So monsters scale with your level? Lame.
- Solmyr77
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miles_dryden posted a message on Leveling characters in RoS?Posted in: Diablo III General Discussion -
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Jaetch posted a message on The Wizard at BlizzCon's RoS DemoMy friend Melkor and I are at BlizzCon testing out the wizard class, amongst other features available in Reaper of Souls.Posted in: Wizard: The Ancient Repositories
This is a messy post that we've put together on the official forum, but this is what we've found out so far:
Written from Melkor's perspective:
So disclaimer first: I'm doing this all from memory. If I say that someone said something, you can't turn around and count that as gospel. Sure, I know what I heard, but that doesn't mean I haven't made an error AND we all know how rapidly the intent of a statement can change based on the utilization of a single word. I promise you all to tell the truth- but I'm NOT a blizzard employee and I'm NOT the press. Also, the quotations used in these posts are for separating who said what, not to be used as a word for word quotation. I'M PARAPHRASING.
Now that that's out of the way.
11/8/13 13:46 PDT
We played ROS! Here are preliminary notes. Give me time and I'll clarify:
We only were allowed to play level 33 characters.
Melkor:
- Mistral breeze deals cold damage - seems good for Procing cold blooded.
- Power hungry is OP. Being healed by a health globe makes your next arcane spender FREE. Stacks 5 times! Tried it with meteor lightning bind. Rained lightning hell down "CM" style. By the time my 5th free meteor landed, I had enough AP to cast another for a total of 6 chained lightning meteors. Insane
- GLACIAL SPIKE (Magic Missile) is effective. Froze enemies once every 3-5 shots. Animation VERY similar to D2 ice missile.
- Many channeling promoting passives. - There was a passive that increases your armor/resists/damage the longer you stand still. (Capped at x time)
- Spectral blades rune increases all fire damage duration - interesting because certain fire damage skills have 3-5 second durations. Fire spells are def an interesting build choice.
- Items have primary and secondary stats. Items show range of stats possible.
For example - a source has 7-13 damage but next to that damage range there is a parenthetical reference showing you what you COULD have rolled. (Ie: 5-20)
- Dropped blue boots that had 9% meteor damage bonus...
- Global waypoints - port anywhere and everywhere. Simple enough.
- Arcane orb Spark rune uncontrollable but - buffs next lighting damage - you can not control anything other than the direction of the orb. Its range is fixed but all enemies that get hit by the orb buff your next lightning spell by 1% per enemy hit (no cap mentioned)
- Slow time casts at location - imagine this- cast slow time at location. Lob an above mentioned arcane orb at slow time point, drop a couple of meteors..run in to the fray with DS popped, pick up all those globes...cast nova, chain drop meteors for freeeee. GG.
- Teleportation animation is amazing...screen doesn't just snap to, moves with you
- It seems that the percentage damage of spells are off the chart. Time bomb does 1592% weap damage...at level 33
- Wave of force...has a rune that states that all enemies affected by WOF buff arcane damage by x%. STILL seems like were gonna hate it but we shall see.
- 4 passives at level 70
- Channeling not only looks focused, it looks viable. Skills that provide shields (animation is much like the shielding affix currently on E's) that increase armor/damage when standing still. Stackable elemental damage bonuses from passive.
- E had a affix called "poison enchanted" affix. Imagine the molten animation...change color to green)
- From a dev yesterday regarding THE MYSTIC:
- Re-rolls are "categorized". So let's say you have a bifecta ring with int/vit/cd/CC and say...cold resist. Just because you wanna re roll that cold resist, you'll find that IAS is NOT in the option list. I won't go as far as to say, "Like for like", but it seems that is the direction of the mystic.
From Jaetch:
- Archon's AR/armor buff is 50%
- Archon's bonus damage (12% sheet DPS boost per kill) seems to be limitless. Reached 5K+ DPS at level 33 with blue items
- Archon lasts 20 seconds. All damage boosts wear off as soon as Archon wears off
- Sparkflint reduced to 10%, Familiar itself is 110% damage
- RoF has a base of 440%+ damage
- Black Ice residue is 1100%+ and stacks... OP...
- Prism's AP reduction effect snapshots
- Got Magefist off Ghom. Had a special affix that doubled fire spell durations (Fire spell damage boost unchanged)
11/8/13 17:09 PDT:
- In Westmarch, I found a monster was immune to channeled abilities, but it seemed more like a bug because no "immune" message showed
- Discovered a legendary amulet that had a chance to "cyclone" enemies within an area of the attack point. Results were similar to how a Cyclone monk vacuums mobs together. And FYI, amulet came with vitality, cooldown reduction and regen. Seems like a decent follower/support class item.
11/8/13 18:35 PDT:
- Nephalem Rifts are completely random, as in... you have no idea what's left and right. They're opened by Rift Keys which are obtained through mini-quests in which you hunt for bounties (unique bosses that spawn randomly in different parts of Sanctuary)
- You're required to kill X% of total mobs in the Rift before you fight the Rift boss
- Within the Nephalem Rift, there are special Rift shrines that last 30 seconds, which include:
» Speed Shrine: pretty sure this shrine maxes out your movement speed. You move stupid fast.
» Power Shrine: your sheet DPS is increased by 400%
» Channeling Shrine: ALL spells cost ZERO resources and have ZERO cooldown
» Shield Shrine: your character is invulnerable
» some kind of lightning shrine that I can't remember: you constantly shock nearby mobs for huge damage
- Nephalem Glory (the same buffing globe from consoles) is now available on PC
- CLOSED BETA POSSIBLY BY THE END OF NOVEMBER
- OPEN BETA POSSIBLY BEFORE THE END OF THIS YEAR
From Melkor:
During the ROS panel I asked Josh Mosqueira, "with the removal of the AH, we have heard that Blizzard is potentially going to be giving us an alternative, perhaps even limited model for trading. What, if anything, can you tell us about that?"
As BDF pointed out from watching the virtual tour, my question (like everyone else's) was addressed in a somewhat vague, philosophical context. Josh made mention of the conflicting nature of the AH to the spirit of Diablo. He did not directly answer my question. Hey, I tried! Please see above for my one on one with Josh yesterday that produced similar results. I don't personally see any model being developed...not even a commodity exchange.
11/9/13 11:15 PDT:
From Jaetch:
- It seems Mirror Images inherit the buffs from your wizard. For example, casting Arcane Orbit and then casting Mirror Images give each Image the Arcane Orbs. The Arcane Orbs can detonate on impact, but the number of Orbs do not decrease.
- That said, Mirror Images do full damage (I can AFK and have 2x images take out a whole wave of mobs on their own).
- Obtained a legendary ring that granted 100% immunity to incoming poison damage and doubles outgoing poison damage (non-CoB WD rejoice or... the return of Venom Hydra? Poison-based main hand weapons?)
11/9/13 12:17 PDT:
Holy hell. Just attended the gameplay systems. Saw footage of the new skill black hole. Looked cool...everything gets sucked in to the cast point. But that's not what was most interesting:
Loot 2.0 - by now we all know the philosophy of loot 2.0 - less is more, what you get is very powerful and should be rewarding/game changing. What we saw today were some items. So you may have read above about the break down of item stats into primary and secondary stats. Primary was classified as damage/life/armor section while section 2 is described as "extra curricular stats" such as MF/GF/PUR, etc.
Also, my original deduction about how you will not be able to mystic things like cold resist into say, a socket, is not as "linear" as I originally described. For example, we saw a shot of someone re-rolling life regen for attack speed. This does not mean that I was misinformed...it simply implies that Blizzard's definition of "like for like" is not necessarily the same as ours... -
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Bagstone posted a message on Terraria or: help the noobPosted in: Other GamesQuote from Solmyr77
and both went so well
On topic: What's the cost of this game? Sounds like I might want to try it out. I'm already done with Hearthstone, I guess, only debating with myself if I take the time to write down some feedback on it
Well, only one of them went well (the Ruhrderby). Not too happy about some of the other results this weekend
@Price: 10 bucks, well spent.
I'm currently on the fence on how to proceed - I could read the Terraria wiki which would greatly speed up my learning curve such that maybe in a few days or week I could join the "big guys" like maka and zero. Or (and I think that's what I'll do) I'll spend my precious few hours of gaming time during the week on exploring the world on my own to not spoil anything - but it means it'll take me a looong time before I finally catch up. -
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Zero(pS) posted a message on Any word yet on improvements to Set Items?I just want more interesting set bonuses (not bland primary stat gains), that actually make me wonder whether I want a 2-piece set bonus or if I want a 5-piece set bonus.Posted in: Diablo III General Discussion -
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Zero(pS) posted a message on Slayervedran [EU] StreamI will change the thread title so it's less misleading.Posted in: Diablo III General Discussion
Feel free to re-add the info that you have "the best IK gloves etc." in the post. No need to have it on the thread title, unless the discussion is gonna revolve around it. -
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IgnatiusReilly posted a message on Every Legendary Affix So far...Because I was getting tired of digging through Diablo fans updates, I've compiled all of the revealed unique affixes so far.Posted in: Diablo III General Discussion
Not sure if anyone cares to have this, but I spent some time compiling it for my own interests, and
figured I might as well share it. Thanks again to dfans for enlightening us.
There are likely a few duplicates, but oh well
Arranged general categories for some vague sense of organization and plain readability. And Barbarians can no longer use Lashing Tail Kick.
General/Miscellaneous
1) Heal for 1% of your maximum Life per second for each enemy affected by a damage over time skill.
2) Chance to shatter and instantly kill frozen enemies.
3) Chance to spawn a Nephalem orb when you Blind an enemy.
4) Your projectiles move faster.
5) Occasionally taunt nearby demons, forcing them to mindlessly melee you.
6) Your melee attacks hit enemies up to 40 yards in front of you for 100% weapon damage
7) While below 30% Life, all attacks are guaranteed Critical Hits.
8) Summons shadow clones to your aid when you are hit by a crowd control effect.
9) After earning a massacre bonus, gold rains from sky.
10) While casting Town Portal you gain an immunity bubble.
11) The world map is always revealed.
12) Completing an event grants a special reward.
13) You absorb an attribute from the pack you are fighting.
14) Gain a soul stack on kill. After reaching 10 stacks, you release a poison explosion for 500% weapon damage in a 30 yard radius. (Could this be Breath of the Dying!?)
15) Enable all runes for a specific skill.
16) Summon a treasure goblin who picks up normal-quality items for you. After picking up 40 items, he drops a rare item with a chance for a legendary.
17) After killing 20 enemies you explode out in anger, dealing 400% weapon damage as Fire to all nearby enemies.
18) Deal 20% additional damage after remaining stationary for 3 seconds.
19) Increase your highest primary attribute by 10% but reduce the others by 5%.
20) Periodically charm a nearby enemy. While charmed, the enemy takes 35% more damage.
21) Double the number of enemies that Lightning elemental effects jump to.
22) Double the damage of Poison elemental effects.damage.
23) Double the chance for Arcane elemental effects to charm the enemy.
24) Double the healing amount of Holy elemental effects.
25) After earning a massacre bonus, summon forth 5-10 skeletal guardians for 45 seconds.
26) Burn the ground you walk on, dealing 100% weapon damage each second.
Chance on Hit
1) Chance on hit to poison your enemy if they have a higher health percent than you, causing them to take 20% increased damage for 5 seconds.
2) Chance on hit to create a chaos field at the enemy's location for 5 seconds, causing enemies inside to be Confused.
3) Chance on Critical Hit to increase attack speed and movement speed.
4) Chance on hit to deal 12% of the target?s current health as Holy damage.
5) Casts a Poison Nova when you hit an enemy.
6) Chance on hit to blast your enemy with Lightning and slow its attack speed and movement speed! This effect jumps to additional enemies.
Runspeed
1) Gain increased run speed after Fearing enemies.
2) Gainup to 30% increased run speed based on amount of Life missing.
3) Every time you destroy a wreckable object, you gain a short burst of speed.
Life/Resources
1) Taking fire damage restores resources.
2) Healing wells replenish all resources.
3) After earning a survival bonus, quickly heal to full Life.
4) Heal to full Life and resources when you fall below 20% Life.
5) Potions affect all allies.
6) While moving your resource generation and damage is increased by 25%. While stationary your resource regeneration and damage is reduced by 25%.
7) Health globes restore 20% of your primary resource.
8) Chance on kill to siphon the spirit out of the slain enemy. When the spirit is pulled to you, it heals you for 10% of your maximum Life and Mana.
9) When receiving fatal damage, you are instead restored to 100% of maximum Life and and resources. This item is destroyed in the process.
10) Heal for 10% of your missing Life when you kill an Undead enemy.
11) When receiving fatal damage, there is a chance that you are instead restored to 25% of maximum Life and cause nearby enemies away to flee in fear.
Flavor
1) Gib all enemies you kill.
2) Your items become indestructible.
3) Transform into something angelic or demonic.
4) Chance on hit to summon a herd of murderous cows.
5) You turn into a treasure goblin or pony.
6) You may move unhindered through enemies.
Chest/Shrine
1) Haunt is cast on all nearby enemies when you open a chest.
2) Chance on killing demons to gain a shrine effect.
3) Opening a chest grants 100% increased damage for 30 seconds.
4) Shrine effects last for one hour.
5) Shrines will spawn an enemy champion.
Pick Up Radius
1) Each time you pick up gold, increase your Gold and Health Pickup radius by 1 yard for 10 seconds, stacking up to 30 times.
Life Per Second
1) Your Life per Second becomes an aura that affects all nearby allies.
2) Increase your Life per Second by up to 100% based on your missing Life.
3) Gain a death aura that deals 1000% of your Life per Second to enemies within 20 yards but your Life per Second no longer heals you.
Thorns
1) Your Thorns damage is applied on every attack.
2) Thorns now deals fire damage.
3) Your Thorns damage now hits all enemies in a 15 yard radius.
4) Chance on being hit to deal 1000% of your Thorns damage to nearby enemies.
Block
1) Blocking an attack Freezes the attacker for 3 seconds.
2) Blocks have a chance of summoning a hell hound.
3) Blocked attacks heal you and your allies for the amount blocked.
4) When you block an attack, gain 100% chance to also block the next 2 attacks.
5) You take 50% damage from blocked attacks.
Defensive
1) When there are 5 enemies within 8 yards of you, gain an absorb shield for 30% of your maximum Life.
2) Chance on kill with Holy damage to summon an Inner Sanctuary on all group members which heals them.
3) On gold pickup: Gain armor for 5 seconds equal to the amount picked up.
4) Periodically gain a shield that absorbs and reflects projectiles.
5) Emanate a Slow Time bubble around you.
6) Prevent 100% of Arcane damage taken and heal yourself for the amount prevented.
7) Prevent 100% of Cold damage taken and heal yourself for the amount prevented.
8) Prevent 100% of Fire damage taken and heal yourself for the amount prevented.
9) Prevent 100% of Holy damage taken and heal yourself for the amount prevented.
10) Prevent 100% of Lightning damage taken and heal yourself for the amount prevented.
11) Prevent 100% of Poison damage taken and heal yourself for the amount prevented.
12) Gain immunity to Freeze and Immobilize effects.
13) Enemy missiles sometimes pass through you harmlessly.
14) Reduces duration of control impairing effects by 75%.
Stun
1) Summons shadow clones to your aid when you stun an enemy.
2) Lightning damage effect is increased and lightning damage has a chance to stun.
3) Increases duration of stun effects by 1 second.
4) You take 25% less damage for each enemy that is stunned within 25 yards of you.
5) Stun enemies for 1 second the first time you hit them.
6) Gain increased damage after stunning an enemy.
7) Damage increased by 15% to targets that are slowed or stunned.
Knockback
1) Knockbacks will knockup enemies instead.
2) Knockbacks cause the enemy to move more slowly.
3) Periodically knockback nearby enemies.
4) Increase the Knockback distance of your skills that cause Knockback by 100% and increase their damage by 50%.
5) Chance on attack to shoot out a spectral creature dealing damage and knockback.
Chance on Being Hit
1) Chance on being hit to charm Undead enemies.
2) Chance to explode in a fan of knives for 200% weapon damage when hit.
3) Chance on being hit to summon a protective pylon.
4) Chance on being hit to Confuse the enemy for 2 seconds.
Globes
1) Crushings blows have a chance to spawn a health globe.
2) Increase chance to find Health Globes by 100%.
3) Health Globes picked up release an explosion for 100% weapon damage to enemies within 40 yards.
4) Picking up a Health Globe increases your maximum Life by 5% for 15 seconds, stacking up to 5 times.
5) X% chance for health globes to also grant a power up.
On Kill
1) When you kill a fallen, you Charm surrounding fallen.
2) Reduce all cooldowns by 1 second every time you kill a demon.
3) Chance on kill to increase damage dealt by 4% for 5 sec., stacking up to 5 times.
Follower
1) Equip on Follower: Your follower cannot die.
2) Equip on Follower: Gain access to all skills.
Demon Hunter
1) Marked for Death causes all rockets to lock in on that enemy.
2) Automatically cast Smoke Screen when you fall below 25% Life. This effect may occur once every 30 seconds
3) Your Spike Traps lure enemies to them.
4) Bolas now explode instantly.
5) Fan of Knives knocks targets back.
6) You may have 2 additional Sentries.
7) Hungering Arrow has 20% additional chance to pierce.
8) Vault knocks enemies back.
9) 5% chance on hit to create a Spike Trap, Caltrops or Sentry at the enemy's location.
10) Companion - Wolf Companion now summons 3 wolves.
11) Leave a clone of yourself behind after using Vault.
12) Enemies you hit become Marked for Death.
13) Elemental Arrow now generates 3 Hatred.
14) Vault now costs 8 Hatred instead of Discipline.
15) Strafe no longer costs Hatred.
Monk
1) Removes the cooldown of Seven-Sided Strike.
2) Reduce the cooldown of Breath of Heaven by 50% and increase its radius to 50 yards
3) Wave of Light will refund its Spirit cost if it kills 4 or more enemies.
4) Wave of Light is now cast at your enemy.
5) Gain 10 Spirit per second while standing in Inner Sanctuary.
6) Double the range of Deadly Reach.
7) Blinding Flash now generates 50 Spirit.
8) Tempest Rush no longer costs Spirit to channel.
9) Increase the radius of Breath of Heaven to 50 yards.
10) When Dashing Strike hits an enemy more than 25 yards away, its Spirit cost is refunded.
11) Increase Exploding Palm's on-death explosion damage to 100% of the enemy's maximum Life.
12) Spirit Generators generate 50% additional Spirit.
13) Gain the base effect of all four Mantras at all times.
14) Mystic Ally mirrors your attacks.
15) Chance on hit to gain an effect that removes the Spirit cost of your abilities for 3 sec.
16) Lashing Tail Kick releases a Fireball for 300% weapon damage as Fire.
Barbarian
1) Threatening Shout has a chance to Charm enemies and cause them to join your side.
2) Ancient Spear pulls you to your enemy.
3) Leap gains up to 3 charges.
4) Warcry increases your and your allies' run speed by 40% for 10 seconds.
5) Reduce the cost of Seismic Slam to 15 Fury.
6) Cause an Earthquake when you land after using Leap.
7) Increase the duration of Ignore Pain to 60 seconds.
8) Reduce the cooldown of Earthquake every time it kills an enemy.
9) Call of the Ancients last until they die.
Wizard
1) Ray of Frost now pierces.
2) Electrocute can chain to enemies that have already been hit.
3) Your Mirror Images have a chance to multiply when killed by enemies.
4) Frost Hydra now periodically casts Frost Nova.
5) Arcane Torrent instantly lays mines on the ground.
6) Automatically cast Diamond Skin when you fall below 25% Life. This effect may occur once every 30 seconds.
7) Explosive blast no longer has a cooldown.
8) Reduce the resource cost of Fire skills by 30%.
9) Meteor now homes in on enemies.
10) Energy Twister now travels in a straight path.
11) Frost nova is now cast at your enemy.
12) Lightning skills have a chance to turn the enemy into a lightning rod, pulsing Lightning damage to nearby enemies.
13) Black Hole Slows targets by 50% after it ends.
14) Your Chill effects have a 50% chance to Freeze instead of Slow.
15) Double the duration of Fire elemental effects.
16) You may have one extra Hydra active at a time.
17) Teleport gains the effect of the Wormhole rune.
18) Magic Missile fires 2 extra missiles.
19) Double. the number of enemies your Electrocute jumps to.
20) Emit Lightning Nova around you for 150% weapon damage every second while your Arcane Power is less than 20% of maximum.
Crusader
1) Removes the resource cost of Blessed Shield.
2) Increase the size of your Blessed Hammers.
3) Flail surges to an additional enemy.
4) Reduce the cooldown of Heaven's Fury by 50%.
5) Falling Sword can be used again within 4 seconds before the cooldown is triggered.
6) Gain 15% increased damage for 3 seconds after blocking an attack.
7) Chance on hit to pull in and Slow nearby enemies.
Witch Doctor
1) 30% of any damage dealt to you is redirected to your Zombie Dogs
2) Horrify causes you to Fear and Root enemies around you for 8 seconds.
3) Your Fetish Army lasts until they die.
4) Insect Swarm and Haunt now deal their damage in half of the normal duration.
5) Doubles the duration of Locust Swarm.
6) Zombie Dogs instead summons a single gargantuan dog with the power of all other dogs combined.
7) Grasp of the Dead no longer has a cooldown.
8) Plague of Toads now seek out enemies and can explode twice.
9) Pets deal 100% more damage.
10) Zombie Dogs stuns enemies around them for 1 second when summoned.
11) Spirit Walk lasts until you attack or until an enemy is within 30 yards of you.
12) Reduce the cooldown of Fetish Army and Big Bad Voodoo by 1 second each time your fetishes deal damage.
13) Increase attack speed of your pets by 100%.
14) Corpse Spiders release a web on impact that Slows enemies by 50% for 3 seconds.
15) Enhances your Poison Darts.
Other
1) Drinking Kulle-Aid allows you to burst through walls summoned by Waller elites for 5 seconds.
194 Unique Affixes
I don't want to be greedy, but if they added about 100 more, I think I'd be satisfied. 300 is a nice number.
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Kayzer posted a message on Gold Auction House and Real Money Auction House SHUTTING DOWN!Posted in: Diablo III General Discussion -
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RasAlgethi24 posted a message on Rewarding the Loot Hunt - Loot 2.0I dont get how anyone can be against this as long as its in addition to and not replacing any other fixes. This idea just makes it easier to find a viable item outside the auction house. It doesn't effect your ah experience at all. It's a win, win. Nevermind the numerical values, as the OP said, they're just place holders.Posted in: Diablo III General Discussion -
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MetabolicFrolic posted a message on How would you fix items?Since everybody seems to know how to fix items better than Blizzard, I would like to hear what you guys think would make the itemization/update patch the best entertainment you've had in years.Posted in: Diablo III General Discussion
Personally, I would like to see a complete revamp of the main stats. Strength, Dexterity and Intelligence should be more appealing to all classes.
Strength should be increasing all melee damage, not just Barbarian damage. Along with that it should increase block chance, a bonus to crit damage, and keep the current bonus to armor rating.
Dexterity should be increasing ranged physical damage. And then of course some of the fun DPS stats, like attack speed and crit chance. The defense stat would still be dodge chance.
Intelligence should be increasing elemental damage dealt. This would still increase Wizard and Witch Doctor damage because everything they cast has an elemental property. Along with this should also be an increase to resource regeneration/decreased resource cost and a bonus to damage of resource spenders. Elemental resistance would still stay as well.
Now, Vitality is good as is, but I feel like they could decrease the amount of life it gives. I would also hope that they change monster HP/damage output scaling in line with this. I like to see big numbers, but not so that I can't tell if its 100000 or 1000000.
I could keep going but I'm on my phone so typing sucks.
Lend me your thought, I know you guys have them. -
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Catalept posted a message on Does Blizzard have Business Analysts?!No, they don't.Posted in: Diablo III General Discussion
Also, their devs are all interns, their requirements team are a troupe of shaved monkeys, their QA team consists of life-sized sculptures of 'cabonite Han Solo' fashioned out of green Play Doh, and their art team is actually an ant farm dipped in a collection of browns, reds and golds.
I know this because of reasons, and could do a much better job myself if it wasn't for stuff and things.
Jeez... if you're going to rant, at least make it interesting. It's been over a year since release, I'm way beyond bored with 'Blizzard is terrible' posts like this. They're soooo 2012. - To post a comment, please login or register a new account.
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2) If not, just reforge those sockets away for a new desired stat and then use the rama-gift. (Assuming those sockets are indeed a bonus affix, which would be a nice gift)
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Thanks again for amazing work.
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I have watched your profile for a second and didn't see anything green. Then I have checked another second for a RoRG and couldn't find it either.
So the next thing you do is act 1 bounties (on normal unless you achieve the exact same speed on a higher difficulty) until you have that ring and then you craft yourself some set items, first and foremost Aughilds.
Excuse my tone but this is rather non-optional
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Now -theoretically- the actual farming can be rather boring if the purpose is rewarding enough (like in DAoC), however since that's still the "mode" most people spend the most time in, Blizz could definitely try and create as many different ways of farming as possible and that's exactly what they're doing. Maybe they focus a little too much on the farming itself and not enough on the purpose (pvp being the prime candidate).
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BS. Free trade already failed.
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Thanks for the video. Some of those items look really nice, though I wonder if Blizzard can manage to make different items for the same slot desirable. I can't imagine wearing any other belt (until I see that), which of course creates the problem of first obtaining this belt on your own.
Also, itemization aside from those special properties looks pretty boring. Every beta guy I see has monstrous values of mainstat, vit and all res on every item.
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So, I thought, putting that in the title was the simplest way. I am grateful for the opportunity to playtest this game and I can say, that I like it. It's just not as good as Magic imo. And by Magic, I refer to its digital offspring "Magic 2014".
Before I start with the gameplay, I want to say, that I really don't like the circus atmosphere of the game. I've been a WoW player for years, but this is getting too far. I much prefer the darker, traditional fantasy setting of Magic. Also, the chat system in Hearthstone is even worse than in Magic. Please no bubbles and please don't let them disappear.
However, on to the important aspects, the gameplay flaws.
I'll explain some things that are known to active players so that others can understand this too.
Mana system
In a game like this, you have cards that represent creatures or spells and in order to play them, you need mana first. Every card has a mana cost attached to it and playing it will deplete your mana pool by that much for that turn.
Now in Hearthstone, obtaining mana is very simple. You get one per turn, so on turn 1, you have 1 mana, turn 2 2 mana and so on up to 10. It's a perfectly fine and simple system. So why is this a flaw? You can't know unless you have played Magic (or maybe similar games). It is too simple, too generic. Magic doesn't even have generic mana but five different colors of mana. Black mana is used for black cards (Undead theme, deadly, vampiric magic), green mana for green cards (nature based creatures, restorative magic) just to give two examples. Now in Magic you can either play a mono-colored deck, which behaves basically the same as Hearthstone, mana-wise or you could combine different colors in a deck. In that case it is important if you draw a black mana card or a green one.
Hearthstone does have one tiny advantage: No game gets decided, because one of the players draws too many or too few mana cards (because mana isn't done via cards). But compared to the multitude of possibilities in Magic that I've just described, I suppose that doesn't cut it at all.
Class system
What Magic has in its different mana colors, Hearthstone addresses with classes. The Mage hurls fireballs, the Priest heals his creatures and the Paladin buffs his guys. Sounds ok at first glance, but in practice, most decks play very similar. I've checked the amount of total available cards and the ratio of neutral cards to class specific cards is about 5:1 (per class). In Magic, only a very small fraction of cards are neutral in that regard, which means, if you play a green deck, you get to play elves but not dragons and your opponent won't play the same cards that you have all the time (unless mirror of course).
Combat system
In both games you play creatures and use them to smash your opponent's face. In Magic, the active player declares attackers and then the other player declares blockers. The latter player has most of the control over combat in this case, as he decides, which creature will fight against which creature. In Hearthstone, the general rule is: Attack whatever you want, even the opponent himself, ignoring his creatures. There's one exception: Creatures with the ability "Taunt" must be killed before any other creature (or player) can be attacked. Nevertheless, in Hearthstone the inactive player is helpless, which leads to..
Turn based game
In Hearthstone, the inactive player is not only helpless in combat, he can do absolutely nothing until it's his turn again. It may not seem to be an issue to new players, but if you're familiar with Magic, this is horrible. There, you can often react to your opponent during his turn. So he pumps up his small creature with buff spells and sends it to kill you? In Hearthstone, game over, in Magic you can still destroy that creature with an instant spell or summon a blocking creature or, or, or..
Again a matter of complexity > simplicity
Game modes
Both games have the basic 1on1 game mode. You select one of your decks and play against a friend or a random opponent. Magic also has a 2on2 mode, which is pretty nice, but lacks matchmaking features, I haven't seen a 2on2 mode in Hearthstone so far.
Hearthstone has an own mode called "arena". in this mode, you don't start with a premade (by yourself) deck but get to choose one out of 3 random cards 30 times in a row, which results in your deck for this session. You then get to play with this deck until you lose 3 games. Then you get rewards based on your success. I'm not a big fan of this mode. It's nice every now and then, but I prefer a simple 1on1 mode with random decks (out of my custom made decks).
A 2on2 mode would also be much more interesting to me.
Unrelated
Hearthstone games can last really, really long compared to Magic games. I don't really know, why, but it feels too long. Magic games are often over too soon, though, that's a tie
Summary
Hearthstone lacks a lot of Magic's features, therefore it's more of an introductionary game, not a real competitor. In my opinion that is.