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    posted a message on What people are really trying to say about the current loot buff
    Quote from ruksak
    It is kinda nice. However, I think the standard drop rate would be fine IF there weren't so many "empty" Legendaries (glorified rares as they've come to be known). The scarcity of impactful Legendary items with true legendary affixes are too far between.

    Essentially; I don't think it's the rate, per say, rather it's the high percentage of dysfunctional loot that's the culprit here.
    Perfectly stated.
    Posted in: Diablo III General Discussion
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    posted a message on BOA's purpose is bullshit
    Quote from Zero(pS)


    No, it's not bullshit. And I'm glad they finally admitted that their main concern was third party website trading (instead of the initial excuses). Apparently they don't wantany pay to win in the game anymore, and quite frankly, BoA is the only way that was going to happen. The dealbreaker for me is going to be how sometimes, when playing with some friends, you could be saving gear for them (specially in those cases where you can't be online at the same time), and pulling each other up every time you find something nice. But instead we're gonna be stuck with the whole "he has to be IN the game for me to give him an item that he wants and that I want to give him, so we can play a higher difficulty together". That's probably the biggest letdown of BoA to me, and I find itvery weird that they haven't given any response on what are their thoughts on implementing something liketrading with clan for 2 hours (or trade with Friends List when the item dropped).
    Very much agreed. What if there was a system where: For up to two hours after a legendary drops, you could select up to 1-5 friends to "reserve" it for. Allowing you to trade it with those selected FEW friend players indefinitely. Wouldn't that deal with 3rd party trading while also completely allowing trading with a several friends to still exist?
    Posted in: Diablo III General Discussion
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    posted a message on Rares in RoS
    This is an important topic to me as well. I just mentioned in another thread how I think Legendaries should have negative affixes to go along with their "legendary" ones. They should have great power for the right build, but equipping too many of them might not be the best choice. Maybe rares could fill the slots that don't fit the build.
    Example thoughts:
    • Increases your Fire damage by 50%. Reduces your non-Fire Elemental Damage by 50%.
    • Increase Attack Speed by 30%. Reduce your Maximum Health by 10%.
    • 1h Weapon: Increases your Physical Damage with all attacks by 15%. Can only be equipped with a Shield.
    • Chest Piece: For each gem type socketed in this item, gain 100 Resist All. Each gem type in this item has no effect in your other gear slots.
    Posted in: Diablo III General Discussion
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    posted a message on D3 ROS Suggestions
    Quote from dousie

    Quote from WarlockHolmez

    +1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..

    As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
    • Normal = 1 affix
    • Magic = 2 affixes
    • Rare = 3 affixes
    • Legendary = 4-6 affixes
    These affixes could be enchant-able in the same way we can enchant items:
    • Select an affix.
    • Pay the cost.
    • Choose from 3 random affixes to replace it with.
    The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
    Examples:
    • Monsters have 1-99% Resistance to Fire and Frost damage.
    • Monsters have 1-99% Reflect to Lightning and Poison damage.
    • Monsters gain 1-99% Movement speed and are immune to Stun.
    • Your Chest armor's stats are reduced by 1-99%.
    • Your Emeralds' effectiveness are reduced by 1-99%
    • etc.
    I feel like that makes them much too identical to poe's map system. Although my suggestion also approaches it to poe's system, there is variation in that it is only density=rarity=reward.
    The density has many passive boosts to difficulty beyond just overall taking more dmg. There can be more types of monsters together that synergize and such. We still want d3 ros to be different, just that maybe something to farm for and say "yes! a double density rift key!"
    That's just my opinion, obviously it's just a personal thing.

    Ya, I understand what you're saying about PoE. I want Diablo to be its own game too. But I think Riftscould use something random that motivates us to use different skills and items. It just seems so perfect to have some Rifts capable of nullifying (or resisting) specific skills. I'd love the idea of coming up with a builds (Skills+Items) for EACH Rift I want to enter. I don't want to just jump from one to the next with my most optimal build.
    Posted in: Diablo III General Discussion
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    posted a message on D3 ROS Suggestions
    +1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..

    As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
    • Normal = 1 affix
    • Magic = 2 affixes
    • Rare = 3 affixes
    • Legendary = 4-6 affixes
    These affixes could be enchant-able in the same way we can enchant items:
    • Select an affix.
    • Pay the cost.
    • Choose from 3 random affixes to replace it with.
    The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
    Examples:
    • Monsters have 1-99% Resistance to Fire and Frost damage.
    • Monsters have 1-99% Reflect to Lightning and Poison damage.
    • Monsters gain 1-99% Movement speed and are immune to Stun.
    • Your Chest armor's stats are reduced by 1-99%.
    • Your Emeralds' effectiveness are reduced by 1-99%
    • etc.
    Posted in: Diablo III General Discussion
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    posted a message on Reaper of Souls Beta Screenshots and Videos
    Quote from overneathe

    We got our first set piece! ;)

    That final Set Bonus is great. Could even free up another skill slot.
    Posted in: News & Announcements
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    posted a message on Loot 2.0 and Trading
    Quote from jwylie311

    I mean, how different can items REALLY get at a primordial level. You need some HP, some resist, some of your main stat, some crit, some crit damage, some attack speed maybe. Specialization should exist, but it shouldn't be black and white, it should be should be marginal and I think it is. At that level, you can afford to wiggle your items around a little bit for different builds.

    At the moment, items really aren't that different. But when Loot 2.0 hits, it may be a different story. It's not surprising to me that Loot 2.0 and the AH removal may join us around the same time.

    As far as:
    If we are intended to trade at all, what's the difference between using trade chat and the AH?


    There are definitely differences.
    • Clans will benefit from a non-AH environment. Not having an AH is going to hugely motivate groups of friends/people to form clans. Trading within a clan will be much friendlier and easier than in public trade channels. So basically, not having an AH will give clans more value and fun. (I understand that not everyone wants to play with other people, but I would be curious to see a ratio.)
    • Players who are "primarily" self-found will not be as far behind "traders". Behind, but not as far.
    • There will be more social interaction throughout the game in general. (This obviously isn't a plus for everyone, but it IS a difference. Some might not like social interaction, but maybe the vast majority do.)
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Cheng on Negative Effects of Inconsistent Health Pools, RMAH Delay Issues Resolved, What Business Would Each Follower Want
    It's nice to see them thinking about this.

    It's hard to tell exactly what would fix this. Affixes like Jailer, Fast, and Vortex are often too strong and unavoidable. They definitely take skill out of the equation for success. Waller and Frozen "sometimes" are too strong, but if tweaked might be more avoidable.

    Reducing enemy damage dramatically and taking away Lifesteal would probably make you think a lot harder about where you're standing. If you have to wait for the occasional health globe or potion to gain back some health you will probably actively try to avoid affixes a lot more. Reflect damage would probably have to go.

    It would be great if our health pools dropped really slow but had a tougher time refilling them. Wyatt's point about if you're at 50% health, you shouldn't be too worried but should be looking for some health, was intriguing to me.
    Posted in: News & Announcements
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    posted a message on Elemental damages will have different additional effects!
    Quote from Enty

    On another note, if there are holy weapons why aren't there "Dark" or "Demonic" weapons those would be sick, having black smoke and decay falling from the sword or what have you would be fucking absolutely fantastic I'd change my items Element just for that effect.

    Shadow Damage!
    Posted in: Diablo III General Discussion
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    posted a message on [SPOILERS AHEAD] Diablo III Expansion - Reaper of Souls: Datamining Post, Bosses, Game modes, Clans, Ladders, and more
    And to think those are just the Ring affixes. (mainly)
    Posted in: News & Announcements
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    posted a message on [Spoilers Ahead] Elemental Damage?
    • ItemPassive_Unique_Ring_582_x1 - Double the number of enemies that Lightning elemental effects jump to.
    • ItemPassive_Unique_Ring_583_x1 - Double the damage of Poison elemental effects.damage.
    • ItemPassive_Unique_Ring_584_x1 --- Double the chance for Arcane elemental effects to charm the enemy.
    • ItemPassive_Unique_Ring_585_x1 - Double the healing amount of Holy elemental effects.
    • ItemPassive_Unique_Ring_506_x1 - Double the duration of Fire elemental effects.

    Think elemental damage will actually have base effects now? and on weapons? Hope so.

    Btw, that's a lot of Ring affixes.. exciting info.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    Quote from Stephenk291

    Quote from WarlockHolmez

    All added. There's so many interesting possibilities.

    Going to try organizing the list a bit so it's easier to read.

    you didn't add my twerk on attack chance idea... I feel let down and abused. :QQ:

    Added! ;)
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    All added. There's so many interesting possibilities.

    Going to try organizing the list a bit so it's easier to read.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    Quote from shaggy

    Quote from Stephenk291

    +10% chance on hit to make monsters twerk for 3 seconds.

    yeah I went there.

    Mind blown.

    Thread over!

    I won't say I wouldn't be happy to see that. :D
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 - Which affixes would you like to see?
    Quote from Vulmio

    About the Goldfind reduced by 100% affix, I just meant you gained a flat 50% more xp (regardless of the gold find gear worn) and monsters drop no gold. But I agree making it scale with gold find gear could be nice but in this case, 50% might be too low (because the player would have to sacrifice a lot of affixes on his gear (gold find affixes) in order to get XP + sacrifice the gold from monsters). so maybe you could keep my original idea as I intended it and modify your variant and say 100% of the gold find is turned into additional XP. That would be 2 different affixes.

    Also I think I edited my previous post while you were writing yours. I added the increase of NV stacks when going from one act to the other.

    New Legendary affix :

    "All skill costs, cooldowns and experience gained are reduced by 30%"

    Fixing now.
    Posted in: Diablo III General Discussion
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