- Blazur
- Registered User
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Member for 16 years, 11 months, and 10 days
Last active Mon, Aug, 20 2012 09:34:09
- 0 Followers
- 226 Total Posts
- 8 Thanks
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Apr 12, 2012Blazur posted a message on Diablo III Armor Set Previews, Buying Items and the RMAH, Monster Melee Range, Blue Posts, PremiumI appreciate all you're doing for this community. But when there's a bunch of significant news items to report can you consider breaking them off into separate topics? The monster melee range topic is a pretty big point of contention, and by separating it into its own post you can isolate comments and bring community feedback to Blizzard more readily.Posted in: News
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Nov 12, 2011Blazur posted a message on BlizzCon Merch, BlizzPlanet Giveaways, Blizzcon Videos, Cain Spoiler?, Fan ArtBad taste, Dfans. Don't present the spoiler right in the body copy of the article. You just planted the seed in people's minds now.Posted in: News
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Oct 19, 2011Blazur posted a message on Beta Key Contest #3Posted in: News
Edit: I haven't seen all entries but am expecting much redundancy to Thriller due to the obvious reference. -
May 19, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Fuck...yeah!Posted in: News
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May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Sc2.org supposedly will have live video streams of the event.Posted in: News
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May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Posted in: NewsQuote from "Carloseus" »I NEED A VIDEO OF THE THING HAPPENING.
anyone know where i can find a live feed or something? ill be sooooo goddamn happy if anyone knows where i can find one.
Patience my friend. When one exists, I'm sure it'll quickly surface in this thread. We'll find out what this is all about soon enough. -
May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Posted in: News
\Quote from "Orions_Landing" »How about.... chug your beer every time you experience lag? ouch
See, that's the beauty of a LAN environement 'cause there's no lag. I can't tell you how many hours I spent in Diablo2 LAN parties because it's so damn fun! -
May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Posted in: NewsQuote from "Centauris" »was messing around with the blizzard source code and look what i found:
http://www.blizzard.com/images/
Check the top right corner :O!
That's from 2004 dude. Obsolete. SC:Ghost is history...and hopefully shall never return. They need to focus on more important projects. -
May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!My friends and I used to hold regular D2 LAN parties where we'd have up to 8 people playing together in the same room for hours on end. We came up with a Diablo drinking game with the following rules:Posted in: News
- Drink every time your character or hireling gains a level.
- Drink whenever you return to town.
- Drink whenever you pick up a set or unique item.
- Everybody slam their beers if a set of items is completed.
- Drink whenever a rune is dropped.
- Drink whenever a unique moster is defeated.
- Social whenever a quest is completed.
- All finish beers with a social upon completion of an act.
- Drink twice when your hireling dies.
- Chug your beer when you're killed (for hardcore drinkers, drink an entirely new beer upon death).
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May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Damn this is so friggin exciting!Posted in: News
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May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!It's possible Medusa is a game very much like Diablo, except one that follows in the mythical era from the perspective of Perseus. Although technically that's already been done by Titan Quest (Greek mythology, that is).Posted in: News
Edit: If the announcement comes at 3am EST 1am PST then we have 11 more hours to go! -
May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Posted in: NewsQuote from "xtremecanefan" »I don't think my mind could handle that...it would probably just shutdown.
I was so disappointed when I heard Ghost was going to be for the consoles. Hopefully they don't even consider next-gen consoles for their games. Computers are the way to go! -
May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Watch it end up being a game for the Wii.Posted in: News
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May 18, 2007Blazur posted a message on Blizzard Posts Teaser Timeline!Posted in: NewsQuote from "tRaDiNgYo" »where did u find this? and wtf is medusa?!
Here's the link: http://www.1up.com/do/newsStory?cId=3159629
No idea what the game is... - To post a comment, please login or register a new account.
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The link was right in the OP: http://us.battle.net/d3/en/forum/topic/4427663050#15
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http://i48.tinypic.com/4j83ud.jpg
http://i50.tinypic.com/ipd16u.jpg
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Actually...that's exactly the problem as I'm describing it. And I've noticed it quite often. The little spiders are fast-moving melee attackers who can swarm you and be in your face within seconds. Also they tend to pop out of eggs and surprise players. When they run up to you and you run away, you still end up getting hit because of the intended design.
Other monsters it's especially noticeable with:
- Zombies
- Skeletons
- Grotesque
- Lacuna huntress leap attacks
All of these creatures attack really slowly. Because of the nature of the way this game was programmed, you can literally be 2 inches away by the time the attack connects. Try this yourself in act 1 at any difficulty. Walk up to a zombie and then walk away. Notice how delayed the attack mechanic works. Observer your latency when doing so to confirm it's not lag. Now do the same in inferno, and if you've ever found yourself unreasonably frustrated from playing inferno this might help you understand why.
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Some of it is. Others are intended design. These are Bashiok's words:
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Because I want to play D3 without flawed game mechanics. And judging by how many others are chiming in it would appear I'm not the only one.
Just because Blizz stated this was intended does not excuse bad design. And how people can support this asinine decision is just baffling.
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The ironic thing is they added skills designed to evade attacks, and yet their flawed hit detection renders them completely obsolete. Take evasive fire, for example. The skill is designed to backflip you away when a monster approaches. Instead what happens is you fire, the monster begins its attack, you backflip away, and afterwards you take the hit despite your distance. Same with vault.
I seriously want to punch any person who justifies this as acceptable.
It was quoted in my OP.
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http://imgur.com/a/crN39#0
This will go down in my history book as one of the most retarded game decisions ever. Whoever greelighted this as "Intended design" at Blizzard should be ashamed of themselves.
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Thanks again.
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Very well said, and that's exactly how I feel. I suppose claiming this as broken is a misnomer since it's exactly how they've planned it. Bad design is more like it, and I'm glad others are stepping forward to express their frustration. +1 to you.
Check out the first video in my OP. You see the wizard bouncing around in teleports during Diablo terror phase. When the tp ends he gets instantly hit.
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http://imgur.com/a/PbM1l#0
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That would be a lovely change, actually. I'd gladly welcome an overall decrease in our effectiveness, or a general increase in monster effectiveness, if it meant a melee attack was aligned better with its animation and could be avoided in a consistent fashion. I'm not advocating for a dodge button. I'm just hoping hit detection was less unorthodox. Having played the game quite a bit I know how it works currently. I realize that if I'm close to a monster and an attack is triggered, no amount of kiting or running away will avoid that attack. It's the nature of the beast. But I still don't find it fun or even something I'm willing to tolerate as ideal game programming. It strikes me as sloppy and bugged.
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People have been complaining about the ramp up in difficulty between inferno drops and Blizz decided to address it. There's been constant complaints about the item drops and loot tables and Blizz will be tweaking the specifics there too. Blizz has always maintained a solid stance against RMAH in HC, but with increasing demand they're reconsidering that notion. Every decision Blizzard makes is not perfect and shouldn't be treated as gospel. How many people complained about the skill UI when it first surfaced in beta? People are still complaining about it. Sometimes they just make poor decisions, and many of us are refuting this is one of them.
D2 didn't suffer this problem. Many people have come to expect the same level of fun and gameplay that D2 offered, but some are finding it's just not there with the way the game is handling hit detection. It's clearly taking skill out of the game and reinforcing the need for AH participation. Sure, players versed in the game mechanics can learn to always stay out of melee range if they can avoid it. But that's not always possible with teleporting/fast/vortex monsters. Diablo as well has a teleport attacks which exacerbates the issue. Watch the first video if you need proof. Also, check out these images: http://imgur.com/a/QxxZq#0
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That's exactly the case, by design according to Blizzard. Your only recourse is to not even get into melee range because you will get hit unless the dodge dice roll in your favor.
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- http://imgur.com/a/umkjy#0
- http://imgur.com/a/9gbIh#0
- http://imgur.com/a/QxxZq#0
- http://imgur.com/a/m4e2J#4
Here's the thread on B.NET if anybody wants to contribute to the discussion there.
http://us.battle.net...opic/5827302985
If you're bothered by this please voice your concern.
Thanks.
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Here's what I don't understand...people justifying that avoiding monster proximity is every bit as skilled as avoiding monster attacks. Sometimes it's physically impossible to avoid getting placed in harms way. Vortex/teleport minions assert that. So if a thousand pounder teleports next to your DH, vaulting away won't do you a bit of good if he chooses that moment to crush you with both hands. You're dead when that vault completes.
The issue here extends beyond just the DH. Take furious charge, for example. I've charged through a pack of monsters in inferno. While passing through, one monster that's just outside my path of travel decides to strike at me in transit. My charge ends, I'm 2 inches away, and my barb still receives damage.
I agree with you that dodging a melee strike when it winds up is reaction. I do not agree that preventing a monster from getting in close proximity is skill. That is kiting. Kiting monster avoidance is the name of the game in inferno, and I'm here to argue it's not fun when taken to the extreme.
With practice and experience players should be able to learn the various monster attack animations and successfully dodge them with some well timed reactions. Right now that's just not the case. Players versed in this game learn that getting into monster proximity will get you struck...no matter what. And if you lack the gear to survive/dodge that you're f'ed. All because Blizzard decided that dodging attacks is not allowed and your time is better spent grinding/buying gear to help you absorb/avoid the inevitable 1-shot.