Nobody was forced to take VQ, there has always been the divide between either splinters+PtV or bat/bears+VQ. Now that divide is gone and people will just choose either splinters or firebomb and forget about regen completely.Quote from Catalept
I know. Forcing everyone to take VQ and use long-cooldown abilities for no other reason than to compensate for low base mana-regen was awesome!
/sarcasm
When an ability is so good that people use it to exclusion of all else, and use other abilities for no reason other than to trigger that one good one, that's bad design, and either the ability or its triggers are going to get nerfed. That was true for WW+CM, and it's true for SQ. Hell, it'd be true for OWE if Blizzard could fix it without causing an unholy shitstorm.
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Member for 11 years, 9 months, and 23 days
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Aug 16, 2012phuzi0n posted a message on Patch 1.0.4 Class Preview: Witch DoctorPosted in: News
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Aug 16, 2012phuzi0n posted a message on Patch 1.0.4 Class Preview: Witch DoctorWait wtf is going on here? Yeah they're buffing pets like they promised months ago, but they are killing mana regen and people are celebrating it as a buff??? Maybe there's other changes to mana regen that they didn't mention, but the post sounds like they don't want us to ever be able to have enough regen to be able to spam bats/bears. While the old mechanic was indeed "feast or famine" and I myself suggested many ways that could smooth it out, this change is completely gutting it. Before you could get over 250 mana/sec with gear and talents but from what they've told us it will now be limited to about 100 mana/sec.Posted in: News
This preview is worse than the wizard preview that said CM build is getting half as much AP procs from tornados. They're forcing WD to use primary spells, so everyone is likely going to be forced into splinters/firebomb builds and not care about mana dumps like they want us to. -
Aug 9, 2012phuzi0n posted a message on Possible New Magic Find System - "Levels of Excellence"Since they're just now announcing announcements, we probably won't get the real announcements until next week and the patch until the 20th or 27thPosted in: News
I hope they at least give us DETAILED information on how the new systems work so that we don't have to figure it all out empirically again. -
Jul 20, 2012phuzi0n posted a message on Diablo III Inferno Booster Pack Giveaway, General Guide for Wizards in Inferno, Character Profile Status Update on Monday, HardThe contest is a cool idea and free loot is still freeloot, but IMO it's VERY little loot at all, like ~30 mins worth of farming for a geared person in a3. You might get lucky and hit the jackpot with the unid's but the crafting/gems are only worth about as much as 1 full repair. It would be nice if you bumped it up to ~100 mats, ~50 tomes, ~20 gems.Posted in: News
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I'm not sure if I just wasn't paying attention but I don't see it on the front page summary either, did they say anything about the massive disparity between yellow and blue mats? The lack of blues is severely hampering my rerolls/crafting.
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This a million times over. It's an easy hotfix to make RG's drops more blue mats instead of a shitload of yellow mats so why haven't they done it? I have 33k veiled crystals but only 3k arcane dust in S3 currently and when I farm t6 I only pick up blue>white items and totally ignore yellow items.
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Yeah that was my initial thought too. I don't mind having supports in the group and they can even speed up your time with the right group composition but it's unfair that they get extremely more XP than dps'ers and where some dps'ers feel the need to cut their dps by more than half to get a little XP gear.
I would even settle for a system where you get 2 shares of your XP bonuses and everyone else gets 1 share. ie. in a 4 players group you would get 2/5's of your XP bonus and 1/5 of the other 3 players' bonuses. Then the people who spent time getting good XP gear would be rewarded still but you wouldn't feel obligated to trade lots of dmg for a little XP.
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I will keep this as short as possible.
Blizzard has always been very slow to fix bugs and hasn't really punished anyone severely in the past (just botters get banned) so we've all gotten used to the idea that it's okay to abuse the game as much as possible to get advantages. They have finally drawn a line this time which is a good thing but unfortunately someone trying to do good got caught by his own mistake. I don't agree with the fact that they ONLY banned mannercookie even though other streamers showed it briefly as well before scumbagging it up off stream. However much I appreciate his actions for making it well known, I still do not feel any sorrow for him because he chose to do it on his main account.
Now that we know they actually care about sploits, I wish they would make it more clear where the line is though. For instance, there is currently a bug with gelatinous goblins splitting up way more than they should (reports of up to 100 gobs). Are we going to get punished if we keep killing them while they are bugged or are they just going to ignore it while they slowly hotfix it after they have responded to bug reports?
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Whoever is fastest at t6 is sort of irrelevant. I guess it matters a little bit if you need to farm trial keys but for the most part everyone will be in speed GR's all season.
I'd say WW and Strafe will be about on par for the fastest though.
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The first quote already explained it to you. The buff applies immediately and affects the hit that applies it. If you had the same stats with generic rings then you would be hitting for ~5.3m but the buff raised it to 8m.
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Nobody really knows for sure how the meta will change with the huge changes ahead but it was possible to go pretty standard SMK dps full of crafted XP gear in 2.1.2 to be the RG killer in speed GR's instead of having a dh but it never really caught on.
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You can set foreground and background fps to w/e you want. Background fps is for when the game is minimized and it should be set low since you don't really need to be rendering the game while you can't see it, foreground fps is for when it is the active window when you're actually playing and you can either leave it maxed out or lower it to prevent your graphics card from having to render frames you won't see.
There is no such thing as "best" graphics settings. It's all a balancing act of how much quality you want vs performance so just tweak the settings and find what you like most. If you don't already know you can press ctrl+r to get an fps meter in game.
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Yeah it really sucks that the people actually doing dmg get the worst xp. It sucks even more that we're forced into GR's with specific group comps to farm. They need to nerf multiplicative xp in GR's and buff T6 xp.
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Based on what I've experienced, d3's rendering is tied to its network activity to a great extant. ie. whenever you're waiting for data from the server your fps will drop.
Back when s1 began I did a 4x dh gr35 on like day 2 where we were all completely freezing on tiny packs and I noticed that the game was actually using 3-4mbps bandwidth presumably because all those sentries shooting super fast with old m6 + tnt were generating lots of network traffic. The last time I checked they had fixed the extreme bandwidth problem but high mob density seems to make it so that the server either can't compute or can't send data to you fast enough and then the game clients pauses rendering while it's waiting for data.
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It is very simple but blizzard does a poor job of conveying all sorts of information in the game's ui. Ignore the wave count on the right, it is only there to confuse people. What actually matters is the lvl of the wave which is displayed slightly above center screen when the wave starts. Your key will be whatever lvl wave you fail on minus a value depending on the # of players you did the trial with.
solo = wave lvl - 3
2 ppl = wave lvl - 4
3 ppl = wave lvl - 5
4 ppl = wave lvl - 6
The way I see it, blizz doesn't want to let us avoid trials because then we will fish for god mode rifts even more. The solution to that is simply to BALANCE RIFTS but they are too slow/lazy at doing that either. It's pretty silly that certain mobs are especially easy and worth huge progress (unburied), certain maps have insanely high density (spires), and certain rg's have incredibly low hp with easy mechanics (stonesinger). Most greater rift balance can be done by simply tweaking numbers (cut down the maximum number of poison clouds voracity can spawn for fuck sake) but blizz is slow to fix anything in d3, even exploits have existed for months and abused on streams without any action until it becomes the norm for everyone (leaving games to gear swap for rg in s1 for instance).
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You mean there are other weapons besides furnace?
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CDR is pretty bad now, so much so that it's my 4th stat to fill for group play. In solo it's questionably the 3rd best stat for more prep/wolf. Always take chd/cc first though.
ps. you probably have all patterns by now so craft a good ancient arcane barb.
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Not sure wth you mean but there is no cap on area dmg aside from the limited number of slots you can get it on. In group play you get overwhelmed with globes and can afford to drop some rcr for elite or area dmg on a couple slots.
WH is rare but not that rare especially now that they buffed the ultra rares to be 2.5x more common.
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Your RoRG and Witching Hour are terrible. Try to get a dex/chd/ias/socket RoRG and a WH with dex/ias/chd. Aside from that you mostly just need ancients or slight stat improvements.
I would prioritize the 4th weapon/quiver stats like this:
solo: rcr>elite>area>ias
group: elite>area>rcr>ias