Quote from Molster
Affixes are for weapons, and have nothing to do with runes. There are still the same ranks of runes =D
Oh I see, thanks for the clarification!
I'm just so curious to know what the skill/rune changes that Jay hinted about are :P.
Quote from Molster
Affixes are for weapons, and have nothing to do with runes. There are still the same ranks of runes =D
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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?
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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.
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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.
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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).
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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.
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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.
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It's a Witch Doctor - they use a black-and-white version of that image in The Book of Cain. :]
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The only time you should take Bad Medicine is if you take Jungle Fortitude as well.
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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.
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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.
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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.
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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.
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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.
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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?