On May 27 2011 20:01 Rimstalker wrote: the Reign of Shadow mod will get a new version and Ladderreset this weekend.
RoS is an amazing mod, lots of new items and levels, including a Tristram from Diablo 1, with really nasty monsters. About one third of the HC Ladder is dead chars.
Here is a trailer for the 0.80 version, 0.82 will be released this weekend:
ladder was reset, version .83 was released. Monsters are tougher, check the HC ladder!
added missing string keys for items fixed the cruelty bug reduced Pindleskin experience added Paladin Spears, Amazon Swords and Armors to gamble Gambling cost customized increased Fist of Heavens Lightning Damage Damage of slingers slightly reduced changed some items
[Version 0.83 - Final] (28.08.12)
Monk jewel fixed Increased the damage of crossbows, wards and javelins Rebalanced the requirement of several items Uber runes should now have a more balanced drop chance Almost every monster in the game is now far stronger, SuperUniques included It takes now longer to achieve level 100 Assassin and Amazon armors can now drop as rares and give a speed bonus depending on their base item (Assa: -10/-15/-20, Ama: -5/-15/-25) Skillbalancing (Sorceress, Druid, Assassin, Barbarian) New Items/rebalanced old items Inserted mithril bag
Here are the new damage values that will be hotfixed in for each MP setting:
MP1: 109.60% (down from 114%) MP2: 120.12% (down from 130%) MP3: 131.65% (down from 148%) MP4: 144.29% (down from 169%) MP5: 158.14% (down from 193%) MP6: 173.32% (down from 220%) MP7: 189.96% (down from 250%) MP8: 208.20% (down from 285%) MP9: 228.18% (down from 325%) MP10: 250.09% (down from 371%)
Please note that these changes will only apply to monster damage in Inferno difficulty. Monsters in Normal, Nightmare, and Hell will be unaffected and continue to use their current values.
I thought the damage was fine, made for a good goal at the end. If you're in MP7 now, move up to MP10 after the fix!
I thought the dmg/hp ratio was fine before too, but oh well. The main thing from today's hotfix was the Act 3 keywarden got slammed with the nerf bat (bazooka?). I haven't tried him yet so we'll see if he's a joke now or what.
To be sure, he did need some tweaking - I was farming the first two acts on MP5, with maybe a death to a particularly nasty affix combo, but no real problems. For Act 3 though, I had to ratched down to MP3 or Xah'right would wipe me several times over even on MP4.
I've found two Sultan of Blinding Sands, two Blade of the Warlords, and THREE fucking Gladiator Gauntlets. When I saw that last brown glove, I already knew I was gonna salvage it without even checking ilvl.
Oh, I just IDed it for fun, guess what it rolled? Arcane resist.
1) People complain about never getting uniques. 2) Blizzard buffs unique drops. 3) Price go down on all uniques hat doesn't have good rolls. 4) People start complaining about getting bad rolls on the uniques.
Now who would have guessed.... :/
A good long term solution is probably to introduce ilvl 64 rolls on uniques. That will take care of the situation one time for all!!
Actually that reminds me, they did introduce ilvl 63 rolls on uniques when the affix changes originally was only going to apply to rares and magic items.
On October 24 2012 09:08 Cascade wrote: 1) People complain about never getting uniques. 2) Blizzard buffs unique drops. 3) Price go down on all uniques hat doesn't have good rolls. 4) People start complaining about getting bad rolls on the uniques.
Now who would have guessed.... :/
A good long term solution is probably to introduce ilvl 64 rolls on uniques. That will take care of the situation one time for all!!
Don't worry once I complain about something, things get better. I just got a trifecta Nat's ring.
Anyway I'm actually in favor of few but good uniques. That way, uniques feel like uniques.
On October 24 2012 09:08 Cascade wrote: 1) People complain about never getting uniques. 2) Blizzard buffs unique drops. 3) Price go down on all uniques hat doesn't have good rolls. 4) People start complaining about getting bad rolls on the uniques.
Now who would have guessed.... :/
A good long term solution is probably to introduce ilvl 64 rolls on uniques. That will take care of the situation one time for all!!
Yeah, I know this keeps circling back to Diablo 2 but...Uniques didn't have "bad" rolls then. Same with games like Titan Quest, Torchlight, and almost every other Dungeon Crawler.
"Bad" meant that you got 6% life leach instead of 8%.
Ilvl 64 rolls just exacerbates the problem, which is that you can't get excited over an item drop because it's probably going to be sub-par.
Yeah, I was joking about the ilvl 64, but sarcasm doesn't travel over internet, I keep forgetting that. It would make people excited for a week or two while they get the first ilvl 64 drops, but after a month it would back to the usual "no ilvl 64 mods on this unique, garbage!".
So you suggest a much smaller spread in mods on uniques? No random mods? Hmm, then all uniques would be essentially the same. Wonder if the "bad" rolls (so 6% life leach I guess) would still be worthless, in the sense that they wouldn't sell for much? Perfect rolls would still be very valuable I imagine. It would also mean that top geared players wouldn't be that incredibly much stronger than mid or weak players. Maybe could work?
On October 24 2012 10:13 Cascade wrote: Yeah, I was joking about the ilvl 64, but sarcasm doesn't travel over internet, I keep forgetting that. It would make people excited for a week or two while they get the first ilvl 64 drops, but after a month it would back to the usual "no ilvl 64 mods on this unique, garbage!".
So you suggest a much smaller spread in mods on uniques? No random mods? Hmm, then all uniques would be essentially the same. Wonder if the "bad" rolls (so 6% life leach I guess) would still be worthless, in the sense that they wouldn't sell for much? Perfect rolls would still be very valuable I imagine. It would also mean that top geared players wouldn't be that incredibly much stronger than mid or weak players. Maybe could work?
No gladiator gauntlets and the likes. See brown gloves = auto salvage. If legendaries were good or situationally good (follower item for example), then I'd prefer that. Cut down the crap legendaries, or make them slightly more useful. For example, gladiator gauntlets sounds so cool! Give it something like +10% damage vs elites, buff the LoH roll and people might start using it.
On October 24 2012 10:13 Cascade wrote: Yeah, I was joking about the ilvl 64, but sarcasm doesn't travel over internet, I keep forgetting that. It would make people excited for a week or two while they get the first ilvl 64 drops, but after a month it would back to the usual "no ilvl 64 mods on this unique, garbage!".
So you suggest a much smaller spread in mods on uniques? No random mods? Hmm, then all uniques would be essentially the same. Wonder if the "bad" rolls (so 6% life leach I guess) would still be worthless, in the sense that they wouldn't sell for much? Perfect rolls would still be very valuable I imagine. It would also mean that top geared players wouldn't be that incredibly much stronger than mid or weak players. Maybe could work?
No gladiator gauntlets and the likes. See brown gloves = auto salvage. If legendaries were good or situationally good (follower item for example), then I'd prefer that. Cut down the crap legendaries, or make them slightly more useful. For example, gladiator gauntlets sounds so cool! Give it something like +10% damage vs elites, buff the LoH roll and people might start using it.
Hmm, yeah, the problem with putting all uniques at the same strength, would be to decide how strong to make them.
The problem is the huuuuge spread in rares. Most rares are really bad, but can potentially be very very good with close to perfect rolls. So if you make the uniques better than the best possible rare, they would get ridiculously strong, and no one would ever care about rares. If you make them too weak compared to the best rares, then they will quickly drop in value and become "garbage", as people prefer the top rares. Which is what happened to the gloves I guess?
So if you want to cut down the range of the uniques, you have to be very careful in how strong you make them compared to the rares. How was this in d2? Was the best rares better than the uniques?
On October 24 2012 10:13 Cascade wrote: So you suggest a much smaller spread in mods on uniques? No random mods? Hmm, then all uniques would be essentially the same. Wonder if the "bad" rolls (so 6% life leach I guess) would still be worthless, in the sense that they wouldn't sell for much? Perfect rolls would still be very valuable I imagine. It would also mean that top geared players wouldn't be that incredibly much stronger than mid or weak players. Maybe could work?
This is exactly what every other Dungeon Crawler on the market does, and it worked just fine for them.
On October 24 2012 10:13 Cascade wrote: Yeah, I was joking about the ilvl 64, but sarcasm doesn't travel over internet, I keep forgetting that. It would make people excited for a week or two while they get the first ilvl 64 drops, but after a month it would back to the usual "no ilvl 64 mods on this unique, garbage!".
So you suggest a much smaller spread in mods on uniques? No random mods? Hmm, then all uniques would be essentially the same. Wonder if the "bad" rolls (so 6% life leach I guess) would still be worthless, in the sense that they wouldn't sell for much? Perfect rolls would still be very valuable I imagine. It would also mean that top geared players wouldn't be that incredibly much stronger than mid or weak players. Maybe could work?
No gladiator gauntlets and the likes. See brown gloves = auto salvage. If legendaries were good or situationally good (follower item for example), then I'd prefer that. Cut down the crap legendaries, or make them slightly more useful. For example, gladiator gauntlets sounds so cool! Give it something like +10% damage vs elites, buff the LoH roll and people might start using it.
Hmm, yeah, the problem with putting all uniques at the same strength, would be to decide how strong to make them.
The problem is the huuuuge spread in rares. Most rares are really bad, but can potentially be very very good with close to perfect rolls. So if you make the uniques better than the best possible rare, they would get ridiculously strong, and no one would ever care about rares. If you make them too weak compared to the best rares, then they will quickly drop in value and become "garbage", as people prefer the top rares. Which is what happened to the gloves I guess?
So if you want to cut down the range of the uniques, you have to be very careful in how strong you make them compared to the rares. How was this in d2? Was the best rares better than the uniques?
In my opinion, legendaries should not be so OP that even the best rares can't compete. Stuff like Vile Ward, Mempo, Triumvirate, Witching Hour, etc. They should be good that people want to use them, but not too powerful that it becomes hands-down BiS. In my opinion, what's a good legendary? SoJ. That item does so little for your base stats (+5/6% damage), but adds so much +elite damage that it becomes such an awesome item. And then there's the fun (or tedium) of finding rings with improved skills that suit your playstyle.
the problem with uniques and stuff in D3 is that blizzard didnt do what they said they would do. for the vast majority of them (>90%) they arent different and interesting, they are just the best items in the slot. there is no fun builds in which you buy a certain unique to make it work, you buy them because they are just the best items, their colour is irrelevant.
On October 22 2012 02:02 Goshawk. wrote: magdha and skele king are the hardest ubers by far. >_<
Nah man I saw a video they dont fill up the room with poison cloud or teleport one shot you. I guess depends on what class you play.
You saw a video?
El Oh El
Many of us have fought all the ubers multiple times. Magda/SK is by far the hardest. Siege and Kulle the easiest. Ghom/Rak is somewhere in between.
How do you avoid getting hit by Rakanoth's teleport attack?
keep people in melee range of him
magda SK isnt hard, its just bugged. the bees attack from magda goes 'under' other animations so if you have a monk or barb you cant see anything, and SKs animations are bugged so he just struts you to death.
it annoys me that there isnt even such a thing as a build in d3. you have 9 slots for stuff of which at least 2-3 are mandatory for your class, followed by 3 or so buffs or fairly long cd or duration skills. so you end up with 1 resource generator and 1(2 if you are lucky) resource spenders. every class and every 'build' is just people auto attacking and then dumping their resources quickly through some burst.
the only true build in the game, that takes 4 or so abilities that alone are pretty crap, that come together to make something better is the WW barb. except because its the only build with real synergy blizzard just want to nerf it, rather than buff others.
So, I finally caved and spent $10 so I could buy some gold on RMAH. It took one day to process my order, when I am used to 1 hour tops from any other game I have spent money on for microtransactions. I bought the gold, and the order is still processing an hour later. Seriously, Blizzard get your shit together.
I'm gonna be on in about an hour to an hour and a half. I got 2 inferno machines on me. I have a few keys so I I'll be able to complete more of them. Does anyone wanna do some ubers in a bit? Hopefully we can do two straight runs if you guys have some machines as well. MP 6-7 preferred.
On October 24 2012 12:28 Chairman Ray wrote: I'm gonna be on in about an hour to an hour and a half. I got 2 inferno machines on me. I have a few keys so I I'll be able to complete more of them. Does anyone wanna do some ubers in a bit? Hopefully we can do two straight runs if you guys have some machines as well. MP 6-7 preferred.
I have three machines myself, but I'm not sure where I'd be comfortable boss wise. I've only done one solo run on like MP4 before the nerf; the bosses took awhile to die but it wasn't too bad other than that. I've been comfortably farming keys on MP5 today. I did a few runs on MP6, but stuff was taking longer to die than I liked so I went back to MP5.
Edit: I'm actually with Heh_ on this one; I'll probably be about ready to crash in the next hour or so. I'll be free around the same time tomorrow night or pretty much anytime during the weekend. I'm willing to use my machines ever with a TL group.
On October 24 2012 12:28 Chairman Ray wrote: I'm gonna be on in about an hour to an hour and a half. I got 2 inferno machines on me. I have a few keys so I I'll be able to complete more of them. Does anyone wanna do some ubers in a bit? Hopefully we can do two straight runs if you guys have some machines as well. MP 6-7 preferred.