• 0

    posted a message on I check the news section of diablofans once every few weeks. Wh...why do the armor sets make players look like futuristic robots
    I agree some of the armour sets from the various classes look a little awkward, but for the most part, I think they did a good job. The Tier 16 armour for each class looks pretty sweet, I think.

    What I'm wondering is...when they add an expansion pack with a further Act (including an increased level cap), what's the next tier of items going to look like? :o
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Is Blizzard going to release the game with the current UI?
    I swear there are going to be sooooooooo many people wasting time wondering where the 'Repair' function on the Blacksmith is :S.

    I know they wanted to give people a reason to visit the vendors, but I was hoping they'd come up with a more elegant way to do so.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Sign of being "Gold"?
    Well, I wouldn't be surprised if there were people still working on the game - even Jay may do some more work, since his holiday will might only for a week or two.

    They did say before that they'll probably be working on this game up till the day it's released. Any tweaks/balance changes they make will still be implemented in the game on Day 1 via the installer, regardless of when the game goes gold.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Weapon Choice: Fast vs Slow
    Personally, I'm a proponent of One-hander + Mojo for the WD.

    The thing about 2-handers is that even when you're casting 'fire-and-forget' spells like Grasp of the Dead or Horrify, your cast animation is actually slower. Your character is less responsive, and for my personal playstyle, I really dislike that feeling of sluggishness.

    It makes it very hard to move while periodically shift+attacking with a particular skill (the cast animation takes so long to play out that it's not really more efficient than casting while standing still).
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Beta gave Witch Doctor a bad rep?
    If anything, I think the beta gave the WD a very GOOD rep :P. I dunno, it just seems to be the vibe I get that a lot of people are very excited for this class.

    I personally think he's very fun. I wasn't a fan of Poison Dart (seemed a bit 'lame' of a starting skill compared to something like Bash or Hungering Arrow), but I've come to really like it :P.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on What time does the Diablo 3 launch site update with the Barb?
    On the website, it just says "1 more day" until the Barbarian is unlocked, but does anyone know what the specific time is? In PST maybe so I can use wolframalpha for no-fuss conversion :P.

    I live in Australia, and would like to stay up for it if possible - I'm pretty excited about the re-reveal of each class XD.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III Minisite Number Increases!
    It'll be like SC2 - as long as they get the 'Like/Share' quota that they need (even if we reach the numbers needed for 100% unlock), they will only release each unlock at their own predetermined pace.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on [SPOILERS] New Diablo III Minisite Ripped Images
    Quote from aldrek

    Any idea what that first unlocked bubble could be? The skull?


    It's a Witch Doctor - they use a black-and-white version of that image in The Book of Cain. :]
    Posted in: Diablo III General Discussion
  • 0

    posted a message on WD Poison Build
    Just a heads-up - there is absolutely no reason why you should take Bad Medicine if you had to choose between that and Jungle Fortitude.

    The only time you should take Bad Medicine is if you take Jungle Fortitude as well.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Blizzard Moving Skills Around Again
    I suspect that this is just a website error and that we're not actually getting these changes in-game.

    Incidentally, I actually really like Patch 13 WD :P. If anything because I prefer the more elegant fixed mana costs vs the current scaling mana cost system. Although I think that fixed mana costs were too hard to balance.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Map Generation Analysis: The Weeping Hollow, Groups in Public Games
    I've been doing a lot of Den of the Fallen 'runs' myself, and I've seen it spawn in at LEAST three different tiles, so you may want to update the main post :P.

    I've come across Jailers and Wallers, but so far, no luck with Molten, which is the main reason I've been doing the runs :P.
    Posted in: News & Announcements
  • 0

    posted a message on Which Dye Will You Use?
    I don't see myself using Dyes very much because the armour usually looks more interesting by default - there are details which just get replaced with flat colour in Dyes :(.

    I will, however, likely be using Vanishing Dye for a full-build Demon Hunter. She looks a little funny in helmets and I don't really like the look of her glowy eyes when she's got a hood on.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on What's going on with mana in Patch 15?
    I hope that Blizzard doesn't go with scaling mana costs, even though it may be easier to balance.

    I really liked the 'current' system where mana costs for skills remained constant at all levels, and most of your spells' costs didn't go into the triple digits. Made math much easier to do at a glance.

    However, because spells scale with %weapon damage as opposed to per-level, low-level cheap spells like the old Plague of Toads (21 mana) will still be super-good lategame AND be really really cheap to spam.

    Later skills are supposed to be more expensive but do more damage, but with the WD's large reservoir of mana, you'd just be able to put out a tremendous amount of burst damage - even more than a Wizard - albeit at the cost of not doing as much damage in a protracted fight. But still, that tremendous burst is something I think Blizzard is trying to rein in by reverting to their original system of scaling mana costs.

    It's a pity because while it may balance the WD when he's playing with Zombie Dogs, this would really hurt petless builds which are more dependent on bursting enemies down before they can kill him.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on What's going on with mana in Patch 15?
    The mana costs for spells, for the limited time the beta was up, didn't match the unofficial patch notes posted on the main page.

    Corpse Spiders at 2 mana? Plague of Toads at 18 mana? Firebats at 55 mana?

    What do you guys think the reason for this is? I can think of three:

    1) There was an error in the beta and these numbers will be actually reflect what's on the unofficial patch notes once this patch is deployed properly.

    2) The unofficial patch notes no longer reflect what Blizzard is actually rolling with.

    3) Blizzard has gone back to scaling mana costs.


    EDIT: Servers up again for a bit, here's some info:

    Base mana regen seems to be 20/sec
    Grasp of the Dead mana cost went from 50 (lvl 2) to 52 (lvl 3)

    So it does indeed seem like scaling costs are back. I really hope that +mana and +manaregen gear is also buffed to compensate, though :S. The new mana costs on some of these are pretty harsh, especially since something like Locust Swarm doesn't actually do more damage-per-second (it does less now), it only lasts longer.
    Posted in: Witch Doctor: The Mbwiru Eikura
  • 0

    posted a message on Current WD basic stats?
    Thanks - the way that mana works now is actually quite a bit better than the way it worked before. It looked so unwieldy with huge numbers like 362 mana when you have a mana pool of 8674 or something like that. When you're dealing with mana costs >100 and a mana pool of around 1000 (I'd assume after items), it's much easier to do math at a glance.

    At base stats, it'd only take about 30 seconds for your mana bar to fully recharge. That sounds quite reasonable to me. Unlike the previous version of the mana system, running around for even 7 seconds would give you roughly 25% of your mana back - enough to cast more spells.

    Does anyone know how big the stats on endgame items are?
    Posted in: Witch Doctor: The Mbwiru Eikura
  • To post a comment, please or register a new account.