I would have to add onto the questions about a playable demo being released.
I know it will be too far in advance to give us a time period, but could you perhaps let us know when an announcement about a demo would be coming? (Eg. In october we plan to announce the demo)
- DimitriPayet
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Jul 10, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryJust saw that there was a "minor lethality rune"Posted in: News
I think runes will work in the same way as gems, and there will possibly be runeword or rune-gem word comibinations, but they won't be so biased towards the high-skill players.
Instead of the 30 something runes there were, now we have ones like lethality, vitality, power, and varying levels of this; minor, moderate, mega (or something)
Lethality might be the equivalent of bleeding/open wounds in D2
Vitality might be life steal in a weapon, +vitality in a helmet etc.
Power Power Lethality might be something, but depending on the strengths of the runes used, will depend on the effectiveness of the runeword.
Also just saw the final boss in the demo dropped an Amulet. Maybe medallions are what charms have become -
Jul 10, 2008DimitriPayet posted a message on Diablo 3 Items and InventoryWill people stop worrying about something so insignificant like the inventory, and on the better parts of the demo?Posted in: News
Early skills that don't go up to 20. I Can't express how happy I am with this.
Why would any barbarian have level 20 leap, when he can have level 20 leap attack. Or a sorceress with fire bolt instead of fire blast (except for the synergies)
This will make the game a lot more linear in the early stage, which is needed imo, with customisation later on, once you have had time to experience the game.
Runes seem pretty basic, which is good (way too much emphasis on the crazy runewords after the patch), but star gems may replace them, in a simpler way. - To post a comment, please login or register a new account.
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You're contradicting yourself here. Assuming we will gain a constant rate of XP from paragon levels 1-100, you recieve a constant return of XP to time with a ruby in your helmet. We can assume the time taken to reach each next level takes more and more time (from requiring more XP to reach the next level). But, the benefits of levelling up are also constant. When you hit Paragon Level 90, you have 271% base MF. You can either continue on with your helmet, spending your time grinding for the extra 20 vitality and 30 primary stat points, of which there are diminishing returns, which at that point you would assume are negligible, apart from completists. Alternatively, you can have a Topaz in there to maximimse your MF. Given the cries about how "easy" inferno is, people will prefer the 29% MF over the 29% increased XP (it is an item hunting game, and if there's anything we've learnt from Diablo, it's that maximising MF is the optimal stat once you are adequately geared/levelled)
Now, given this, what about when you reach Paragon Level 80? You have 240% base MF. You can sacrifice one bit of gear (or maybe not even that) to boost your MF to the maximum 300.
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I never got into Act 2 Inferno (could beat Act 1) because I didn't want to grind Act 1 for ages to get enough gold to get good enough gear.
I like all these changes.
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What? No. it's the exact opposite. Once you hit, say, level 75 Paragon, you have 225 base MF. You can get 31MF by putting a Topaz in your helmet, bringing your base MF up to 256, ignoring any other MF stats you have on other gear.
MF Gear is still valuable in the early levels of Paragon, but once you hit 100, MF (and GF) is a stat you don't want on your gear, because the additional slot can be used for another buff.
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The only way we will know is when we get the patch, and start playing. I'm personally going to start an Act 1 inferno run and see how we go. I would be disappointed if I don't get a couple of levels by the time I beat the butcher.
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Seeing as though legendaries/set items drop so infrequently, the only thing we're left to hold on to is the yellows that drop, but we get so many of them, and we need to identify every single one of them. It's tedious. If, however, there was a way to determine which items could be the best before picking them up, then it would make it feel more rewarding when an ilvl63 item drops
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I did have a ring drop last night in act 1 though, it had +2.5% crit chance, +7% attack speed, and +str/+vit. It's probably the best individual drop I've had, and it came in Act 1 Inferno.
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(I'll probably fail with it, but it will be fun to experiment)
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Just wanting to know what the highest possible critical hit chance we can possibly have on a character (before taking into account passive/active skill buffs). I'm playing as a Barbarian and have around 45% crit chance before any buffs. I have 7.5% on my off hand (shield), 1 and 1.5% on my rings, around 6 on my helmet and gloves, and I think 2 on my amulet.
Using a Mace with Weapons Master and the Critical Hit passives, I have around 45% crit chance and +196% crit damage, but I'm just wondering what the maximum is.
Needless to say, the items I want for my build are going to be either very expensive or very tough to find. My ideal ring, for example, would be a rare rings with maximum +crit chance, maximum +crit damage, +strength, +vitality and +Attack Speed/Resist All.
But, just out of curiosity, what's the maximum critical hit chance a player can achieve only through gear?
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Just wanting to know what the highest possible critical hit chance we can possibly have on a character (before taking into account passive/active skill buffs). I'm playing as a Barbarian and have around 45% crit chance before any buffs. I have 7.5% on my off hand (shield), 1 and 1.5% on my rings, around 6 on my helmet and gloves, and I think 2 on my amulet.
Using a Mace with Weapons Master and the Critical Hit passives, I have around 45% crit chance and +196% crit damage, but I'm just wondering what the maximum is.
Needless to say, the items I want for my build are going to be either very expensive or very tough to find. My ideal ring, for example, would be a rare rings with maximum +crit chance, maximum +crit damage, +strength, +vitality and +Attack Speed/Resist All.
But, just out of curiosity, what's the maximum critical hit chance a player can achieve only through gear?
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Woof! That's a nice helmet. Is it a rare or a legendary?
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You can do this by putting in a maximum price.
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I think they need to improve legendary drop rates, for sure, but give them 2-3 random properties instead of 1.
To whoever said getting a Barb to 60 in 20 hours is too short If you play 2 hours a day, that's 10 days. Not everyone can sit at home all day contributing nothing to society levelling characters.