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    posted a message on Interaction between Traps and Characters
    Voted no. There are plenty of areas where there are traps near champion/unique/equivalently hard monsters so really any penalty could get you killed. And thats just simply not good, especially when you have melee characters whose only option is to run up and hit the trap in order to make it fall. If there was any penalty, I'd literally never use the falling walls as a Barb or Monk. Ever.
    Posted in: Diablo III General Discussion
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    posted a message on The Ultimate Icon Thread!
    Quote from slamaskin

    the last 3 grades of gems look kinda ''weak'' IMO, the rest of them are pretty much awesome, and who shares opinion that would be logical since we have a jewler that rings and amulets should have sockets ?
    They can have sockets. At least amulets can, idk about rings.
    Posted in: Diablo III General Discussion
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    posted a message on Teal
    Well you did say you'd love it if Blizzard dropped it from their palette. I personally think the teal gives a very eerie and ghostly feel to the dungeon, and in order to fit in with the dungeon, Leoric has to have a similar color, and the color suits his ethereal theme.
    Posted in: Diablo III General Discussion
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    posted a message on Teal
    I guess I see what the OP is saying, but to me the photoshopped white version explains why they didn't do it. Besides, if they were looking to have Leoric's colors fit in to the rest of the dungeon (which I think they pretty clearly do) then they'd have to make the dungeon white as well, which would probably just lead to it looking like heaven.
    Posted in: Diablo III General Discussion
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    posted a message on Skills and Guns
    @Diablo and Bashiok broke a period of silence to give us some useful and interesting information today.

    In regards to skills, @Diablo had this to say in response to a question about the available number of active skills per character.

    Official Blizzard Quote:



    Diablo: @crafty_deluxe Wizard has the most with 25, the rest have either 21 or 22. Currently. Abilities will likely change before release.
    Whether or not this will mean different skills, a different number of skills, or only different rune effects is unknown. Chances are that no skills will be removed, and seeing as this comment is in response to a question about the number of active skills, chances are that not all skills have been revealed or there are skills still in development. As soon as there is any elaboration on the subject we'll be sure to let you know.

    Yesterday, when the class pages went up on the Diablo III official site, some people noticed that the DiabloWiki.com - Demon Hunter Demon Hunter's page seemed to suggest that they were able to use guns. Although skills such as DiabloWiki.com - Evasive Fire Evasive Fire's crimson rune effect mention the use of bullets, Bashiok cleared up the issue completely and let us know that guns will not appear in Diablo III.

    Official Blizzard Quote:



    Demon hunters are able to pepper the battlefield with scores of arrows and projectiles, or snipe distant enemies with a precision undreamt of by other heroes. Their arsenal includes longbows, guns, grenades, hand-thrown weapons, and even dual-wielded crossbows.
    Today, Bashiok cleared up the confusion that resulted, breaking a stretch of silence from the blues other than replies to technical issues.

    Official Blizzard Quote:



    There are no guns in Diablo. Shame on anyone who wants otherwise! SHAME.

    It's an error in the text, and will be corrected.
    So fortunately for some (hopefully most) and unfortunately for others, the Diablo III team has reaffirmed its view that guns don't fit in Diablo. Are you disappointed or happy that whole scare is over? Let us know in the thread below.
    Posted in: News & Announcements
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    posted a message on Damage Booster
    Yea I had thought of that but I guess I didn't post it in this thread yet :P Obviously that would nerf this quite a bit, but fingers crossed! Although I'm pretty sure its not going to be flat percentages.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on Question on gameplay controls
    Its how you described, but you only have 6 skills so they are only assigned to 1-4, although I think you could assign one to two different places if you wanted to use 5 for a skill instead of potions. IIRC you can bind your skills to whatever you like, so you could make it so that everything is bound to your mouse if you wanted.
    Posted in: Diablo III General Discussion
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    posted a message on Damage Booster
    http://us.battle.net/d3/en/calculator/monk#UiRQfa!fca!cZbaZZ

    So golden Mantra of Conviction + Guiding Light Passive = 16% increased damage and enemies take 20% more damage
    Obsidian Exploding Palm = 10% more damage taken by enemies
    Obsidian Breath of Heaven = 20% more damage for allies
    Resolve = 10% less damage dealt by enemies
    Total = increase of 36% more damage for allies, enemies take 30% more damage and deal 10% less damage.

    Would be awesome for a group. And I took Mystic Ally to just add another damage source and put the crimson DoT rune in Way of the Hundred Fists and Inner Sanctuary for the same reason. I figure the more damage sources, the more things benefiting from enemies taking increased damage.
    Posted in: Monk: The Inner Sanctuary
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    posted a message on When we're in Beta.
    Well they've specifically said that it won't be as big as the SC2 beta, so a giveaway that large might not happen. Not that I wouldn't love that, but its not a guaranteed thing.
    Posted in: Diablo III General Discussion
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    posted a message on Guns in D3
    Skills like Evasive Fire say they use bullets. And the datamined items make no mention of guns, nor does the DH's weapon mastery. So its, in all likelihood, referring to certain skills.
    Posted in: Diablo III General Discussion
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    posted a message on Much Ado About Colors
    Quote from Spockblock

    It probably fits the lore in a good way, but for the majority of people, mana isn't something south pacific tribal concept, but rather something we associate with wizards and holy casters. So I feel it doesn't really matter what it actually means or where it originated from, because for the majority, it has gotten a brand new meaning. Now I'm sure they won't change the mana or the colour, and I think it will grow on us. But right now, it just seems kind of like the easy way out, and I'd like for a blue to answer why they chose the tried and true mana, instead of something new for the WD (which is a brand new concept and pretty far from standard classes).
    Right, but what I was also saying was that not only does it fit the original definition of mana, but it also fits really well with the WD's class. The WD page on the official D3 site describes how it makes it so that the WD has to watch what he/she is casting in order to not run out of mana, but the amount of mana available to them makes it so that they can whip out a bunch of skills if they're in a bad situation. So clearly that is the play style they were trying to promote with the WD, and obviously that fits in well with the Mana we know from previous games.
    Posted in: News & Announcements
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    posted a message on New Class Pages
    Yea I don't quite know why it says that, seeing as there are cooldowns for skills like Seven Sided Strike, but there are only a few and the cooldowns aren't long. There's a passive ability that makes it so Seven Sided Strike, Lashing Tail-Kick, and Wave of Light don't have cooldowns, but it increases Spirit costs for those abilities by 50%. So that summary is accurate in that the Monk seems to have smaller/less cooldowns, but its a bit misleading at the same time.
    Posted in: News & Announcements
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    posted a message on Magic Find and Boss Hunting
    Well in the beta there is a 'repeat quest' option, so would be an easy way to kill bosses repeatedly.
    Posted in: Diablo III General Discussion
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    posted a message on Possible 0 AP/sec (infinite) Ray of Frost
    Well I think you don't regenerate any AP while channeling spells. Besides, even if it does cost 0 AP with golden Storm Armor, you'd still be a sitting duck the whole time. But either way its certainly interesting. And as far as I can tell your 0 AP logic lines up.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on No Aim Hydra Build
    Well keep in mind that these numbers are only the skill's base damage. Your gear will add ridiculous amounts of attack that increase damage by a large percentage.
    Posted in: Wizard: The Ancient Repositories
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