 cent party member.
Zocat
Profile Joined April 2010
Germany2229 Posts
Last Edited: 2012-06-23 05:54:31
June 23 2012 05:53 GMT
#716
Did they even change act 1 with the latest patch? Wasnt it supposed to only adress act2-4?
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 () to farm packs anyway so who cares if one pack blocks some random dungeon. There are 15+ other packs waiting for you.
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
Profile Joined January 2011
United States417 Posts
June 23 2012 10:04 GMT
#717
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.
E-warrior of the China brigade, 50 cent party member.
heishe
Profile Blog Joined June 2009
Germany2284 Posts
June 23 2012 10:34 GMT
#718
On June 23 2012 19:04 Ig wrote:
The nerfs were for all acts


Not true. They only changed Acts II-IV.

If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2012-06-23 10:38:01
June 23 2012 10:36 GMT
#719
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.
Porouscloud - NA LoL
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2012-06-23 10:37:46
June 23 2012 10:37 GMT
#720
Touchpad accuracy FTL
Porouscloud - NA LoL
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