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    posted a message on Torment only legendaries
    Awesome, thanks! I thought for sure there would be more non set items in torment. Surprised to learn there are so many awesome bounty only items.
    Posted in: Diablo III General Discussion
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    posted a message on Torment only legendaries
    I know the four main class sets are torment only. But does anyone know where there's a listing of the other torment only legendaries? I've noticed several items on people's bnet profiles that are missing from the main game guide and I got to wondering which items are torment only.
    Posted in: Diablo III General Discussion
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    posted a message on Cost of crafting - Forgotten Souls
    I guess I've just been unlucky in rifts but that seems the best way to acquire souls. As for gem crafting, that's justified to me because you're only using lower crafted gems and Deaths Breath. The only outrageous part is the gold requirement - like millions of gold per gem. But again, that's easy enough to build up over time in rifts. Maybe it all just seems expensive at the moment since there hasn't been much time to build up a good supply. Well, back to rifting then!
    Posted in: Diablo III General Discussion
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    posted a message on Cost of crafting - Forgotten Souls
    First, let me say I really like the new crafting system. It really makes sense to make stuff using a common item with a legendary component (which I believe are getting a drop buff). However, having to also use 2 forgotten souls EACH time is just too expensive. Especially when you consider you will most likely need to craft an item multiple times or use more souls to reroll stats. I think the effort to farm the unique legendary component (plus the white quality component) is enough for crafting purposes. Needing souls is just such a huge barrier to crafting where the results are likely to be mixed. Anyone agree or think the cost is justified? Maybe only use souls for set items? Other ideas?
    Posted in: Diablo III General Discussion
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    posted a message on Let us set smart loot
    Not a bad idea. My only problem at the moment is that smart loot has been less smart since release. When 2.0 hit I almost always got loot with stats for the class I was playing. Now, for example on my wizard, I get so many hand crossbows, mighty belts, spirit stones, etc. It's just odd that the system seemed to be working better for me before release.
    Posted in: Diablo III General Discussion
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    posted a message on Reaper of Souls Legendary Items
    Wait, what? Since when have Staves been 1 hand? Or have I just been living under a rock since release? Also, this is awesome!

    EDIT: Nevermind. My Valthek's is 2 hand in game. Must just be a display bug. Carry on.
    Posted in: Diablo III General Discussion
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    posted a message on Legendary drop nerf or just bad RNG?
    Thanks for that reddit link. I figured it was just RNG, but it just seemed odd to completely 180 my game immediately after a hotfix. Guess I used up all my luck right when 2.0 hit.
    Posted in: Diablo III General Discussion
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    posted a message on Legendary drop nerf or just bad RNG?
    So, like many people, I played off and on for awhile but came back hard when 2.0 hit. And it was amazing. Every time I played I ran into multiple legendaries on all my characters - like dozens (and I hope people don't think I'm exaggerating). However, since this latest hotfix, everything feels different. In the past two days, playing roughly the exact same amount of time on the exact same difficulty, I have gotten exactly 2 legendaries across 5 level 60 characters with varying degrees of MF. Also, many elite packs have also been dropping one blue item for me as well. Since the hotfix, the game almost feels like it did pre-2.0. Now, I know there will be people who still say they get legendary and set drops left and right, but I'm wondering if anyone else has had a similar experience as me. Hopefully Blizzard didn't inadvertently (or purposefully) stealth nerf drops and it's just bad RNG and this won't continue into RoS.
    Posted in: Diablo III General Discussion
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    posted a message on Reaper of Souls: New Wizard Spells/Passives - Animations & Effects
    Quote from ZeroD3

    N, you can have four stacks in total. Each stack must be gained by using a different elemental.

    Ah, that makes actual sense. I was thinking each element could stack to 4. Still, 20% damage isn't too bad, but it does seem there are better options overall.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Reaper of Souls: New Wizard Spells/Passives - Animations & Effects
    I'm curious about how our new passive works:
    • [New!] Elemental Exposure - Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. Elemental damage from weapons contributes to Elemental Exposure

    If I'm understanding it correctly, if you have 4 stacks of say Arcane, the source would take 20% more cold, fire, and lightning damage (and I guess we could add physical as well since it says all sources). So, theoretically, if you could get 4 stacks of each damage type somehow, would that mean you would do 60% arcane, cold, fire, and lightning damage or does it cap at a certain level I wonder? That seems too good to be true.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Console Version of Diablo 3: Offline Play, No RMAH, Not Exclusive to Sony, Hands On Console Gameplay
    As an avid fan of the current game and the continued development, there are so many things to be frustrated about with the console version. Offline, evasion, tweaked content, no carryover from current Bnet accounts or characters - all things that make me just feel cheated as a consumer. However, that said (and I know tons of people will do the same), ill probably end up getting this on the PS4 because I am a sheep.
    Posted in: News & Announcements
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    posted a message on Off Hand Damage Question
    Apologies ahead of time if this has been covered, but I haven't been around here for awhile. So, I have two different off hands - Triumvirate and Tal Rasha's Unwavering Glare.

    The Triumvirate is 54-327 damage, 6% to fire, 5% to arcane/lightning, 164 Int, 8.5% crit chance, and 14 max AP, 90 str, and 85 vit.

    The Tal Rasha is 115-441 damage, 179 Int, 10% crit chance, 11 max AP, 10 APOC, 7% Shock Pulse damage, and 103 vit.

    At a glance, I would think the Tal Rasha to be the higher damage option, but, based on my character sheet number, it's around a 5.3k DECREASE compared to the Tri. So, what gives? Am I missing something in the calculation? I imagine it has to do with the flat % elemental damage increase or possibly the max AP? I have no idea and was wondering if someone could explain the discrepancy.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on A Different Approach to Magic Find
    I recently posted this on the official forums, but there are generally more sensible people here who won't just yell at me for being whatever troll insult is in season nowadays, so I thought I'd post here as well...

    While my friend and I were playing tonight, he told me about this idea he had for magic find that I thought sounded pretty awesome. I wasn't sure if he'd post it here - and it's kinda radical in terms of tradition - but I wanted to put it out there and see what people thought.

    Basically, his idea was to get rid of all Magic Find affixes on gear and create a system of "gear leveling." As you kill champion packs, rares, and bosses, the gear you currently have equipped would gain experience and a small amount of MF (along with the current Nephalem Valor buffs as well) - sort of like an ongoing Nephalem Valor for gear. Except, it wouldn't reset when you swapped skills or logged out. The more you keep that gear equipped, the more MF those items get (to a cap, of course) and the more you are working to help yourself find new gear to continue leveling and such.

    This system looks to solve two of the biggest problems that I continually hear complaints about: gear swapping and end game. It would not only encourage you to keep your current, leveled, high MF gear on while killing things, but it would also encourage you to actually get out in the game and kill more and more monsters. It's frustrating at times to spend a whole evening playing the game only to be left with less than optimal gear drops. With this, even tough you may not have gotten any drops, you would at least feel some progress at all times while leveling your gear (similar to D2 when you wouldn't get any good items in a night, but you would still be gaining experience while leveling to the max, for example). Now, I know people will say that you could still swap back into your leveled gear just before killing a pack. But, with this, it would more than likely only be 1 or 2 pieces at a time rather than full sets. Also, people would have to make the choice between the MF on their old gear for a champion kill or getting the experience on their new, better-for-killing-stuff item (which would of course continue to add MF to that item).

    It's a crazy sounding system, and there are some drawbacks - it'd be a huge system to redo and implement, and there would have to be quite a few changes made such as buffing NV a little bit to compensate for the time when you start leveling a new piece of gear. But, overall, I really liked the idea of it all. Thoughts?
    Posted in: Diablo III General Discussion
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    posted a message on Wizard teleport: limited functionality as designed or bug?
    I don't mind not being able to teleport nonstop. What I don't like is that teleport, like other class' "movement" spells, should break you out of CC. However, when I teleport away from being jailed, I end up jailed further away. Whereas my WD and DH friends keep on running. I guess the teleport runes add more functionality than those for the other classes, so this is really a minor complaint.
    Posted in: Wizard: The Ancient Repositories
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