The rebalancing was necessary. Acts 2-4 inferno weren't really that fun and that's the yardstick of success imo.
Coop was difficult in inferno act 2-4. Not everyone has furbished gear. Hell was still tolerable but once you took that step into inferno, especially act 2+, what was previously safe for a wiz (2-3 hits to die with force armor), became a one shot death as damage exceeded the low force armor treshold. The increased incoming damage really encouraged defensive builds which became increasingly hard to maintain as more players joined. In a 4 player game, a player who could maintain a reasonable defensive build while solo might find it just isn't working. Not everyone has a 1k weapon in their hand either, the dps requirements to burst down elites before they used their enrage timer made it difficult to use coop as having allies just made it harder to meet the enrage timer. A rebalance is definately welcome to make inferno act 2-4 more fun.
The drop rate change really helps. Currently you can roll really powerful ilvl61 items in act 1 inferno that can help you steamroll act 2 but the probability is very low, so low that people are grinding act 1 and seeing limited results. It is more efficient to grind gold and buy upgrades than hope for a ilvl61 rare with 4-6 good affixes.
Item rebalancing is necessary as well. Currently any weapon, even an ilvl63 one, without at least 2 of the 4 dps mods will not be worth a damn. You need a huge +fixed dmg affix, +ias, +%dmg and +mainstat. Of all the 4, the mainstat is the lowest priority. Outside of your main weapon +ias and +crit (only with enough) far exceed the dps potential of +mainstat and +fixed dmg to the point where they are arguably necessary in an item because you wouldn't swap them out with any other affix.
I trust Blizzard to balance and change as needed to make this more fun. Currently I just farm act 1 inferno and raise alts because the rest of inferno just isn't fun.
- Tsukishima
- Registered User
-
Member for 15 years, 7 months, and 12 days
Last active Wed, Jan, 23 2013 19:13:17
- 0 Followers
- 274 Total Posts
- 12 Thanks
-
Apr 20, 2012Tsukishima posted a message on Open Beta Weekend!From my experience, the installer isn't linear and some parts of the 100% take longer than others. I'd recommend to just leave it on.Posted in: News
-
Apr 20, 2012Tsukishima posted a message on Open Beta Weekend!Congrats! I'm so happy for you all.Posted in: News
-
Apr 16, 2012Tsukishima posted a message on Class Spotlight - The MonkThe holy trinity in a single class, if you want to be able to do literally anything this might be the class for you. Tank/DPS/Healer-support roles are all avaliable.Posted in: News
-
Aug 30, 2011Tsukishima posted a message on Diablo 3 Beta: What to ExpectTo add on to the graphic benchmark test. Would like to see what are the different graphic settings (like SC2's low to ultra) and what hardware is needed to hit 60fps. If you don't have that many different hardware profiles to switch around, a benchmark of fps with your current system on different settings over a modest period of time will really be useful.Posted in: News
D3 might be Nvidia friendly, ATI friendly or even processor friendly.... -
Aug 2, 2011Tsukishima posted a message on The Auction House ExplainedEconsfag here. Take it from someone who spent too many years studying Econs, that Blizzard is hitting some serious platinum in this idea.Posted in: News
Gold. Resource generated by D3. Tradable for money.
Money. Resource generated by the banks. Tradable for gold.
They are going to create a system by which the virtual goods (gold, items, etc) generated by D3 is given a money value.
1. Every item, gold piece or rune you find in D3 has an equivalent money value. You will earn real money when you play D3!
2. Due to arbitrage and the gold/money exchange rate, they will be able to generate a stable market. The central bank has tricks they can pull if there's too much or too little money, Blizzard has tricks they can pull if there's too much or too little gold too. They are gaining the powers of a central bank with respect to gold.
3. This is all going to be financed by people who put real money into RMT. These people, are going to be giving you money by financing this system. Previously they paid 3rd party sites, now they pay you.
TL;DR -- D3 lets you get richer when you play it and gives a stable economy for both gold or RMT trade.
Successful company is successful. - To post a comment, please login or register a new account.
0
Remember this requires both enrage time to be 4min and SK hp to be 15min. None of this is current true
0
0
0
undergeared range = might be able to inferno slowly (or luckily by trying their luck at champion affixes)
Adequately geared anything = should be no problem
0
0
0
0
Seeing HP numbers, even assuming they are accurate are little use when we don't have our damage numbers. Yes you have your base weapon damage but we don't know the full scale of mods avaliable to get our final base weapon damage. We also don't know the quantum of +primary stat which is the multiplier for character damage.
High enemy damage is also meaningless by itself when we don't know the character hp/armor and damage formula. It might not be whatever you're thinking it is.
0
2. Wicked wind deals arcane damage and can be talented as a slow, meteor does fire damage and can be talented as a dps debuff
3. As wicked wind hits more times per cast, it can be of value to builds that rely on procs
I would still say they serve different purposes. A 6s instant cast spammable immobile area that slows has great kiting value.
0
I like the definition of useless by Ruppgu. A skill that is inferior to another and performs the same purpose. Or to put it in another way, a skill that is outperformed in all ways by another skill. There is no such skill in all of D3. Twister is nowhere comparable to Blizzard in its purpose, damage output, CD, AP, etc.
0
I would say these 2 skills have different niches.
0
This would imply having more attack speed increases the average AP cost and does damage in a faster period.
Spell: Ray of frost
Weapon Speed = 1 (1 attack per second)
AP cost per second = 20
Damage per second = 280%
Now when we add IAS to increase the attack speed to 2 attacks per second
Spell: Ray of frost
Weapon Speed = 2 (2 attacks per second)
AP cost per second = 40 (20 per 0.5s)
Damage per second = 280% (140% per 0.5s)
You deal damage faster (0.5s ticks vs. 1s ticks) and drain AP faster (20 per 0.5s vs. 1s)
===
However for single cast spells like wave of force things look different. Consider the following
Wave of force (200% dmg multiplier)
Fast Weapon: (50 dmg at 2 attacks a second for 100 DPS)
Base Arcane Cost per cast = 15 AP
Damage per second (from above) = 200% of 50 = 100 VS 200% of 100 = 200 (2 possibilities)
Slow Weapon: (100 dmg at 1 attacks a second for 100 DPS)
Base Arcane Cost per cast = 15 AP
Damage per second (from above) = 200% of 100 = 200
Here you don't have the option to deal damage faster, there is only 1 hit after all. You don't have the option to drain AP faster, there is also only 1 hit. Unless there is a modifier to the AP drain, resource management does not change for weapon speed on single cast spells. Damage for single cast spells may or may not change depending if they use the final DPS value (which includes IAS) or the base damage value (which doesn't include IAS).
0
Spell: Wave of Force
Type: Single Cast
Cost: 25 Arcane Power
Modifier: 200% weapon damage
Using the same 2 weapons
Fast: 50 Dmg, 2 APS, 100 DPS
Slow: 100 Dmg, 1 APS. 100 DPS.
How would damage and AP cost scale for weapons of different speed?
Edit: Typo correction
0
An elegant solution.
What do you think we should use for spells that do damage on proc or onhit like the armor spells. We would need to estimate cumulative damage to assign DPS.
0
For the wizard perhaps we can use the slope of the function describing
1. Total damage (one shot spells)
2. Cumulative damage (channeled spells or single cast duration based spells)