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    posted a message on Kanai's Cube errors on Xbox One? Cannot extract legendary powers and other errors
    Quote from zredbaron»


    The cube menu option Extract Legendary Power shows the old unique crafting items have been greyed out, my death's breath is in color, and it tells me to select a legendary item. Any item i click produces the error "you lack the necessary core incredients."

    I have the grey ingredients in my inventory and stash, but they do not register in the menus for either the Cube or the Blacksmith. The descriptions themselves indicate they were used in previous versions of the game and only have value to vendors.


    Unless I am missing something, I can neither use the blacksmith or kanai cube to create level 70 gear. Anyone know what I am doing wrong?

    Those grey ingredients you speak of were old legendary crafting materials used in the game. You use to have to farm specific areas in the open world to get them. People hated this and they took up too much space in the stash so the 20-30 legendary crafting mats were made redundant (you can sell them for gold from vendors thus the description).

    Later, the devs introduced new crafting materials that you gain from bounty caches. You get a stack of specific ones from each Act's cache. These are NOT the same as the original legendary crafting mats you have despite some of the artwork being recycled.

    Just sell all the ones you have and then do a full set of bounties for all acts. You'll have a bunch of the legendary mats needed for extracting items to the cube then.
    Posted in: Diablo III General Discussion
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    posted a message on Rebalancing in 2.6.1
    Quote from FerengiAB»

    Quote from MugsyAU»

    What I'm more annoyed about is that I'm going to have to refarm all my ancient weapons that have these damage ranges buffed as some of the existing items will, at the very most, be retroactively bumped up to the maximum of the current live damage range


    Minimum, as noted in da Notes (where else?)
    The Yang bow got +100% not 150%, etc
    This isn't the Re-Balancing patch, it's the Re-Farming patch. But who really plays Non-Season anyway? (those that do are eternally farming now)
    Not sure what patch notes are you looking at? Yang's Recurve didn't retroactively get a +100% damage bonus... it got no retroactive changes at all. DML though got the 100% damage bonus which just the existing MS damage primary affix roll moved to the legendary affix and maxed. It's not the minimum of the new range which is 125%. I've checked all of this on PTR.

    You'd also be surprised by how many players still play NS. I'm not saying there's more in NS than in Seasons but there's still a decent number of NS players who play on and off.

    I'm a player who plays both seasons and NS... I play seasons to farm up gear to keep in NS so I can play those builds when I want to. And I play all classes so having to do the refarm process for all classes is just ridiculous.

    And lets not kid ourselves. Anyone who still plays this game is eternally farming atm. Seasonal players get a reset every 3 months or so and have to refarm. And NS players get their gear invalidated once a year or so due to power creep... it's this later that destroys the spirit of NS.
    Posted in: Diablo III General Discussion
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    posted a message on Rebalancing in 2.6.1

    What I'm more annoyed about is that I'm going to have to refarm all my ancient weapons that have these damage ranges buffed as some of the existing items will, at the very most, be retroactively bumped up to the maximum of the current live damage range. They should at the very least change it to the minimum of the upcoming damage range. Some items like Gavel of Judgement are getting a 5x damage buff which basically makes any ancient/primal version of that weapon obsolete compared to a normal version come the patch.

    Posted in: Diablo III General Discussion
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    posted a message on Bring Back the Free Auction House Idea?
    Quote from Bagstone»


    Picture this: you and your friends are in this small little AH community. For simplicity it's just and one other friend. You go on and play and gain 1000 paragon and all the gear you ever wished for. Your friend quits just after he hit 70. Your friend comes back. Now he instantly gets flooded with your "gg gear" that you obviously don't need. He has 10 minutes playtime on level 70 and his gear is absolutely finished. All he needs is rift keys and maybe a few hundred paragon (which you as a good friend give him by dragging him through a few GR80 runs).

    Result? Your friend has 2 hours played after coming back but nothing to farm for. The entire purpose of the game (gearing up), all the fun parts, are entirely lost. He is wearing (and will be wearing) zero pieces of gear he has found himself. Attachment to the character, to the game? None.


    Whilst I can agree with this example, the current situation also makes the converse situation true.

    Take for example my brother... he's not one to stick to just one game so he'll go off and play something else for a month or more and then check out what's happening in D3.


    Back in vanilla, we had the option where I could pass a bunch of gear to him when he came back to the game after a few months off, or give him 30mil gold and he could gear up a current, budget meta build and he's in a decent state to try out that build and, if he likes it, then participate in group runs for the next month whilst he works on improving his gear.

    In ROS though, I can't pass any gear to him unless he's in game when I dropped it, nor can he test out the build he's interested in within a short amount of play time (especially with the bulk of players having moved to Seasons so his NS gear/builds gives him no advantage). Sure, you could say that he could get a plvl, be carried through to getting Haedrig's Gift and he's in a state to farm up the items he needs for the build he wants to try out. But that's a lot of work for what could be little payoff if he doesn't like the build he's aiming for.

    I'm not saying the vanilla system with the AH was better than what we have now, but ROS isn't quite perfect either and I believe it's because the devs have taken the restrictions too far. In vanilla, at least with trading, my bro could come back every so often and if he didn't like the new builds, he'd go but if he liked it, he'd stay for longer (could be a month, could be more). In ROS though, he's just not coming back because the effort required may not result in the payoff he's after and there's too many restrictions from him being able to get a feel of the build he wants to try.

    Posted in: Diablo III General Discussion
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    posted a message on New season & challenge rifts

    Timer on the current CR indicates it will still be active when season goes live. Considering the contents aren't that big a boost for most of us in NS, I'd wait till season start before doing the CR and earning the cache.

    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?
    Quote from Bagstone»

    Then I tested the CRs in Asia and NA. Holy crap, we should consider ourselves lucky in EU. In both other regions they picked a Frenzy LoN thorns barb. The rifts are really bad and boring, lots of useless small mobs that just block you (really bad for thorns) and a Shield Pylon (which you better not take). But the worst thing is... the LoN builds are basically non-ancient (I think 2 ancients in Asia, 1 ancient in NA IIRC). And some rather unfortunate skill choices.

    Yeah, the thorns LON build only had 2 ancients on the NA region too... just the main hand weapon and one of the armour pieces. It looked like a build a player was still working on heaps and the skills weren't the best choices as you said. CRs definitely a very disappointing experience atm. Makes me wonder if the devs actually play this game at all.

    EDIT: It would be nice to see some mature builds plucked from HC players. Since HC players tend to modify their builds to be tougher, it would be nice to run some HC CRs with mature builds. For example, this is a modification of Anthony Evans' Trillion crit garg build that I use on my HC account:


    https://us.battle.net/d3/en/profile/SwankyDevil-1805/hero/88243057


    Modified it to be ranged to help minimise melee range encounters as I don't have an ancient Sacred Harvester to boost my toughness as yet and keeping it ranged with an ancient weapon allows me to go higher than a normal sacred harvester does.

    Posted in: Diablo III General Discussion
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    posted a message on Season Journey Tracker

    I'm gonna take guess that the speed boss kill this season will be Vidian.

    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 Content Patch Priorities - Results

    My priorities for what what I want to see in this game:


    1. Make all sets viable - at the moment, stuff like Akkhans, Rolands, Natalyas, Immortal Kings, Vyrs, and Uliana lag behind on their own. Getting them to be competitive is necessary. I'd also like the devs to be more open minded to passive play styles such as the old M6 sentry build. Sometimes, you just want a brain dead build to play when it's 10pm+ at night, you've had a hard day at work and need to unwind. After a day of spreadsheeting, the last thing I want to look at are whether I have my 8 buffs/debuffs active.

    2. Make LON support non-ancient items - it's annoying making a LON build in that you have to either get all the items you need in ancient or at least a good number of them in ancient before the build is viable to run. It would be good if non-ancient items grant, say, 50% or 60% of the damage buff/reduction that ancients add on.

    3. In game shop sells stash tabs, character slots, and cosmetics

    4. Add in more Acts into the campaign which can then be used in Adventure Mode - Lyndon's story isn't finished and there are so many more areas in Sanctuary we haven't been to yet.

    5. Revise paragon system past P800 - I actually fundamentally agree with the dev's original approach of streamlining the skill system to make it more accessible and thus the 1-70 experience is where it needs to be. Paragon 2.0 was also very accessible for players getting into end game... it let the player focus on gearing an use paragons to round out stats that were lacking. With augmentations being included to bump up our main stat, we really need a third tier now that adds in the complexity that players are use to in ARPGs. I dunno if at this point, unlocking skill trees is the way to go but that concept has worked well enough. This would then be a means for players to start a character and get use to the skills, spend time gearing and defining their build, then add some specialisation to the build.

    6. Add in another Dex and Str class.

    Posted in: Diablo III General Discussion
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    posted a message on Max Stash Tabs
    Quote from Rugraa»
    It would be nice to have chance to complete the third column and tabs to 15.
    Indeed. I'd be happy for the remain 3 to be added to seasons... even better if they're rewarded retrospectively for those of us who had unlocked all seasonal tabs in S8 yet still did conqueror in S9 and 10... but I doubt they'll do this. I'm guessing we'll get to buy stash tabs via the new in game store at some point... which is probably a better thing if we can buy a pack of 10 tabs or something.
    Posted in: Diablo III General Discussion
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    posted a message on Max Stash Tabs

    I think we need to change the wording for how we unlock stash tabs. We can unlock up to a max of 12 in the following way:


    6 are unlocked via gold purchase in game.


    2 are unlocked via purchasing the Necromancer pack


    4 can be unlocked via completing all objectives up to and including Conqueror in seasons at a rate of 1 tab per season. If you miss a season or don't complete conqueror during a season, you can try again next season up until the max of 4 tabs unlocked via seasons is reached.

    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?

    This reminds me of Brawls from HOTS... a weekly match where there's no incentive to play beyond the number of games to get the weekly reward.


    A pure competitive mode where everyone is on equal grounds is nice but the rewards for spending time here as opposed to playing adventure mode don't stack up. Add to the fact that this first week's build isn't very interesting at all (huge lack of synergy between skills, items and some stats) and you have an experience that isn't interesting... well not for me at least.

    Posted in: Diablo III General Discussion
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    posted a message on Max Stash Tabs

    Yes

    Posted in: Diablo III General Discussion
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    posted a message on Non-season leveling gear for Necromancer
    Quote from drizzt_»

    Because now, I have a daughter, and the work, and wife... I can play 30 minutes if I am lucky, so I prefer doing "high end" things... Live change, enjoy your free time!!!!!! ;-)

    That's a fair enough point. As long as you realise you're cutting your content an experience short and am OK with it, by all means stick to the lvl70 stuff.
    Though, if you play seasons, do realise that you'll have to do it all over again in just under 4 weeks.
    Posted in: Necromancer
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    posted a message on Non-season leveling gear for Necromancer
    Quote from lyx»
    Anyway i dont get why people want to boost new class to 70 especially when season is 4 weeks away, why not enjoy campaign in NS and discover necromancer ? (this is what i plan to do)
    Yeah, this is one reason I see why the Necro is being released so early. Most players are likely not going to spend the time enjoying the campaign during seasons.
    I'll just be using a ruby with leoric's crown in cube, plus a hellfire ring and gem of ease in weapons I find during my play through of the campaign. It'll mean I'll be able to equip more of the items I find and enjoy those than to use stuff I've tried out countless times already.
    Posted in: Necromancer
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    posted a message on Non-season leveling gear for Necromancer

    Depending on how much of the content you want to enjoy, for those who are planning to go through the campaign in NS and enjoy the gear they drop I suggest a few things:


    1. Don't wear Leoric's Crown, just cube it. That way you can use what ever helm (esp the necro specific ones) that drops with a socket.

    2. Don't use an ancient weapon with GoE until higher levels and only if you don't drop a decent weapon. Use Furnace and CoE in cube so that you get a bit of a damage boost with using found weapons.

    3. Use a HF ring with a high amount of +damage range, vit, life regen... put a high level gizzard in it. It'll keep you alive at Torment difficulties.


    Should get one to 70 or relatively close by the end of the campaign whilst playing at Torment difficulties.

    Posted in: Necromancer
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