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    posted a message on Uber Kuile Enrage has gotta go...
    Quote from maka

    Quote from Solmyr77

    Quote from maka

    Enrage timers encourage class cannon builds and suppress tank builds. Why one should be more valid than the other.

    Just plain wrong. I could as well say: "Monsters dealing damage encourage tank builds and suppress glass cannon builds."
    You need to have a balance of survival and offensive output. If either of them was obsolete because you could win without it, the design would be flawed.

    Yeah, except reality proves me right. In Softcore, everyone focuses more on offence than defence. And it works. With ridiculously high DPS and crap defences, you can kite and dodge your way to victory; it is NOT so when things are reversed.

    Well, yes, because it is efficient, Hammerdins were by FAR the most used class in D2, and it was certainly because of the massive damage and screen filling death that build was capable of.

    Diablo has always favored massive damage.

    Although, yes, enrage timers certainly DO discourage lower damage defensive builds. (they took them off Elites, I would not be surprised if they took them off bosses too)
    Posted in: Diablo III General Discussion
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    posted a message on Uber Kuile Enrage has gotta go...
    Quote from Vooodu

    Quote from AudioCG

    I don't understand why he seems to think only "cookie cutter and RMAH" can beat Ubers under enrage time... lol.

    Seems like a pretty bold assumption, I don't use a "cookie cutter" build (I have never seen any other person use my build exactly, ever.), have never used my Credit Card for anything but buying the game itself, and yet I have only even seen enrage a couple of times ever in D3.

    There is a distinct difference between not using a cookie cutter build/gear, and using a build/gear that just plain sucks.

    Im not exactly "for" enrage timers, but I do resent the implication that because I can do enough damage to not be bothered by them somehow indicates that I have used a cookie cutter build or my CC. (because I haven't, and I don't)

    Speaking for MP10 content here.

    Sorry if i offeneded you then. But my remark was aimed at the people who do fall under that remark..

    Most people who do claim its nothing have Credit cared their way to victory using cookie cutter builds.

    Fair enough,

    Just out of curiosity, what are you using for your build? Seems like your going for a defensive build, Class/spec?
    Posted in: Diablo III General Discussion
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    posted a message on Uber Kuile Enrage has gotta go...
    I don't understand why he seems to think only "cookie cutter and RMAH" can beat Ubers under enrage time... lol.

    Seems like a pretty bold assumption, I don't use a "cookie cutter" build (I have never seen any other person use my build exactly, ever.), have never used my Credit Card for anything but buying the game itself, and yet I have only even seen enrage a couple of times ever in D3.

    There is a distinct difference between not using a cookie cutter build/gear, and using a build/gear that just plain sucks.

    Im not exactly "for" enrage timers, but I do resent the implication that because I can do enough damage to not be bothered by them somehow indicates that I have used a cookie cutter build or my CC. (because I haven't, and I don't)

    Speaking for MP10 content here.
    Posted in: Diablo III General Discussion
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    posted a message on New Battle.net Mockup
    Quote from Zanmato

    Why wasn't this added to begin with..? mongoloid blizzard.

    You don't seriously think making something LOOK like this and actually making it WORK are the same thing right?

    It looks fantastic, no doubt, hopefully Blizz can pull off the back end to make it work.
    Posted in: Diablo III General Discussion
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    posted a message on Uber Kuile Enrage has gotta go...
    Quote from Vooodu

    Quote from AudioCG

    You cant kill an Uber under timer in anything higher then MP3?

    Sounds like a build/gear issue and not a game issue.


    Well, im using a non cookie cutter build. My Build just isn't built to do insane amounts of DPS. So basically it is a game issue because its not my fault i can't kill him before his magical insta kill gets me.

    I could swap to the typical build and probably kill him.. But that breaks the whole point of playing the game with my build that i enjoy using. Especially if i can do MP 10. I mean, MP 10 battles take forever for me but i love the actual fight.

    Its the Enrage that has no place in D3. I mean unless they made some sort of Possessed Treasure goblins where after you hit it he enrages and runs...lol.

    Fair enough, I don't use a "cookie cutter" build either, but I certainly do focus on ALOT of damage, I have only seen enrage maybe 3-4 times in my entire playtime in Diablo 3.

    I guess it would make pure defensive builds more viable, and that's not a bad thing.
    Posted in: Diablo III General Discussion
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    posted a message on Uber Kuile Enrage has gotta go...
    You cant kill an Uber under timer in anything higher then MP3?

    Sounds like a build/gear issue and not a game issue.
    Posted in: Diablo III General Discussion
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    posted a message on How can I improve my drops?
    Quote from Xezz

    I've read this thread yesterday after a rather bad day with legendaries and thought: "Heck lets try with more MF". Bought me a Sunkeeper with socket and critdamage for the offhand and it seems the drops increased. Tho it might just be random ;)

    Paid 4 mill for 900ish dps 190 dex, 54 CD and 41 MF. My dps stayed the same roughly and so I still blow up everything on mp0.

    If you are playing a dualwield setup and you could afford a Sunkeeper with good/decent stats I'd suggest you might want to try it. Since for me at least i traded a bit of weapon dps and CD for MF and dex,

    I'll second this suggestion, a Sunkeeper is what I would consider practically mandatory for an MFing gear set.
    Posted in: Diablo III General Discussion
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    posted a message on Itemization Discussion - State of Diablo 3 part 3
    I could certainly get behind more +skills affixes with more potent and desirable effects!

    I use a belt with +6% CC on Revenge, and I do in fact use Revenge in part because of this, more items like this with more potent effects would certainly encourage more "off the wall" skill combinations, much like in D2.
    Posted in: Diablo III General Discussion
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    posted a message on Are MP0 speed runs terrible for loot?
    Quote from Striker1683

    I am going to zero in on the basic question of what extra magic find gives you. Based on the MF research project we know that extra MF is going to give you a better chance of getting a better quality item out of the each "drop chest" that you get to open after you kill a bad guy. We also know that there is an inflection point around 250 MF where you should routinely be getting 3 Rares for every elite group killed.

    Has anybody ran into any research about whether there is an inflection point where Legendaries become more common? If this is possible I would assume that you would need a lot of item or paragon based magic find + high MP MF bonuses to reach this inflection point. And that would be a good argument for running at higher MP even though the pure XP efficiency of MP0 is clear to most.

    Stated a different way, if you are looking to maximize your legendary efficiency it might be that higher monster power is the way to go.

    I have seen (on here somewhere I believe, it was a while back..) some indication that 300 and 350MF were break points for more consistent legendary drops.

    Personally (and I know, this is not a reasonable sample overall) I see noticeably more (consistently) Legendarys after breaking 300mf.

    And, even though I totally realize that lower MP farming with higher MF is FAR more efficient then at higher MP's, I have consistently found more Legendarys at higher MP levels (5-7).
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 on console
    Quote from Gheed2010

    Quote from AudioCG

    You ever remember a single time when Blizzard was not LATE with their development promises?

    Just once?

    Ever?

    You can tell who has never been around for a Blizzard game when it is new before.....

    Yup, LoD was released exactly a year after D2. And was excellent.

    Of course, almost none of the people that made it have worked there for years. Maybe there's a lesson there... ;)

    Didn't they miss the holiday window they originally advertised for LOD? (I seem to recall a 2 month delay with LOD, I think they even mention that in one of their "retrospectives")

    And on topic about the console version;

    I really, really, really doubt a console version will ever see the light of day. (SC Ghost flashbacks and all that jazz)
    Posted in: Diablo III General Discussion
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    posted a message on How can I improve my drops?
    Quote from thomasmgp30

    Well I been looking at a lot of people's profiles and their elite kills. Seems like 20k is the magic number for having tons of gold. Most people with 20k kills or more have 50+ million gold items in every slot. So only need 14k more elite kills. I mean if I cant get at least 1-2 decent drops killing 14,000 elites I quit.

    Im right at that magic number, and I get decent drops almost daily. (sell-able, keepers/traders)

    Add me if your not in the EU and I can take you through some keyruns/farming.
    Posted in: Diablo III General Discussion
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    posted a message on What Ideas do you Have ?
    - Bring back the Mystic, allowing for the socketing of items.

    - More Gems!

    - Let us go through that damn Goblin portal! Hidden boss fight! (lets say you have to wait for the goblin escape moment when he opens the portal and it does not go away)

    - Custom Crafting options (think Hellfire ring, or adding gems to the recipe to obtain a specific effect)

    - Take all lower level Legendary's and make an Inferno scaled up version of said Legendary, and make it into a recipe.
    Posted in: Diablo III General Discussion
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    posted a message on Itemization Discussion - State of Diablo 3 part 3
    Quote from wyllder

    Quote from AudioCG

    Quote from wyllder

    Quote from maliceubx

    Weapon DPS and Skill Damage: The correlation between the two has been devastating the item pool of Diablo 3 since the beginning. Diablo 3 focuses heavily on a simple formula that even a child could understand: Skill Damage = weapon damage + class stat + IAS + Average Damage + Critical Chance + Critical Damage. Any way you look at it all you have to do is stack these affixes and your damage will go up, and not only will YOUR damage go up but EVERYBODY'S damage will go up because Diablo is a game about using skills, and because every character uses skills... every character will follow that formula.

    Diablo 3 decided to do away with the chance to miss. It got rid of any kind of hit recovery and let your character be a beast tank who could take hits but keep on the move. They consolidated resistances and DR% by trivializing elemental damage with the introduction to +all resist on EVERY SINGLE PIECE OF GEAR. There is no more CHOICE left - only +all resist.


    That's hitting the nail on the head, IMO. They oversimplified the interaction of weapons to character and then allowed for certain items to be clear winners in all categories.

    While these mis-steps will be hard to fix, I really wish Blizz would step up and get to work on fixing them.

    My thoughts for places to start:

    Cap the hell out of All Resist. Just like they lowered IAS back in the day, take AR and cap it at 15. This will immediately make individual resist items far more valuable and force people to think about their selection.

    Split up the Trifecta. Make it so IAS, CC & CD cannot co-exist on any item anywhere. You can only have one at a time. This would immediately diversify the item pool and make any item with one of these stats with a good roll is now a good item. As for retroactively applying this.. Keep whichever stat had the highest roll. If there's a tie, randomly select the one to keep.

    Get rid of, or change, "stupid" items: Witching Hour, Mempo of Twilight, Vile Ward. There are probably others, but these are the ones that strike me as being completely OP to the point where nothing else even comes close. The sheer number of people with ugly-ass goat shoulders (myself included) is idiotic.

    Wyllder

    Im sorry, that's a TERRIBLE idea.

    Buff the lesser used affixes, add new diverse affixes (that are competitive with the top dogs), improve elemental damage/effects (they had this in at one point, easy to bring back.), add socketing (they already HAD this in earlier builds of D3, would be EASY to bring back in), improve crafting, have an Inferno version of lower level Legendarys.

    POW

    The end game just got a whole lot more interesting.

    Make the lesser appealing stuff BETTER, dont nerf the hell out of everything.

    Ok.. So tweaking the existing item pool to improve diversity is a terrible idea but adding all sorts of new items, affixes & tweaking capabilities to have the same net effect (spread out the pool of "best" items) is a grand idea? Sounds to me like they are just philosophically different solutions to the same problem.

    I am not nerfphobic and could care less how we arrive at a better balanced game with improved item diversity so long as we get there.

    Wyllder

    In essence, yes, they have a similar effect.

    With one MASSIVE difference.

    Your solution has no viable way of implementation, everyone already HAS high end res all gear, and trifectas, etc.

    Unless you are proposing Blizzard outright changes all of these existing items?

    lol, you want to see a massive shitstorm? That would be how to do it.
    Posted in: Diablo III General Discussion
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    posted a message on Itemization Discussion - State of Diablo 3 part 3
    Quote from wyllder

    Quote from maliceubx

    Weapon DPS and Skill Damage: The correlation between the two has been devastating the item pool of Diablo 3 since the beginning. Diablo 3 focuses heavily on a simple formula that even a child could understand: Skill Damage = weapon damage + class stat + IAS + Average Damage + Critical Chance + Critical Damage. Any way you look at it all you have to do is stack these affixes and your damage will go up, and not only will YOUR damage go up but EVERYBODY'S damage will go up because Diablo is a game about using skills, and because every character uses skills... every character will follow that formula.

    Diablo 3 decided to do away with the chance to miss. It got rid of any kind of hit recovery and let your character be a beast tank who could take hits but keep on the move. They consolidated resistances and DR% by trivializing elemental damage with the introduction to +all resist on EVERY SINGLE PIECE OF GEAR. There is no more CHOICE left - only +all resist.


    That's hitting the nail on the head, IMO. They oversimplified the interaction of weapons to character and then allowed for certain items to be clear winners in all categories.

    While these mis-steps will be hard to fix, I really wish Blizz would step up and get to work on fixing them.

    My thoughts for places to start:

    Cap the hell out of All Resist. Just like they lowered IAS back in the day, take AR and cap it at 15. This will immediately make individual resist items far more valuable and force people to think about their selection.

    Split up the Trifecta. Make it so IAS, CC & CD cannot co-exist on any item anywhere. You can only have one at a time. This would immediately diversify the item pool and make any item with one of these stats with a good roll is now a good item. As for retroactively applying this.. Keep whichever stat had the highest roll. If there's a tie, randomly select the one to keep.

    Get rid of, or change, "stupid" items: Witching Hour, Mempo of Twilight, Vile Ward. There are probably others, but these are the ones that strike me as being completely OP to the point where nothing else even comes close. The sheer number of people with ugly-ass goat shoulders (myself included) is idiotic.

    Wyllder

    Im sorry, that's a TERRIBLE idea.

    Buff the lesser used affixes, add new diverse affixes (that are competitive with the top dogs), improve elemental damage/effects (they had this in at one point, easy to bring back.), add socketing (they already HAD this in earlier builds of D3, would be EASY to bring back in), improve crafting, have an Inferno version of lower level Legendarys.

    POW

    The end game just got a whole lot more interesting.

    Make the lesser appealing stuff BETTER, dont nerf the hell out of everything.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 on console
    Quote from Speaker

    I never even mentioned anything about programmers, just the fact that they have time to talk about all of these other things and yet we still haven't heard a thing about the one thing that matters to most players right now.

    "most"

    Funny how when Blizzard decided to delay PvP the player base was "mostly" uncaring about PvP.

    You would have had to actually have been around pre launch to know this though.
    Posted in: Diablo III General Discussion
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