still the time window in which MH procs occur gets smaller when mobs are CC immune (or almost immune). It's just that there seems to be a limit. Like a minimum amount of paralysis proc duration (even though the mob is not stunned). Otherwise MH would never proc again if you don't "refresh" your mobs completely by stepping away and coming back later. Which is by the way a good thing to do if you wanna get most procs out of your doulbe archon / 4 Tal Stacks duration.
And no TR is not the only choice when it comes down to the usage of MH.
It's just that everybody and their grandmother is copying the same builds... FB is a valid choice (and after all it's possible to maintain the full set bonus for 20 sec of Archon and not only 8...)
The reason TR is especially good is cus it can be combined with 4 pieces of Vyr and is overall easier to use / build a skillsetup around, otherwise FB would be simply better overall in every case.
3
The key to your question is understanding the answer you've been given.
"Farm as high as you can in under 5 minutes"
Why as high as possible in under 5 minutes? 5 minutes is an estimate or a limit value, based on a lot of math that basically predicts the amount of Grifts per hour you'll run. Remember, the guys and gals that put out these videos/statements, are the ones playing for 7-12 hours a day, and the point is to maximize their rewards for time investment. Assuming of course that you'll spend approx 10 minutes per hour, upgrading gems, in town and doing all the rum drum stuff you do outside of Grifts (including bathroom/smoke/food breaks) if you Farm 75's in 5 minutes, you'll run an average of 10-11 Grifts per hour. If you increase the difficulty to 80, but see an increase of average Grift time to 6 minutes, you'll run 10 Grifts per hour, without taking any kind of break or assuming for town or gems, lowering your average to 9 Grifts per hour. As you can see, less Grifts means less legendaries and less experience.
"But I increased the difficulty, doesn't that count for the experience and legendaries?" Not really. After you've run your solo 70, any legendary can be a Primal, meaning more legendaries, more chances.
"That didn't answer my question." Don't rush me here, the increase of difficulty doesn't mean an increase in legendary drops, it does in a way, but only after 5-7 Grift levels. That means you can run a Grift 10 and get 1 legendary, and then run a 16 and still only get 1 legendary. You could run a 25 and get 3-4, and then run a 30 and get 3. There is no predetermined drop levels, just better chances. So the faster you run, the better chances you have.
"So what if I turn down the difficulty, and run at 3-4 minutes?" That's always possible, but then you're averaging approx 18 Grifts per hour, but without the increased experience and drop chances. Also, that's a lot of keys to burn in an hour. Lowers your overall gem levels as well, as 1% does happen, and running 75's still gives you a 1% chance to 90. 70's have a 0% chance. It's all about finding that balance, and making it work for you instead of against you.
1
Honestly, it depends on what you're looking for, if it's just a build for bounties or overall a strong single character.
The IK barb won't be a terrible start. Not only will you be working towards a meta build (possibly, but let's face it, Supp Barb will always have a place somewhere) but it can also weave in the Sage's set for faster early DB farming, and still has insane solo push. Overall, I think Barb has season 12 tied up, outside not being in the projected meta.
Trag Necro isn't terrible either and leads to a projected meta spot, coupled with the zNecro speed support build, makes it also a great selection to get started with.
DH, would be the build I would go for if it was just for bounties and nothing else. Without trying to sound like I'm bagging on it, UE DH would be the best torment/low GR farmer of S12, but without a meta, or support build, it won't see much in terms of higher GRs/Speed runs, projected, anyways
1
Why does the PTR come up so soon? A) Testing, "this is what we're bringing to the table, in case you're bored with your seasonal paragon grind" Time, the longer we have to test things, the less likely it'll be released with a game breaking bug and C) Downtime, they've said it before, and they'll say it again, the season is a race, a long drawn out race for competitors who want to go for the long haul, the less downtime between seasons, the better.
If you're not enjoying the mindless slaying demons, or the repetitive tasks that the game provides, maybe you should try something else? I men, all games follow the same exact pattern as D3, just the rewards and style of play are slightly different. I enjoy D3 because it's a game where I can play with my friends, but I don't feel hindered when I play by myself, I'm not required to be in a party to play my character for what it's intended. I see D3 as a "plug and play" game, I plug in, I play, I unplug, and go outside. I'd suggest you change your perception of what it is that D3 is, and try to enjoy it or move on.
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This old trivial pursuit... First things first, let's not get carried away, cheating is cheating is cheating. However, there are valid arguments to some uses of certain aspects of TurboHud. If TurboHud gave the option to turn off, or completely remove, certain options, it would be 100% better. Let's face it though, it's been such a long drawn out battle, that nobody really cares anymore, people get banned every season, some people don't. If I'm not mistaken one of the top Wizards from season 9 now has to use his, 4th account?
The truth of the matter is that TurboHud makes things easier to see, whether it's the map hack, or the pylon predictions or even the reticles on the ground. While Blizzard has sort of appeased this 'need' to see things (Black Hole - Event Horizon is the most amazing thing in the game, but shhhh it's a secret) they still haven't addressed the issue that is, the game is running on a UI that is over 10 years old, and while the gameplay has evolved, the UI hasn't. I can't tell you the number of times I've been in a Grift with friends, outright died without knowing what actually hit me, and getting nothing but a "You were slain." message. What killed me? The UI can't tell me, if I ran TurboHud I'd at least have some idea of what it was.
Anyways, old and outdated, people will continue to use TurboHud, and they always run the risk of getting banned.
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The simplest answer is they are being DDoS attacked at the moment.
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I think the lack of concept is evident here, with a side of whining about Devs not talking to us about changes they're making in 2.5. How exactly though, can you say they don't care, when they continue to ban botters, update the site, post update news, and are working on Necro?
People have said from the beginning, Stricken is too powerful, yet Trapped is still a mainstay in almost every build. Stricken was the answer to gem options and it clearly loses to Trapped in the long run, as having a scaling by level multiplier generally will. Also, Stricken takes forever to stack, so there's that. Stricken is also the answer to the ever scaling RG health pool that is well into the G's instead of the T's. I remember a build that used to basically gather 75-80% of a GR, and then explode the whole thing so it could fight the RG for 8 minutes to just barely beat the timer by seconds, it was a genius build, and RG strat, but it also highlighted the scaling problems that GRs had. Stricken was the answer saying 'don't worry, the more you hit things with me around, the closer they'll come to death'. Which alleviated most of that problem while creating new ones.
Nobody forgets the Asian servers. VyrRasha's? Came from Asian servers. Helltooth/Aracyr's Firebats? Asian servers (although, this one wasn't really all that hard because it was 'replace Helltooth with Aracyr's and go') How about Support Monk/Barb, Gen Monk... Hell anything that's been meta for the past... oh... 9 seasons? Asian servers did it first. That's a real problem too. There's nobody left on the US servers who actually takes the time and puts in the effort to math this stuff out anymore. Everybody just copies what's ahead of them, and at the end of the day, somebody always tries to take credit for it. Even though it's not the "meta" build exactly, using the VyrRasha's setup and using a different Lightning Skill to proc the Mandald Heal is still the VyrRasha's build. What about changing one of the most iconic Wizard farming builds to include the Mandald Heal? Yup, still the same build, it just does more damage with it's Signature than it used to... I bet I could find 3 builds that are the exact same on here in just a few minutes, it's hilarious. The truth is though, most of them have come from the Asian servers, and most people who post guides are just decrypting the information in front of them. Except Quin69, although his voice drives me crazy and his slang is horrid, he legit deserves props for testing, building and using some of the best and most original Monk builds ever created. I think the only build he stole from the Asian servers was the Static Shock Monk that got swiftly nerfed into the ground after it crashed the servers a billion times.
Think before you speak; do you really think that Blizz will cater to you while at the same time alienate people who play on difficulties that you're attempting to eliminate? Don't forget, a lot of the difficulties were adding to add more 'challenge' to end game players who wanted more while they were key farming because T6 just wasn't hard enough anymore. Then they kept going with that trend since the complaint was made again about T10. The simple truth is that you will never be satisfied, and to give in to every single demand immediately would be ridiculous, and wouldn't cause you to be satisfied but to find the next thing to complain about. PTR 2.5 has some major QoL changes, which should tell you that while they aren't adding anything to the game in 2.5 content wise, they do care. Even if Primals aren't what you want them to be, it still shows they care enough to add them. This isn't being spoon fed either, I realize that they'll throw D3 a bone every once and a while to keep players interested, sometimes they'll even try to pull the wool over our eyes. Fact is they care enough to try that as well, so it's not that they don't care, but where else can they go that satisfies everybody?
Paragon Problem. Who does it affect most? Why? Possible Solutions? Pro/Con Solutions list. Repeat.
Difficulty Settings. Who does this affect most? Why? Possible Solutions? Pro/Con Solution list. Repeat.
You can repeat the same steps for every single problem you perceive in D3, and you'll find that 9 times out of 10 Blizzard has had one of the better solutions. An example:
Paragon Problem. Who does this affect most? High-End players top50/class and Mid-Tier players attempting to scramble to leaderboard.
Why? Primary Stat is the only farmable upgrade after 0.1% gear, stands to reason that in perfect gear, player with more primary stat deals more damage and therefore will be better. (Also note; can farm more paragons faster because of paragon advantage.)
Possible Solutions?
Paragon cap. Pro: fair and equal playing field, reduced botting. Con: an eventuality that will have the same effect as Gear capping, causing long term players to find something better to do, imbalance classes/players that prefer Maximum Resource/Vitality to Main Stat as a paragon option, After reaching Gear, Skill and Paragon caps there is no reward for playing the game.
Reduction in Primary Stat gain. Pro: causes each paragon point to have a more impactful choice, each Cald's to mean more, and each Gear capped item to mean more. Con: not enough to cause players to shift focus, possibility of polarizing the playerbase.
Reduction in Primary Stat weight (Primary Stat means less and Ability Skill Runes mean more). Pro: causes each ability to deal varying damage increasing diversity, less focus on just paragon farming without making it irrelevant. Con: (without changing every skill based on AS and Damage) causes more 'cookie cutter builds' in that each Skill Rune will be different and players will still choose the best and most powerful ones.
Force all Ancient items to roll with 2 minimal stats (this was actually suggested by a player once) Pro: Nothing. Con: Everything.
Increase legendary affixes to dwarf paragon power. Pro: Items have more relevance, paragon farming not as effective as item farming but not irrelevent. Con: RNG in a time frame causes disparity amongst competitors, they who get the best items wins as opposed to who uses the best items best, gear capping still possible so doesn't actually alleviate the problem.
It's really not a complicated process. You also have to be able to discredit your ideas as well, and try to reduce the impact of the cons in the idea. It's a process, and most of this thread isn't well thought out. The OP sounds like a bad one-night stand answering machine message -sorry I have to- "Hey Bliz! Haven't heard from you in like, 2 weeks, just checkin in to make sure you're still, ya know, interested in my &^* $%$^ @##%^*&. Call me!"
Seriously, as an avid gamer, Blizzard is probably the worst for talking to it's community (not because they don't do it, but because they do it.) They talk to the community through "Community Managers" that have about as much power to influence the game as the Admins on Diablofans do. That aside, they continue to promise things that they couldn't possibly deliver on. If anybody remembers the WoW Wrath of the Lich King promo, you'd know what I'm talking about when I say the words "Titan's Path". Was a huge selling point for WotLK, and yet it never made it, in fact it didn't make it in Mists of Pandaria, or Warlord's, and we have what's left of Titan's Path in Artifact Weapons, in Legion, a full 8 years from when it was announced in the saddest form it could have taken. Community Managers also have extremely limited information, so 99.9% of their answers to questions are just watered down crap that they absolutely have to say. "I'm not sure about that, I'll forward this information along and we'll try to get this sorted out for you shortly." -3 hours later- "Hi, how can I help you today? Oh, I'm sorry to hear that, let's see.... I can forward your information along and try and get this sorted out for you."... I'd much rather they say "I don't know. I'm not on the development team and they haven't told me the answer so I really can't answer that question." By no means am I insinuating that they don't have a tough job or that I don't respect what they do, but a straight answer is always better than the run around. Not expecting an answer, much better. The fact that Blizzard is open with the community says a lot about the image they want to convey, but it also opens the door to "is my question not good enough to get answered?" and "does my idea not have any merit?". It's a terrible place for a company that makes games to be in. It's like a popularity contest to see who gets answered and who doesn't. It causes people to be caustic for the sake of being noticed. It's created this monster that is forum trolls. I post here on Diablofans because I would never expect in a million years that Blizzard would listen to logical thought out arguments when they developed LFR in WoW and removed MMR from HotS. They have turned into the Oprah of gaming companies. You want it? You get it!! It's actually quite sad to see. Diablo, while it has some of the best lore and storyboards of all Blizzard's games, doesn't generate income. They can't think of ways to generate income that will be impactful and cause people to re-think the game they once played on Inferno to Diablo without making the game P2W. It will likely be the first of their line to fall, as WoW doesn't appear to be stopping anytime soon, Hearthstone and Overwatch appear to be amongst the top of their genres, and Starcraft still has competitive play. HotS very well may be a rip off of LoL, but it's holding it's own against it's mirror image quite well.
TL;DR: Stop. Just stop. You're not making any sense, and people are beginning to notice. You ask for game changing changes and then say they aren't game changing. Changing the number of difficulties, 'the meta', these change the game... As it would affect about what 80% of the playerbase is playing.
2
I edited it to make it more readable. Too much copy and paste. This reads more from a zBarb point of view than anything else, a TL;DR version would be, if you're a WD you leave the Grift for the RG, if your a Gen Monk / Wizard, you kill the boss. If you're a support, here's the changes you need to make during the encounter. This thread has a lot of information (copy and pasted) but it's missing the general things as well, something you could've put a little more time into. For example; as a DPS should I be concerned with the Flame Circles left on the ground by Teth, Carver and Ag? Do the supports just heal me through 99% of everything thrown out, or do I have to have a brain? Again, I felt like I read this through the viewpoint of a zBarb, as they are the only class mentioned with notable changes for the most part. I'm also slightly concerned that the only notable information you have on Blighter is that he's easy... If you get him in a push rift, he literally can one-shot your support monk through Inner Sanctuary, he hits incredibly hard. His line attack can be stopped by dodging it, instead of stunning him, that would be something to note.
1
1
While your overall statement here is true, shouldn't that be what we all strive for in a season? I mean realistically speaking of course, it almost never happens, but when it does all that is left is the paragon grind. It'll keep players going, and complaining about it the whole way, but at least they're still playing.
True, however, I think with the addition that Mystic gives perfect rerolls sort of gives an edge towards Primals, not a huge edge, but it's definitely in favor of Primal. I think truly the solution is going to end up somewhere in the middle. While Primals serve that "last 1%" you'll get on gear, they should definitely have impact, but not nearly as much impact as v1.0. It's already an unspoken rule in-game, if a weapon isn't ancient, it's not really worth using. There's a reason for that. Primal v1.0 just exacerbates that same stereotype.
I agree 100%. Which is why instead of giving us Primals, they should be focusing more on balancing each class, giving more legendary affixes, and fixing old/broken/useless legendary affixes. Who's going to use a Dovu Energy Trap these days with the CC immunity in the air? If each class had at least 5 GR pushing builds over 3 different sets, excluding LoN builds, the game would be more competitive, and less cookie cutter. I think we can all agree that even with the paragon problem persisting, being able to play at the same level with 5 unique builds for your class would be a lot easier to take. (PS Also fits with the Armoury, just sayin.)
1
If they were to instead take Primals out of the game completely, balance 3 sets for each class to deal roughly the same amount of damage, add legendary affixes to currently useless legendaries, upgrade current useless legendary affixes to be useful in at least 1 build, they'd be making huge strides towards more competitive and more exciting game-play. I used to laugh (out loud) at the Play-Your-Way Thursday segments, as they were usually extremely useless builds for doing basically anything with. "This build clears T8, I like it." Yea, but the highest difficulty is T13... Wouldn't you want more builds that do things differently at the maximum rather than builds that have to stoop to lower difficulty settings to be effective?
Power creep is incentive, but it's not the ONLY incentive. I've said it before and I'll say it again, getting a Primal Ancient Obsidian Ring really makes no difference, getting a Primal Ancient Crushbane is completely useless.