SUCK IT!!!!!!!!!!!!!!!!!!!
I knew they made inferno harder, not easier.
- FistOfZakarum
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Member for 14 years, 6 months, and 27 days
Last active Fri, Sep, 16 2016 17:02:20
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Apr 4, 2012FistOfZakarum posted a message on The Real Box, More on Inferno, Dyes, Poisons, GDC Panel Video, PAX East PartyPosted in: News
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Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookPosted in: NewsQuote from Shrieker
Quote from BogatogFair enough, the amount of gear you'll get in a run through probably won't be sufficient to have a huge impact on the difficulty on a single run through.
I'm still not convinced that the overall level of difficulty in inferno has increased or decreased. All we know is that Acts 3 and 4 are more difficult than 1 and 2 right now. Maybe they tweaked it to be harder and then decided it was too hard for the whole game, but wanted the end to be even more difficult than originally planned.
Personally, I was fine with the static difficulty and was a fan of it as well. But I actually prefer the later acts to be more difficult.
Hopefully you're right about not being sure if the difficulty is increased or decreased.
Sorry for quoting this again but:
We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard.
The "that" does in my opinion confirm that the other acts was as hard as the last act is now, but they've been decreased.
This is stupid logic. They never said a decrease, all I read is that they made Acts 3 and 4 now BRUTALLY hard. AKA, they wanted to increase the difficulty even more to give a ladder effect on the progressing acts difficulty.
Let's remember. All monster in inferno are 61+. How would they lower the monster level in acts 1 to make it harder than hell if they had to go to level 60 or lower for inferno. Doesn't make sense.
I approve the change, haters gonna hate.
See you at release lol. -
Mar 30, 2012FistOfZakarum posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookHELLO!?Posted in: News
They never said anything about DECREASING difficulty, where are people getting this idiotic notion from?
They said they're INCREASING the difficulty on Acts 3 and 4 to make it an ELITE level.
TL;DR You can't satisfy everyone. Might as well stop arguing with the fools that think this is a bad change.
Let's put it this way. Would you rather have the Skeleton King and the LORD OF TERROR have the exact same difficulty? No. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »Uhm... sure...
Lets say that he has 2 skills.
Skill 1:
Move 1: Charge
Move 2: DoT
Move 3: Escape
Skill 2:
Move 1: Flurry
Move 2: Stun
Move 3: AOE
He starts out by using either Charge or Flurry, which activates DoT and Stun for a bit over 0.5 seconds. Same thing for DoT/Stun --> Escape/AOE. He can combine these moves to create varied combos.
And no, I didn't read your whole post. The quote is what matters (I was actually looking for a excuse to post...
...I like posting...)
Well that actually clarified things for me, glad to see they implemented this instead of the assasin style floating orbs. -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesPosted in: NewsQuote from "emilemil1" »But we already have a combo based character.
The Monk.
I don't think you read my whole post, please define how the monks "combo". -
Oct 6, 2009FistOfZakarum posted a message on Character Energy SourcesJust occurred to me that it would be cool to have a combo based character. They wouldn't have an energy bar necessarily but instead options of moves to go further with.Posted in: News
Example from currently unknown 5th class (we'll assume it's a Ranger esq. class):
- Opening Abilities Available: [Mark of the Hunter] - [Armor Pierce] - [Multishot] - [Etc]
From here we would combo out fo the opening move ^ , be able to cancel out of the combo and restart, or switch combo's to another finisher.
- Secondary Tier Abilities: [Find Weakness] - [Piercing Strike] - [Seeking Arrows] - [Etc]
-Third Tier Abilities: [Cripple] - [Dancing Blades] - [Precision Volley] - [Etc]
- Finishers: [Prey on the Weak] - [Heart Strike] - [Lock and Load] - [Etc]
Basically you have buffing / debuffing combos, single target high damage combos and AOE damage combos. Thought it would be cool to see implemented.
If this were the case though going back to my point on cancelling out of a combo or switching into another combo... obviously the later combo moves wouldn't be as powerful if you didn't start then from the original ability.
This was just a very abstract cool way of designing a different style of energy system for a very diverse class which uses both ranged and melee combat to its fullest. -
Oct 6, 2009FistOfZakarum posted a message on Diablo III, the Female MonkPosted in: NewsQuote from "Septar" »
As everyone knows
muscle=speed.
not really
[/COLOR]
Do you even know what you just said? Muscle is directly related to your speed so i don't see what the point of your post was. I don't mean she needs to look like the HULK or anything but at least be very very toned. -
Oct 2, 2009FistOfZakarum posted a message on What Do YOU Want To Know About Diablo 3?COW LEVEL!? Confirm or Deny!Posted in: News
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Oct 1, 2009FistOfZakarum posted a message on Diablo III, the Female MonkShe has better be at least visually muscled so i can believe that she has the monks speed.Posted in: News
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Sep 28, 2009FistOfZakarum posted a message on Character Energy SourcesHas it been confirmed yet that life/mana (or in this case energy depending on the class) leech will be in the game? Or is the orb system supposed to replace both that and potions?Posted in: News
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I don't think you read my whole post, please define how the monks "combo".
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Example from currently unknown 5th class (we'll assume it's a Ranger esq. class):
- Opening Abilities Available: [Mark of the Hunter] - [Armor Pierce] - [Multishot] - [Etc]
From here we would combo out fo the opening move ^ , be able to cancel out of the combo and restart, or switch combo's to another finisher.
- Secondary Tier Abilities: [Find Weakness] - [Piercing Strike] - [Seeking Arrows] - [Etc]
-Third Tier Abilities: [Cripple] - [Dancing Blades] - [Precision Volley] - [Etc]
- Finishers: [Prey on the Weak] - [Heart Strike] - [Lock and Load] - [Etc]
Basically you have buffing / debuffing combos, single target high damage combos and AOE damage combos. Thought it would be cool to see implemented.
If this were the case though going back to my point on cancelling out of a combo or switching into another combo... obviously the later combo moves wouldn't be as powerful if you didn't start then from the original ability.
This was just a very abstract cool way of designing a different style of energy system for a very diverse class which uses both ranged and melee combat to its fullest.
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Do you even know what you just said? Muscle is directly related to your speed so i don't see what the point of your post was. I don't mean she needs to look like the HULK or anything but at least be very very toned.
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I second this, +rep.
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While the idea of making some units immune to certain skills based on their anatomy is realistically sound, fantasy games are in no way realisitic. This would limit monks to only certain abilities where other classes would still be donimating undead mobs.
Think of exploding palm as a spell, nothing more nothing less. It looks awesome and I'm sure the majority of hardcore Diablo fans will welcome such a bloody and awesome addition to the monks already kick ass arsenal.
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Only thing that would need to be implemented would be Guns, because that class doesn't rely on bows. Crossbows + Guns would be the two physical ranged weapon choices and daggers , swords, throwing knives and perhaps a unique witch hunter only weapon (ex: assassin weapons in d2) which in my eyes would be some sort of wrist blade.
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Cheers.