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    posted a message on 2.3 Frenzy Barb build
    Quote from Discontinued»

    Quote from Demonmonger»

    Quote from Discontinued»

    No, the leaders are grouping up large amounts of mobs and killing them. If you're referring to solo leaderboards, then it's about fishing for a rift that doesn't have an unfavourable set of mobs that will ruin your day. That's what the current leaderboard system is.. You'd be crazy to think you could just run into all your highest tiered rifts ww'ing without thought through them. That might be how you do it, but that's not how leaders do it.





    And this is being changed and theorycrafted every single day.


    They are already removing perma CC which harms the ability to properly pull and kill mobs the way the top groups are doing it. They are also dramatically reducing the amount of damage that creatures do in general, which does open up the window for more builds like a frenzy+IK+HOTA build.


    We are far to early in PTR to make any real conclusive statements, but at this moment I would say the gap went from around a 50% gap to only a 10-15% gap, and could still close or widen through the PTR process.



    I already commented on that, I was responding to his comment about the leaderboards currently. In fact, i mentioned exactly the same things you did before when talking about the potential viability of alternative builds. I also mentioned how it's far too early....


    However, dropping permanent CC and drastically reducing monster damage will allow for people to still pull off the grouping and pulling of mobs that they are currently doing now. The mobs just won't be so perfectly placed, which is most likely going to be offset by the 'more accurate reflection of mob kill to rift progression', that they are doing...a second time. It depends on how much damage is incoming in conjunction with how many mobs they are able to handle.


    My point was addressing his incorrect notion of how the 'leaderboards' are currently operating, not how they will operate. I definitely do think there is a vast amount of area to improve upon and add to the game with this patch, as i said in this thread "more possibilities added in this patch than the entirety of the new expansion".

    I disagree with your second paragraph, because without CC, the Mobs will 1shot 2 of the 4 members as they are built with low toughness to maximize CDR.


    Other than that, I agree with your post.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on 2.3 Frenzy Barb build
    Quote from Discontinued»

    No, the leaders are grouping up large amounts of mobs and killing them. If you're referring to solo leaderboards, then it's about fishing for a rift that doesn't have an unfavourable set of mobs that will ruin your day. That's what the current leaderboard system is.. You'd be crazy to think you could just run into all your highest tiered rifts ww'ing without thought through them. That might be how you do it, but that's not how leaders do it.

    And this is being changed and theorycrafted every single day.


    They are already removing perma CC which harms the ability to properly pull and kill mobs the way the top groups are doing it. They are also dramatically reducing the amount of damage that creatures do in general, which does open up the window for more builds like a frenzy+IK+HOTA build.


    We are far to early in PTR to make any real conclusive statements, but at this moment I would say the gap went from around a 50% gap to only a 10-15% gap, and could still close or widen through the PTR process.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on The Ups and Downs of new Torment Levels.
    Quote from ZeLaus»

    Introducing the gems has nothing to do with T6 becoming boring. I often forget to put in the gems and it only feels different, not even much slower.

    If you want to have it a bit more interesting and keep it for newcomers, the T6 is quite OK.


    For me it's currently like: for farming too boring, for testing useless.

    I disagree, adding bane of the trapped gives you an additional multiplicative bonus that absolutely makes T6 less eventful. I envision a T6 difficulty that would require you to at least have your 6piece set, and 2-3 lvl 25 gems to clear it. And make it so that you can only obtain Ancient legendary items in T6 and GR35 or higher.

    Posted in: Theorycrafting and Analysis
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    posted a message on The Ups and Downs of new Torment Levels.
    Quote from BornInThe70s»

    I think we need maybe a uber torment level or increase the t6 more imagine 4 players all kitted out its to easy and if your a fast char like ww barb or monk others players are useless in rfts cause there all dead before you get your char there would love to see some kinda increase for group play

    This is off topic, but something I have also thought about. I think there needs to be a MS cap so that group play feels like a group, rather than just 1 player running off into the distance 1 shotting everything.


    You could potentially pool the MS boost in the group and then divvy an average up equally to all players? Or something along those lines.


    Now back to topic, I am in agreement with CrayZ here. I think they simply need to rebalanced the current T1-T6 bonus and difficulty to account for ancient items and legendary gems. I think that you could do something like T1 gets 300, and increase by 300 per level so 300, 600, 900, 1200, 1500, 1800 but have T6 be equal to around GR 35-40 to at least allow moderate testing, because the current equality test says that T6 is roughly equal to GR24-26 which is just far too easy.


    Basically, I think reworking how the Torment system is currently implemented based on Gems and Ancients would give us all a further sense of progression again, because right now with how sets and such work, we typically hit 70, spend maybe 2 hours on T1-2, and are already up to T4-5, that to me is progression happening far to fast making it mundane.

    Posted in: Theorycrafting and Analysis
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    posted a message on Salvaging Characters.
    Quote from st0rmie»

    If you've got multiples of the same class and gender, all you can do is pick the one whose name you like better and delete the rest. There is literally no other difference between characters.

    You see, people will say this, that it is all RNG, but what if RNG was assigned the the creation, not just the dungeon spawn?


    Both a friend of mine and myself tested this out, we each created 9 test toons, running them to 70, same class, same names, same everything. What we found interesting is that at level 70, every 3rd toon that we created seemed to gear exponentially faster. Is it chance? Maybe, or it is some sort of hidden formula in the game, who really knows to be honest besides the crew themselves.


    But it would be really interesting if this test was grown to lets say 30 sample sizes, would it still be that every 3rd toon gets their full set within 5-10 hours of lvl 70? (we maxed each character out at 10 hours of lvl 70 gameplay, and each of us had full set with ancient weapon on 3 characters out of 9, again as I said, every 3rd toon).

    Posted in: Diablo III General Discussion
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    posted a message on Is LeapQuake coming back?!
    Quote from Sedivh»

    Maybe Thorns could be change to be a stat that decreases damage, attack speed, movement speed, and health of enemies. That would be a fun thing to do! What do you think? Wouldn't that make it specialize for people who really want to support like a real tank, by debuffing and taking all the hits for the party/healing others?

    Makes a lot of sense actually, since it can be obtained by every class in game, I LIKE IT!!

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Is LeapQuake coming back?!

    Yeah, the Earth set absolutely needs a revamp. Not sure how giving it the effect of all runes would work, unless of course they change the runes to fit this set piece. I like the idea of Enemies hit taking 50% more damage per leap stacking up to 5-10 times. That promotes using the skill effectively and efficiently, but that is the way most of us really enjoy the skill, so it synergies very well.


    Regarding the Voker set, from what I recall they said they are struggling to figure out a way to increase the damage of it without making it a set that you just walk around and watch stuff die. I am personally confused by this, because WW and Strafe builds, even Dashing builds for that matter are all the same, you just hit one button and run around watching people die. My proposition in the Tavern Talk video was to have some sort of radius around the character, as well as only being able to trigger the effective bonus on enemies that you have damaged. Essentially, that is what a tank is suppose to do, right? Just run around, hit things, grab aggro, and keep aggro.


    I really hope they do what you suggested and add more support/tank builds for Barbs, and ALL classes for that matters. Group play in GRifts seems to be the way to go, and if that is the case, adding more tank and support builds makes a lot of sense moving forward.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Is LeapQuake coming back?!
    Quote from Sedivh»

    You're very right. Blizzard already started on that, though! Remember Blizzcon 2k14? Before 2.2, we were always dependant on whether we had a conduit pylon for the guardian or shield, power pylon, any of those. Now most of us can enjoy grifting in the 40s while still laid back. Delsere/Tal Rasha are two sets that are very easy to acquire on a Wizard, and those builds even have multiple options, all of them are viable, too. I hope they do it for all of the sets of the classes...

    Absolutely agree!


    I feel like the whole point of a set is to differentiate, but yet compete. I see no reason why sets like the Earth set or even Voker set are not viable. I know they have already publicly stated that they are reworking Vokers (which I am highly excited for), and I hope they really make sure to put a focus on getting all sets with a base level of +/- 4 GRift levels of one another. Obviously the supporting legendary items can widen that gap a bit, but this would at least afford people the option of playing multiple builds rather than the one and only build that gets you into the highest levels.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Is LeapQuake coming back?!
    Quote from DFslet»

    It's a funbuild. Same stuff as the cowlevel, it's fun, but not efficient. So have fun leaping on a horde of cows! Guess it's okay at best in rifts, but no way it's concidered fast. In grifts, i doubt you'll even find a group :P

    This is sort of why I hate Grifts, they ruined build diversity and promote efficiency only for at least 90% of the player base. I find that this makes the game very run down and mundane. I miss when people had to look to T6 only, and each build was effective in T6, hope we get back to a form of play where every set is cool, and every set can clear the highest content.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on To play on PC or PS4?

    I voted PS4 as a person who plays both pretty consistently.


    The con to PS4 is that there are no seasons. The pro's are that because of no seasons, you can get all seasonal PC items on the day of launch.


    To me, the deciding factor is sitting on a recliner with controller in hand, friends around you, and just drinking and gaming it up, great experience.

    Posted in: Diablo III General Discussion
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    posted a message on Leech gear is a disease in this game .

    This is the essence of ROS end game, something you will all need to accept.


    We likely will not see a change until the next expansion, which will lead to many different systems, and likely a change in end game, but to expect this in ROS is like expecting D3 to majestically transform into D4 over night, be real people.


    Whether it is leeching or w.e the method, idc, you have classes that sprint to the end and one shot everything in T6 runs, so 3 leechers are hardly going to harm anything, in fact the more people that reach higher than 800 para, the more people to experiment in ways to crack GR levels and advance. Not ideal to me, but I try to find a pro in everything.

    Posted in: Diablo III General Discussion
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    posted a message on Rend
    Quote from Yberioon»

    Its fine i think, some sustain dmg....it can be heal it can be spreading dot it can be buff 10% for whole party.Not like? dont use it :D but yeh it can be contra-productive aswell in higger GR as i noticed....you stop WW to rend....= you lose 40% dmg reduction = you die :D it need be used wisely ... ;) But overall you are right....

    Interesting to note, I think the 2 piece WW bonus is actually more suited for use with the 5 piece IK set. For the IK set if you use Rend and WW, you always have WoTB up and the 10% damage buff as you mentioned is nice.


    But in terms of the WW set, I think Rend is a bad option, and can easily be replaced with things such as Ignore Pain or even Ground Stomp to get you out of a pinch. The damage, though buffed, is still far to small to be utilized properly with the 5 piece Waste set.

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Primary Skills Rework - Synergies With Spenders

    Though this would need a lot of fine-tuning, I really love the idea!!!

    Posted in: Diablo III General Discussion
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    posted a message on Slot specific Rifts?

    Hello All,


    So simple question, how would the majority of posters feel about Rifts that had slot specific drops. For instance, You use a Rift Key, and select a Rift of Rings, where only legendary rings drop? Or maybe it takes 5 rift keys instead of 1? And of course with this, I would like to see a subtle decrease in drop rate so that gearing is not so simplistic.


    The reason I like this, it allows you to choose which slots to gear. Cannot find that SoJ, or even get a good legendary ring? Well at least you know that all legendary drops, still RNG based, are going to be rings!!!


    What do you guys think about this idea?

    Posted in: Diablo III General Discussion
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    posted a message on Putting skill point in passive skills
    Quote from st0rmie»

    Quote from Demonmonger»

    Quote from st0rmie»

    And that Pound of Flesh example.. I still think some Barbs would go 5/5, some would go 0/5, and nobody would actually go 3/5. They'd look at it, look at the other passive they were considering putting some points in.. and go 5/5 on one and none on the other.



    Yuck, you seem to have been brainwashed by the modern insanity of cookie cutter.......

    Unlike the videos you watch, well over 50% of the D3 population is already trying random new and intricate things for the sake of trying them. We are sick of doing "the best" thing, and want to do "the fun" thing.


    Introducing some manner of buffing passives is certainly an entertaining idea!



    Sorry, I think even the people trying random new things for fun are going to say "it would be fun to take Pound of Flesh" or "it would be fun to take (some other Passive)".. NOT "it would be fun to take half of each".


    And I never disagreed that some manner of buffing passives would be interesting.

    What you continue to keep ignoring is the numerous times people have mentioned past games and the fact that your assumption is false based on history. Sorry, but history does not lie.


    It is sort of like how Main stat, CC, CD, Ele work atm. Some of them begin to diminish as they increase, when this happens, you spread the stats around a little for maximum efficiency. Skill points on passives will obviously work the same way, as it has the last 20 years in games that include it, and as it will for every game hereafter that includes them.

    Posted in: Diablo III General Discussion
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