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    posted a message on Class Combinations
    The only class I can think that might have some issues solo is the Monk. And that's just a matter of tuning the numbers really.

    As far as combinations go, I believe Barb/Monk built for damage reduction and CC with a ranged built for maximizing DPS is going to be the best combinations. A lot of it depends on exactly how the mobs ramp up in terms of difficulty in each difficulty setting, and what level the monster AI will operate on.

    For example, Mob AI is intentionally really low in early levels, and normal as a whole, but will ramp up in later difficulties. If mobs AI hits a point where they will seek out the DPS over the iniator, (since there is no aggro in D3), then a hefty built barb with a glass canon won't really work well in later difficulties. If it does, then it will.
    Posted in: Diablo III General Discussion
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    posted a message on Moving character with keyboard (WASD or Arrow Keys)
    Quote from KageKaze

    Quote from Senchean

    Diablo works great as a clicker just get the hell over it already. THEY ARE NOT GOING T CHANGE IT. So this discussion is mute.

    I believe the word you are looking for is "Moot", I also think that word doesn't mean what you think it means. Moot means a subject is debatable, which is what we are doing now, debating.

    So the word you're probably going for is "pointless"... however, the requesting of an optional system is never pointless. A control scheme like this would work very well in Diablo 3. Using WSAD for the 4 cardinal directions (up, down, left, right) works in other games that are top down (or isometric). Truth is, adding it as option means it wouldn't change anything for the game as you may want to play it.

    He was clearly attempting to use the second definition - of little or no practical value or meaning

    Aka the discussion of whether or not WASD movement works well with Diablo is moot because they are not going to impliment it for a variety of logistical reasons.
    Posted in: Diablo III General Discussion
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    posted a message on Moving character with keyboard (WASD or Arrow Keys)
    A locked isometric camera angle is not conducive to having WASD movement unless the terrain and player pathing are built around it from the beginning. This game was built ground up with the notion 360 degree movement will be fluid and easily achieveable rather than quadrant based movement.

    While it could work, it is certainly going to give a significantly worse user expirience in many areas of the game relative to the default click-to-move control scheme. Blizzard wouldnt give an option for something that is going to produce a poor user expirience, thus it will mostly likely never be added to D3. This idea is further supported by the fact the in game HUD is completely based around click-to-move as well.

    TL:DR- it works in some games well, but this game isn't one of them. If they cant make it match the user expirience of the current control scheme, they will not even consider adding it.
    Posted in: Diablo III General Discussion
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    posted a message on Barb's partner for duo
    Quote from aldrek



    Demon Hunter is fire and physical mostly (I think. They can probably rune for different damage), so while that is different, it isn't very varied. They do have awesome control though.


    Most demon hunter skills don't specify any type of damage, meaning the damage type usually be what ever damage type your weapon has an affix for. That said, a DH can deal high damage with as many different types of damage they have weapon affixes for.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Smoke Screen Question
    Quote from jaclashflash

    i doubt anyone knows the absolute answer to this, but is it possible to keep attacking with smoke screen up?

    Why doubt this when it's easily testable for anyone in the beta? Funny, you've said numerous times you were in the beta, lolz.

    But yes you can keep attacking and it does not break the invisibility.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Hitboxes screenshots
    Quote from Inf

    While playing a ranged class this was def. something that bothered me. While trying to move around with a lot of mobs around I found that I almost had to click near the far walls or something to actually get somewhere.

    while still somewhat of a hassle, the click to move keybind option completely alleviates this problem. My main wish would be that I change the keybind of the primary mouse buttons to what I want, rather then have them locked to what they are.
    Posted in: Diablo III General Discussion
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    posted a message on Questions to Blizzard
    Quote from Antirepublican

    Holy crap ask about spike trap-scatter

    Yes please ask this (whether or not using the scatter run makes the hatred cost 90 or you cast all 3 for the cost of one)

    Also clarifications on which %dmg increases are additive and which are multiplicative, or how to find out
    Posted in: Diablo III General Discussion
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from gosuser

    Quote from Kodachii

    Quote from gosuser
    I don't know if you've played 4v4 in D2, Wind Druid, WW Barb, Bone Necro, and Trap Sin. Each class has their role in the team. The role of the Trapper is support, to disrupt and control the other team long enough for the barb to telestomp. This build to recreate the role of a trapper in D3.

    I never really spent much time with druids. In my experience they were generally weak and reduced to camping the bridge and hoping to get lucky in wolf morph for lack of quick hitting long range skills while also being outdone in terms of melee by the barb in just about every way possible, I never really had problems killing, or getting away from elemental cyclone/tornado spamming druids either, plus their projectiles sucked like I mentioned earlier. They were slow and kinda went sideways slowly with a small limited range.

    I always felt like druids were the only near-worthless character to have in a pvp team, not that I did any official pvp aside from a trap assassin tournament or two. I spent most of my time in LOD USEast SC fighting against people who hacked and grief'd and were BM with trollish names such as NuB, Ez, Pk, etc.

    Oak Spirit+Battle Orders, that's why they are on the team. With Amplify Damage and Stunlock anything they telestomp will drop fast. It's about how the team works together. A Wind Druid like a Hammerdin is only effective once you've learned effective namelock(unsummon teleport trick), most pubbies are trash and don't know how to do it. Their only bane are trap assassins, as they can bypass their summon stack and lock them down, other than that wind druids have a pretty good shot vs most classes.

    Quote from karsen88

    It's multiplicative man
    please dont make me explain why

    You played the beta?

    Yes I've been in beta since p13, but being in the beta in this instance isn't really that relevant.

    Its simple langauge man. It says "increases the damage from rockets increased by 50%" There is no way to interpret this as "Rockets deal 50% more weapon damage" or anything similar. In some cases its ambiguous, but trust me when I say this isn't one of them. It's certainly multiplicative.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Does cold damage automatically slow enemies down?
    Quote from Barrier

    Quote from HoobaGooblin

    thats not true my barb has 2 cold sickles and they both periodically say snare when i hit someone

    then thats a bug, i think it was bashiok who stated that they dont want you to pick a weapon based on effect of elemental dmg and that they dont want you to have more sets of weapons for additional effects

    No its not, lol
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from Kodachii

    Quote from karsen88

    I'm not sure what you are trying to say. Blizzard has repeatedly stated their stance on this issue and that stance is stunlocking is anti-fun and should not exist in the pvp expiriences they are trying to make.
    Just that despite the fact that they nerfed rogue stunlock (and other cc and added diminishing returns) PMR could crowd control an entire team or one player inefinitely because they used abilities that didn't share DR. There was a long period in time where mage mirror images in wow would spam polymorph and not only was that polymorph on a seperate DR from the actual mage's polymorph, but the mirror images' polymorphs didn't even have a DR for themselves to begin with. The rogue had stunlock and blind, the priest had fear and mind control, and the mage had polymorph, mirror poly (in the old days)/deep freeze and a half dozen snares, and for the longest time absolutely none of it shared DR. This wasn't the only gimmick people abused. There were several seasons, like 3-5 or so, where druids would just spam roots on people and run away and rarely ever die, while never having to even channel a spell, just hopping around casting instant hots, and so PMR aside druid's replaced priests and out performed paladins when played remotely well for the most part, though deathknights started to crap all over that along with some balance patch swings.

    Basically what I'm saying is there may be a class composition in d3 arena where you're more or less unable to move or control your character for long periods of time, especially given the promise of limited pvp arena balance, and that a balls out DPS team may indeed be fearsome, especially in a game like diablo where there aren't dedicated healers, it isn't the only way to go about stomping people in the arena.

    Speaking of losing control of your character, a few screens taking it to the extreme on a large scale.



    And in everyone of those cases blizzard actively made changes to prevent it from continuing


    if pvp is unplayable due to stunlock builds be prevalent, history has shown that blizzard will intervene


    I'm not sure what the argument is here when you are admitting blizzard fixes these issues
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from gosuser

    Quote from karsen88

    How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.

    Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.

    This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.

    Depends if it's interpreted as additive or multiplicative. Glass Cannon trait for Wizard increased damage by 15%, Is the 15% tacked on top of the damage modifier for a spell or is it 15% of the damage modifier. Any who played the beta actually knows or are we guessing based on wording.

    It's multiplicative man

    please dont make me explain why
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from Kodachii

    Quote from karsen88

    Quote from ecutruin

    Quote from D3VASTATE

    I'll have to find the video, there was some interview with Jay Wilson talking about pvp and what they plan to do about being stun locked and things of that matter, he mentioned diminishing returns along with changing the numbers/effects of the skills in pvp

    No, I know the video you're talking about. He actually specifically said he did NOT want to add diminishing returns. There will be duration tweaks for abilities though, so stuns won't likely last as long. Still a team focused on stunning could probably keep people disabled quite well.

    If a stun team is remotely viable in arena they will add dimishing returns. They do nto want stunlocking to be viable, it breaks every single rule of pvp gameplay development and gives the players one of the worst (if not the worst) gameplay expiriences.
    Sounds like every single season of PMR to me xD Or we could just hop around with hots and dots every season too, that was a great arena experience. Or trifecta/beast cleave explode people in an instant, brilliant!

    I'm not sure what you are trying to say. Blizzard has repeatedly stated their stance on this issue and that stance is stunlocking is anti-fun and should not exist in the pvp expiriences they are trying to make.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stunlock Trapping Demon Hunter
    How does 50% extra damage per rocket become 4%? The damage bonus scales up with each sentry placed assuming you can have more than one. So if 5 is allowed it's be a 250% damage increase, but that's up to blizzard to balance. This build is centered around the sentry, not bow, everything is to supplement the sentry, trapper not bowazon-there's Hungering arrow for that. You don't use vault unless your position is compromised and you need to reset your position, that only happens if you've failed to snare and stun your opponent.

    Looks like you misread somewhere. Ballastics increases the dmg only the rockets do by 50%. so if the runed sentry has rockets that deal 8% wpn dmg, then ballistics is only going to make those rockets deal 12% wpn dmg- a 4% increase per rocket.

    This is definitely NOT the build to run ballistics in. I would use either aid station or gurdian turret and hope that those passives bonuses stack with each turret you have out, and then replace ballistics with flat damage passive, like Archery w/ a Bow.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Stunlock Trapping Demon Hunter
    Quote from ecutruin

    Quote from D3VASTATE

    I'll have to find the video, there was some interview with Jay Wilson talking about pvp and what they plan to do about being stun locked and things of that matter, he mentioned diminishing returns along with changing the numbers/effects of the skills in pvp

    No, I know the video you're talking about. He actually specifically said he did NOT want to add diminishing returns. There will be duration tweaks for abilities though, so stuns won't likely last as long. Still a team focused on stunning could probably keep people disabled quite well.

    If a stun team is remotely viable in arena they will add dimishing returns. They do nto want stunlocking to be viable, it breaks every single rule of pvp gameplay development and gives the players one of the worst (if not the worst) gameplay expiriences.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on If you could be an animal - What would you be?
    A 150ft tall titanium spider
    Posted in: Off-Topic
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