I love when people can completely ignore logic and reasoning to prove their own point. They have stated numerous reasons as to why they did this. If you really want to believe that it is out of laziness, cutting corners, or wimping out, that is your own delusional choice to.
Otherwise, I for one see the bad mechanic they are talking about and agree with the reasoning behind changing it and how they changed it. If walking around the border of each area just to find the next exit was fun for you, then I am afraid that the D3 approach of adding more randomness in a fun and meaningful way will not be for you.
You could always just play WoW to help them keep that cash cow floating since D3 is going to cripple the company into bankruptcy anyway. Ironic how a game that is supposedly sucking so much, in your opinion, is still going to draw in a big enough crowd to kill a large portion of wow subscribers, according to your opinion. I know...I know... It's because they are turning Diablo into wow...
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Member for 16 years, 10 months, and 2 days
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ScyberDragon posted a message on Randomized RandomizationPosted in: News & Announcements -
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ScyberDragon posted a message on Fired Blizzard TesterThis is obviously fake, I could have written a more accurate account of D3.Posted in: Diablo III General Discussion
Why would Azmodan try to bring back Diablo after the exile?
Tyrael is corrupted by a lesser evil when he stood up against Diablo?
As Dauroth pointed out about the meteor in Tristram but arreat crater is the "hole"
He mentions the acts with only as much detail as Blizzard has already released.
The NDA does extend beyond termination. As if he is the only employee to leave Blizzard in the last ten years to talk about it?
He talks about the DH being unbalanced? Isn't he a tester? Isn't that what they pay him to find out so they can fix it?
75% of the info is all stuff that we all could have answered, minus his incorrect information and the other 25% is just ridiculous speculations based on this one person's issues with the game so far.
Thanks for the laughs corrupt08 -
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SFJake posted a message on Will Jay Wilson Pull another "We're not done yet" ?You are now officially a bigger source of negativity than me.Posted in: Diablo III General Discussion -
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Crit posted a message on Umpa's Name ChangeIt's too late! 65 has already become a sentient, independent user. Rumour is that he goes around wherever there is talk of numbers and confuses people with strategically placed a's that look like 4's!Posted in: Off-Topic -
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SFJake posted a message on What happened to diablo3?Posted in: Diablo III General Discussion
You don't write and speak well for yourself.Quote from BeautifulGamer
hate is much appeciated, it makes me lol too
spelling is not a concern to me nor is punctuation
if you have something to share about pvp, trading, game style, or items plz do
You do it for others.
You selfish brat. -
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Umpa posted a message on 9 Closed Beta keysLol...I love how all these 1 post wonders show up for beta keys....Posted in: Other Games -
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DeathWingSC posted a message on D3 Wizard PonyI honestly can't see time as being a problem for this not being updated.Posted in: Fan Art
Surely it took longer to put the watermark on than it took to draw the pony -
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PhrozenDragon posted a message on DiabloCast: Episode IV - Art of the ArtisanPosted in: News & Announcements
Yes. It's only a matter of time before each episode spans 168 hours. It will be the world's first reality show following the lives of a few ardent DiablofansQuote from jonny_cool
It seams that each episode is longer than the previous one. -
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Umpa posted a message on Diablo IRL?Posted in: Off-Topic
It's supposed to be his eyes. Think this:
http://sonsofthestorm.com/images/glowei/Diablo_Glowei001c.jpg
And over exposer is the only plausible explanation. Aka, not naturally taken, not real. -
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Helfeather posted a message on Design-A-SkillWe need a thread that doesn't stagnate due to lack of information! So, as thread title suggests: if you could design one skill to be in D3 for the class of your choosing, what would it be? Some example questions:Posted in: Diablo III General Discussion
What class would it be for?
What would it be called?
What would it do? +Runestone augmentations?
What would it look like? +Runestone augmentations?
Why do you want it?
My skill would be..
Class: Wizard
Skill name: Willowisp Guardian
Flavor text: "The Wizard invokes a Willowisp by condensing the energy present in the air and then bending its form to imbue herself with an armor of magical properties. Just the mere act of conjuring such beings are forbidden by the Zann Esu and Vizjerei due to their erratically violent nature and dangerously unstable properties; however, these spectral beings are some of the Wizard's highest interests and are subservient to her magical prowess."
Regular Effect: A windy aura that resembles a Willowisp(above) is created around the Wizard for a short amount of time(~5 seconds). Armor grants a large amount of move speed and shoots up to 3 lightning streams toward up to 3 random enemies when armor expires. Lightning streams go through most enemies. Armor expires naturally 5 seconds after casting or if the Wizard is hit by a magic-based projectile before the 5 seconds are up. If armor expires by a magic-based projectile, half of the projectile damage is negated. Armor cannot be cast for a minimum of 5 seconds after casting(affects all augments).
Runestone Augments
Crimson: Armor loses move speed bonus, but up to 10 weaker lightning streams are released upon expiration.
Indigo: Changes the expiration effect to a single large and powerful lightning nova that pushes back smaller enemies(anything smaller than the Wizard).
Obsidian: The spell now creates a companion Black Soul(Willowisp) for 20 seconds instead; it cannot be controlled and does not follow the Wizard. Black Soul has its own health and roams randomly. If a hostile enemy is nearby, it will fire a lightning stream in that direction every 3 seconds(up to 6 streams in 20 seconds). Only one Black Soul per Wizard may be summoned at a time. Recasting creates a new Black Soul and the old one expires.
Golden: Lightning streams become chain lightnings that bounce up to 3 times each.
Alabaster: When used, Wizard becomes immobile(and unaffected by all types of movement effects such as teleport and knockback) for 10 seconds. All incoming damage is reduced by half and each source of damage is retaliated with a lightning stream in that direction without limitations. The Wizard is unable to attack, cast, or perform any other action for the duration of this spell.
Visual: Creates an aura around the Wizard that looks like the pictured Willowisp above. Lightning streams look like the Lightning spell from D2. For the Alabaster augment, I wanted an interesting mechanic to the skill. It can be used to clear large amounts of weaker monsters that surround you, be a good starter to use on low-damage monsters(teleport in and perform), can be used as an emergency defensive spell when you know a very strong attack is going to hit you(will reduce it by half). And a Black Soul looks like this! I'm sure you all remember. <3
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And actually no, it wasn't. We've been working on it for weeks.
Happy New Year (almost)!
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Official Blizzard Quote:
Druid
-Werebear - Damage bonus increased by 15% across all ranks.
-Werebear - Increased health by 25% and armor by 1% per point.
-Shockwave - Synergy from Maul adds 5% damage per point.
Of course, potions did almost nothing to combat that, so gear with Life Steal modifiers was necessary ( String of Ears Demonhide Sash, which also has a nice Damage Reduction modifier, and a pair of Dracul's Grasp Vampirebone Gloves). At lower levels I also used varies grades of Skulls in my weapons to leach back health (and some mana for my skills).
I used my Grizzly, fully leveled, as a secondary tank to sit there by my side. Add in a defensive Act II mercenary and between the three of us we were something akin to a trinity of Stonewall Jackon's. Shockwave, while my initial prejudice against the skill compelled me not to waste anything in it, turned out to be pretty useful in circumstances to blow off enemies for a bit while I took care of others. I mostly used Maul, however, for its build-up for damage and attack rating.
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Blizzard did not buy the domain, we gave it to them.
Found some:
Welcome to the site, man
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"They say far east of the Marshland coasts of lies a forgotten continent, steeped in intrigue and mystery. Miscarcarand, it was called, when Sanctuary was yet young. They say it came from a world even older than ours. They say the Nephalem never knew of it. They say a lot of things, and then they disappear.
Far from the ravages of the Mage Wars, isolated from the morality of mankind, magick was practiced there: very old, very powerful magick, the kind forsaken by the Mage Clans long ago."
~Excerpt
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Blizzard has stated that they take criticism in to account on the patch and that opinions are being read over by the Legacy Team and others (see official Blizzard representative response here), and rightly so. There is obviously no way short of global Internet failure that could quell the din of fans across the online community. Thankfully, a member at the official Diablo III forums (J2h) has summarized the alleged top suggestions for the patch that have not been met or been achieved adequately.
Drop rates for runes, specifically high runes, or HR's, were said to have been increased in the patch notes revealed by Bashiok (see The Wait is Over -- PTR Patch 1.13). Sixen later ran an article showing rough estimates of the actual increase from the base chance to find select high runes to their new chances of being found (see 1.13 Analysis):
Having played myself in Hell mode on the PTR now, I can safely say that I have found no HR's to date. Maybe the chances do need some more tweaking, or should they stay the same? Some contend that such a change is part of the down-scaling of the difficulty across the board of Diablo II in the latest patch, which falls nicely in line with J2h's fifth observed patch trend:
The official patch note on Willowisps states the following:
Official Blizzard Quote:
- Nightmare/Hell WilloWisps champions/uniques have had their damage greatly reduced.
The damage relief is obviously a help to tip games in the favor of players, but does removing this challenge favor easier play to an extreme and remove a major element of danger?
From themes of danger and challenge springs thought of character fortification. The prime method of doing so is, of course, leveling our characters. It looks like players on the broad are looking for a different kind of grind from the one many have been doing for years now (Baal Runs, anyone?), maybe even something better:
The endless dungeon idea has been being tossed around even by our community for some time, especially in regards to Diablo III. Would this provide a refreshing way of leveling as opposed to the medium we've been using for years? Any form of grinding will ultimately become repetitive and boring, but perhaps in light of what we've been doing for many years now, any change would be a good change.
Ways of avoiding bots, at least of the spammy kind, are possible. Creating single player games or games with high level requirements or passwords keep the typically low-leveled bots out of your games so you can go about actually playing the game without a field of tan to blot out your vision. These steps shouldn't be necessary, but be that as it may, are doable.
Bots that run games on an inhuman level, skipping through levels at the speed of light (tentative term) and milking bosses like they're going out of style, have a profound impact on the in-game economy, accelerating it within weeks of a fresh ladder reset to hyper inflation of goods and services. They have been around for years now with no working fix.
Right along side bots comes the issue of bugs, possibly even exploits, that soil the game for normal players, duelers, and people just trying to get through the game:
TPPK, or Town Portal Player-Killing, has also been around for years, with minor, half-hearted fixes coming from the patching team every so often, such as trimming the duration of projectile skills after using a Town Portal or entering town. Often used against the vastly weaker underbelly of leachers and followers in grinding games, the predator in question normally joins the party filled with prey to discover their location, quickly catches up with them, and in one fluid motion (either via a third-party hack or extensive practice) casts projectiles skills in the direction of the targets, sends up a TP, exits to town, and hostiles the party, with the residual projectiles taking the prey unaware and often killing them.
Aura stacking, which exploits a bug in the trade system, allows a Paladin and another player to enter the trade screen repeatedly to "stack" up levels on aura skills, letting the player reach ungodly heights of power. For obvious reasons, this is power is gained illegitimately and ruins the prospect of a fair competition field in dueling games for other completely legit players.
Of course, right along with Diablo II come fuzzy nostalgic feelings of acquiring vast amounts of stuff. Finding, trading, equipping, optimizing, and using items has been a mainstay of the Diablo franchise since its inception. As such, it's only natural that fans would request adding more loot to a loot-centric game.
Invariably, we would want to make sure that such gear would be both functional and affordable. The former is an echo of doubt from patch 1.11, which added one new runeword for armor for each character class. Most of these are hardly worth the investment of time or resources with what else is available. More intuitive modifiers and bonuses, though carefully balanced, would make items more ideal for use. The latter, affordability, would be an obvious concern for completely legit players, especially legit single player fans. Many of the newer runewords come at very high prices rune-wise, often requiring a couple if not more high runes. Unrealistic rune requirements encourage an immense amount of grinding and/or duping of runes to attain them. On the other hand, however, perhaps the difficulty in attaining such runewords makes having them all the better.
With all that in mind, perhaps Teleportation needs some trimming, or perhaps Enigma needs some nerfing. You decide.
Ah, yes, and now comes the killer as related to characters: balancing. The magical word has eluded Blizzard for years in Diablo II, despite the innumerable suggestions and cries across the web to make non-cookie cutter builds more viable. Atypical character builds, while fun and a wonderful break from the dull redundancy of rehashing the same-old for character after character, could be viewed as suppressed playing styles for all intents and purposes. Tweaking things like synergy attributes, skill effects, and skill cooldowns can reshape the playerbase's mindset on how to build characters. Other potential limitations, such as monsters that are fully immune to specific (or all) elemental and attack types, restrict the air of open play that many of us wish would return to the game.
Lastly came a suggestion for a change to a manifestation of the Lord of Terror, himself:
The Annihilus Small Charm, resultant treasure of the defeat of the Diablo Clone, is a prize sought after for every build, offering an immense bonus to your character's attributes, skills, and resistances, all the while taking up a modest 1x1 space in your inventory. Sacrifice on the level of SoJ's required to summon the demon really only encourages duping many, many Stones, since the probability of finding one legitimately is already so low.
As for whether or not fans and players can be expecting any of these things to be addressed in the live PTR, patch 1.13, or future patches, Bashiok offered a smidgen of hope for the die-hard players that will play until the cows come home, hope that will hopefully prove reliable in the future, as opposed to those raised about the release of patch 1.13 (see WCIII Patch is Up- Diablo II Patch 1.13 Soon to Follow?):
Official Blizzard Quote:
We're being careful right now about posting replies (ie not doing it) because we can't commit to anything yet. There's been too much expectation around 1.13 already. We're still evaluating a lot of reports, a lot of issues, new or returning requests, and we'll have to make decisions on a case by case basis for how we'll move forward. It would be a mistake at this point to further raise expectations of requests/fixes that can't or maybe just won't make it in. To give you a small hint, nothing is going to happen or be decided until after the new year.
[...]
I also want to impress upon everyone that 1.13 isn't and never has been intended as a final patch for Diablo II. I realize with the long delays in getting it to PTR, and longer stretches of time inbetween patches that it seems like it's necessary that 1.13 encompass everything because, well, there's just no guarantee that anything will come after. Or in a timely fashion. But, there is a solid long term plan of action for future support of Diablo II. There's obviously plenty of room for skepticism, and I can't blame anyone for that. But even with that skepticism I hope that we can get the message across that we have no intention of stopping here.
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If other companies stoop to the level of advertising by registering simply to post about their game and advertise beta invites, isn't that the same as the banner advertisements we have? If they want to advertise here, they need to put it up in those advertisement banner reels, not spam our forum with it.
Now, if a stable, committed member of ours posted a beta to a game he created, I would think differently, but this guy just registered to post that. Where do we draw the line? Do we just let everyone do that?
I don't like it. Not one bit.
*frumps away*
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