- Solmyr77
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Member for 12 years, 2 months, and 7 days
Last active Tue, Dec, 25 2018 05:35:57
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Oct 25, 2013Solmyr77 posted a message on Reaper of Souls First Look: The MysticI don't get those people who want to eat their cake and still have it. No real world good retains its value after personal use. At least no clothing..Posted in: News
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Oct 24, 2013Solmyr77 posted a message on Reaper of Souls First Look: The MysticPosted in: NewsQuote from maka
All damage is the same, though, regardless of whether it comes from Str, CC+CD, whatever; it's all the same damage. Armour is different from each of the resistances, which are specific to each element, and HP is also different.
No, not all damage is the same. Imagine a character that kites stuff as in "shoot, run, run, run, run, shoot, run..". That char would gain no benefit at all from attack speed, he'd only be interested in hitting harder. Also, many Witch Doctors or Monks don't want attack speed because it ruins their resource management.
On the other hand, sure. you would have a point for different resists, if Blizz hadn't made the mistake of letting all resists roll the high values and single resists the low ones
But aside from that, EHP gives you much more accurate results than just an comparison of armor, for example. -
Oct 24, 2013Solmyr77 posted a message on Reaper of Souls First Look: The MysticPosted in: NewsQuote from maka
No, you see, I prefer Armor, because that's a real stat. Items actually increase your Armor, and you can look at them and see they give you 400 Armor. Toughness is just a made up stat, that amalgamates a few different 'real' stats; the same with Healing - it's not a 'real' stat, it's mos likely composed of a few different stats. That's why I don't like them.
Damage is fine.
It's not made up, it's actually an improvement and the defensive counterpart to dps. I think I've read, toughness is meant to be what we refer to as EHP these days, which is a combination of all defensive attributes (armor, resists, hp), just like dps for offensive stats.
You do prefer the information of "this item will give you +200 dps" to "this item will give you +50 strength", right? -
Oct 24, 2013Solmyr77 posted a message on Reaper of Souls First Look: The MysticPosted in: News
And only 8 affixes total -
Oct 24, 2013Solmyr77 posted a message on Reaper of Souls First Look: The MysticCould we pleeeeeeaase have the gold cost removed (or significantly lowered) for enchanting? I think, farming the ingredients and then using their power to do the trick is much more diablo-esque than requiring coins. Gold has been a bottle neck in crafting for way too long imo.Posted in: News
I'd say (like if you agree ) the gold cost for an enchanting process should be not a dime higher than the amount you gain via pickups while farming the other materials. Better some lower, to also cover repairs. - To post a comment, please login or register a new account.
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Granted, you're about 99% done with your HotA-Barb, now you can play WW-Barb, Rend-Barb and 5 more classes. That's the Diablo franchise, kill the same mobs in a million different ways. There is no long-term relationship with your main char like in an mmo.
You farmed that or was there trading involved?
Anyway, I think the rune system of D2 would be perfectly fine if it ended at something around Vex (rune 26 of 33). From memory I'd say, that was a little rarer than today's Ramalandis, which is fine for an endgame drop. The runes beyond that were way too rare. You'd maybe see one of them in a lifetime.
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These absolute figures are not helpful, it's all relative. Depending on character strength, there's a gr lvl of X, which is doable no matter what and a level Y, that is doable under perfect circumstances. To me, the issue is, that for many classes/builds the gap between these two is too large. Grifts need to be more balanced. They already made some efforts towards that end by removing all the cool maps (like cemetary) from the gr-pool and giving max 1 conduit, but the variance is still too big. Though, I can see them making more improvements in that regard. It's only 4 seasons so far and they can't change the rules mid-season.
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Kind of a déjà vù right there. Like it's predecessor the D3 expansion featured the least popular class(es) and the least popular environment (perceived as that because of the increased difficulty), yet both LoD and RoS made their respective games so much better (excluding pvp).
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+1 on this. They did something like that in late WoW: TBC, when they added more pieces to existing sets but in "lesser" slots (boots, bracers and belts). That allowed players to keep their bonuses but equip the new chests, pants etc. This would be great in D3. Imagine green bracers being no instant-souls or making use of all those second-best chests, pants, helmets. Suppose we have this situation because they focused more on graphic models for those sets, which I personally couldn't care less about.
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No, but not just no. More like
https://www.youtube.com/watch?v=1eO3XmuVry4
(hope it's english, no sound enabled )
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I have a DH and a Monk and of those two the Monk is much better suited to farm DB. The Shenlong set pretty much works without other big set bonuses. In-geom lets you dash from one dead pack to another with zero cooldown. DH is only fast with Danettas and only deals damage with a full set equipped.
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Though it's true that the HFA isn't as awesome as it might be. Some classes/builds can't really make use of another passive. And in high grifts, arcane (for ranged) and lightning (for melee) immunities are vastly superior. HFA wins on lower content, where you only care for maximum output.
In the future, I'd like to see a guaranteed roll of two sockets on the HFA. Sure, that's some power creep, but that's intentional (for those who care: That's an effective ladder reset, so that's one thing we might see once they have cleaned up the RNG and THUD mess). It sets the HFA apart from the rest of the pack to justify the effort getting it.
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a) classes had been balanced: No natural dominance of ranged classes because of their innate ability to deal damage without going near any danger. Also no lvl63 (acts 3/4) gear available in act 1 if there had been no better class to pass that down.
and especially
no trading/AH: No swarm of followers to feed the streamers so they could "prove" a) wrong and beat Diablo with a Barb for example. Also no bs upgrade mechanism of "farm for gold -> buy upgrades" simulating real life
I do remember this time, but I certainly don't miss it. D3 has become so much better over time. And by the way, ruksak: The fact that "self-found" has become the default-mode is nothing but an improvement. I don't suppose you care about bragging rights for playing with self-restrictions while others don't.
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And then breezing through the game with a DH (that would die to the wind) myself. Super Mario Style: Make a mistake => dead, don't get touched => win.
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But keep in mind that D2 had the privilige to exist before true pvp games surfaced. Compared to DAoC, every Blizz game has crap pvp
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Have you seen this post?
http://www.reddit.com/r/riokou/comments/2fiiwd/d3_dh_m6_theorycrafting_indepth/
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OP: I'd prefer relevant gameplay when I watch a video on any topic. If you just talk and fool around, you might as well write it down. That's easier for most forum users, I suppose.
Your point is fair and the information I was looking for has been revealed through the answers in this thread (like which class, which spec etc). So thanks for starting the topic.