- Zek
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Member for 11 years, 7 months, and 6 days
Last active Tue, Apr, 11 2017 01:03:51
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- 588 Total Posts
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Oct 13, 2012Zek posted a message on Azimuth - Hardcore Level 99 Paragon, Monster Power Level and Loot Drops, More on PvP and Blizzard Game Launches, Hellfire Ring CI don't see Paragon levels ever becoming account wide. If that happened you would be done with paragon exp forever even with future expansions(I doubt they'll raise the cap above 100). I think the amount of exp required should just be more sensible to be more accommodating for alts.Posted in: News
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Oct 12, 2012Zek posted a message on Diablo III Wins Best Audio at GDC Online, 2012 Halloween Pumpkin Carving Contest, Blue PostsPosted in: NewsQuote from magiuspaulus
One question that is probably asked before, but those MP level increasements, are they based on the current (1.04) hp/damage of monsters (so MP1 has 130% hp as opposed to a 1.04 A3 mob)? Would make sense, but i heard somewhere that MP lvl 3/4 is similair to current mobs, so just checking.
No, they are based on the new standard Act 3 which is far easier than 1.0.4(mobs have about half the health). -
Oct 11, 2012Zek posted a message on Monster Power: More Guts, More GloryPosted in: NewsQuote from Sinkukekai
The highest MPs are here for challenge guys, not to lvlup or anything else, just for challenge. I love it the way it is.
Wanna lvlup and getting great items? Go for MP1-MP6, the rest is here for challenge.
When do you not want to level up and get great items? That's why you play Diablo. A challenge is only meaningful if it helps you to accomplish that. Higher MP levels don't need to be way better for farming than lower ones, but they should at least have the same efficiency otherwise no one will ever play them. -
Oct 11, 2012Zek posted a message on Monster Power: More Guts, More GloryNo big surprises here, other than the bonus item chance which is interesting. I like the general design, but I still don't understand why the bonuses don't scale up way higher in the last few MP levels. Going from MP8 to MP10, monster HP is doubled, yet you only get marginal bonuses for it. No matter how good your gear is, no one is capable of killing MP10 monsters quickly. It just isn't ever going to be worth it at those numbers.Posted in: News
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Oct 10, 2012Zek posted a message on PTR Patch 1.0.5 UpdatedTested Haunt in 1.0.4 and it definitely isn't doing such tiny damage as if it was on 0 Intellect. Not sure what the actual bug is, or if it was PTR only or what.Posted in: News
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Oct 10, 2012Zek posted a message on PTR Patch 1.0.5 UpdatedWas it really not affected by Intelligence at all? I knew it was weak but didn't think it was THAT weak(i.e. 1/20 the intended damage).Posted in: News
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Oct 10, 2012Zek posted a message on Game Guide Not Up to Date, More on Legendaries, Blizzard at Comic Con 2012If players could create themselves uber characters in the PTR, they would use that to satisfy all their curiosity and it would kill the satisfaction of accomplishing that in the real game.Posted in: News
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Oct 6, 2012Zek posted a message on Hellfire Ring Proc Damage Nerfed, State of Monks, New Customer Support Phone Hours, Blue PostsPosted in: NewsQuote from Ruppgu
Man, can we get a new project manager to be in charge of D3? They had the proc in a great state where it was and all they needed to modify was the internal cooldown or the base damage before item scaling.
Are their heads in the sand so much that they think people actually like the other legendary procs? The damage is so crappy on things like fire walkers, etc. that people don't care about them. In fact, as you get better gear, the procs get even worse by comparison. The procs are a giant failure and they keep designing things with that philosophy. They had some great ideas with the legendary procs and then dropped the ball hard on the design process of them.
The entire design process of this game has been a head-scratcher for me.
1.) Release game with horrible design decisions
2.) Player base says the design decisions are horrible
3.) Bliz says it's fine
4.) Players leave
5.) Bliz caves in and makes changes
6.) Game gets better
7.) Players come back
8.) Bliz comes up with new design decisions that suck
I see this being an endless cycle with this team. They've had a lot of great ideas that end up being bad due to design decisions. Item procs not scaling. Runes not scaling (just look at the haunt runes). Adding another reason to farm endgame and making the proc so bad that it's no longer something you'll want to farm for to get a BIS ring. Adding monster levels but making the rewards so bad that it's actually better to just farm with no monster level at all.
Don't get me wrong, D3 is a great game but they've had some amazing ideas for this game and ended up dropping the ball on most accounts due to stupid decisions. Just imagine the game if it had competent leadership.
I think you're being very dramatic but I agree that legendary effects should scale with DPS. -
Oct 3, 2012Zek posted a message on Video Guide to the Infernal Machine, Auction House Maintenance, Blue Posts, Poll - Are You Looking Forward to the Infernal MachiPosted in: NewsQuote from Babu
Quote from Benegesserit
Quote from opachopp
The only thing that kinda bothers me it's the drop. I know he had no nephalem stacks but if those bosses only purpose is to get the mats for the ring ( meaning really bad loot other than the mats ) people will quit again after they got their ring. I hope they drop some other good loot so people keep doing the Infernal machine.
Also a lil bit dissapointed about Ghom dealing close to no damage s: that was the boss I was looking foward to see with another boss.
why would you even play if your "endgame" is to get a ring you aren't even going to use because you are quitting? you make zero sense.
I do get the point. You complete the boss once to get the mats and after that you quit playing the infernal machine thing cos there is no point to complete it anymore if you dont get quality loot for doing it? Maybe not quit playing D3 but the infernal machine. Just more act grinding.
If you didn't know, the Hellfire Ring has 4 random stats. Your first one will probably be awful except for the proc and the +exp, so there is plenty of reason to keep running ubers.
It's clear that the intent of this system is that the acts are still the main farming area in the game. That's why you have to keep re-building the Infernal Machine. You're really not intended to farm the keys either, you're supposed to just add the key wardens to your regular runs so you occasionally get an uber fight as a bonus. You can also do them far more often if you want by coordinating uber runs with friends so that you benefit from eachother's machine drops. -
Sep 29, 2012Zek posted a message on Ring and Amulets With ilvl 63 Affixes, Monster Power Not To Work In Public Games, Environment Objects , PvP ArenasPosted in: NewsQuote from vilda03
I was under the impression that the vast majority of players play solo? Personally I prefure group play so at the very least it would be nice to allow MP1 public games and then guage how popular that is and slowly open it up to higher MP levels like 1-3 soon after.
edit - typo
I think it's definitely the case that public play isn't very popular for a variety of reasons, which is no doubt why they felt okay about going forward with this. One of the big issues being the lack of quality control, i.e. a top-geared player farming Act 3 getting matched with somebody who doesn't even belong in Act 3 at all. Good Monster Power-based matchmaking would totally resolve that issue though so I think we'll get there eventually. -
Sep 28, 2012Zek posted a message on Ring and Amulets With ilvl 63 Affixes, Monster Power Not To Work In Public Games, Environment Objects , PvP ArenasNo way will the public game thing last for long. Everyone is going to play MP1 after beating Inferno, which means no more public games ever? That's real dumb.Posted in: News
What they should do instead is make the matchmaking gradually look for lower monster power games(never higher) if it can't find one at your own monster power. That would actually improve things from how it is now since people with great gear playing at high MP are unlikely to match with people slogging through MP0. -
Sep 28, 2012Zek posted a message on Public Test Realm Patch 1.0.5 Notes for 9/27Posted in: NewsQuote from Animalutul
I am actually a bit disappointed by the Legendary drop buff. I really liked their rareness and how awesome it was to actually find or use one. The game becomes easier and easier, and epic achievements are no longer as epic.
They're still so random though that it's easy to find one that's just good but not great. I think it's better for them to be a bigger part of the game by showing up more often. -
Sep 28, 2012Zek posted a message on Public Test Realm Patch 1.0.5 Notes for 9/27Edit: Forgot to refreshPosted in: News
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Sep 28, 2012Zek posted a message on Public Test Realm Patch 1.0.5 Notes for 9/27It's clear from the changes to both rare affixes/ilvls and legendaries in this patch that they've decided to abandon the idea of restricting items for the sake of the AH, and just run with it. People who want to farm for themselves can now realistically play Inferno, and people who use the AH get cheap loot, big whoop. No doubt this was brought on by Monster Power, since now people will always have something challenging to do regardless of how uber they make their gear.Posted in: News
Quote from BombayMD
Magic find works as followed.
If a monster has a 1% chance to drop a legendary. And you have 200% MF, you now have a 3% for that monster to drop a legendary.
If they double that monsters drop rate to 2%, and you have 200% MF, you now have a 4% chance for that monster to drop a legendary.
Its not going to exactly double the amount of Legendaries are found.
What? That doesn't make sense. Why would MF be additive? -
Sep 27, 2012Zek posted a message on Public Test Realm Patch 1.0.5 Notes for 9/27Posted in: NewsQuote from aldrek
While I really like that they doubled the drop rate, 0.00001% doubled is still only 0.00002%. While those are definitely not the actual drop rates, it gets my point across that it's still going to be a stupidly low drop rate. They should have increased it tenfold.
You do realize how many monsters die in Diablo right? A lot of people already reported finding Legendaries pretty frequently with high MF. - To post a comment, please login or register a new account.
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It does already give you the option of keeping the same stat - would be nice if that stat got a roll to be potentially higher(but not lower) than the current one.
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- New difficulty progression is Normal -> Torment -> Inferno
- Difficulties are now locked only by level, not campaign progress (see the removal of that string)
- Adventure mode is playable after you beat Normal(maybe even account-wide) and it scales to whatever your level is
This way if you don't like replaying the campaign multiple times you can just start farming Adventure mode, and never touch the campaign again after the first time if that's what you want.
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Keep in mind what those achievements used to be:
- Kill the Butcher without being burned by floor fires or being grabbed by Ancient Spear on Hell difficulty or higher.
- Kill the Butcher in under 2 minutes on Inferno difficulty.
- Kill the Butcher while he is stunned by his own charge attack on Nightmare difficulty or higher.
It sounds like this is a new proper difficulty mode. They've talked about getting rid of Hell before - my guess is they're revamping the difficulty progression to be Normal -> Torment -> Inferno, and the renaming is to prevent confusion since all the level requirements are changing.
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Say what you want about the itemization patch, but you're absolutely nuts if you think Blizzard is going to release an expansion after a year and a half of dev time and only a couple months after the announcement. For reference, Heart of the Swarm took almost three years.
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