- Registered User
Member for 8 years, 10 months, and 25 days
Last active Sun, Dec, 27 2015 15:41:17
- 2 Followers
- 467 Total Posts
- 53 Thanks
Apr 17, 2014ArcaneWeapon posted a message on Enough of this : Game is too easy , Game is too hard complainingI found that complaining about complaining doesn't work. If this bothers you that much, I'd stop reading the forums. This has no impact on your game.Posted in: Diablo III General Discussion
Jan 20, 2014
You should refrain from commenting on the status of the Beta with only PTR experience. The difference between Level 60 Torment 3 and Level 70 Torment 3 is night and day for one thing. You also seem to be under the mistaken impression that drop rates differ between the non-Torment difficulties. They don't. Since gambling is now the most efficient way to get legendaries, people are just split-farming bounties on Expert (the lowest, and thus fastest difficulty to get the most shards on) or Normal (for pure speed), and then sitting in town spam clicking a vendor's inventory. It's not fun in the least. People aren't upset that you can now gamble for legendaries, we're upset that it was used as an excuse to not increase the terrible legendary drop rate. More than any other point, it should be a huge red flag that drop rates are lower than the current LIVE servers, but loot is now BoA.Quote from Hawke323
It is certain that this post is written by a harm heart player, but that post has nothing worthy left after filtered by logic and facts.
1. Low drop rate Does anyone still remember what they said about F&F? "You have nothing left to player after farming for 3 days ! This game sucks!" And now they say "I can't get a exciting legendary every next corner. This game sucks! ", and what? He doesn't even play pass EXPERT and he expects a pile of legendary drop? I play on PTR at T3 now, and get averagely 1 legendary per hour even though there is NO high-monster-density rifts, NO gambling, NO cache rewards and NO bounty reward. So I don't think the droprate is low now. Remember, the fact is: What some players want now, is the droprate of MP10 (what they are playing at now live) at MP3/4 (Master/Torment1).
Now what do you think ? 2. Bloodshards: And the dear poster said there is no need to play pass expert because Bloodshards are everything... It certainly DOES NOT remind me of countless complains about "Bloodshards are useless!", and finallymake BLZ allow legendary items to be acquired from gambling. Whoever only play Expert and thinks something useless very valuable... I really don't think he is that "expert". 3. And droprates droprates and... starving monkey? The droprate of F&F is like MP20, and now he has only MP1 (is expert difficulty really as hard as MP1?) droprate. Sure,any human can't adapt instantly.But before complains, he should think, is it because he is starving now, or he was too full?
Surely there are a lot of things need to improved about RoS, too many that can't even be counted with one or two hands. But how can a post that complains about droprates only because: "They want droprates of MP10 (live) or MP20 (F&F) at MP 1/4" move you like this?
Jun 27, 2012ArcaneWeapon posted a message on iLVL means nothing in this game? Blizzard Trolling?Posted in: Barbarian: Bastion's Keep
- To post a comment, please login or register a new account.
Dec 17, 2012I'm so sorry.Posted in: Diablo III General Discussion
But the lack of common sense here is just so mind-numbingly baffling that I cannot think of a properly constructed response other than...
What the hell were you thinking? This isn't an exploit. This is you clearly being utterly foolish. It's like a black hole that sucks common sense away appeared before you and you just keeled over and accepted it.
Accept this advice. The only, only, only, only, ONLY time I EVER drop an item on the ground is with the full intention of giving the item away for free.
Jun 25, 2012People are not leaving the game because of attack speed or any damage nerfs, you got it a bit wrong.Posted in: Diablo III General Discussion
People are leaving the game because of simple things they got bothered with :
1. Drop rate is ruined and game is completely broken now. Farming is completely useless now, unless you want to vendor everything you get.
2. People are annoyed with RMAH and AH. I personally don't have anything against those but it would be better without them probably.
3. There are so many broken classes, broken skills and so many bugs.
4. There is no end game for hard core players. This is not D2, this is not time of gaming from 1999. This is 2012 and people like challenges, end game content and rewarding system.
So once again, there are many issues with the game and damage is the last problem. I m personally still playing game even tho I cleaned entire content 3 weeks ago. Loot is currently broken as long as many other things. I m not a flamer, QQ'er or anything like that.
I m not fan of blizzard nor any other gaming company. I play games I like, I don't care who made them. Be realistic and don't look at the game subjectively.
I hope blizzard will fix this game soon cause game itself has a lot of potential to rock and roll.
May 12, 2012Posted in: General Discussion (non-Diablo)Quote from Antirepublican
Don't worry about it, those forums suck donkey balls.
Nothing but kids and trolls.
...while in the other hand, diablofans.com has GREAT and mature contributors such as Antirepublican
May 4, 2012Veggie50 posted a message on How Many People Will Die From Marathoning When Diablo 3 Goes Live?Posted in: Diablo III General Discussion
You supposedly being a psychology major, I do assume you have had some courses in filosophy of science? Considering we're basically using Lakatos' system of advanced falsification you should know that verification is a feat impossible in the field of science. All we can do is provide conclusive proof that something is NOT true, because then we wouldn't need the faulty reasoning of induction. That's why the demarcation criteria (criteria of what is science, and what is not) is such a hard problem.you've done well showing your ability to sit on your high horse not disproving it. That goes both ways bud. tytyty
To get back to your quote, astrology hasn't been conclusively disproven either. Does that mean you believe there could be something to it?
Dec 22, 2011Keiser posted a message on false (badly worded) info in blue post and force vid about caster dmgSpells scale with weapon damage, and weapon damage is increased by the attack stat...how is that confusing? I understood what that blue quote said immediately. Not sure why Force would think that.Posted in: Diablo III General Discussion
Dec 14, 2011This debate is very old.Posted in: Diablo III General Discussion
I have come to the conclusion that if something raises the debate, it is probably an exploit from Blizzard pov.
If something requires you to use very unintuitive mechanics that are "out of the gameplay" (in sense that it is not combat tactics) and doesn't seem to have been thought of: it is probably an exploit.
Now we can argue if we think that is one or not. It doesn't matter, Blizzard has the final word and in these matter I have very often seen them say it is an exploit:
One example close to this one:
At wotlk, you could go into a dungeon with a party of five. If you kick someone he stays in the dungeon for 60s before being kicked out. 5 person used this mechanic to go in a dungeon, kick one player, make him tag the enemies (meaning he gets all exp since he is not in a group) and then the group helps him kill the ennemies, he gets 100% exp from those mobs (and since they are elite they are worth a lot). Every 50s they group the player to avoid him being kicked. They do this over and over and the player reached level 80 very fast (1st world).
Now, there was a lot of argument saying there was no bug there. And it is true, everything relied on game mechanics and each thing separately was legal.
In the end Blizzard banned the 5 players (permanently).
For me the OP right here is quite close to this back in WotlK and from Blizzard pov I'm pretty sure they consider this as exploit.
Nov 20, 2011Posted in: Witch Doctor: The Mbwiru Eikura
Diablo 3 Witch Doctor Skill Analysis Part 1 Source
Witch Doctors are the summoners of Diablo 3, calling forth everything from walls of entangled zombies to swarms of poisonous locusts to gargantuan monstrosities. These Umbaru shaman control the battlefield through the spread of disease, debilitating effects, and an endless horde of minions. Between their command of the undead and vicious creatures alike, the Witch Doctor's playstyle is like an amalgamation of Diablo 2’s Druid and Necromancer.
A Witch Doctor’s resource is Mana, the same resource found on every class in Diablo 2. As one might expect, Mana is a large pool that depletes with the usage of skills and spells. This pool can be significantly increased through leveling and the acquisition of new items. However, though a Witch Doctor’s Mana reserve may become great, the resource replenishes slowly. If spells are impetuously cast, Witch Doctors may find themselves all too vulnerable. For this reason, many spells are persistent, whether they be spirits that haunt targets until death, or spiders that find and rip through everything in sight.
Shoot a deadly poison dart that deals 100% weapon damage as Poison and an additional 80% weapon damage as Poison over 2 seconds. Costs 295 Mana.
Initially, this skill deals the same amount of damage as your basic attack but in the form of poison (I’m always for alternative damage sources). Then it places a DoT on the target, which nearly doubles the overall damage. Now, DoTs can be frustrating if the duration is clipped (if the effect is reapplied before the damage can actually “tick”, the timer resets and it won’t deal damage that specific second) but can be a good way to take on multiple enemies. If you’re cycling through a pack of zombies, targeting a new one with each cast of this skill, then by the time you get back to the first zombie the duration of this poison effect should have finished. This is all assuming damage-over-time effects work this way in Diablo 3. Maybe the duration just extends back to maximum, like it now does in World of Warcraft. If this is the case, the most optimal way will still be to cycle through targets, though there’s really no penalty for not doing so.
Snake to the Face
Transform your dart into a snake that has a 31% chance to clamp on to the target and stun it for 3 seconds.
Do you just throw a snake at the enemy? Where does the Witch Doctor pull it from? While the chance is a little low for a stun, the duration is decent. And Poison Dart seems spammable, so I can see this effect occurring often.
Ignite the dart, allowing it to deal a full 212% weapon damage as Fire at once.
Not only does this give a solid boost to the damage, the damage also becomes instant. With this runestone, it’s almost like Blizzard is saying, “Here, Witch Doctor, have Fireball.” Sure, this isn’t the most interesting effect, but it’s powerful.
Gain 295 Mana every time a dart hits a target.
This runestone only keeps your mana stable; it does not regenerate any. The cost of the skill and the amount returned is the same. You get a free skill which is nice, though don’t be tricked into thinking you’ll get Mana back from this, as I initially was. If Mana is truly an issue, maybe take this. Maybe. Otherwise, I’d choose a different runestone.
Shoot 3 darts at once that deal 59% weapon damage as Poison each.
Is this in a cone or do the darts fly one after another? If the former, cool! There’s some AoE utility added to Poison Dart’s runestone selection. If the latter, meh. The overall damage would calculate to a near instant 180%, though what if the final dart misses because the monster moves or is stepped in front of by another enemy? Then your damage drops by a third on your kill target.
Targets hit by a dart have their movement slowed by 60% for 4.5 seconds.
Slowing effects are generally pretty useful in both PvE and PvP. Versus melee attackers, slows prevent you from being chased; versus ranged, slows allow you to chase the enemy down (though this won’t need to happen much since all of your attacks are also ranged). And the duration is reasonably lengthy. If you find yourself in need of some control, take this.
PLAGUE OF TOADS
Release a handful of toads that deal 150% weapon damage as Poison to enemies they come in contact with. Costs 355 Mana.
This skill is cool because you have an army of death frogs at your disposal. Three toads are released, and while they deal 450% weapon damage in total, their movement is erratic, similar to how Twister or Tornado worked for the Druid in Diablo 2. While these frogs can cover a large area (when spammed), there may be frogs that don’t even hit anything, so this spell has its ups and downs. I applaud Blizzard’s creativity though. I can’t think of any games where I’ve used amphibians to dispatch foes. Bravo, Blizzard! Bravo.
Mutate to yellow frogs that deal 177% weapon damage as Poison and confuse affected enemies for 2 seconds.
From what I’ve been able to find, the “confuse” effect can cause enemies to attack each other. This will be convenient, especially in Inferno and PvP, if it even works on the latter. The damage increase is also nice.
Mutate to red bullfrogs that explode for 196% weapon damage as Fire.
Not just death frogs, but exploding death frogs. It’s a sizable damage increase and it gives the Witch Doctor a different type of damage. Both positives.
Reduces Mana cost to 212 Mana.
This is roughly a 40% decrease in cost. Like the song says, “If you’re having Mana problems I feel bad for you son, I got 99 problems but it might be better to use a different runestone.” Those were the original lyrics, I promise. Not sure why they were changed. I think they’re catchy.
Rain of Toads
Hail a rain of toads down from the sky that deals 144% weapon damage per second as Poison to enemies in the area for 2 seconds.
Other original lyrics: “It’s raining toads! Hallelujah, it’s raining toads!” This is essentially Blizzard but with poor, unsuspecting toads. Or maybe they suspect it. I don’t know. Anyway, yeah, Frog Blizzard. I like it. Of course, enemies could always walk outside of the area, though the duration is short enough to prevent that from happening too often. Also, not only will this runestone make Plague of Toads hit more enemies, it also nearly doubles the damage. This is easily one of my favorite runes thus far.
Toad of Hugeness
Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 39% of your weapon damage per second as Physical. This rune adds a 5 second cooldown to the skill.
I’ve been debating with myself on whether I like the indigo or obsidian runestone better. While I’ve settled on the indigo, mostly because I can pretend to sing “It’s Raining Men” whenever I cast Plague of Toads, obsidian is a close second. The description says that it swallows enemies whole, though I have no idea how many that is. I can see this saving your ass in tight spots. However, I’d imagine it will be generally better to just kill the enemy outright rather than giving them a gestation period. Again, though, I like how creative Blizzard is being with some of their skills and runestones.
SUMMON ZOMBIE DOGS
Summon 3 zombie dogs from the depths to fight by your side. Each dog deals 15% of your weapon damage as Physical per hit. Costs 295 Mana. 60 second cooldown.
While these puppies don’t do a ton of damage, there’s three of them and they last until killed. This skill is sort of fire-and-forget; once it’s cast, there’s no real micromanagement. While I’m normally not a fan of “lazy” skills, the functionality works for this. If you’ve ever play Guild Wars, you know that the Necromancer’s minions naturally die over time. You also probably know how frustrating it can be to constantly recast them.
Your zombie dogs gain 50% of damage dealt as Life, half of which heals you.
So the dogs receive 7.5% weapon damage as healing, and the player receives 3.75%. We should keep in mind that if each dog were to attack once per second, players would gain their full weapon damage in healing in just under 9 seconds. This doesn’t seem like enough healing to justify this runestone.
Light your dogs on fire allowing them to burn nearby enemies for 36% of your weapon damage per second as Fire.
An AoE pulse accompanies your pups. Cool! And it more than triples the single target damage they deal. Plus, differing sources of damage… This seems good all-around.
Upon death, your zombie dogs have a 55% chance of leaving behind a health globe.
The skill Sacrifice and a specific passive would work well with this, both of which we’ll talk about in subsequent posts. By itself, however, it’s not that great, unless your doggies are dying left and right. And if that’s the case, you’re probably better off using something other than Summon Zombie Dogs.
40% of damage taken is absorbed by your zombie dogs.
Aside from maybe the crimson runestone, this is by far the best of the bunch. This will save your life many times, I guarantee it. Despite that, I can see where this won’t be needed in lower difficulties, though it’ll shine in higher ones and PvP.
Your summoned zombie dogs gain an infectious bite that deals 10% of your weapon damage per second as Poison for 3 seconds.
30% weapon damage in total, but again, clipping may occur. And I wonder if this effect is bound to specific dogs, meaning if two puppies are attacking an enemy, that enemy will have two DoTs going at the same time. If so, AND clipping turns out not to be an issue, this could be a good boss killing rune. That being said, I doubt the DoT stacks, and I have a feeling that clipping may be an issue. That’s why I keep bringing it up.
Nov 16, 2011Posted in: Wizard: The Ancient RepositoriesQuote from WishedHeHadBeta
you really have no argument, your just one of those people saying "stop speculating! QQ rage rage". in diablo a class is only good as his skills without gear, obviously. and looking at all skills for all classes you can deduce that the WD is by far the easiest, not just for his ranged skills but because of all of his CC's and minions. the difficulty of inferno is pretty much irrelevant entirely in this argument. because even if the monsters are crazy smart and hit super hard the WD still trumps the classes in survivability according to his skill set. because if inferno monsters hit so hard that the minions die, you'll pretty much insta die as melee and die much faster as wizard/DH without minions, STILL making the WD better at surviving.
Have you played D2? Have you seen how beastly melee can be? If anything Necros ans Sorcs were a joke... ya you have alot on minions.... but a kicksin could telekick you in the junk and your dead... there is alot to consider when comparing ranged summoners and melee... Blizz won't just send melee in with no survivability skills... I honestly think Monks and Barbs are gonna be tanky as shit and most likely be highly requested as teamates in Hell/Inferno.
If Blizz wanted to make a crazy OP class they woulda gave us Deathknights...
- To post a comment, please login or register a new account.