Two-week mark, so here's more or less my progress report.
The video is my first attempt to solo through a T6 Rift. Last time I tried on T5, but ended up with a bunch of bugged out ghost elites, so I stopped right there. This time at least there were no crazy ghosts so I managed to clear content all the way to the Rift Guardian without dying, but ended up dying to the Guardian three times because it was paired with an elite at the same time That and some cockiness on my part (see attempting to facetank mobs, Frozen Pulse, Guardian, elite, everything, and HP melting). I probably would've died a few more times at least had there been more crazy combinations of multiple elite packs. If not dying, then kiting for a whole lot longer. Group play will definitely go much smoother than soloing, for sure.
Yep, no Teleport nor Black Hole. Asking for trouble, I know.
No bugged items, no exploits, no potentially unintended combinations of items going on (e.g. Unity on you and your follower + follower invulnerability legendary, infinite resources Pride's Fall bug, etc.), no gear swapping... nothing fishy going on.
Gear highlights, self-buffed with Enchantress - Tal Rasha's 4-piece bonus
- 1.4M+ sheet DPS
- 1.68 APS, 60%+ crit chance, 400%+ crit damage
- 16% arcane bonus, 28% Arcane Torrent bonus
- 8K+ regeneration, 3K+ life on hit, 12K+ life after kill, 85K+ globes bonus
- 2800+ average resistances, 8800+ armor
- 12.5% range damage reduction, 34% melee damage reduction, 15% elite damage reduction
- 4 APoC, 10% RCR
T6 Bounty runs are a lot more manageable given their predictability. T6 Rifts, on the other hand... right now they make for a good challenge to see how well you geared yourself (or how poorly you geared yourself).
Many of us, including me, thought Torment VI would be completely untouchable for a month after launch, but there more and more are wizards out there already capable of soloing T6 Rifts without dying every 30 seconds or taking 5 minutes kiting all over the place to kill each elite pack.
...Eh, actually now that I think about it, I haven't seen people do T6 per se, just words and stories getting thrown around. The few videos I did see so far are either party runs or solo with bugged/exploity item combinations. But hey, that's why I uploaded a video, completely uncut.
For the veterans who've stuck with the game since pre-nerf original Inferno in May-June 2012, playing T6 right now is somewhat reminiscent of those days, meaning in due time, some of us may end up farming it more and more effectively and efficiently. Right now it's basically just a "for fun, challenge yourself" game mode.
Regarding one day potentially facerolling T6... I personally don't really like that. I'd prefer to have at least one difficulty that's absurd enough that no one will ever be able to farm it efficiently even with 100% perfect rolls across the board for all 13 items. But, oh, well.
Cross-posted from the official wizard forum
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Apr 8, 2014Jaetch posted a message on Two-Week Progress Report: Solo Torment VI Nephalem RiftPosted in: Wizard: The Ancient Repositories
Mar 12, 2014Coho posted a message on Super quick Paragon EXP runs! 1 Para level every 5-10 mins!Posted in: Diablo III General Discussion
Mar 11, 2014Jaetch posted a message on Arcane Torrent - Power Stone: An Alternative to APoC?HOTFIX INCOMINGPosted in: Wizard: The Ancient Repositories
Repost from the official forum, originally posted by my friend Melkor.So...
After Melkor posted the details in the thread, I uploaded the video from the test runs we did with some clan members.Arcane Torrent - Power stone. Arcane missiles have a 2% chance to drop a globe that restores Arcane Power. The globe restores about 30 Arcane Power per globe.
So historically, we've hated this skill. We've never used it, and we've sort of laughed at it.
No more. This just gets better and better with every tier. Check it:
If you drop a power stone, you can go get it...whatever.
Running with a monk? A Barb? WD? DH? If they get the stone, you still get the AP.
Running with a wizard? If your fellow wizard brethren gets the stone, you BOTH get the arcane power.
I ran zero APoC on gear. Gotta say, it's pretty cool. I'm picturing a full wizard team (or three wizards and some other character responsible for going around the map picking up the Power Stones), with 2x wizards using Power Stone and 1-2x wizard(s) responsible for dishing out the heavy hitting spenders while stutter-stepping to pick up the Power Stones.
Right now we're just trying to figure out the math portion of the skill. Is it per missile per hit? Or are there any hidden coefficients for each missile? What is the AOE of each Power Stone? Is there a breakpoint in missile speed that grants the greatest percent chance that each hit can spawn a Power Stone?
Just when we started thinking wizards are in a good shape and pretty darn strong, we discover this. Oh, I guess I should add this bit from the original post:
If this is intended, running Power Stone will be no different than someone in the group running Cold Blooded or Conflag. It's just a "group-must".
Against trash, it's unbelievable but generally unnecessary.
I'd much rather get this kind of thing out in the open now before we start gearing around this and end up royally ticked off when it no longer functions the way it does now. If it's not intended, I'm sure it will be changed. You can count on that.
In defense of the synergy not being OP - you will need two of your teammates to run this skill for elite farming. You will need 3 running the skill for boss farming. Do this, and your channelers will never go dry.
Jul 3, 2012Personally I'm not really sure I like the idea of changing mf, but Blizzard seems intent on changing it anyway. So if changing MF is the only option then here is my personal solution. I like option 4 the best, but it has too many downsides, such as swapping a regular non-mf piece of gear and being penalized for 3 minutes. So here is my proposal. Make it so only when you equip an item that increases your mf you are penalized for 3 minutes, and remove the part where your mf drops to 0% for the 3 minutes. Here are a few examples:Posted in: Diablo III General Discussion
Your total mf is currently 100%.
Take off an item with 15% mf on it.
Exactly what you expect to happen happens. Your mf drops to 85%.
Now you are at 85% mf.
MF was not increased and no penalization was incurred.
Now put back on item with 15% mf on it.
Your mf remains at 85% for 3 minutes.
3 minutes later you are back at 100% mf.
You switched an item that increased your mf, and are penalized for 3 minutes.
Now you are at 100% mf.
Switch 15% mf gloves for gloves with 10% mf.
Your mf drops to 95% without having to wait 3 minutes.
Your mf was not increased and no penalization was incurred.
This modified option 4 will basically minimize any negative secondary affects that may impair your gameplay due to the mf changes. Please comment and state whether or not you like this change and discuss why. Thanks.
Jun 25, 2012Tl;DR - I agree it needs more to do at the end - after it is fixed. People need to stop expecting it to satisfy everyone. It isn't WoW, stop asking for endgame. People need to learn something about game development before they start demanding more game.Posted in: Diablo III General Discussion
Wow, this thread is just retarded.
(1) OP has 1 post - this one. Even *if* the ideas were good, this would give me pause.
(2) Some "endgame" perks would be cool. Once the game works right as it was sold. Not for the whole *maybe* 4% of people who can beat Inferno.
D2 was no better at "endgame" - it is the genre, not the game itself. Titan Quest and Torchlight were incredible too - and yet, endgame was the same. And sure they could change the formula - they made it - but seriously, the people who don't like the game style will not stay regardless of the changes.
And yes, I know the idea of "D2 was like this, it is OK" is flawed.I am not saying some improvements here are *not* needed - just that they aren't needed now.
(3) Maybe play PvP to win, and take pride in your skill, and not for the need to rub peoples faces in it?
(4) Drez - damn, you either have no clue what the Diablo series is, or have clouded memories of your time playing it. You spend hours farming items because that is the game. PvP serves a purpose - testing your skill. If your only interest in PvP is your e-peen, you should play "Counseling: The Game".
I don't disagree about carrots post-60. It is a critical piece of psychology in games. But you can never add enough carrots, and a month (or 2, or 3) from now, Kripp or someone would still be here posting this - instead of accepting that the game as developed isn't for them.
(5) Frozenkex - he made the video because he wants money. He still plays because he wants money. As soon as a new cash-cow arrives, he will go make videos of that - for the money. If his comments help improve the game, it would be nice. But I seriously doubt he will be here when any of them get implemented.
They will have to do what ARPG's have to do - farm for better items. After a content update or 2 I am certain we will see more things to do once Inferno and drop rates and item qualities get better tuned.
(6) GreenFlubber - So let me get this straight - you have a ton of money, nothing to spend it on, and wan't to rush a char to 60 and have the best gear when you get there, without farming/gathering it yourself - but won't spend the money on gear either?
This is a gear game, based around farming and gathering the best gear you can find. It is *more* diverse because you can use different builds be retuning the stats you stack on your gear. D2's diversity was shit - you had a ton of "clicks" in the tree, usually balanced around 1 ability, and the diversity was "oh, let's have all the same clicks, but a different target" skill. Beyond that, once you had BiS gear, you could faceroll content with no talents at all. D3 may get there, but only for a very small % of players in the near future.
Besides which, your sig just makes you look like a douche.
(7) ElKapitan - every game has an end. And it depends entirely on the player. People who rush content always get there first. WoW has a crap-ton of content, but 30 days after every ExPac or content release, some tiny % of the population are on the forums, bitching about not enough content. Too many of you misunderstand the type of game you are playing, and the content pipline behind it.
(8) PvP ranks based on matches played would be cool, Champion levels would be cool. Exposing wins/losses would not, they want it to be fun, not a pissing contest. Ladders and ranks like that would reduce the number of people pvping, because people that aren't good won't be inclined to do it with jackasses criticizing them for not being the best with the best gear. This system allows everyone to play, get matched against equal players (by level/gear/skill), and have a *chance* at winning everytime. The elitists who think PvP is terrible unless it has the chance of teabagging your opponents need to move along.
(9) Fuleira - why does everyone relate the comments by a tiny % of the game community with "mass exodus". Being extremely generous, the vocally negative number of people in *this* community is maybe .25%, and across the top 10 game communities, I'm betting no more than 1%. There*will* be many people who leave - the game isn't for everybody, and D2 didn't have close to 7 million payers - maybe across it's lifetime, but certainly nowehere close during launch to a couple years after. Many bought it to try it out, many won't get what they want, or expect. That is how games work, and no changes made by Blizzard will fix this. Maybe for a few here or there, butultimately, those people will leave regardless - because IT ISN'T THEIR GAME.
(10) Soujiro89 - your entire post condenses down to - I don't like this game, please change it to what I want.
- the content is all repetitive. You don't get a new game with each new difficulty. That is the genre. Sucks you expected different, but it is something you won't get outside ExPacs with new Acts.
- That is *exactly* the reward. The genre is about farming for the best gear. Again, that is typical for the genre.
- The gearchecking is actualy new for Diablo. before, you finished Hell facerolling with mediocre gear, then farmed THE SAME bosses ad nauseum until you had the best gear. Then did it again with a new class.
- you don't understand the concept of skill, outside what you want it to be to make you feel skilled. Understanding the interworkings of your gear/skills/tactics is critical to succeeding in Inferno, gearcheck or not.
- AH prices - those are on the players, not Blizzard. You clearly have no clue how negatively it would effect the economy if Blizzard put there foot in and started massaging prices and values.
- I agree drop rates and stats need some attention. I think the thing you are "missing" from above is getting enough good loot (even if not yours) to encourage you to keep farming. But again, no amount of tuning will make you like the game if you aren't pre-disposed to.
In the end, people need to understand a couple of very basic game development concepts. (1) No amount of content will satisfy your players, (2) content is finite and limited by how much time/money you can spend on it, and how fast your game engine/chassis is created, and (3) no game system will satify every single buyer.
(1) Some people will be faster/better/stronger than others. Some just won't like stuff. Every game has to balance content against items like longevity, non-content game systems, alternative gameplay types or systems. In D3 the primary content isn't the storyline/quest, it is the gear hunt. PvP, Inferno, HC are all plays on that concept - find the best gear you can, and defeat progressively harder content with it. I agree, some ancillary systems once 60 would be nice, to relieve the head trauma Inferno causes - and I am certain we will see it. But the D2 forums were like this 30 days in too, and it became great, and even greater with an expac.
(2) Because of 1, you have to put a lock on how much content you create for launch, and how much you dole out later via content releases and ExPacs. In regards to launch content, you have to limit how much content you plan for and advertise ahead of schedule based on how quickly you can get a game engine and testing chassis running reliably. All the content in the world won't help you if you can't test it and make it behave as intended. This plays into Q&A time, which runs in parallel to the end of development. you also have to understand the contcept of feature-freezing - the process by which a game is locked from adding new features, and focus is placed on getting what is present working and polished. This means what you got in the box may not be neough, but gets the stuff they couldn't finish or wanted to add later into the pipelin faster.
(3) Every game, new or old, derivitive or new concept, takes certain basic concepts to the table, then fleshes them out with the dialogue the develpoer has created. Things like control schemes, camera angles, etc. Anyone that has ever played a game with a truly horrid control scheme knows, some things you just don't screw with - and doing so will lose you players faster than any lack of content. Some things you can mess with to a point, and players will try it out. But some things are considered genre- or series- defining, and can only be touched withthe utmost caution, because chaning or removing them or burying them under other features will destroy the game.
Which is where I feel Diablo was at launch. They made the game as much like the previous as possible while incorporating feedback from years of people playing D2. I think they failed a bit in also understanding how gaming has changed in the last 12 years, though. SC2 doesn't have any farming, but WoW had tons of it - and most players hated it, which is why rep farming has had so many iterations. Famring has to have a noteable time/reward system in place, or it sucks. D3 currently gives you lots of rewards, but because of the way loot is randomized, it's more like opening an xmas present - and finding dog poop. Then doing that 12 more times, followed by your brother beating your ass (fire chains/vortex/Invuln/waller).
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