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    posted a message on 125%+ Crit Chance Blizzard
    Kind of just glossed over the responses, but my main criticism is that in order to guarantee a crit on Blizzard you probably don't even need the Frost Nova proc. Just on the beta alone, on my Barbarian with 5% crit from passives I had 11-12% crit, so seeing as thats level 13 I'm sure you'll get more than 10% more crit by level 13. Either way, its interesting to see that crits can be essentially guaranteed from runes and skills alone.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on The New Changes to the Wizard...
    The % damage from wands would still make them plenty viable, and they could simply make it so that wands have high damage values, if they are even going to make this kind of change to Wizards anyways.
    Posted in: Diablo III General Discussion
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    posted a message on Azrael - The Archangel of death
    A bit off topic, but I just kinda realized that the quote from Rob Pardo doesn't actually confirm that Diablo is the end boss. It confirms that Diablo's in the game, but it doesn't say it ends with him. All it says is that you can go all the way through, and that involves killing Diablo. Maybe I'm reading a bit too much into his language, but he doesn't actually say 'You can play through to the end where you kill Diablo' he instead says 'You can play through to the end and kill Diablo.' Just sayin.
    Posted in: Lore & Storyline
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    posted a message on Longest Kill Streak of All Time - 368 monsters killed! +3630 XP Bonus
    Awesome stuff. But why soooo much auto attack and why are you using only 3 skills at level 13? JEEEZ!
    Posted in: Diablo III General Discussion
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    posted a message on Diablo Cutscenes rated by BBFC
    Quote from HabeasPorpoise

    Aww man, only 32 minutes? I was hoping for some MGS4 cutscenes.
    I lol'd

    Anyways, looking forward to 32 minutes of pure win.
    Posted in: Diablo III General Discussion
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    posted a message on Question to players who are in the Beta, regarding randomization.
    I think people might be misunderstanding a bit here. The only time the drops you get degrade is after the first kill of a boss. At least in the beta, the Skele King automatically drops a rare (sometimes even 2) when you kill him for the first time, and after that he drops magic items. It doesn't keep degrading every time you kill him, just the first time. After that, you can still even get rares from him, but its pretty, well, rare. I've killed him many times on certain characters, and he continues to drop the same quality magic items, its not as though if you do it enough he'll only be dropping common and trash items.
    Posted in: Diablo III General Discussion
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    posted a message on Question to players who are in the Beta, regarding randomization.
    Yea, the only time you get a guaranteed rare is with a first kill. After that, the Skele King becomes just as good for loot as a champion/rare mob. Maybe a bit better, but not noticeably in my experience. I like it though. It makes it so that even though boss/dungeon/event runs are still the way to go, you have a reason to stop and kill mobs other than just the necessary ones.

    You don't just skip to a boss. You might skip some regular monsters, but its worthwhile to kill champion or rare mobs when you see them. I hope its not just for beta, and it certainly fits in with the mentality the D3 team has expressed before in regards to boss runs.
    Posted in: Diablo III General Discussion
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    posted a message on Skill Swapping and Rune Changes
    With the release of the item page on the Diablo III official site, questions were raised about how the rune system will work once the game is released. The presence of unattuned runes on the item page seemed to suggest that the team was going ahead with the implementation of the system Jay Wilson explained at the late July press event (be sure to check out Force's video of the explanation, along with many questions on the system from our own Sixen here). However, in response to a thread on the Diablo III forums, Bashiok was sure to point out that the system is not fully implemented yet, and is still very much up in the air.

    Official Blizzard Quote:



    We have no idea how the unattuned system is going to work. Or if it'll end up working at all. We're trying out some different options, but we're not likely to reveal much until we're more certain. Maybe it'll be something we feel comfortable discussing at BlizzCon? ... maybe not.
    So fingers crossed for a full on explanation at the upcoming BlizzCon. If there are any updates on the runestone system at Blizzard's annual convention you can be sure we'll let you know.

    In the same post, Bashiok went on to explain a potential change to the skill swapping system currently in place that would prevent people from swapping skills in the middle of combat.

    Official Blizzard Quote:



    On a slightly related (?) note we're playing around with having skill swapping locked to being in-town only. We're definitely not sold on it, but it could appear at some time in a beta patch, so FYI. Just be aware it's only something we're trying, and not a permanent solution.
    Obviously this town-only restriction, if implemented, would still allow people to switch skills before a boss fight, which has been a point of much contention. However, it would still force players to be bound to a certain build during their time in a dungeon, unless they wanted to go back and forth from town in order to switch skills.

    The second half of Bashiok's post caused a shift in the discussion occurring in the topic towards Diablo III's skill swapping system. Many people asked why the team simply would make it impossible to switch skills in combat, which led to this response from Bashiok:

    Official Blizzard Quote:



    As a follow up, there's no concept of 'in combat' or 'out of combat' in the game, so that's not something we can just hook in to. There could be. We could take programming time dedicated to other features and design and build out a 'combat state' system, but that's programming time away from something else.
    As a result, it seems as though restricting skill swapping to town may be the simplest option. However, this obviously leads to some problems with experimentation seeing as in order to test out a skill after leveling you'd have to go back to town, and if you don't like the skill you'd have to switch it back in town once more. However, some people may see this restriction on the current ease of skill swapping as a good thing, and I think we can all agree that there needs to be a solution to swapping skills while in combat.
    Posted in: News & Announcements
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    posted a message on What if we don't want Runestones skills!!
    There is usually a rune that makes it so that its the same skill just with a damage boost/cost reduction. So if you like how the skill functions, just use one of those runes. Obviously that won't always be a choice, but it will be a decent amount of the time.
    Posted in: Diablo III General Discussion
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    posted a message on Mantra Changes
    Alongside recent changes about the DiabloWiki.com - Demon Hunter Demon Hunter's Hatred regeneration and how damage is calculated across all classes, Bashiok recently responded to a question about the DiabloWiki.com - Monk Monk's Mantras, specifically why they need to be refreshed instead of simply toggled.

    In order to give players an incentive to refresh their Mantras (which, if you didn't know, currently function almost identically to Auras), there has been talk of implementing short term bonuses to Mantras when the player first activates them.

    Official Blizzard Quote:



    I thought one of us had already posted on this but I'm having trouble locating it... NO MATTER!

    We're toying around with making mantras more of an active ability currently. Right now it's just a really short duration buff, which isn't very cool, as stated. What we think will be cool, is that when hitting the button to cast a mantra you get a super-mega buff (or effect) for a short time, and then the buff would lower to its normal levels after.

    You can see that design currently on a couple skill descriptions on the site, they're just not reflected in-game.

    Keep in mind it's still all of course in testing.

    This gives mantras a more 'use oriented' flavor. So while it's a short duration that's OK because you want to hit the mantra button more than once every two minutes, it becomes an active skill. So far we think it's working pretty well.

    What we don't want is to have long duration buffs or toggles, because then it may as well be a passive. We want our active skills to be active, and so hopefully this change achieves that.
    As with the reworking of the Demon Hunter's Hatred regeneration, the Mantra changes are up on the Monk's official skill page, but the change has not been implemented in the current build of the beta. If they were implemented, the skill descriptions would be changed to match the current ones on the Diablo III site:

    Mantra of Evasion - Recite a Mantra that grants you and all allies within 40 yards a 30% chance to dodge attacks. Lasts 120 seconds. Dodge chance is doubled in the first 3 seconds.

    Mantra of Healing - Recite a Mantra that causes you and all allies within 40 yards to gain increased Life regeneration by 106.4 Life per second. Lasts 120 seconds. Life regeneration is doubled in the first 3 seconds.

    Mantra of Conviction - Recite a Mantra that causes all enemies within 20 yards of you to take 20% additional damage. Lasts 120 seconds. Additional damage is doubled in the first 3 seconds.

    Previously the sections about the first three seconds weren't included in the skill description, and the change to the other mantra, Mantra of Retribution, is currently unknown. Each skill currently has a cooldown of 30 seconds, so this change would most likely make it advantageous to simply use the Mantra every thirty seconds.

    These changes have also raised questions about the DiabloWiki.com - Wizard Wizard's Armors and the DiabloWiki.com - Barbarian Barbarian's Shouts. Although the Barbarian gains fury from some of his shouts, the Wizard currently gains no bonus from refreshing her armors, and it seems as though a similar incentive could be used for both classes. If that happens, and when the Mantra change is implemented, you can be sure we'll let you know.

    So what do you think about the Monk's Mantras? Should they just be passive skills? Should you just toggle them on and off? Or do these changes provide enough of an incentive to refresh the Mantra every 30 seconds? Be sure to discuss your opinion in the topic below.
    Posted in: News & Announcements
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    posted a message on Monk skill Way of the Hundred Fists
    I'm sure it won't be the exact same animation, and I wouldn't be surprised if he spent a bit more time during the second stage of the attack, but they probably won't make it so that you're all that more vulnerable than you are during the normal attack. The idea of the rune system is only to enhance attacks, and if it just made you a sitting duck people would easily pass up the Indigo rune in favor of a different effect.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk skill Way of the Hundred Fists
    Right. The rune still definitely boosts the damage of the attack by adding those 14 extra attacks, but you won't gain extra spirit because you only gain that spirit for each stage.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Monk skill Way of the Hundred Fists
    Monk combos generate 6 spirit for each stage of the attack. So every time you hit the button and it corresponds to an attack, you get 6 spirit. So as awesome as it would be, you don't get 132 spirit with the Indigo rune of Way of the Hundred Fists.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Build a Combo Monk
    This is actually something that I'll be very interested to see whether or not it works. When the Monk was first announced, the fact that you could mix and match combos was one of the most exciting things about him IMO, but with only 6 active skills I don't know if it'll be viable to rely on more than one or two combos. I'd definitely like to see it work, as thats probably the way I'd build my Monk as well.
    Posted in: Monk: The Inner Sanctuary
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