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Those are some pretty sick rings.
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On September 12 2013 23:09 Like a Boss wrote: Those are some pretty sick rings. Those mods are just insane xD
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If only half of those things make it to the final version, the expansion is going to be awsome!
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My blowing stuff!
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On September 12 2013 23:14 Yarbleck wrote:Show nested quote +On September 12 2013 23:09 Like a Boss wrote: Those are some pretty sick rings. Those mods are just insane xD Man those look so fun, so many awesome possibilities! It's not just crunching numbers like it has been.
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Reall excited about the seasonal ladders and clan/guild implementation. I would really love for their to be a guild stash so we could leave all our HC twinking/leveling gear in it for everyone.
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lol that legendary ability: "if you stand in one place for x seconds, your damage is increased by 20%" - that is some sick shit for cob wds! me likes.
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+ Show Spoiler + ItemPassive_Unique_Ring_516_x1 - When receiving fatal damage, you are instead restored to 100% of maximum Life and and resources. This item is destroyed in the process.
Hardcore insurance o_O
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This is going to be awesome! Thanks for posting!
Those rings look very interesting, also...for the monk, "Get all base Mantra effects" o.0 wow! TEmpest doesnt cost spirit to channel, strafe doesnt need hatred, and vault costs hatred instead of discipline. , quite excited now!
WHEN IS THE BETA COMING!!!!!!!!!
Lol that ring that is basically a +1up after you die...would be cool if they call it the aegis of immortality as a nod to dota :D
Also...I was debating whether to read the story stuff or not..but then yeah what the hell...I didnt really care for it in d3 so I did
+ Show Spoiler + I really have a hard time accpeting adria as an important character in the game, now she's also a boss. And malthael is one of the bosses as expected.
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On September 13 2013 02:50 thekoalaz wrote:+ Show Spoiler + ItemPassive_Unique_Ring_516_x1 - When receiving fatal damage, you are instead restored to 100% of maximum Life and and resources. This item is destroyed in the process.
Hardcore insurance o_O
Kind of. Won't save you 80% of the time I would say. There are other items with similair effects as well. A free spirit walk or insta-TP would be best =P
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On September 13 2013 02:50 thekoalaz wrote:+ Show Spoiler + ItemPassive_Unique_Ring_516_x1 - When receiving fatal damage, you are instead restored to 100% of maximum Life and and resources. This item is destroyed in the process.
Hardcore insurance o_O depends ... if the cooldowns are reset as well, then it truely is an insurance.
but in case of disconnects it wont help, and if cooldowns are not restored, it wont help in at least 50% of all rip cases. i mean... lets be honest... most rips have to do with getting trapped by cc effects in combination with damage abilities.
it might help against situations like the famous "vortex into the overlap point of 3 or more arcane beams".
also... if it does reset cooldowns - would it also reset the cooldown on abilities like spirit vessel or near death experience? if yes, that would be quite imba.
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Gain the base effect of all four Mantras at all times.
wat
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On September 13 2013 03:26 Black Gun wrote:Show nested quote +On September 13 2013 02:50 thekoalaz wrote:+ Show Spoiler + ItemPassive_Unique_Ring_516_x1 - When receiving fatal damage, you are instead restored to 100% of maximum Life and and resources. This item is destroyed in the process.
Hardcore insurance o_O depends ... if the cooldowns are reset as well, then it truely is an insurance. but in case of disconnects it wont help, and if cooldowns are not restored, it wont help in at least 50% of all rip cases. i mean... lets be honest... most rips have to do with getting trapped by cc effects in combination with damage abilities. it might help against situations like the famous "vortex into the overlap point of 3 or more arcane beams". also... if it does reset cooldowns - would it also reset the cooldown on abilities like spirit vessel or near death experience? if yes, that would be quite imba.
If it reset cool-downs then the more powerful HC classes (WD) would just become more powerful as well. Extra spirit-walk and near death experience for WDs, nothing much for DH )
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On September 13 2013 03:54 Kznn wrote: Gain the base effect of all four Mantras at all times.
wat
You turn into a treasure goblin or pony.
Better than transmogrify?
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Looks fun Health Globes picked up release an explosion for 100% weapon damage to enemies within 40 yards. - WD with pickup radius fun :D
Chance on being hit to deal 1000% of your Thorns damage to nearby enemies. - Oh my. I think you can get like 20k thorns damage right now, so thatd be.... 200k AE dmg.
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Amazing how little it takes to get folks excited!
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On September 13 2013 10:29 Burrfoot wrote: Amazing how little it takes to get folks excited! Yea... I mean, ladders, seasons, guilds, new items with new effects, new classes, new acts and other stuff is a "little"
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On September 13 2013 10:29 Burrfoot wrote: Amazing how little it takes to get folks excited!
A fair portion of the fun in D2 was having ludicrously overpowered shit compared to your average blue. It's a step in the right direction for sure.
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Man with all those new stuff, i really want a ladder so that this game can stay fresh hahahahahaha
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On September 13 2013 14:44 Mithhaike wrote: Man with all those new stuff, i really want a ladder so that this game can stay fresh hahahahahaha Good thing it looks like they are putting one in
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No way Bli$$ard listened to the community. I bet they just released this data mined info to get people excited but none of it will see the light of day
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On September 13 2013 01:02 willoc wrote:My blowing stuff!  fixed xD
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I love the amounts of really interesting passive item things that are coming and the best part, that shouldn't be all of the ones thats gonna come. There is already more legenderies then effects listed there so what more interesting stuff will be in there
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Are those affixes of the kind that they would be guaranteed on unique ring x, or can they randomly spawn on every unique ring?
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Cayman Islands24199 Posts
yea, give the expansion all the good stuff while pretending to be deaf to the community on the first try.
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On September 13 2013 22:47 CruelZeratul wrote: Are those affixes of the kind that they would be guaranteed on unique ring x, or can they randomly spawn on every unique ring?
I guess this is a master list of various characteristics that a unique/set ring could spawn, each ring itself might ahve a restricted subset of 5 or so from these. For example if you look at the nat cloak from the d3c
One of 6 Magic Properties (varies) Reduces resource cost of Chakram by 1–5 Hatred. (Demon Hunter Only) Reduces resource cost of Impale by 1–5 Hatred. (Demon Hunter Only) Increases Spike Trap Damage by 5–14% (Demon Hunter Only) Increases Critical Hit Chance of Strafe by 2–8% (Demon Hunter Only) Increases Grenades Damage by 5–14% (Demon Hunter Only) Increases Evasive Fire Damage by 5–14% (Demon Hunter Only)
Also I wonder if they are going to rework some existing legendaries to include some of these, in the d3c patch.
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On September 13 2013 23:15 dartoo wrote:Show nested quote +On September 13 2013 22:47 CruelZeratul wrote: Are those affixes of the kind that they would be guaranteed on unique ring x, or can they randomly spawn on every unique ring? I guess this is a master list of various characteristics that a unique/set ring could spawn, each ring itself might ahve a restricted subset of 5 or so from these. For example if you look at the nat cloak from the d3c Show nested quote + One of 6 Magic Properties (varies) Reduces resource cost of Chakram by 1–5 Hatred. (Demon Hunter Only) Reduces resource cost of Impale by 1–5 Hatred. (Demon Hunter Only) Increases Spike Trap Damage by 5–14% (Demon Hunter Only) Increases Critical Hit Chance of Strafe by 2–8% (Demon Hunter Only) Increases Grenades Damage by 5–14% (Demon Hunter Only) Increases Evasive Fire Damage by 5–14% (Demon Hunter Only)
Also I wonder if they are going to rework some existing legendaries to include some of these, in the d3c patch. I imagine all old legenderies gets added to the legacy pool of legenderies (they old ones wont drop but you can search specificly for them on the ah, althou they would be lv 60 so most people wont use them anyway)
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"Enable all runes for a specific skill."
"Pets deal 100% more damage."
"Increase attack speed of your pets by 100%."
"Companion - Wolf Companion now summons 3 wolves"
If this still exist at release, this would be my build for my DH. having 2 squirels, 3 wolves, 1 pig and 1 bat, all on steroids could be awesome :D
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On September 13 2013 22:47 CruelZeratul wrote: Are those affixes of the kind that they would be guaranteed on unique ring x, or can they randomly spawn on every unique ring?
[...] about 50 rings marked as "[TEMP] Test Ring 5XX" Its clear these are all still being tested]
This also means that these passives are not really tied to rings, but are just being tested on rings." Quoted from the site.
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"ItemPassive_Unique_Ring_520_x1 - Chance on hit to summon a herd of murderous cows."
The cow level is back! Only now you wear it on your finger!
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The more affixes, the more items become useless crap, that's just something I thought when checking the list. If those are not random properties but are put on specific uniques it's at bit different, but still, most of this stuff is very niche and will mostly be useless.
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On September 14 2013 06:27 CruelZeratul wrote: The more affixes, the more items become useless crap, that's just something I thought when checking the list. If those are not random properties but are put on specific uniques it's at bit different, but still, most of this stuff is very niche and will mostly be useless. except most of them is so good that you can make a build just around that item... And they will be niche items kinda what people asked for on legenderies
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Skill changes and additions are up (obviously, subject to change).
Deadly Reach Generate: 7 Spirit per attack / Project lines of pure force over a short distance for 110% weapon damage as Physical. / Every third hit has a 30% chance to knock up enemies. Oh, dear. I hope not.
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On September 13 2013 22:47 CruelZeratul wrote: Are those affixes of the kind that they would be guaranteed on unique ring x, or can they randomly spawn on every unique ring?
These arent actually ring attributes. They are effects probably planned to go on unique items, right now they are testing/debugging the effects by putting them on rings.
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Yep I'm that jaded thinking this was just a troll lol. Starting to actually sound like a Diablo game.
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On September 14 2013 08:48 zf wrote:Skill changes and additions are up (obviously, subject to change). Show nested quote +Deadly Reach Generate: 7 Spirit per attack / Project lines of pure force over a short distance for 110% weapon damage as Physical. / Every third hit has a 30% chance to knock up enemies. Oh, dear. I hope not.
Knocking up monsters left and right, babies all over the place; now monks will have to use protection.
But srsly, I wonder how long the knock lasts? You could have a CM Wiz effect as a monk which would be interesting. Imagine doing that + bell spam for the 900% damage or whatever it is now? That'd be awesome.
I'm definitely leveling up one of each class to 60 so I can mess around with all these new skills.
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ItemPassive_Unique_Ring_645_x1 - Gain a death aura that deals 1000% of your Life per Second to enemies within 20 yards but your Life per Second no longer heals you.
Ok there will be fun things to try out.
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ItemPassive_Unique_Ring_595_x1 - Your Mirror Images have a chance to multiply when killed by enemies.
Cancer Lancer build anyone?
X1_Legendary_Potion_06 - Drinking Kulle-Aid allows you to burst through walls summoned by Waller elites for 5 seconds.
LOOOL!
I wish they play the kulle laugh when you go through the walls too.
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On September 27 2013 22:06 dartoo wrote: ItemPassive_Unique_Ring_595_x1 - Your Mirror Images have a chance to multiply when killed by enemies.
Cancer Lancer build anyone?
X1_Legendary_Potion_06 - Drinking Kulle-Aid allows you to burst through walls summoned by Waller elites for 5 seconds.
LOOOL!
I wish they play the kulle laugh when you go through the walls too.
This potion sounds both useful and hilarious.
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afaik they spawn all affixes on rings just so they can test them, they're most likely not exclusively ring affixes
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On September 13 2013 10:29 Burrfoot wrote: Amazing how little it takes to get folks excited!
These are all probably the same people that will shit on the game on release as well.
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doubt it
some people dont get that the reason why people shit on the game at release was because it was shit.
THe reason they are pissed off it that they geniunley wanted a great game, gave feedback to blizz to indicate how it could be imporoved from a boring game into something interesting and were ignored.
Now about 2 years after release its quite good and things look promising.
So hopefully after we basically pay £80 for the game we might get what we wanted when we gave the first £40 to them.
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On September 28 2013 20:46 MrTortoise wrote: doubt it
some people dont get that the reason why people shit on the game at release was because it was shit.
THe reason they are pissed off it that they geniunley wanted a great game, gave feedback to blizz to indicate how it could be imporoved from a boring game into something interesting and were ignored.
Now about 2 years after release its quite good and things look promising.
So hopefully after we basically pay £80 for the game we might get what we wanted when we gave the first £40 to them. if the game, after RoS, is what we hoped for, it will be easily worth those 80 pounds.
btw i really dont like how low they cap cc and cd. wds in particular will suffer from this since we cant stack up as much ias as possible to compensate for that loss.
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On September 28 2013 20:46 MrTortoise wrote: doubt it
some people dont get that the reason why people shit on the game at release was because it was shit.
THe reason they are pissed off it that they geniunley wanted a great game, gave feedback to blizz to indicate how it could be imporoved from a boring game into something interesting and were ignored.
Now about 2 years after release its quite good and things look promising.
So hopefully after we basically pay £80 for the game we might get what we wanted when we gave the first £40 to them. D3 was great for 2-3 weeks or 2 months(if u played hardcore), after that it got shit.
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Why is nobody talking about Frozen Orb?
God I hope it has the same sound-effect as in D2...
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On September 29 2013 19:01 Black Gun wrote:Show nested quote +On September 28 2013 20:46 MrTortoise wrote: doubt it
some people dont get that the reason why people shit on the game at release was because it was shit.
THe reason they are pissed off it that they geniunley wanted a great game, gave feedback to blizz to indicate how it could be imporoved from a boring game into something interesting and were ignored.
Now about 2 years after release its quite good and things look promising.
So hopefully after we basically pay £80 for the game we might get what we wanted when we gave the first £40 to them. if the game, after RoS, is what we hoped for, it will be easily worth those 80 pounds. btw i really dont like how low they cap cc and cd. wds in particular will suffer from this since we cant stack up as much ias as possible to compensate for that loss.
I fear that the cap on cc and cd will lure gamers into buying more stats. which can be very unidirectional. Hopefull the new affixes will bring usefull variety.
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On September 30 2013 01:42 Diks wrote:Show nested quote +On September 29 2013 19:01 Black Gun wrote:On September 28 2013 20:46 MrTortoise wrote: doubt it
some people dont get that the reason why people shit on the game at release was because it was shit.
THe reason they are pissed off it that they geniunley wanted a great game, gave feedback to blizz to indicate how it could be imporoved from a boring game into something interesting and were ignored.
Now about 2 years after release its quite good and things look promising.
So hopefully after we basically pay £80 for the game we might get what we wanted when we gave the first £40 to them. if the game, after RoS, is what we hoped for, it will be easily worth those 80 pounds. btw i really dont like how low they cap cc and cd. wds in particular will suffer from this since we cant stack up as much ias as possible to compensate for that loss. I fear that the cap on cc and cd will lure gamers into buying more stats. which can be very unidirectional. Hopefull the new affixes will bring usefull variety. People already buy into stats. You can't possibly buy into more.
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On September 29 2013 20:48 SixStrings wrote: Why is nobody talking about Frozen Orb?
God I hope it has the same sound-effect as in D2... I think its mostly because we dont know if its the sme frozen orb. just look at he Wizardsspike frozen orb (looks more lika a blue arcane orb) and you'll know what I mean
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On September 30 2013 10:55 DODswe4 wrote:Show nested quote +On September 29 2013 20:48 SixStrings wrote: Why is nobody talking about Frozen Orb?
God I hope it has the same sound-effect as in D2... I think its mostly because we dont know if its the sme frozen orb. just look at he Wizardsspike frozen orb (looks more lika a blue arcane orb) and you'll know what I mean
•Arcane Orb
◦Frozen Orb : Create an orb of frozen death that shreds an area with ice bolts, dealing up to 125% weapon damage as Cold to enemies it pierces through and up to 175% weapon damage as Cold when it bursts. (Pierce damage increased from 100%, burst damage increased from 150%)
The description makes it sound like the real deal. At the very least it seems like its a arcane orb that pierces through enemies and shatters into ice bolts. Though, hopefully it spews out the ice bolts the whole time like the d2 frozen orb.
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But how would that really change how you play? You would be running around doing the same thing you do now, except with a dose of nostalgia implemented.
I almost think they need to remove skill locking (cooldown / NV stack removal) and bring hotkeys back, increasing the number of active skills you can have. You have this flexible skill system, why neuter it for that false sense of "permanence".
Then you can bring back immune monsters, cause you can change / adapt on the fly for different situations.
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On October 04 2013 15:28 Mysticesper wrote: But how would that really change how you play? You would be running around doing the same thing you do now, except with a dose of nostalgia implemented.
I almost think they need to remove skill locking (cooldown / NV stack removal) and bring hotkeys back, increasing the number of active skills you can have. You have this flexible skill system, why neuter it for that false sense of "permanence".
Then you can bring back immune monsters, cause you can change / adapt on the fly for different situations. because if you can use all skills there is no difference betwen builds, you would use all your boosts skills at the same time. now you need to think about what skills you want to use. what they should do is balance all skills and runes (not easy but should be the goal).
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On October 01 2013 00:04 FireBearHero wrote:Show nested quote +On September 30 2013 10:55 DODswe4 wrote:On September 29 2013 20:48 SixStrings wrote: Why is nobody talking about Frozen Orb?
God I hope it has the same sound-effect as in D2... I think its mostly because we dont know if its the sme frozen orb. just look at he Wizardsspike frozen orb (looks more lika a blue arcane orb) and you'll know what I mean Show nested quote +•Arcane Orb
◦Frozen Orb : Create an orb of frozen death that shreds an area with ice bolts, dealing up to 125% weapon damage as Cold to enemies it pierces through and up to 175% weapon damage as Cold when it bursts. (Pierce damage increased from 100%, burst damage increased from 150%) The description makes it sound like the real deal. At the very least it seems like its a arcane orb that pierces through enemies and shatters into ice bolts. Though, hopefully it spews out the ice bolts the whole time like the d2 frozen orb.
I hope they get the sound effects of that spell right. Because it was ingeniously awesome in D2.
Edit: Wow maybe open some spoilers before posting stuff derp! Ah fuck it, the sound was so good in D2 so it doesn't hurt saying it again
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Lots of interesting updates. And if they cap the ridiculous stats like crit and ias, the itemization actually has a chance of being interesting. Maybe they'll even include pvp? Maybe PvE will be hard? who knows. Im looking forward to this though
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pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun.
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On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun.
I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics.
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On October 08 2013 06:04 willoc wrote:Show nested quote +On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had:
- Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun
Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death.
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On October 08 2013 06:50 WolfintheSheep wrote:Show nested quote +On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death.
Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites.
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On October 08 2013 07:48 willoc wrote:Show nested quote +On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand.
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On October 08 2013 14:58 WolfintheSheep wrote:Show nested quote +On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand. that is a result of lag thou
I dunno I liked Inferno when D3 was released, I made progress at a steady pase. After the nerfs everything was about dps and dps only (I play barb for reference)
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On October 08 2013 14:58 WolfintheSheep wrote:Show nested quote +On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand.
Same with Diablo and stuns. And then all the great glitches with Magda's invuln bubble!
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On October 09 2013 00:44 willoc wrote:Show nested quote +On October 08 2013 14:58 WolfintheSheep wrote:On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand. Same with Diablo and stuns. And then all the great glitches with Magda's invuln bubble!
Yeah those two were particularly annoying. Hopefully, Blizzard will have some extensive play testing on the bosses to not repeat that experience this time around.
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On October 09 2013 00:44 willoc wrote:Show nested quote +On October 08 2013 14:58 WolfintheSheep wrote:On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand. Same with Diablo and stuns. And then all the great glitches with Magda's invuln bubble!
Plz explain, what are those 2 about?
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On October 09 2013 02:22 Sek-Kuar wrote:Show nested quote +On October 09 2013 00:44 willoc wrote:On October 08 2013 14:58 WolfintheSheep wrote:On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand. Same with Diablo and stuns. And then all the great glitches with Magda's invuln bubble! Plz explain, what are those 2 about? 
Try stunning diablo while he is about to grab you from the skeletal cages or when he is about to hit a cutscene. Also try stunning Magda just as she is about to go invulnerable. Usually the fight keeps going and the mob becomes invulnerable until it hits the next "cycle" of it's abilities. Basically, they didn't account for the mob being stunned when they perform the logic for hitting a threshold in their HP.
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On October 09 2013 02:52 willoc wrote:Show nested quote +On October 09 2013 02:22 Sek-Kuar wrote:On October 09 2013 00:44 willoc wrote:On October 08 2013 14:58 WolfintheSheep wrote:On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand. Same with Diablo and stuns. And then all the great glitches with Magda's invuln bubble! Plz explain, what are those 2 about?  Try stunning diablo while he is about to grab you from the skeletal cages or when he is about to hit a cutscene. Also try stunning Magda just as she is about to go invulnerable. Usually the fight keeps going and the mob becomes invulnerable until it hits the next "cycle" of it's abilities. Basically, they didn't account for the mob being stunned when they perform the logic for hitting a threshold in their HP.
Oh, so I have experienced that with Magdha. Thanks. That warp with Siegebreaker sounds very funny, gotta try that one day
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On October 08 2013 16:51 DODswe4 wrote:Show nested quote +On October 08 2013 14:58 WolfintheSheep wrote:On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand. that is a result of lag thou I dunno I liked Inferno when D3 was released, I made progress at a steady pase. After the nerfs everything was about dps and dps only (I play barb for reference)
Had alot of fun with the early release of D3 as a DH. You can basically avoid every hit that deals alot of damage, since those attacks usually aren't instant. But at some point there where gamebreakers for my playstyle, that I based on dodging and had to drop skills and switch equip to adapt to the game. First Vortex and Teleport that delivered instant hits and I had not to much life leech to make up for those. And later those horrible enrage timers. Whoever had that idea ... people are slow and need time to beat monsters, lets show them they need better equip and build a "you need so much dps to go on wall".
I liked my equipment setup and how it worked well together with the skills and enjoyed this combination alot and suddenly "We are sorry your playstyle that we encouraged you to go for with specialized skills and equip is not viable, you need to do more damage in less time, please switch everything up"
Hit to many equipment walls at the end that forced me to get certain style and level of equipment. And while they made the game easier over the time by having you see where those mortals fly for example (was so easy to predict anyway). It still had some of the equipment walls, just the ways there were easier and those didn't needed to be easier in my opinion.
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On October 09 2013 10:22 FeyFey wrote:Show nested quote +On October 08 2013 16:51 DODswe4 wrote:On October 08 2013 14:58 WolfintheSheep wrote:On October 08 2013 07:48 willoc wrote:On October 08 2013 06:50 WolfintheSheep wrote:On October 08 2013 06:04 willoc wrote:On October 08 2013 05:31 LaNague wrote: pve needs to be fun not hard, they made that mistake at release allready. Then they made the game easier, but not more fun. I wouldn't agree that they made it "hard" on release. I would rather say they made it a "grind". There wasn't too much in the way of a "challenge" in inferno. It was just a straight gear-check for items that had a super-low chance to drop. This was one of the saddest changes to the game from previous iterations that strongly rewarded player-skill and tactics. Early Inferno would have been several times better if they didn't had: - Vortex - Jailer - Waller - Reflect Damage - Nightmarish - Enrage Timers - Increasing respawn timers - Offscreen charges - Dodging an animation actually meant dodging a hit - Enemies that you couldn't outrun Then Inferno could have been fun and skillfully difficult. Act Bosses were actually enjoyable because they had patterns that you could follow and learn. Normal enemies...well, they were designed to cause unavoidable death. Agreed. Vortex isn't that bad once you learn how to dodge it but they made it really not obvious (like the noob-friendly explosion radius and mortar pre-strike indicators). The dodge animation I know was a result of their "miracle network coding" and while the game does feel more responsive than it's predecessors, there is very little effective dodging in the game any more. Spears hit you when you are 2-3 bodies away and running away from a mob that just attacked you won't work unless you run away about 3-4 bodies from the mob. Only dodging left in the game is the boss fights (which I am thankful for) and Frozen-affix elites. The shenanigans with Siegebreaker and freeze are hilarious, though. He can start the grab move, be frozen for 5 minutes, you can be the entire map away, and suddenly you warp into his hand. that is a result of lag thou I dunno I liked Inferno when D3 was released, I made progress at a steady pase. After the nerfs everything was about dps and dps only (I play barb for reference) Had alot of fun with the early release of D3 as a DH. You can basically avoid every hit that deals alot of damage, since those attacks usually aren't instant. But at some point there where gamebreakers for my playstyle, that I based on dodging and had to drop skills and switch equip to adapt to the game. First Vortex and Teleport that delivered instant hits and I had not to much life leech to make up for those. And later those horrible enrage timers. Whoever had that idea ... people are slow and need time to beat monsters, lets show them they need better equip and build a "you need so much dps to go on wall". I liked my equipment setup and how it worked well together with the skills and enjoyed this combination alot and suddenly "We are sorry your playstyle that we encouraged you to go for with specialized skills and equip is not viable, you need to do more damage in less time, please switch everything up" Hit to many equipment walls at the end that forced me to get certain style and level of equipment. And while they made the game easier over the time by having you see where those mortals fly for example (was so easy to predict anyway). It still had some of the equipment walls, just the ways there were easier and those didn't needed to be easier in my opinion. Oh please. So you couldn't use your subpar skillbuild to progress through INFERNO anymore? Nobody forced you to. If you insist on using mediocre skill builds, you sure can but its a way bigger grind, as it should be. Of course the system will reward you for using a good skill build as opposed to something where you just slap things together. No, I'm not saying there was lots of choice as far as skillbuilds went, especially when your gear was bad, but there was some choice. Maybe you just couldnt adapt to it. Some of us did self found solo inferno, and made progress since launch. It required you to tweak your build to be exactly optimal for you and your current gear, but progress was possible. Vortex, wallers and teleporters were manageable, even if a bit tedious in some zones. IMO only pre nerf soul rippers were truly unfair. At least the game was challenging, and that kept ME going for a good while, even if the challenge aspect was not optimally tuned.
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is it normal to datamine all the information about an expanison before its announced? Im not complaining or anything but why doesn't blizzard test all its shit on a private server or somethin
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On October 14 2013 04:07 Assault_1 wrote:is it normal to datamine all the information about an expanison before its announced? Im not complaining or anything but why doesn't blizzard test all its shit on a private server or somethin it is quite comon
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didnt they hint that they will remove hell? so after nm act4, you hit lvl 50. then, you get 50->60 in act5 nm, then enter "inferno" (which is just the old hell). after that, you start "torment" (which is the old inferno).
or something like that.
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On October 14 2013 09:37 Black Gun wrote:didnt they hint that they will remove hell? so after nm act4, you hit lvl 50. then, you get 50->60 in act5 nm, then enter "inferno" (which is just the old hell). after that, you start "torment" (which is the old inferno). or something like that.
You're probably partly right but when i read "on Torment difficulty or higher.". I think they will just rename Hell Torment flavorewise. Having Hell and Inferno difficulty doesn't make any sense since both those word have the exact same definition. it doesn't really feel like progressing when you go from hell to inferno just word-wise. Normal - Nightmare - Torment - Inferno seems more logical than the current system.
Just my 2 cents though, I could be wrong like I often am
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Ahhh. Yes, that would make sense seeing as those achievements already exist for Hell difficulty.
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yea, I was bored and test leveled another character to 60 testing some -lvl req gear I was saving for Crusader and playing solely on MP10 normal/nm/hell, was already Paragon Level 2 and a half by the time I beat Hell. So adding another act to force us to grind thru 3 times before Inferno would be really annoying. So a Normal > Torment > Inferno = just right.
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Tbh Torment sounds like it should be the last act. The one where you get your ass kicked, like on original Inferno, making your game experience a real torment.
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On October 15 2013 07:12 ViperPL wrote: Tbh Torment sounds like it should be the last act. The one where you get your ass kicked, like on original Inferno, making your game experience a real torment. It would be so much better that anything past Normal was hard. Right now it's "cruise through Normal/Nightmare/Start of hell". I mean, for the average player, even in self-drop, it's that easy. You will die here and there but still, quite easy. If you buy stuff on the AH then it's just a joke. Until later in Hell (self-drop) where you will have to turn your brain on or Inferno otherwise. You don't even have the pleasure of building your custom char one level at a time because you can switch everything around anytime you want. At least in D2, nightmare had immune guys and you were building your unique character (unique to you, not that you didn't mostly follow builds).
If they add a 5th difficulty level then i don't know what to say. If they do some swaparoo with Hell/Inferno/Torment, why?
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A new difficulty setting, or renaming Hell/Inferno to avoid the confusion, both of those decisions may be wise. It depends on how long new act is, time to go 60-70, etc.
But damn, Torment is a stupid name. I'd rather keep both Hell and Inferno than rename one of them to that. Although they are different names for the same thing, at least they sound ok individually.
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On October 14 2013 12:01 Burrfoot wrote: yea, I was bored and test leveled another character to 60 testing some -lvl req gear I was saving for Crusader and playing solely on MP10 normal/nm/hell, was already Paragon Level 2 and a half by the time I beat Hell. So adding another act to force us to grind thru 3 times before Inferno would be really annoying. So a Normal > Torment > Inferno = just right.
I think they are going to do Normal > Torment > Inferno like you said. I think doing everything 4+times is not to so good.
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I'd still prefer they keep the old "normal/nm/hell" names if they are going down to 3 difficulties, but its such a small detail that I don't really care. I would definitely prefer 3 difficulties over 4 though, felt like a bit much of a grind just to get to inferno.
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I still think they will keep Nightmare and are only changing the name of Hell to Torment. The new act for each difficulty level will compensate for the 10 new levels.
However, I definitely would appreciate if they just took Nightmare out so we only had to play through the story twice to get max level. Highly doubt they will.
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interesting. no significant nerfs to bears and bats, so i like that as a wd. one thing that i cant really believe and consider a typo is poison dart with splinters: it says "shoot 3 darts dealing 140% weapon damage each"... that cant really be. i highly doubt they are giving wds a ranged, cost-free attack for 420% weapon damage that is unlocked at level 6...
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Wow,
With all this talk about RoS, I just started playing D3 again. And I am having a blast. That game has a sick good feel to it. Of course, I am nowhere near the endgame, so I don't feel the burden of "lack of endgame", but my progression to MP8 felt really rewarding
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On October 29 2013 08:53 fezvez wrote: Wow,
With all this talk about RoS, I just started playing D3 again. And I am having a blast. That game has a sick good feel to it. Of course, I am nowhere near the endgame, so I don't feel the burden of "lack of endgame", but my progression to MP8 felt really rewarding why dont u just play path of exile until D3 stops sucking
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On October 29 2013 10:28 Assault_1 wrote:Show nested quote +On October 29 2013 08:53 fezvez wrote: Wow,
With all this talk about RoS, I just started playing D3 again. And I am having a blast. That game has a sick good feel to it. Of course, I am nowhere near the endgame, so I don't feel the burden of "lack of endgame", but my progression to MP8 felt really rewarding why dont u just play path of exile until D3 stops sucking Because he likes D3? Why switch game if you still like the one you play
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haha teamliquid finally got rid of D3 on the sidebar, bad game is bad
User was warned for this post
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On November 03 2013 07:05 Assault_1 wrote: haha teamliquid finally got rid of D3 on the sidebar, bad game is bad No it is in the "Customize Sidebar..." to turn it back on. Not for the first time, I think. Maybe you turned it back on before?
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On November 03 2013 23:25 Corak wrote:Show nested quote +On November 03 2013 07:05 Assault_1 wrote: haha teamliquid finally got rid of D3 on the sidebar, bad game is bad No it is in the "Customize Sidebar..." to turn it back on. Not for the first time, I think. Maybe you turned it back on before? cmon..he finally had his "chance"
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So at Blizzcon they will only announce the leaked stuff? (Ladder etc)
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On November 05 2013 00:37 Haedley wrote: So at Blizzcon they will only announce the leaked stuff? (Ladder etc) who can know ? lol
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On October 29 2013 10:28 Assault_1 wrote:Show nested quote +On October 29 2013 08:53 fezvez wrote: Wow,
With all this talk about RoS, I just started playing D3 again. And I am having a blast. That game has a sick good feel to it. Of course, I am nowhere near the endgame, so I don't feel the burden of "lack of endgame", but my progression to MP8 felt really rewarding why dont u just play path of exile until D3 stops sucking Because I am having a fucking blast?
I personally have D3 / PoE / Grim Dawn and D3 is the most satisfying to play. PoE may be more satisfying in the long run, but I simply don't feel like playing it right now.
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