I guess the best way to get all those ancients is to split-farm bounties for the crafting mats to reroll the desired legendaries in the cube? If that doesn't drive you crazy first...
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Aug 27, 2015Posted in: Diablo III General Discussion
Has anybody worked out yet in 2.3 how the rewards are balanced across these three? Obviously bounties are needed for act cache mats and GRifts are needed for gems, but which of them are the best source for legendaries/death's breaths/blood shards? Trying to figure out where I should be spending most of my time, given a character not yet strong enough to do >45 GRifts (i.e. T10 or lower).
Aug 17, 2015Posted in: Diablo III General Discussion
Mostly it's people who loot everything they see and then have to check one by one to see if any of it is good, then salvage and put it all into the stash, repair their gear, etc. Yes this can all be done quickly but people are just slow and indecisive. If you want them to pick up the pace, don't wait for them so long.
Mar 8, 2014Not all Legendaries are made to be top-tier, and that's fine. There have to be some "entry level" ones so they can drop legendaries more often without just skipping everybody straight to endgame.Posted in: Diablo III General Discussion
Mar 8, 2014I think the public reception of patch 2.0.1 speaks for itself - nobody misses trading. The reason why it's possible for loot to be like this is because of BoA. Otherwise a new auction house would emerge, just on a third party website somewhere.Posted in: Diablo III General Discussion
Feb 19, 2014Posted in: Diablo III General Discussion
What reason is there for them to do that? Just to get out a week or two earlier? It's simpler for them if they don't have to support the AH on a new patch at all.Quote from Glowpipe
2.0.1 with ah up is not a issue. Gear bought will be outdated asap when you start leveling up.
I doubt it is next week. But week after that for sure
Feb 19, 2014Zek posted a message on Developer Playtest With Travis Day! Tune in to DiabloFans' stream in less than 6 hours!Yes, they do.Posted in: Diablo III General Discussion
Feb 17, 2014Even Paragon XP sounds pretty useless now compared to what you earn at 70. Having level 60 alts ready to go might be nice if you don't have all five classes yet, but then again it'll be faster and more fun to level alts in RoS. In other words nothing matters at all, just do whatever you want.Posted in: Diablo III General Discussion
Feb 16, 2014Posted in: Diablo III General Discussion
The damage per fury is a bit more than HotA with a larger radius. And it doesn't slow you down - moving while attacking is better than standing still while attacking. Maybe it doesn't suit your preferences and that's fine, that's how balanced skill choices are supposed to work. Demon Hunters are a squishier and more mobile class so it makes sense they would have the damage + speed advantage. Worst case scenario if the skill is a little bit weak, they'll buff the damage a little bit; it's not the end of the world.Quote from seraphim4
almost hoping you are a troll but it doesnt look like it so here goes
compare the dmg of whirlwind to the other skills in the same slot. the damage for the skill is much lower than rend, HoTA and seismic slam due to the ability providing the utility of being allowed to move while attacking.
now being able to move and attack at the same time is great, but in the barbs overall kit it isn´t really anything you need. it was op as hell with wrath yes, but without it? and without infinite fury?
what you have then is something that slows you down, doesn´t really kill anything all that fast and wastes alot of fury and has a medium sized aoe. all that on top of taking a precius skillslot.
and no i don´t feel its the reality for every other build in the game. i believe the demon hunter has a similair ability. difference is she gets to keep the 100% ms rune, has larger AoE and according to the numbers on live, it does more damage than ww (to lazy to dig for datamined info on a class i don´t intend to play so im going by live numbers on this since it is likely to be buffed to the same degree as ww dmgwise).
Feb 16, 2014Whirlwind's damage was increased from 145% to 275%. What was nerfed was the insane synergy of running at full speed while invincible and immune to crowd control and full on fury, killing things without even trying. What you call "useless" is simply the reality of what the game is like for every other build.Posted in: Diablo III General Discussion
Feb 16, 2014Posted in: Diablo III General Discussion
"Terrible" at level 60 means something very different than "terrible" at level 70 thanks to the auction house, and legacy loot with 6 primary affixes.Quote from Keomo
Yesterday and a few hours of today, I've gotten 13 or so legendaries. This is at 60 though, not on the ptr or anything. Don't know if I'm just lucky at getting drops, but unlucky on the rolls since 90% of them are terrible.
Feb 16, 2014You're being ridiculous, Barbs were never designed to require perma-WotB in the first place. If (big IF) Barbs actually are underpowered in RoS, they can be buffed without re-introducing a mandatory imba skill to use as a crutch.Posted in: Diablo III General Discussion
Jan 22, 2014
I would rather see infrequent Legendaries that are consistently good than tons of them that are just used for scrap. They already said they're adding other sources of legendary crafting mats to make them easier to enchant which I think is a better solution than drastically increasing the droprate of Legendaries themselves.We saw the consequences of too many Legendaries dropping in the F&F beta already - people complained about it constantly. There's no excitement in finding a Legendary when you know at first glance that it's probably just vendor trash. The really good ones lose their luster when every single person who wants one finds it within a week.Quote from shaggy
Yeah, and again, I'm not sure how much I trust him. The cynic in me says that "roughly 2 hours per" might mean 2.47 hours per, rounded down, and that might be part of the disparity that many testers are seeing versus what they're expecting. If people are expecting one legendary every 60-90 minutes and they're experiencing one legendary every 150 minutes, but Blizzard is reading that as "roughly one per two hours" then everything starts to make a little sense, doesn't it? My major concern was that even on MP1, with a p100 toon, I could very easily see more than 1 legendary per hour. This is with the AH and with trading which, by all accounts, mandate lower drop rates. Fast forward to the PTR with BoA, no AH, and I'm wondering why I'm not at least breaking even there, or close to it. I realize that the legendaries are generally of better quality, but even with the enchantress, there's still plenty of need for legendaries to crush to use her services. Arguably, unless you obtain PERFECTLY-ROLLED items, every legendary really needs two more legendary drops to "make" it. At one per two hours that means each legendary actually takes SIX hours to "make" and another four hours per additional re-roll you have to do. Two rerolls? That's TEN hours of hunting. Seven re-rolls is THIRTY hours of hunting. For ONE item. That seems a bit obtuse to me. The enchantress was supposed to clean up all those crap items, right? So who cares if the drop rates are a bit more generous? You know what that's going to go to 99% of the time? A few more item re-rolls. Is that horrible? For me the answer is a resounding "no" because finding more items is always going to feel better.
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Sep 22, 2014These runes are far too similar to Ancient Spear to be a separate skill. But if they were just redoing Ancient Spear (again) they probably wouldn't rename it. Also the name says "Boss_Butcher_Spears" which seems to imply that it's directly related to the Butcher somehow. But if it were just a skill used by a boss, it wouldn't have runes (or say "to the Barbarian")...Posted in: News
My wild guess is that this is related to The Butcher's Sickle. Maybe certain legendaries are getting their own set of rune selections? Seems like a balance nightmare though, and I don't know why they would put something that big into a minor patch.
Feb 16, 2014Zek posted a message on Devs Experimenting with APoC, "Diablo III Caramelldansen," by Jaetch, Curse Weekly RoundupThe APoC nerf was inevitable, I'm surprised it took this long. They already nerfed all the other abusive methods of getting perma-resources and/or eliminating cooldowns.Posted in: News
Feb 6, 2014Zek posted a message on Legacy Items No Longer Enchantable, Stash Size Increased, "First Look" Blogs, Design a Legendary: Part 6Posted in: News
It's for the best - since new loot only has 4 primary affixes, really amazing items in the old system have an unfair advantage having 6. Primary stat values are inflated in RoS but crit/attack speed/etc aren't so much. The more quickly they can get everyone to ditch their old stuff, the better. I'm not sure why anyone would even want to hold on to the loot they already have from the very start of the expansion.
Dec 15, 2013Posted in: NewsQuote from Teleros
Bit worried by the apparent removal of Magic Find. Really don't want to be gear swapping in RoS...
Last we heard Magic Find was getting hugely nerfed anyway, with a greatly diminished effect on Legendaries.
Dec 3, 2013Zek posted a message on Invis' Need for Speed RoS Monk Build, More Teasing: "Awesome" Weeks Ahead, D3 on PS3: Special Offer, Curse Weekly RoundupBuilds like that always depend on the hour-long shrine buffs - it'll be interesting to see what happens when those gloves inevitably gets nerfed hard.Posted in: News
Nov 28, 2013Posted in: News
Whirlwind Barbs are still very strong, was watching one clean up Torment 6 yesterday. The new Hurricane rune is amazing.
Nov 24, 2013Zek posted a message on Reaper of Souls Expansion Highlights: Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling, Blue PostsSeems weird that they added a whole new currency just for gambling, which is basically the same as crafting but more random. No harm in it though I guess.Posted in: News
Nov 23, 2013Zek posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary ScreenshotsLife Steal is broken because all you have to do is add more DPS and you get more survivability for free. The idea is that survivability is a tradeoff you have to make.Posted in: News
Nov 22, 2013Zek posted a message on Diablo III - Reaper of Souls: Complete List of Set Bonuses!, Reaper of Souls Blue Post Roundup: Lots of information!Posted in: NewsQuote from cw30000
Disappointed set bonus.
I see screen shot of player doing 1 million dps, so what 4k thorns damage will do?
That number will obviously be buffed by your primary stat.
What I'm wondering is how a conventional build can possibly be any good in the face of "all Earthquake all the time" etc. I wonder if we won't start seeing a metagame where the only viable builds are the ones specifically defined by a handful of top tier Legendaries.
Nov 22, 2013Zek posted a message on Diablo III - Reaper of Souls: Complete List of Set Bonuses!, Reaper of Souls Blue Post Roundup: Lots of information!Were all these drops at level 70? Some of these bonuses are clearly useless legacy values. Hopefully they just haven't received a tuning pass yet.Posted in: News
Nov 20, 2013Zek posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of SoulsPosted in: NewsQuote from Puttah
Quote from Zeyk23
Yeah, PL800 is effectively the level cap. Everything beyond that is just a token increase in primary stat, and +5 per level is not that big a deal compared to the +800 or whatever you can find on an item in RoS.
+5 per level for 1200 levels is 6000 though.
I'm glad that you're all excited for these extra paragon levels, but it just ruins it for me knowing that Blizzard is going to create bind on account items to hinder bot selling, but then have all these stat boosting paragon levels which gives an incentive for bots to exist.
I just preferred the way D2 had it and which PoE has right now.
I'm more excited about BoA items than I am about paragon levels. That's for the other thread though.
Nov 20, 2013Zek posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of SoulsI'm watching KingKongor at level 70 Torment 1 - he's getting 833k exp per bounty FYI. Clearing them every few minutes too.Posted in: News
Nov 20, 2013Zek posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of SoulsYeah, PL800 is effectively the level cap. Everything beyond that is just a token increase in primary stat, and +5 per level is not that big a deal compared to the +800 or whatever you can find on an item in RoS.Posted in: News
Nov 17, 2013Zek posted a message on Design a Legendary, Part 2 Results, Post-BlizzCon Online Store Sale, Ladder Clarifications, Pandemonium Fortress LorePosted in: NewsQuote from Ryude
Quote from Mehsiah
I was hoping to hear about ladder news from Blizzcon on whether I want to keep going for Paragon 1000 or not. With news that nothing is going on with it at the moment I'll prob stick with going for 1000 since Im around the 600 mark now.
Yeah man, I realized last month that they weren't going to implement ladder. It's just one of those things they do to draw in people. Remember team deathmatch?
Your theory makes no sense. First of all, the information came from datamining, Blizzard never announced anything. Second, how does it draw in people if they make no promises(or even hints) that they're going to implement it post-launch?
Nov 14, 2013Zek posted a message on RoS CE WoW Pet - Treasure Goblin, More on Expansion Features, Details on Enchanting, Campaign vs. Adventure Mode, PvP or PvPvE,Posted in: NewsQuote from miles_dryden
Why not keep the names "Normal/Nightmare/Hell"?
These are iconic to the series, and you're just getting rid of them for no good reason.
Let me try to anticipate the answer: "Players might get confused".
The main reason is that the tiered Normal > Nightmare > Hell > Inferno system is gone completely; the new system works quite differently and we didn't want the names, which have a history and thus an expected way of working, to make players think the system functions one way (when it in fact functions in a whole 'nother way).
Totally fair feedback, though. Happy to pass it on.
To any blues who may read this, PLEASE reconsider. There is no need to get rid of the classic difficulty names. We're not stupid, we understand the format is changing.
There is no reason to keep the old names. It is a completely 100% different gameplay system, and using the old names will simply create confusion.
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