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Diablo III General Discussion - Page 654

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kuresuti
Profile Blog Joined December 2009
1393 Posts
July 03 2012 20:25 GMT
#13061
On July 04 2012 04:40 Obvious.660 wrote:
Show nested quote +
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?


Ottoxlol
Profile Blog Joined November 2010
735 Posts
July 03 2012 20:32 GMT
#13062
On July 04 2012 05:25 kuresuti wrote:
Show nested quote +
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




I can farm safely act3 with dps gear. however I have 200% mf gear so I rather farm act1. when i have better mf gear I will move to act3.
Charger
Profile Blog Joined September 2010
United States2405 Posts
July 03 2012 20:35 GMT
#13063
On July 04 2012 05:25 kuresuti wrote:
Show nested quote +
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




Why is loot designed to give you better (really more) loot flawed?

I'm not sure what you man about the giving players better loot immediately. Should finding good items be even easier than it is now....?

That last part of your argument is exactly why I think MF is incredibly fun. And I mean running REAL mf, like dps, vit, mf,- no swapping. Maybe you start an act with 250% mf and you get rolled. You go scale it back and you can faceroll through at 50% or struggle but make it at 150%. Suddenly, you find a huge weapon upgrade. Now you can start adding more mf again to get back to where you want to be. I love this so much, the more decisions I have to make the better.
It's easy to be a Monday morning quarterback.
kuresuti
Profile Blog Joined December 2009
1393 Posts
July 03 2012 20:58 GMT
#13064
On July 04 2012 05:35 Charger wrote:
Show nested quote +
On July 04 2012 05:25 kuresuti wrote:
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




Why is loot designed to give you better (really more) loot flawed?

I'm not sure what you man about the giving players better loot immediately. Should finding good items be even easier than it is now....?

That last part of your argument is exactly why I think MF is incredibly fun. And I mean running REAL mf, like dps, vit, mf,- no swapping. Maybe you start an act with 250% mf and you get rolled. You go scale it back and you can faceroll through at 50% or struggle but make it at 150%. Suddenly, you find a huge weapon upgrade. Now you can start adding more mf again to get back to where you want to be. I love this so much, the more decisions I have to make the better.


What I mean about the better loot part is, why is the middleman (mf gear) even there? They could make droprates one fourth of what they are now for all I care, I just find the middleman unnecessary.

The thing is I don't really see the choice in the matter because I simply have to have MF. It's just too good to ignore so it isn't really a choice at all. It's false complexity. Since it's now mandatory (in my opinion), it shouldn't have to be a choice at all. Diablo also never changes, you always know what to expect etc. so you don't really need to choose ever. (unlike Icehockey for example, when sometimes losing the goalie for an extra player is good, or BW where a Queen has application in rare cases).

Don't flip out on me now but I think it's unnecessarily confusing. I am not saying they should make the game more casual, just saying that I don't think magic find is the best design.
Proxd
Profile Joined May 2011
Belgium37 Posts
July 03 2012 21:08 GMT
#13065
On July 03 2012 18:08 javy925 wrote:
Show nested quote +
On July 03 2012 18:07 Proxd wrote:
Well.. i finished the game (killed Diablo inferno mode) yesterday and i took my time to reach that far. I knew i'd be slowly drifting away from the game as soon as i'd do it.. so i avoided doing so for several weeks.

I'm a well geared barb (i think so ) : 60k hp, 900 rez all, 72k dps, 440 % crit dmg and 48% crit chance.

Anyway.. i "finished" the game, i'm enough geared, the game lost its purpose.

Blah..i wish they'd reset everything to start fresh and remove the AH/RMAH.

Not gonna happen tho.


what skill build?


Frenzy + the crit/dmg shout

+ Rez/armor shout

+ The all dmg reduction for several seconds

+ revenge

+ The berserker (i get to 180k dps or smth with that)


Charger
Profile Blog Joined September 2010
United States2405 Posts
July 03 2012 21:11 GMT
#13066
On July 04 2012 05:58 kuresuti wrote:
Show nested quote +
On July 04 2012 05:35 Charger wrote:
On July 04 2012 05:25 kuresuti wrote:
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




Why is loot designed to give you better (really more) loot flawed?

I'm not sure what you man about the giving players better loot immediately. Should finding good items be even easier than it is now....?

That last part of your argument is exactly why I think MF is incredibly fun. And I mean running REAL mf, like dps, vit, mf,- no swapping. Maybe you start an act with 250% mf and you get rolled. You go scale it back and you can faceroll through at 50% or struggle but make it at 150%. Suddenly, you find a huge weapon upgrade. Now you can start adding more mf again to get back to where you want to be. I love this so much, the more decisions I have to make the better.


What I mean about the better loot part is, why is the middleman (mf gear) even there? They could make droprates one fourth of what they are now for all I care, I just find the middleman unnecessary.

The thing is I don't really see the choice in the matter because I simply have to have MF. It's just too good to ignore so it isn't really a choice at all. It's false complexity. Since it's now mandatory (in my opinion), it shouldn't have to be a choice at all. Diablo also never changes, you always know what to expect etc. so you don't really need to choose ever. (unlike Icehockey for example, when sometimes losing the goalie for an extra player is good, or BW where a Queen has application in rare cases).

Don't flip out on me now but I think it's unnecessarily confusing. I am not saying they should make the game more casual, just saying that I don't think magic find is the best design.


Not gonna flip out, I enjoy having civil discussions with people who share different views than I do.

Of course mf is great and you should feel like you need it. You should be scratching and clawing to add just a little bit more if you can always. However, it comes at a cost like in my example. Just cause I want to farm act 4 with 250% mf doesn't mean I can or I should be able to, at least not with a ton of work getting there. I may have to drop it down some, maybe to a 100%, or 90% to farm efficiently in the act. I think this is a good thing. I still have a choice to make, do I farm lower acts with lower drop rates with higher mf or do I farm higher acts with lower mf with better drop rates?

Since item hunting is what the latter stages of Diablo is all about I think it's cool to find a stat that effects that. At the same time I wouldn't cry if they removed mf IF they added more things to the game. At this point I already have to make so few decisions that taking perhaps the biggest late game decision out will kill the game.
It's easy to be a Monday morning quarterback.
Proxd
Profile Joined May 2011
Belgium37 Posts
July 03 2012 21:12 GMT
#13067
On July 03 2012 18:22 crappen wrote:
Show nested quote +
On July 03 2012 18:07 Proxd wrote:
Well.. i finished the game (killed Diablo inferno mode) yesterday and i took my time to reach that far. I knew i'd be slowly drifting away from the game as soon as i'd do it.. so i avoided doing so for several weeks.

I'm a well geared barb (i think so ) : 60k hp, 900 rez all, 72k dps, 440 % crit dmg and 48% crit chance.

Anyway.. i "finished" the game, i'm enough geared, the game lost its purpose.

Blah..i wish they'd reset everything to start fresh and remove the AH/RMAH.

Not gonna happen tho.


You know, if they made D3 more social, it would be awesome even after you beaten diablo on inferno. Better chat functions, and a much more userfriendly AH would go a long way, considering I feel AH is pretty much THE endgame.
New builds and gearing towards it might freshen your experience up a bit. Or a new alt that your barb can farm some nice startgear too. There are also builds-gear that focus more on groupplay as well.


I don't feel like farming because it's just not rewarding. I wouldn't mind if it was the same situation for everyone. A friend of mine recently told me : "if you don't like the AH, why don't you just play the game without using it". Unfortunately this game is all about d*ck size comparison. The end-game is having a huge stuff and compare it to your friends and other ppl on the net.
So it's not like i can play the game without taking into account the AH..

To me the game will slowly fall in popularity unless they pull something big in the near future.

Blah.. waiting for another game !
kuresuti
Profile Blog Joined December 2009
1393 Posts
July 03 2012 21:41 GMT
#13068
On July 04 2012 06:11 Charger wrote:
Show nested quote +
On July 04 2012 05:58 kuresuti wrote:
On July 04 2012 05:35 Charger wrote:
On July 04 2012 05:25 kuresuti wrote:
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




Why is loot designed to give you better (really more) loot flawed?

I'm not sure what you man about the giving players better loot immediately. Should finding good items be even easier than it is now....?

That last part of your argument is exactly why I think MF is incredibly fun. And I mean running REAL mf, like dps, vit, mf,- no swapping. Maybe you start an act with 250% mf and you get rolled. You go scale it back and you can faceroll through at 50% or struggle but make it at 150%. Suddenly, you find a huge weapon upgrade. Now you can start adding more mf again to get back to where you want to be. I love this so much, the more decisions I have to make the better.


What I mean about the better loot part is, why is the middleman (mf gear) even there? They could make droprates one fourth of what they are now for all I care, I just find the middleman unnecessary.

The thing is I don't really see the choice in the matter because I simply have to have MF. It's just too good to ignore so it isn't really a choice at all. It's false complexity. Since it's now mandatory (in my opinion), it shouldn't have to be a choice at all. Diablo also never changes, you always know what to expect etc. so you don't really need to choose ever. (unlike Icehockey for example, when sometimes losing the goalie for an extra player is good, or BW where a Queen has application in rare cases).

Don't flip out on me now but I think it's unnecessarily confusing. I am not saying they should make the game more casual, just saying that I don't think magic find is the best design.


Not gonna flip out, I enjoy having civil discussions with people who share different views than I do.

Of course mf is great and you should feel like you need it. You should be scratching and clawing to add just a little bit more if you can always. However, it comes at a cost like in my example. Just cause I want to farm act 4 with 250% mf doesn't mean I can or I should be able to, at least not with a ton of work getting there. I may have to drop it down some, maybe to a 100%, or 90% to farm efficiently in the act. I think this is a good thing. I still have a choice to make, do I farm lower acts with lower drop rates with higher mf or do I farm higher acts with lower mf with better drop rates?

Since item hunting is what the latter stages of Diablo is all about I think it's cool to find a stat that effects that. At the same time I wouldn't cry if they removed mf IF they added more things to the game. At this point I already have to make so few decisions that taking perhaps the biggest late game decision out will kill the game.


You could look at it this way. Let's assume that the endgame is farming the best gear possible as fast as possible (for whatever reason you'd want, pvp etc.), one would conclude that you'd have to farm Act 4 with as much MF as possible. MF scales way harder than other stats in the farming context. If you have 200 mf from gear, gear without it won't make you kill stuff 3 times faster. It would be faster but not that much faster (the way it is now at least). So one would come to the conclusion that the optimal way to play is to have 200 mf.

Now we have a stat, that doesn't really do anything for you. It doesn't increase your hp so you can play more aggressive, it doesn't make you faster so you can kite or anything of that nature. It's just there to make more stuff find your pockets and you'd be stupid not to have it. Wouldn't it be better to just not have it in the equation at all, so you could focus on building your character and refining your strategy through gear?

You could compare it to mining minerals to build more scvs to mine even more minerals, but unlike Starcraft, Diablo doesn't end and doesn't have a timelimit. Without ladder this becomes even more apparent. The merits of mf as powerboosting-booster kinda disappears in Diablo 3 imo.

I didn't like it in D2 either by the way, but it didn't really get in the way since most of the really good gear you'd want to wear for power had it as a bonus.
ObviousOne
Profile Joined April 2012
United States3704 Posts
July 03 2012 21:51 GMT
#13069
You advocate for less choice in an already limited game? I'm not sure I can accept that. Sure, maybe if they added a whole bunch of other possible stats to items like other classes' skills or whatever then you can start removing redundant ones. Not until then, though. I'll keep farming A1 with my 300MF w/ 5NV, thanks.
Fear is the only darkness. ~Destiny Fan Club operator~
Charger
Profile Blog Joined September 2010
United States2405 Posts
Last Edited: 2012-07-03 22:01:33
July 03 2012 22:01 GMT
#13070
On July 04 2012 06:41 kuresuti wrote:
Show nested quote +
On July 04 2012 06:11 Charger wrote:
On July 04 2012 05:58 kuresuti wrote:
On July 04 2012 05:35 Charger wrote:
On July 04 2012 05:25 kuresuti wrote:
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




Why is loot designed to give you better (really more) loot flawed?

I'm not sure what you man about the giving players better loot immediately. Should finding good items be even easier than it is now....?

That last part of your argument is exactly why I think MF is incredibly fun. And I mean running REAL mf, like dps, vit, mf,- no swapping. Maybe you start an act with 250% mf and you get rolled. You go scale it back and you can faceroll through at 50% or struggle but make it at 150%. Suddenly, you find a huge weapon upgrade. Now you can start adding more mf again to get back to where you want to be. I love this so much, the more decisions I have to make the better.


What I mean about the better loot part is, why is the middleman (mf gear) even there? They could make droprates one fourth of what they are now for all I care, I just find the middleman unnecessary.

The thing is I don't really see the choice in the matter because I simply have to have MF. It's just too good to ignore so it isn't really a choice at all. It's false complexity. Since it's now mandatory (in my opinion), it shouldn't have to be a choice at all. Diablo also never changes, you always know what to expect etc. so you don't really need to choose ever. (unlike Icehockey for example, when sometimes losing the goalie for an extra player is good, or BW where a Queen has application in rare cases).

Don't flip out on me now but I think it's unnecessarily confusing. I am not saying they should make the game more casual, just saying that I don't think magic find is the best design.


Not gonna flip out, I enjoy having civil discussions with people who share different views than I do.

Of course mf is great and you should feel like you need it. You should be scratching and clawing to add just a little bit more if you can always. However, it comes at a cost like in my example. Just cause I want to farm act 4 with 250% mf doesn't mean I can or I should be able to, at least not with a ton of work getting there. I may have to drop it down some, maybe to a 100%, or 90% to farm efficiently in the act. I think this is a good thing. I still have a choice to make, do I farm lower acts with lower drop rates with higher mf or do I farm higher acts with lower mf with better drop rates?

Since item hunting is what the latter stages of Diablo is all about I think it's cool to find a stat that effects that. At the same time I wouldn't cry if they removed mf IF they added more things to the game. At this point I already have to make so few decisions that taking perhaps the biggest late game decision out will kill the game.


You could look at it this way. Let's assume that the endgame is farming the best gear possible as fast as possible (for whatever reason you'd want, pvp etc.), one would conclude that you'd have to farm Act 4 with as much MF as possible. MF scales way harder than other stats in the farming context. If you have 200 mf from gear, gear without it won't make you kill stuff 3 times faster. It would be faster but not that much faster (the way it is now at least). So one would come to the conclusion that the optimal way to play is to have 200 mf.

Now we have a stat, that doesn't really do anything for you. It doesn't increase your hp so you can play more aggressive, it doesn't make you faster so you can kite or anything of that nature. It's just there to make more stuff find your pockets and you'd be stupid not to have it. Wouldn't it be better to just not have it in the equation at all, so you could focus on building your character and refining your strategy through gear?

You could compare it to mining minerals to build more scvs to mine even more minerals, but unlike Starcraft, Diablo doesn't end and doesn't have a timelimit. Without ladder this becomes even more apparent. The merits of mf as powerboosting-booster kinda disappears in Diablo 3 imo.

I didn't like it in D2 either by the way, but it didn't really get in the way since most of the really good gear you'd want to wear for power had it as a bonus.


My point was about making decisions in an already incredibly limited decision making game. MF is a huge deal, if you don't have it when you farm you are missing out. It's important that I work towards finagling every bit of mf into my setup as I can afford. It's about the journey to the end making decisions the whole way.

If right now mf was just gone, never existed and nothing replaced it I wouldn't be playing at all. I would have stopped weeks ago. I played a monk as my 2nd char and beat inferno last week. It wasn't that hard and it wasn't that fun because I had to make almost no decisions the whole time. I used my WD to farm with mf so I didn't care about mf. I got the stats I needed on my gear, used a good build I found online that that was all she wrote. At least if I wanted to farm with my monk in act4 I would have to start trading out gear slowly and working on making more decisions about gear.

Basically I just need some sort of decision to make and all I got is mf. Take that away and I have nothing to be engaged with.
It's easy to be a Monday morning quarterback.
kuresuti
Profile Blog Joined December 2009
1393 Posts
July 03 2012 22:12 GMT
#13071
On July 04 2012 07:01 Charger wrote:
Show nested quote +
On July 04 2012 06:41 kuresuti wrote:
On July 04 2012 06:11 Charger wrote:
On July 04 2012 05:58 kuresuti wrote:
On July 04 2012 05:35 Charger wrote:
On July 04 2012 05:25 kuresuti wrote:
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




Why is loot designed to give you better (really more) loot flawed?

I'm not sure what you man about the giving players better loot immediately. Should finding good items be even easier than it is now....?

That last part of your argument is exactly why I think MF is incredibly fun. And I mean running REAL mf, like dps, vit, mf,- no swapping. Maybe you start an act with 250% mf and you get rolled. You go scale it back and you can faceroll through at 50% or struggle but make it at 150%. Suddenly, you find a huge weapon upgrade. Now you can start adding more mf again to get back to where you want to be. I love this so much, the more decisions I have to make the better.


What I mean about the better loot part is, why is the middleman (mf gear) even there? They could make droprates one fourth of what they are now for all I care, I just find the middleman unnecessary.

The thing is I don't really see the choice in the matter because I simply have to have MF. It's just too good to ignore so it isn't really a choice at all. It's false complexity. Since it's now mandatory (in my opinion), it shouldn't have to be a choice at all. Diablo also never changes, you always know what to expect etc. so you don't really need to choose ever. (unlike Icehockey for example, when sometimes losing the goalie for an extra player is good, or BW where a Queen has application in rare cases).

Don't flip out on me now but I think it's unnecessarily confusing. I am not saying they should make the game more casual, just saying that I don't think magic find is the best design.


Not gonna flip out, I enjoy having civil discussions with people who share different views than I do.

Of course mf is great and you should feel like you need it. You should be scratching and clawing to add just a little bit more if you can always. However, it comes at a cost like in my example. Just cause I want to farm act 4 with 250% mf doesn't mean I can or I should be able to, at least not with a ton of work getting there. I may have to drop it down some, maybe to a 100%, or 90% to farm efficiently in the act. I think this is a good thing. I still have a choice to make, do I farm lower acts with lower drop rates with higher mf or do I farm higher acts with lower mf with better drop rates?

Since item hunting is what the latter stages of Diablo is all about I think it's cool to find a stat that effects that. At the same time I wouldn't cry if they removed mf IF they added more things to the game. At this point I already have to make so few decisions that taking perhaps the biggest late game decision out will kill the game.


You could look at it this way. Let's assume that the endgame is farming the best gear possible as fast as possible (for whatever reason you'd want, pvp etc.), one would conclude that you'd have to farm Act 4 with as much MF as possible. MF scales way harder than other stats in the farming context. If you have 200 mf from gear, gear without it won't make you kill stuff 3 times faster. It would be faster but not that much faster (the way it is now at least). So one would come to the conclusion that the optimal way to play is to have 200 mf.

Now we have a stat, that doesn't really do anything for you. It doesn't increase your hp so you can play more aggressive, it doesn't make you faster so you can kite or anything of that nature. It's just there to make more stuff find your pockets and you'd be stupid not to have it. Wouldn't it be better to just not have it in the equation at all, so you could focus on building your character and refining your strategy through gear?

You could compare it to mining minerals to build more scvs to mine even more minerals, but unlike Starcraft, Diablo doesn't end and doesn't have a timelimit. Without ladder this becomes even more apparent. The merits of mf as powerboosting-booster kinda disappears in Diablo 3 imo.

I didn't like it in D2 either by the way, but it didn't really get in the way since most of the really good gear you'd want to wear for power had it as a bonus.


My point was about making decisions in an already incredibly limited decision making game. MF is a huge deal, if you don't have it when you farm you are missing out. It's important that I work towards finagling every bit of mf into my setup as I can afford. It's about the journey to the end making decisions the whole way.

If right now mf was just gone, never existed and nothing replaced it I wouldn't be playing at all. I would have stopped weeks ago. I played a monk as my 2nd char and beat inferno last week. It wasn't that hard and it wasn't that fun because I had to make almost no decisions the whole time. I used my WD to farm with mf so I didn't care about mf. I got the stats I needed on my gear, used a good build I found online that that was all she wrote. At least if I wanted to farm with my monk in act4 I would have to start trading out gear slowly and working on making more decisions about gear.

Basically I just need some sort of decision to make and all I got is mf. Take that away and I have nothing to be engaged with.


It seems like you are saying that it isn't a choice at all, since I am missing out if I don't use it. That's pretty much what I've been saying.

Anyway Diablo 3 has some problems in the item department and removing mf today might not be the best decision. I've just been arguing the "what's inherently wrong with mf?" part. At some point I wish they would remove it, but not before fixing bigger problems (which is a completely different topic).

Let's agree to disagree and have some sleep


TheMango
Profile Joined April 2007
United States1967 Posts
July 03 2012 22:56 GMT
#13072
On July 04 2012 05:25 kuresuti wrote:
Show nested quote +
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




MF on main gear set is not an end game no brainer. At a certain point you will be sacrificng something (dps or survivability or mobility or utility stats) to fit in MF. Not to mention how expensive high end MF gear is+will be. Theoretically, one could argue that by going max move speed + max dps + max w/e and NOT getting MF and just do runs a lot faster equalizes or outweighs the MF benefits. Example, I can do Cydea+Azmo runs in 10-15 mins. Someone with 2x my dps + 25% move speed + tanky enough to never die could consistently do it well under 10 minutes. You gain time efficiency by sacrificng MF gains.
Moderator
TheMango
Profile Joined April 2007
United States1967 Posts
July 03 2012 23:02 GMT
#13073
Going into more detail, I have 100k+ w/o SS, 40k hp, very low resists, 12% move speed, 250% base MF with follower. A end game DH can have close to 200k dps, max move speed, and triple my resists and/or utility stats like disc/hatred regen that lets them clear entire levels without pausing once. People have been mentally handicapped by this cheap mechanic of switching gear and dont realize that MF is not a must have esp with how they nerfed MF on chests and how strong 5 stack NV is.
Moderator
Charger
Profile Blog Joined September 2010
United States2405 Posts
July 03 2012 23:03 GMT
#13074
On July 04 2012 07:12 kuresuti wrote:
Show nested quote +
On July 04 2012 07:01 Charger wrote:
On July 04 2012 06:41 kuresuti wrote:
On July 04 2012 06:11 Charger wrote:
On July 04 2012 05:58 kuresuti wrote:
On July 04 2012 05:35 Charger wrote:
On July 04 2012 05:25 kuresuti wrote:
On July 04 2012 04:40 Obvious.660 wrote:
On July 04 2012 03:44 Charger wrote:
What's inherently wrong with mf? After I beat inferno there's nothing left to do but farm. If there was no mf or nothing I could do to make my farming 'better' then I wouldn't farm and I wouldn't be playing the game. I like gathering dps gear that has mf on it, it is fun to see how far I can push it. I like having to sacrifice survivability and some damage the higher my mf goes up. Clue me on on what is the default bad part of mf please.

There is no problem with MF. Working as intended at this point. The only problem is the entitlement-people (I hesitate to call them children, they are of all ages) who feel it is an exploit (the same way cheese is an exploit, if you catch my meaning.)

They haven't learned it's simpler to shut up and play or get out.


If MF hadn't been there from the beginning, this wouldn't have been a problem. MF is a flawed concept because it's basically loot designed to get you better loot. Why not give the player the better loot immediately instead? You could argue that it's some sort of risk/reward system, but the way people play where it matters (higher levels), it becomes pretty much mandatory. Why would anyone want to gimp themselves in the loot race willingly by not wearing MF gear?




Why is loot designed to give you better (really more) loot flawed?

I'm not sure what you man about the giving players better loot immediately. Should finding good items be even easier than it is now....?

That last part of your argument is exactly why I think MF is incredibly fun. And I mean running REAL mf, like dps, vit, mf,- no swapping. Maybe you start an act with 250% mf and you get rolled. You go scale it back and you can faceroll through at 50% or struggle but make it at 150%. Suddenly, you find a huge weapon upgrade. Now you can start adding more mf again to get back to where you want to be. I love this so much, the more decisions I have to make the better.


What I mean about the better loot part is, why is the middleman (mf gear) even there? They could make droprates one fourth of what they are now for all I care, I just find the middleman unnecessary.

The thing is I don't really see the choice in the matter because I simply have to have MF. It's just too good to ignore so it isn't really a choice at all. It's false complexity. Since it's now mandatory (in my opinion), it shouldn't have to be a choice at all. Diablo also never changes, you always know what to expect etc. so you don't really need to choose ever. (unlike Icehockey for example, when sometimes losing the goalie for an extra player is good, or BW where a Queen has application in rare cases).

Don't flip out on me now but I think it's unnecessarily confusing. I am not saying they should make the game more casual, just saying that I don't think magic find is the best design.


Not gonna flip out, I enjoy having civil discussions with people who share different views than I do.

Of course mf is great and you should feel like you need it. You should be scratching and clawing to add just a little bit more if you can always. However, it comes at a cost like in my example. Just cause I want to farm act 4 with 250% mf doesn't mean I can or I should be able to, at least not with a ton of work getting there. I may have to drop it down some, maybe to a 100%, or 90% to farm efficiently in the act. I think this is a good thing. I still have a choice to make, do I farm lower acts with lower drop rates with higher mf or do I farm higher acts with lower mf with better drop rates?

Since item hunting is what the latter stages of Diablo is all about I think it's cool to find a stat that effects that. At the same time I wouldn't cry if they removed mf IF they added more things to the game. At this point I already have to make so few decisions that taking perhaps the biggest late game decision out will kill the game.


You could look at it this way. Let's assume that the endgame is farming the best gear possible as fast as possible (for whatever reason you'd want, pvp etc.), one would conclude that you'd have to farm Act 4 with as much MF as possible. MF scales way harder than other stats in the farming context. If you have 200 mf from gear, gear without it won't make you kill stuff 3 times faster. It would be faster but not that much faster (the way it is now at least). So one would come to the conclusion that the optimal way to play is to have 200 mf.

Now we have a stat, that doesn't really do anything for you. It doesn't increase your hp so you can play more aggressive, it doesn't make you faster so you can kite or anything of that nature. It's just there to make more stuff find your pockets and you'd be stupid not to have it. Wouldn't it be better to just not have it in the equation at all, so you could focus on building your character and refining your strategy through gear?

You could compare it to mining minerals to build more scvs to mine even more minerals, but unlike Starcraft, Diablo doesn't end and doesn't have a timelimit. Without ladder this becomes even more apparent. The merits of mf as powerboosting-booster kinda disappears in Diablo 3 imo.

I didn't like it in D2 either by the way, but it didn't really get in the way since most of the really good gear you'd want to wear for power had it as a bonus.


My point was about making decisions in an already incredibly limited decision making game. MF is a huge deal, if you don't have it when you farm you are missing out. It's important that I work towards finagling every bit of mf into my setup as I can afford. It's about the journey to the end making decisions the whole way.

If right now mf was just gone, never existed and nothing replaced it I wouldn't be playing at all. I would have stopped weeks ago. I played a monk as my 2nd char and beat inferno last week. It wasn't that hard and it wasn't that fun because I had to make almost no decisions the whole time. I used my WD to farm with mf so I didn't care about mf. I got the stats I needed on my gear, used a good build I found online that that was all she wrote. At least if I wanted to farm with my monk in act4 I would have to start trading out gear slowly and working on making more decisions about gear.

Basically I just need some sort of decision to make and all I got is mf. Take that away and I have nothing to be engaged with.


It seems like you are saying that it isn't a choice at all, since I am missing out if I don't use it. That's pretty much what I've been saying.

Anyway Diablo 3 has some problems in the item department and removing mf today might not be the best decision. I've just been arguing the "what's inherently wrong with mf?" part. At some point I wish they would remove it, but not before fixing bigger problems (which is a completely different topic).

Let's agree to disagree and have some sleep




The choice whether to use mf can be debated on how much of a choice it actually is but the process of of how and what and how much are all choices.
It's easy to be a Monday morning quarterback.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
July 03 2012 23:13 GMT
#13075
I don't see the problem with gear swapping, do it or don't, but stop trying to fix a problem that isn't even there.
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
DnameIN
Profile Joined July 2010
Poland146 Posts
Last Edited: 2012-07-03 23:35:44
July 03 2012 23:34 GMT
#13076
There is a problem. MF swapping removes one more layer from itemization complexity in already simplified system.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
July 03 2012 23:38 GMT
#13077
There are bigger problems at this point that do far more to remove itemization complexity, like how gems were supposed to promote different builds at endgame but primary stat in everything dominates 99% of builds, or how the whole skill system is based on weapon dps and the trifecta of crit dmg/chance/ias, rather than encouraging unique item builds to synergize with your skillset.

Getting rid of mf switching is removing the symptom, not the cause.
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Lenwe
Profile Joined March 2008
Netherlands757 Posts
July 04 2012 05:27 GMT
#13078
Bashiok recognizes the problem with D3 endgame. Unfortunately it doesn't look like a solution will arrive anytime soon.

We recognize that the item hunt is just not enough for a long-term sustainable end-game. There are still tons of people playing every day and week, and playing a lot, but eventually they’re going to run out of stuff to do (if they haven’t already). Killing enemies and finding items is a lot of fun, and we think we have a lot of the systems surrounding that right, or at least on the right path with a few corrections and tweaks. But honestly Diablo III is not World of Warcraft. We aren’t going to be able to pump out tons of new systems and content every couple months. There needs to be something else that keeps people engaged, and we know it’s not there right now.
We’re working toward 1.0.4, which we’re really trying to pack with as many fixes and changes we can to help you guys out (and we’ll have a bunch of articles posted with all the details as we get closer), and we’re of course working on 1.1 with PvP arenas. I think both those patches will do a lot to give people things to do, and get them excited about playing, but they’re not going to be a real end-game solution, at least not what we would expect out of a proper end-game. We have some ideas for progression systems, but honestly it’s a huge feature if we want to try to do it right, and not something we could envision being possible until well after 1.1 which it itself still a ways out.


…and Wyatt expressed specifically that giving players some sort of end-game that doesn’t involve grinding areas or bosses is something that keeps him up at night


Hindsight is 20/20 I suppose, but we believed pre-release that the item hunt would be far more sustainable, and would work to be a proper end-game for quite a while. That didn’t turn out to be true, and we recognize that.
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
July 04 2012 05:36 GMT
#13079
Today is the first time I am truly mad at this game.

I quit. I liked the game, but I quit. Why am I mad?

I want to sell my gear. I cannot. Why?

To link your battlenet to a paypal, you need a fucking MOBILE DATA PLAN. Why? WHYYYYYY?

I have a prepaid phone. I have used one for years. But blizzard will not accept VoIP or Google Voice.

So now I have to ask a friend or my parents to use their phones. It's not a huge deal, but it's still retardedly inconvenient and unnecessary.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
July 04 2012 05:41 GMT
#13080
On July 04 2012 14:36 SafeAsCheese wrote:
Today is the first time I am truly mad at this game.

I quit. I liked the game, but I quit. Why am I mad?

I want to sell my gear. I cannot. Why?

To link your battlenet to a paypal, you need a fucking MOBILE DATA PLAN. Why? WHYYYYYY?

I have a prepaid phone. I have used one for years. But blizzard will not accept VoIP or Google Voice.

So now I have to ask a friend or my parents to use their phones. It's not a huge deal, but it's still retardedly inconvenient and unnecessary.

Gave up trying to sell your gear for $200 on the wizard forum? You might get lucky with the helm of command, but good luck when the market is flooded by crafters.
=Þ
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