I don't think the real purpose of monster power is for efficiency. It's there at the lower monster power levels, which is a bonus for the people with really good gear right now. It kinda takes the game out of a state of being in which run speed is the most important stat in determining your clear speed which can feel powerful, but it isn't for everyone.
Up until the mid tiers of monster power, this should be for somewhat of an efficiency boost. I think the late monster power levels are for the people to whom inferno appealed to before any of the nerfs, back when it was a very brutal place that felt like a progression curve. It's definitely not my thing, but some people seemed to like it and I guess they can relive that experience again, so more power to them.
- raidenurogue
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Oct 9, 2012raidenurogue posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?Edit above: The charm was in reference to the hellfire torch received in a similar manner, the stats of which are listed here: http://classic.battle.net/diablo2exp/items/normal/ucharms.shtmlPosted in: News
5% Chance To Cast level 10 Firestorm* On Striking
+3 to Random Character Class Skills (varies)
+10-20 To All Attributes (varies)
All Resistances +10-20 (varies)
+8 To Light Radius
Level 30 Hydra (10 charges)
I'll try to be fair in the comparison.
The proc was a bonus, I can't recall the proc being amazingly powerful, but it was strong. However, due to the nature of the game a good portion of the enemies were immune to it.
The skills were very nice, you had a 1/21 chance to get it for the skill tree you wanted, which added some replayability and desire to farm multiples. However, normally at least two of those 21 rolls would be useful based on your build.
The 10-20 to all attributes was pretty strong. All attributes were beneficial to all characters (perhaps energy less than the others) but at best, you could alter your build around this and get 6-12 levels more worth of vitality for your character or at worst a small damage boost and some more health. All depending on your level of min-maxing.
The 10-20 resists is pretty easy to comprehend, light radius was in fact pretty much useless to most people, and the charge was expensive and some people used it, I didn't.
I guess the point of this post is that even if you got a bad one, you got the same item. I guess you weren't guaranteed that it'd be useful to your build every time, but the chances were much stronger than what our ring is after the nerf. The stats on the charm (even without the skills) were pretty powerful for an item of that slot.
Now, the difference between a good rolled hellfire ring and a badly rolled hellfire ring are huge, like from being a few hundred dps upgrade from a level 13 legendary to being an endgame item like I (and it seems quite a few others) believe it should be.
A reasonably powerful proc can carry the ring a long way, so that it could still be good enough when the rolls don't line up, and giving reason to keep trying for a stronger version with some of the trifecta stats. Again though, it doesn't need to proc for 3M damage for it to be there, but it also can't be 25k. -
Oct 9, 2012raidenurogue posted a message on Monster Power Level Charts, Monster Power Level Videos, Poll - Was the Nerf to the Hellfire Ring Justified?I'm going to put my vote in the same as the others who pointed out the flaw in the poll, the game didn't need a ring that procs for 3M or 5M or whatever, but neither does it need a multi hour grind for a rare ring you can pick the primary stat on (Nice, but less important than the other stats you'd go after for a good ring at mid-upper gear levels) that happens to have experience (nice for the people who would equip a leorics signet, I suppose) and a fireball that doesn't really do comparable damage to anything the characters put out except for fresh level 60s.Posted in: News
Really all it looks like is an upgraded leoric's signet, not an item used for smashing faces unless you get that 1/1000 roll.
I know charms in D2 had it easier, but I never saw someone say "That's a crappy charm that isn't worth the space it would take to benefit from it." Even the low rolled ones were decent and warranted the space for the effect. Anything but the best hellfire rings will not benefit killing power or survivability over a 2/3 trifecta rare. I guess one could argue that the randomness will add longevity to the game for people incapable of becoming bored, but the majority will get a few crappy ones and deem the effort too much for the reward.
I'd say let it scale and let it become pretty powerful, but nowhere near "let the enchantress 5 shot MP 10 Azmodan" powerful. -
Oct 2, 2012raidenurogue posted a message on Displaying More Than Five Buffs, No Nerf to Sever, Blue Postsedit: *useless without life steal* in the second sentence.Posted in: News
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Oct 2, 2012raidenurogue posted a message on Displaying More Than Five Buffs, No Nerf to Sever, Blue PostsIf you reread the affix, it's "Slain monsters rest in pieces" which isn't the same as the "Slain monsters rest in peace" from Diablo 2. Basically all it is is a big number when you kill things and as far as I know, useless without life on hit. I don't think this game uses the same mechanics that would make rest in peace useful as Diablo 2 did. I think instead of resurrecting fallen or other creatures a few other enemies raise are summoned. I noticed this when there weren't any fallen around and they still pop up out of nowhere.Posted in: News
Sever doesn't particularly have amazing stats compared to some other one-handed legendaries, it would be disappointing if the one thing it did (which it won't even do if you don't have lifesteal on that weapon or on another weapon in the other hand or for a barb with a lifesteal belt or killing blow with a particular skill?) got taken away. -
Sep 25, 2012raidenurogue posted a message on The Full Guide to Obtaining the Infernal Machine, Important Information on Monster Powers, Blizzard Talks WW Barbs, Blizzard onI can understand the keys not being 100% drop rate, but going to the bosses and not getting the parts guaranteed sounds a bit rough though, assuming you only get the potential of one part per portal since there are three parts and three potential destinations.Posted in: News
It'd kinda suck to get the same bosses over and over again and not get the parts from the last boss you needed, but if the drop pool is random across all the bosses and any boss could drop any part and if you got lucky, you could get two parts from one portal, that'd be cool I guess. -
Sep 21, 2012raidenurogue posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTRI guess I might jump on the PTR to try out all the monk... nah.Posted in: News
I'm not saying they're broken, but it'd be nice to see some changes for monks that actually change something. While we've had patch notes the last few patches, I don't think any of them actually made any real differences. It kinda reminds me of playing my rogue in WoW. They always finish those changes early in a development cycle and they're usually in a relatively strong place so it gets boring almost never getting any news to be excited about. -
Aug 20, 2012raidenurogue posted a message on Unofficial Patch 1.0.4 Changes - Class changes, New Items, Affixes and More!!Posted in: NewsQuote from Molster
Quote from ErlendOlsen
Ive been checking out the new items to see if i find anything i like.
But there is a few items that dont really add up..
Fire Walkers is one of them, in the screenshot from the 1.0.4 Developer Blog they are shown with random stat: allres + 300dex + vita (4 affix's)
But in the Patch 1.0.4 Datamined page it says they can only have 2x ilvl62 random stats(affix's).
This screenshot explain what i mean --> http://bildr.no/view/1256098
Something strange going on here ?
Info from:
http://us.battle.net...en/blog/6923457
http://www.diablofan...mined-tooltips/
Dex and vit are one Property
By default they have
Burn the ground you walk on
12 move speed
Fire resistance
Reduces damage taken
and then 2 random props (in the case of the preview it was (Dex+vit), (all resistance)
I'd kinda hope they used some relatively random rolls and not cherry pick amazing rolls for their screenshots. Picking one of the three different primary stats as a slot makes sense, but with legendaries already pretty rare, leaving primary stats as something that likely won't even be on the item seems a little weak. Those same boots with health globe radius and thorns wouldn't really be very legendary.
I'm not saying they all have to be best in slot every time, but of what appears to be the set in stone affixes of that item don't really guarantee much. Also, I could be wrong, but based on that screenshot isn't the durability lower than the minimum allowed durability for that item, meaning something doesn't quite add up? -
Jan 12, 2012raidenurogue posted a message on Development Article Soon, What's NOT Delaying the Game, Zarhym on "The Big Meeting"I kind of wish people would stop making posts like these and give Blizzard a little credit.Posted in: News
Sure, Blizzard is going to make money off the RMAH, but it's better than one of the possible alternatives that would have fragmented the Diablo 3 economy. There's a market for people to buy items in the Diablo universe, that's pretty clear from the spam bots and third party sites in Diablo 2's games...Quote from Diablofan0815
My thoughts exactly. Blizzard has ruined their reputation with Diablo 3, and the new cash cow pilot project, the RMAH. I bet 100:1 that it still delays the game behind this new wall of alleged game system improvements. Sorry, Jay, I just can't believe it.
Not to mention the third largest forum on the internet, according to http://rankings.big-boards.com/ where someone created a made up digital currency that people started using years ago to facilitate Diablo 2 trades because of the lack of in-game economy. I'd much rather have Blizzard making money off of it than some guy who had nothing to do with developing the game, while also fragmenting the in-game economy into people who use that site and people who don't.
There are 54 MILLION topics in their D2 trade forums, and 258 MILLION posts... There are people invested in that digital currency and it's likely some will continue to use it, but I'd rather have more and more incentives for people to abandon that practice. I don't want that crap in Diablo 3, I want an open trade community that isn't fragmented because of their past shortcomings.
Sorry for the rant, back on topic. I think it's a little sad that Z has to take the defensive and clear this whole thing up, though I think it was for the better at the start, at least. Things could be handled better, but I'd prefer information as often as it becomes available. Some of the silence on the issue is causing people to grasp at every bit of information, hoping for what we all really want, a release date. It really seems like they should probably either try to smooth over the quiet periods with some new info more often or keep the whole thing silent until the big news because the way it's going seems to really stir people up. - To post a comment, please login or register a new account.
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Dark Souls does have new game plus options where they amp the numbers, but they don't try to sell it as a continuation of the game, iirc no stronger versions of weapons, etc.
I'm not sure you ever played DaS, but if you did you'd likely see what I mean, everything is avoidable, if you get particularly good, more than half of the enemies can be parried and left vulnerable, dodge roll immunity, proper blocking, when I think about it, skill plays a stronger role in staying alive than leveling up your stats.
The combat is pretty realistic compared to most games out there, which gives it a plus in my opinion as well. Look at the hit boxes in D3, there's no skill allowed in avoiding melee attacks, that's pretty much the opposite of DaS. If you compare the two on release, in D3 in original inferno, getting vortexed into molten with average gear at the time was instant death almost no matter what. Dark souls punishes you for stupidity, but it doesn't outright kill you because rng says so.
In terms of skill, D3's skill is in equipping your character with the most stats with the least amount of gold. Stats are everything. In Dark Souls skill is learning the enemy attacks and how to avoid or counter them, stats matter, and maybe they could matter more, but they're only part of the learning curve.
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Up until the mid tiers of monster power, this should be for somewhat of an efficiency boost. I think the late monster power levels are for the people to whom inferno appealed to before any of the nerfs, back when it was a very brutal place that felt like a progression curve. It's definitely not my thing, but some people seemed to like it and I guess they can relive that experience again, so more power to them.
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5% Chance To Cast level 10 Firestorm* On Striking
+3 to Random Character Class Skills (varies)
+10-20 To All Attributes (varies)
All Resistances +10-20 (varies)
+8 To Light Radius
Level 30 Hydra (10 charges)
I'll try to be fair in the comparison.
The proc was a bonus, I can't recall the proc being amazingly powerful, but it was strong. However, due to the nature of the game a good portion of the enemies were immune to it.
The skills were very nice, you had a 1/21 chance to get it for the skill tree you wanted, which added some replayability and desire to farm multiples. However, normally at least two of those 21 rolls would be useful based on your build.
The 10-20 to all attributes was pretty strong. All attributes were beneficial to all characters (perhaps energy less than the others) but at best, you could alter your build around this and get 6-12 levels more worth of vitality for your character or at worst a small damage boost and some more health. All depending on your level of min-maxing.
The 10-20 resists is pretty easy to comprehend, light radius was in fact pretty much useless to most people, and the charge was expensive and some people used it, I didn't.
I guess the point of this post is that even if you got a bad one, you got the same item. I guess you weren't guaranteed that it'd be useful to your build every time, but the chances were much stronger than what our ring is after the nerf. The stats on the charm (even without the skills) were pretty powerful for an item of that slot.
Now, the difference between a good rolled hellfire ring and a badly rolled hellfire ring are huge, like from being a few hundred dps upgrade from a level 13 legendary to being an endgame item like I (and it seems quite a few others) believe it should be.
A reasonably powerful proc can carry the ring a long way, so that it could still be good enough when the rolls don't line up, and giving reason to keep trying for a stronger version with some of the trifecta stats. Again though, it doesn't need to proc for 3M damage for it to be there, but it also can't be 25k.
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Really all it looks like is an upgraded leoric's signet, not an item used for smashing faces unless you get that 1/1000 roll.
I know charms in D2 had it easier, but I never saw someone say "That's a crappy charm that isn't worth the space it would take to benefit from it." Even the low rolled ones were decent and warranted the space for the effect. Anything but the best hellfire rings will not benefit killing power or survivability over a 2/3 trifecta rare. I guess one could argue that the randomness will add longevity to the game for people incapable of becoming bored, but the majority will get a few crappy ones and deem the effort too much for the reward.
I'd say let it scale and let it become pretty powerful, but nowhere near "let the enchantress 5 shot MP 10 Azmodan" powerful.
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Sever doesn't particularly have amazing stats compared to some other one-handed legendaries, it would be disappointing if the one thing it did (which it won't even do if you don't have lifesteal on that weapon or on another weapon in the other hand or for a barb with a lifesteal belt or killing blow with a particular skill?) got taken away.
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It'd kinda suck to get the same bosses over and over again and not get the parts from the last boss you needed, but if the drop pool is random across all the bosses and any boss could drop any part and if you got lucky, you could get two parts from one portal, that'd be cool I guess.
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I'm not saying they're broken, but it'd be nice to see some changes for monks that actually change something. While we've had patch notes the last few patches, I don't think any of them actually made any real differences. It kinda reminds me of playing my rogue in WoW. They always finish those changes early in a development cycle and they're usually in a relatively strong place so it gets boring almost never getting any news to be excited about.
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That may be difficult with a new development team on a title ten years later, but they should have analyzed its predecessor in its final form more thoroughly and and held off on releasing the game a bit longer until they tested the game some more, or at least had a game that was "blizzard quality" that put gameplay first.
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No matter what, 99% of drops are going to be bad because they won't be in the top 100%. However, to demand two affixes for a weapon to have good dps, let alone the high primary stat you'd want on it, the life on hit, or lifesteal if you have good enough gear to not need it any more, or the crit, or the socket, you know what screw it, it takes like 4 affixes to make a decent weapon. Try getting a comfortable dps number without a ton of crit damage on weapons.
Everybody needs similar gear. Most builds really want AR, primary, vitality, and crit on gear that can get it. A green poster on the official forum talks about some ideas that could be solutions for the gear problems here: http://us.battle.net...opic/6489780839
The thread is capped out, but blizzard should probably hire the guy and give him thousands of dollars.
One thing he doesn't quite touch on that I believe is a problem is that level 63 gear shouldn't roll with 30 of a primary stat. What the op said about legendaries is spot on, and I believe the same of rares, the important stats have too much variability.
Getting the right stats on a piece of gear is already pretty rare, but then you wind up with one of more of the stats being around 50 out of 200-300 and it just ruins the piece.
In D2 people absolutely sought after items that had that perfect stat roll, and the stats didn't have to vary by 400% to make people want to pay big for them. The same would likely happen in D3 if they could make the game feel fun or rewarding. Currently they're worried that if they make good items actually drop that people would get bored of the game because they'd have good gear, however I'm not the only person who has quit the game because it's just not even entertaining to a large portion of people at the current loot drops. (I'm still here because I sincerely want this to be an awesome game)
In D2 for the most part, you got geared for the content relatively quickly and you farmed for fun, you were allowed to feel like you were awesome with broken mechanics, like actually working life steal, that's just kind of missing in D3. There was power variation in D2 as well, and it's probably somewhat okay that dps in D3 can range from 10k early inferno to 200k in BiS gear (according to that green post) but it does feel a bit much from the average gear levels to the high end ones.
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