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    posted a message on How do you guys feel about Bounty and Rifts?
    Quote from DoomSlayers

    Quote from Kyoob

    Quote from PiousFlea

    I think Bounties need to be changed to encourage players to clear more of the zone. The whole point of bounties is to encourage exploration of zones that you normally wouldn't go to, which could reveal rare dungeons that you wouldn't normally see, which would be awesome. If it's just a "run, claim bounty, leave" then it is much less interesting.

    I agree. I think a percentage based counter would suit bounties better. Like clear 70% of the areas' mobs. Kinda like the rifts work. The exact mechanics will get tweaked for sure, having 50 flat kill limit regardless of monster types, area or density looks like a placeholder number to me.

    Well, it's too early to say if it is badly implemented, but most of us will agree changes in RoS are for the better (the concept, not beta-state implementation).

    I don't know about "telling people to clear X% of the map/monsters". It's kind of a "forced" exploration. I feel that it should be something that reward you for exploring. The way bounties work right now, they are telling you exactly what to do.

    How about some hidden bounties? Games could spawn with 25 bounties and up to 50ish hidden bounties. An example of hidden bounty could be:

    As you enter the treasure Vault (crumbling vault), there's a chance that you are given a hidden bounty. The resplendent chest has been changed to a Cursed Chest. You must defeat the Treasure Guardian to reclaim your reward. Those hidden bounties reward you a lot more than regular bounties.

    People can do their bounty runs if they want --- people who explore the game will be rewarded for their dedication as well.

    Another example could be:

    As you walk through Act 5 for a bounty, you encounter a Realm Walker (not the target for your original bounty). Upon defeating him, you are given a hidden bounty --- You must enter the Portal and purge all the monsters inside for a great reward.

    That would be a great way to encourage people to explore and kill monsters on their path.

    Generally speaking I think most players just aren't that interested in "exploring" in Diablo. Reliable rewards are always better than unreliable randomness from a farming perspective. So the system should be built to provide that certainty while still giving you enough variety.

    Not that there shouldn't be nice surprises once in a while, but you shouldn't be forced to walk around aimlessly to find them - they should be on the main path as a bonus.
    Posted in: Diablo III General Discussion
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    posted a message on Rares dropping identified in beta
    I think it's a pretty trivial distinction since Rares aren't that useful anymore anyway(thus their no longer needing to be identified). My guess is you'll pick them all up just for salvage ingredients and it won't really matter what they are once you're fully decked out in Legendaries. But yes, the ideal solution is to see their type on the ground and their name after you pick them up.
    Posted in: Diablo III General Discussion
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    posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary Screenshots
    Life 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 & Announcements
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    posted a message on What will be done with gold
    I'm not even sure how much gold matters now. It seems like most everything has material costs that are the bottleneck. Enchanting at least has a scaling gold cost so eventually you'll run out of money if you re-enchant long enough.
    Posted in: Diablo III General Discussion
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    posted a message on How do you guys feel about Bounty and Rifts?
    In D3V, we had (just to name a few)
    ->VotA runs
    -> CotA runs
    -> Crypt runs
    -> Weeping + FoM + Festering runs
    -> Etc.

    In D3 RoS, we will have
    -> Bounties
    -> Rift

    This argument is incredibly absurd. He listed four items for four different zones that people run, and then only one item for a feature that spans every zone in the game, and one more for a feature that randomly generates new dungeons.

    From what I've seen on streams I think the tuning of bounties seems off - 50 monster kills is not very many, and the bounty reward is substantial, so it very strongly incentivizes "run super fast until you find the bounty, kill it, kill a handful more mobs, then move on to the next one" gameplay. That can be fixed just by tweaking the monster kill targets, bounty rewards, monster density, etc. All of which is exactly what a beta is for. I think the bounties should be a modest bonus that's enough to encourage you to try all these other zones, but not enough to completely drive your playstyle. And the ones that involve completing a time consuming event should obviously have more reward to compensate(or just make those events better).

    As for Rifts, that also just seems like a tuning thing. I think the boss should spawn on the last floor, and each floor should open up only when you've killed a certain number of enemies on the previous floor.
    Posted in: Diablo III General Discussion
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    posted a message on BoP makes ladder resets pointless?
    Quote from itirnitii

    Quote from Pietrak

    Quote from FEIF81

    OFC there must be a ladderreset now and then. Look on the streamers they got super gear in just 30-40 hours so in just few week u cant find any better and the game will be boring so i hope the reset will be every 3-4 month.

    The drop rates in betas and leveling rates are way higher than in the future live game. Blizzard increases the drop rates for testing purposes - if anything is to be tested it has to drop first.

    Exactly this. I keep seeing people complain about things dropping too frequently not realizing this is most likely for testing purposes.

    This remains an unfounded assumption, we just don't know one way or the other.
    Posted in: Diablo III General Discussion
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    posted a message on BoP makes ladder resets pointless?
    There is still a personal "economy" of sorts - your paragon levels, the availability of twink gear in your stash, all your friends playing at Torment 6, etc. Starting from true scratch has a certain appeal, so having a formal Ladder gives everybody an excuse to start from scratch together, and maybe they can do special rewards at the end of each season for participating. Not that I necessarily think it's a good idea, since it does divide the playerbase a lot.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III - Reaper of Souls: Complete List of Set Bonuses!, Reaper of Souls Blue Post Roundup: Lots of information!
    Quote 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.
    Posted in: News & Announcements
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    posted a message on Hardest Boss ROS , on hardest mode: World First Clear.
    Quote from Mob_Dylan

    Came by to say that Torment level 6 is insanely hard, I'm talking OG inferno hard. I don't think it's possible or at least not this early in beta.

    It may very well be literally impossible, at least not able to be farmed efficiently, and they just put it there to make absolutely sure no one reaches the cap. But then again, we're 2 days in on this stuff, so obviously everyone's gear is very far from perfect. And Torment 6 will no doubt be designed for the biggest baddest min/maxers with the perfect cookie cutter builds.

    Have you guys in the beta gotten much idea of how much higher DPS can get? How easy is it to find something that's in the top 80th percentile or so of possible DPS?
    Posted in: Diablo III General Discussion
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    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 & Announcements
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    posted a message on Should everything be wiped at the start of RoS?
    If you think the game should be reset then you are vastly overestimating the impact that current endgame characters will have in RoS. All the gear, gems, materials, etc that you have on hand are completely worthless, easily replaced within days of launch. Sure, gold will carry over, but clearing a bounty at Torment 1 gives you 357,000 gold. Probably way more at the later Torment levels, and they only take a few minutes each, so you're pulling in millions of gold per hour. So no matter how many billions of gold they bring in, it's just a drop in the bucket in the long run. And as for paragon exp, the absolute maximum you can possibly get at launch is PL376, which for players who play that much is not going to be that high at the new endgame exp rates.

    In any case a reset will never, ever happen. 100% impossible. Besides, if Ladders get added then the point is moot. People who really want a pure experience will have their answer.
    Posted in: Diablo III General Discussion
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    posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of Souls
    Quote 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.
    Posted in: News & Announcements
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    posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of Souls
    I'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 & Announcements
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    posted a message on Heavenly Strength
    Quote from Sabvre

    Crusaders don't get + damage from off hands and cannot dual wield. This is their one option to make their DPS comparable. (Only certain skills get bonuses from shield block amount)

    There's no way that this is intended as a mandatory passive. Obviously Crusaders who choose not to use this passive should still have competitive DPS.

    If the DPS difference between 1H and 2H is anything like it is today, I can't understand how this passive can be balanced as-is. A 10% movement speed penalty is not a big deal at higher difficulties where monsters have a ton of health so you spend more time fighting than running.
    Posted in: Diablo III General Discussion
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    posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of Souls
    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.
    Posted in: News & Announcements
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