I KNEW IT!
Not the spoiler bit, but that the female wizard was voiced by Grey DiLisle (Azula from Avatar). Perfect fit, IMO.
The rest...must resist spoiler. Must...focus...on...work.
- TheDFO
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Member for 13 years, 8 months, and 5 days
Last active Mon, Mar, 20 2017 19:40:17
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May 10, 2012TheDFO posted a message on Diablo III Cinematic Screenshots, Results Conference Call, "One of the Chosen", Blue PostsPosted in: News
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Feb 3, 2012TheDFO posted a message on 100,000 Diablo III Beta InvitesYay! I got on!Posted in: News
And then the lag. BOOOO!
But seriously, how can anyone play in this? My game would pause for about 10 seconds everytime I shot and killed a zombie with my poison dart. I gave up before I even got in the New Tristram. -
Feb 3, 2012TheDFO posted a message on Patch 12 Incoming - Patch 12 Notes, Your thoughts on beta, Blue PostsSo...why does my patcher say this is 2+ GB if it's so small?Posted in: News
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Jun 12, 2011TheDFO posted a message on Sanctuary Speculation: ImperiusGood read.Posted in: News
Personally, I'm going for fighting heaven to primary be in the expansion, because Hell moved first. Or, it would because Heaven moved first, but Hell made the overt move and so the heroes go after them.
Either way, if they set up D3's story correctly for an expansion (and does anyone think there will not be an expansion?), then they could easily flow from fighting Demons to fighting Angels without the story being split into two "campaigns" that are just barely connected, story wise.
If that is Blizz's plan, then I hope they have some foreshadowing in the main game involving hunt down angels. It would be a great side quest (even more so if it is hidden and so if you don't find it, then you don't have a blank in the quest screening telling you as such). So we would either fight a few low level Angels, or at the end you find out the bad thing the quest is trying to fix was caused by an angel, not a demon. -
May 16, 2011TheDFO posted a message on Trait UpdatePosted in: NewsQuote from Pit Stains
They said over and again they don't want traits to be under-powered or boring... then things like +Gold find should NOT be a trait. I really hope it's not....
Unless, of course, just maybe, gold is actually...I don't know...useful? Because, if you actually need gold, maybe this is worthwhile? -
Jul 22, 2010TheDFO posted a message on The Cosmology of Diablo: Angels and DemonsSo, I'm new here, but not to Diablo by any means (I do believe I was around to by D2 and LoD when they were knew, but that was awhile ago). And sorry for the necro post, but it somewhat fits my missive on the Angel of Death issues.Posted in: News
Anyway, I feel you all are taking "Death" as a MORTAL human would (understandable, I doubt any of you are immortal aliens), as in, "shuffle off this mortal coil." Basically, dying is something unavoidable. I very much doubt that either the Angels, or the higher up Demons, would agree. It might be a possibility, but not a necessity of living, like it is for us flesh piles.
Think of it more like this: When you clean up some space, and you find something that doesn't fit, you move it. But if the thing that doesn't fit also doesn't fit have it's place anywhere, you get rid of it. You throw out trash, swat bugs, flush waste, etc. To an Angel, Death might mean the complete erasure of time. Malthael may simply be the Angel in charge of removing things that do not have their place in the Angels idea of Order (well, at least those things that can be removed by a single angel). They felt that humans are/were abominations, and thus should be DESTROYED, as in cease to exist, erased from all of existence.
That would probably make Malthael the Angel of Death, Oblivion, Nothingness, or something else. He could possibly be the opposite of Baal. Instead of wanton destruction, he would govern the excise of unwanted things. The surgeon who removes tumors, if you will. It could also be said that he's the opposite of Mephisto, what with the orderly remove of that which does not fit being about as far from Chaos as you can get. - To post a comment, please login or register a new account.
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That's another issue, that I wasn't really trying get at. We're talking about ways to make it difficult, when ever it gets difficult. Although I think I prefer how D3 is now, you have 4 "modes" to play through, so you can move through areas quickly, but if you want more of a challenge, increase the MP.
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Actually, I'd be extremely surprised if Blizzard didn't care about leveling. It's specifically the fans who don't bother leveling again that don't care. While that's probably the vast majority of softcore players, my guess is a lot of hardcore players actually care about that.
Also, the delay was there before NV (I think), so it was probably to prevent people from swapping skills to deal with specific monsters. They probably left it in because they DO care about the 1 to 59 game, even if some people don't.
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Or does the party mechanic work differently?
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Actually, I was going to suggest something like that. Although, instead of an item I'd say they could make it so the (voluntary) reset at plvl0 reduces you to something above what a normal lvl 60 plvl0 is (so when you get back to p100 you're stronger then you where before, or they add some sort of ePeen attraction. Maybe it's an honorific title (like the sir in D2). Maybe it's something decorative added to your armor (like the honor badges earned in Space Marine (the game)).
I think resetting the paragon would just be a bad idea, cause they've already said they wouldn't be resetting characters (no ladder seasons). That said, if they made a ladder that periodically reset, I don't think people would be upset.
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At least one Monk specific change is that most of his spirit spenders now do a crap load more damage, like Seven sided strike now does base 1777% damage. I think Exploding Palm does 800ish. Basically, they didn't like that a lot of people just spammed MoC for the damage bonus, so they tried to make other spirit spenders better.
Also, not said is that Inferno received a number of general nerfs, so it's possible if you left cause of the brick wall, it's at least a little better now (not sure when you left). Additionally, they modified it so ilvl 63 items can drop in act 1 inferno (and Act 4 Hell dropped better gear too). But that's kinda an old change, so maybe you knew that.
Also, you may have heard, as it's recent, but they did just allow limited PvP. they call it "brawling" for reasons that I don't really care about (nor do I care that they aren't using the term Duel anymore). Don't know much about it except it won't kill your HC character, and you don't loss durability.
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Sometimes I feel sorry for Blizzard, which is unusual for my feelings about a corporation. I mean, they're one of the better developers. No matter whether you agree or disagree with the direction they take the game, they at least TRY and make it game first, they support things past the first 6 months without asking for more money (as opposed to companies that pump out 4 to 5 DLCs, including one that comes out on release day containing very near vital information for the story, and pop out maybe two patches), and they generally keep to consumer friendly business models (sure, there are some iffy things here and there, but they aren't dumping in BS stuff like EA).
But then people come along and say Blizz doesn't listen to the fans, immediately after one of the actual developers (not a CM or PR "dev") talks about their plans, specifically in relation to suggestions. Or they call the game a cash grab, and then go and happily purchase up the next Madden or CoD every year. Or they get butthurt that they had trouble playing on release night due to serve issues, and go and review bomb metacritic and amazon. Or they act like they deserve a refund after playing 100+ hours, and get touchy when people disagree.
I'm not saying Blizz is perfect, but man do they have some terrible forum users. It's almost like the forum equivalent of a MOBA game.
I just want to point out that saying things "are too much blizz fanboy shit" only hurts you. A) it makes you less likely to actually listen to evidence (cause you assume it's just some fanboy shit) and B: people start treating you like a whiny mouth breather cause you ignore points because of a personal prejudice. I'm not saying that there aren't some Blizzard fanboys who would gladly buy a box of shit stamped with their name on it. But writing off all their arguments cause they are fanboys just moves you closer to the opposite camp, who says everything Blizzard does is terrible now, and they were perfect a decade ago (while buying all their games).
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Before we start, I think we can agree the item drops were a little off (basically needing to be in Act 3 to get items to let you beat Act 2), and it's not great when mobs can one shot you from off the screen. Aside from these, how would the difficultly have been improved (assuming they stayed true to the original idea, in that only a very few would actually be able to complete it)?
In an ARPG, the obvious way to make it more difficult is increasing monster strength/damage/numbers. Alternately, they could improve the AI. I'm not sure how much the AI could have been improved, so I'll work with the first one (if you have good examples of AI, feel free to work off that).
For dealing with improved monsters, I can only think of a few ways for players to improve: grind for levels, grind for loot, or improve character control so you can manually dodge attacks.
I think in this case, level grinding is out cause you get so little stat bonuses from levels (a few points when you regularly have 1000's of them), so they COULD have done that, but they' either need a HUGE amount of levels, or they'd have to rework the skills/stats so they radically improve every few levels. In any rate, this, to me, is basically the same idea as the loot, so I'll cover more of it there.
Grinding for loot. It's what they did. Yes, a gear check is one form of difficultly, no different than any other RPG. The issue here is the same as gaining levels, as things tend to increase exponentially, then eventually you get to the point where you have to take 100 hours to get any progress (unless they just make it so you can out level any content). For levels, it's because it always takes more to gain the next level than it did before (linear, exponential, or quadratic only change how fast that happens). For items, it's because every upgrade puts you closer to the BiS, which means there are less items that can be an upgrade.
For the player skill, I tend to believe them when they said it wasn't much fun to try and dodge EVERY attack (which is what they said most people ended up trying to do). I, personally, think so because the mouse is actually a really clunky way to move around (not aim, it's really good for that). I mean, we only have a limited form of this (kiting) and many of the guides comparing kiting builds to others all say the same, many people find this boring. This changes in a game with different controls (for example, the best part of Kingdom of Amalur's combat was that I could dodge or block or parry instead of just taking the hit).
So, all that said, I can't see where Blizz went wrong, assuming you believe their stated goal of making it nearly impossible and only for the hardest of the hardcore (aka, not about trying to get people to buy gear on the RMAH). Also taking into account what I mentioned earlier (and other little niggles that crop up, like certain champ affixes being OPed or some such). The control scheme prevented most of the player skill, so their only two alternatives where both time sinks.
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I'm confused on two things. Only one of which has to do with this. The whole idea of why people are pigeonholed is because they only accept the fast farming gear possible, which means just enough ehp to survive, and then DPS DPS DPS! If they nerf CHC/CHD, then something else will be the best, and everyone will focus on that. Correct? Is a better solution to be so all DPS stats (which, lets be honest, as long as this game is about farming item drops, it's going to be the same idea of just enough ehp to live, and then all damage) are so amazingly balanced that you can stack any of them and it would work? That sounds near impossible. Or is the complaint that it is just easier to do this with CHC/CHD?
The second thing that confuses me is that CHD is really only OPed if you get enough CHC (and base stats). Is it really that easy to get enough CHC to make CHD useful? Further, everyone seems to be saying +CHD vs anything stat, but that's not the issue. It's actually +CHC AND +CHD vs any other stat. This might not matter if it's actually easy to get +CHC up enough. I'm not sure, never had that much cash.
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That was always my thought. But it I've seen a number of people arguing that she's a moron for not believing her uncle, specifically because "she just got attacked by a zombie." I know not everyone thinks so, but I've seen it used a number of times as a reason why the story wasn't good. So I was wondering if I missed something. Also, I find it annoying cause there are REAL reasons to complain about the game's story (how all the villains are the worst of the worst comic book monologuers for one), not this one.
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Also, it would be nice if people posted at least a short summary of what their video contains. Just posting the video makes me think it's just a lame attempt at getting more page views. Oh, and I'll gladly talk on topic, if there is a topic to discuss, cause right now, all I see is a YouTube video link I refuse to watch.
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I think you missed one. Thinking back to D2, how many tiles any given area where actually memorable? I can only think of a handful (that dead tree in Act 1 that gives you a scroll, the place where you USE said scroll). Mostly it was just a giant ass box, with little to nothing inside. We know have lots of stuff inside, with very distinct shapes in most places. The places where we don't (think caves) they never really seem to repeat. I think Blizzard could have fixed 3/4s of this issue if they just had of made the entrance and exit tiles changeable (even just a handful). In D2, it was mostly just a bunch of short, square, openings between similar boxes. Also, I believe the tiles are larger.
As per PoE or Torchlight, I haven't played them to the extremes as I have Diablo, but I can't remember many iconic doodads (to use a SC map maker term). Of course, that's cause those are hard to add and actually get the kind of randomization that games like PoE or D2 have. That was the reason for not randomizing any Borderlands maps - any given area was just too detailed to really randomize well.
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For me, I had a Wizard in Act 3 (making it worse, it was on normal). I started to use disintegrate, and all of a sudden, something like 5 of those random meteors that hit on the Stonefort came crashing down on me. Before I knew it, I was dead. Didn't even have time to react, didn't even see the circles signalling something was incoming.
Cause of that, I now refuse to use channeling spells, with the possible exception of Zombie Bear, cause using one I wouldn't be looking at my character, I'd be looking at the target, which meant I couldn't see if I was about to be killed. ZB is so short range, I think I can look at both.
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I...er...ah...aside from the "world is too narrow" which could possible be argued as meaning the maps are not random enough, none of these things describe what I have seen ANY ARPG become for long term play. Once you've finished the story, all there is to do is loot and/or play other characters. Just like...any...game? With the exception of MMOs.
Completely agree. After the stupid dialogue given by the Evils, itemization fix would be the best thing for the game. Unfortunately, fixing the dialogue (without just turning it off) isn't going to happen, and anything more than a band-aid for the itemization is going to take an expansion, at minimum.
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That whole "can't get lvl 63 in Act 1" was a mistake, but like you said, they hotfixed it.
And I think the problem is only with the AH because it means you only have to find a generic good (gold) to trade, instead of finding a specific good (what the person who has what you want needs). Well, that and you have SOOO many people on it. Perhaps they should have limited the AH to regions or some such, which would be balanced to try and keep a certain number of active people using it (kind like how they handle the global chat).
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You're right, it is technically a minority. But, I'd imagine it is FAR more, percentage wise, then the number of people who have beaten Inferno in Diablo. Further, it's something that anyone CAN participate in the race, unlike finishing Inferno.