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    posted a message on New consumable idea

    I would like to see more consumable items like the Ramalami's Gift. Every time a consumable legendary drops you already know what it will be. but what if there were more to find? How about something like buff potions that grant things similar to shrine effects but the player can pop them at will. Consumable of course, but with powerful short term effects. There would be two types of these "Elixirs", and you could only be under the effects of one Elixir and one "Potion" at a time, to prevent effect stacking.

    Examples include:

    "Power Elixir" - You have infinite resource for 15 seconds. Counts as an Elixir Unlimited Power!
    "Elemental Elixir" - You gain 1000% additional elemental damage for 20 seconds (would pick highest element you currently have) Counts as an Elixir
    "Kulle's Potion of 'Cold'" - you are immmue to (cold, lightning, fire, posion, arcane, or physical) for 10 seconds. Counts as a potion Who told you to fear the elements?
    "Cain's Blessing" - Guarantee an unidentified Legendary item becomes Ancient (this prevents players from using it on gear they have on and still have to pray the item in question rolls well) Stay a while and listen. This item here once belonged to a great ancient warrior who battled valiantly against the forces of Hell. He began life as a simple peasant who......(text gets smaller and smaller)

    "Runic Overload" - All current equipped abilities gain the effects of every rune for 5 seconds. Counts as an Elixir I can see clearly now

    "Lifter's Drink" - Gain 2000 main stat for 20 seconds. Counts as an Elixir Do you even lift?
    "Quickness Potion" Gain 100% movement speed for 10 seconds. Counts as a Potion

    "Odin's Potion" Gain the "Conduit" effect for 20 seconds. Counts as a potion

    "Greed's Wine" Gain 100% Magic find for 3 minutes, at the end of this effect a Legendary item will drop out of your body. Loose this buff if you die. Counts as a Potion.


    So on and so on. Also note that using a potion effect would block out the bonus effect granted by your standard legendary potion. The consumable potions can overwrite each other, but your static potion effect cannot overwrite a consumable buff. This will allow players to continue to use their normal healing potion as needed, without fear of cancelling out a currently popped consumable effect.

    These potions can be just as rare as RG's, but the player can hoard them for big Grift pushing or simply use them whenever they feel the itch.

    Posted in: Diablo III General Discussion
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    posted a message on wtf?!?! plvl req for torment difficulties...
    Quote from Cancelled»

    Quote from pricecut»

    My only problem with this change is that Paragon level does not equal gear. RNG = gear. This season I reached para 257 with my barb and still couldn't handle T3 because I just couldn't get anything to drop. I could go into a TX game, but i'd be useless because RNG just didn't work out. It is why I stopped playing this season because i was frustrating being stuck against such a stupid wall that literally only LUCK could fix.



    I'm not sure what you were doing for 257 Paragon levels to not be geared enough for T6. I think most classes can do it with pretty well basic legendary gear as long as you have a decent build.

    If it really was that bad, though, you should join publics until you find some cool people of your own class willing to trade items on some runs. Or ask in general for players for a full group of your own class. You can gear incredibly quick in this game if you're efficient and play with decent people.

    That's basically the point of it though right? This paragon restriction would limit my ability to join up with other players on high T levels, for not only better item chance drops but also being able to group with players that might already have the gear im looking for and would be willing to toss aside their extra drops to gear my weaker ass up.

    Posted in: Diablo III General Discussion
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    posted a message on wtf?!?! plvl req for torment difficulties...

    My only problem with this change is that Paragon level does not equal gear. RNG = gear. This season I reached para 257 with my barb and still couldn't handle T3 because I just couldn't get anything to drop. I could go into a TX game, but i'd be useless because RNG just didn't work out. It is why I stopped playing this season because i was frustrating being stuck against such a stupid wall that literally only LUCK could fix.

    Posted in: Diablo III General Discussion
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    posted a message on 2.3/Season 4 Release Date - Earliest Is Currently: August 25/28

    The notice indicates that the patch date will be Aug 25th. The Tuesday before Season 4 launches. So at least now we know exactly what we are looking at time wise.

    Posted in: Diablo III General Discussion
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    posted a message on Endless Dungeon Idea

    What if it was it's own separate mode?


    Story Mode

    Adventure Mode

    Endless Mode


    Perhaps with a tweeked rule set and reward potential.


    How about instead of dying in Endless mode, you get send back several levels and all the mobs reset? IF you get kicked back three times, the dungeon closes and you must start all over. This way HC don't die and there still is a cost to dying.


    While mobs and bosses on each floor drop normal loot modified by the difficulty of a dungeon level (torment equivalent loot modifers), once you finish your dungeon you get a loot bag with items based on the highest reached level that session.


    Special Items include:


    Ancient emblem. (When combined with a legendary in the Kanai's cube, that legendary gets rerolled as an Ancient item)

    Medallion of the Endless: Legendary Amulet with the property "Grants wearer an addition 100% while in an endless dungeon"

    Merchant of the Endless: This items summons a vendor that sells every set item in the game. But the player can only buy one item per summon. Any item purchased rolls itself randomly as if the item just dropped.

    Bottomless power potion: When used this potion doubles the legendary effects equipped to the player for twelve seconds.


    Stuff like that.

    Posted in: Diablo III General Discussion
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    posted a message on Endless Dungeon Idea

    So I think it is probably safe to say that another Diablo expansion is inevitable. And while Greater Rifts are a fine little idea. I still don't like the in and out gameplay of them. I don't like being taken out of the action until I WANT to be taken out of the action.

    So I propose an endless dungeon mode.

    In this mode you enter a randomly generated map that continues on for as long as you want. Think a rift which doesn't have a progress bar. You move through maps continuing through floors, allowing for constant battling and loot until you want to stop. Difficulty in these dungeons are simply static for whatever game difficulty level you have the game set to.

    Then there is also an idea I have for "Challenge of the Endless" to make this dungeon concept interesting and even competitive.

    So in "Challenge of the Endless" mode:

    Every five or ten floors a boss monster spawns and must be defeated before players can access the next ten floors.

    Every 10th floor boss spawns a chest in which you can access your storage, allowing for inventory management. (This happens in standard Endless mode as well to prevent players from being forced back to town because, again, it serves to break up the action.)

    Every boss killed increases the difficulty of the next ten (or maybe five). Since the dungeon is endless, eventually you will get to an unbeatable point. Leaderboards can be set up to see how many floors one can get. I know this sounds like a copy pasta of Grifts, where the difference lies is that Grifts are sprints of a single small set of maps to race to the end as fast as possible. The Endless Dungeon is a marathon.

    Players are given a total of five deaths per Endless, keeping players from ticking away through high levels death after death. Once all five deaths occur, players return to town and must start an Endless Dungeon all over again.

    After level 50, the player will gain a keystone that upgrades every floor. This allows players to resume their progress should they have their D3 play time cut short. The keystone is usable only once. However if a player gains uses a keystone to resume a Dungeon they will gain a new keystone upon progressing another 10 levels. For example, if you come back to a level 53 dungeon, you would gain another keystone at level 63. All keystones are destroyed if a player uses up their allotted deaths.

    Every five levels beyond level 105, a random debuff is applied to the player. These can range from things that reduce spender damage by 25% to a random non-weapon piece of gear "breaks" locking out stats and legendary item bonus (if applicable). This will promote repeat play to see if players "get lucky" with their debuffs as if you get only minor ones or ones that don't apply to your build, letting that push players another level or two into the dungeon.

    The dungeon mob difficulty caps at level 100, making the debuff the factor that ultimately kills the player. This difficulty would be equivalent to TormentXV.

    What do you think?

    Could something like this work? Why? Why not?

    Posted in: Diablo III General Discussion
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    posted a message on [US] <TAG> The Adult Gamer Clan
    I would like to join this clan

    I am pricecut#1254 on us, please hit me up. I'm bored playing alone
    Posted in: Clans [NA] [PC]
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    posted a message on Adding Super powered Legendaries (Your thoughts)
    Bis items will always end up bis. If not shard of hate pre nerd then something else. Diversity only gets you so far because at some point it becomes worked out that x item is bis for a given class and then that's what people go after. So having an extra tier of items simply makes that chase more clear cut.
    Posted in: Diablo III General Discussion
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    posted a message on Acheivement Rewards
    Achievements have never given players game breaking or even altering bonuses. Even since they first appeared in games. They are just meant to be mini challenges and grinds for the players who want to complete everything a game has to offer. Beyond mini pets or transmits there should never be stat altering bonuses from achievements in any game.
    Posted in: Diablo III General Discussion
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    posted a message on Finally a use for all my [Adventurer's Journal]s!!! 2.4 million gold!
    Try rolling a few amulets and rings a few dozen times. Watch the gold vanish
    Posted in: Diablo III General Discussion
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    posted a message on Adding Super powered Legendaries (Your thoughts)
    I don't see the problem with having a handful of really amazing items. Overpowered or not. There is enough gear in this game that your character can become very powerful as it stand. Sure adding in those epic legends would force people to ultimately only want those, but it still remains that all characters will reach a suitable level of power. And eventually you could push beyond that with epic legends. It would give people something to strive for beyond just being able to do t6. Trying to collect all of those items and turn yourself into a god would b awesome. And people seeing those players with that gear in public games would only bring back that sense of awe that the old days of wow had when you saw some on in tier three gear. It would motivate player to continue trying to find those things for themselves, thus increasing the longevity of the game.
    Posted in: Diablo III General Discussion
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    posted a message on World first? Paragon 800
    There were people at paragon 1000 before RoS launched. So this wouldn't be a world first technically. Though perhaps a 1-800 post x pac paragon?
    Posted in: Diablo III General Discussion
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    posted a message on How can I improve my blessed shield Crusader?
    http://us.battle.net/d3/en/profile/Pricecut-1254/hero/43711188

    This is what I am using with that same weapon.

    It looks like your biggest improvement needs to be focusing on toughness. In your case, I might change out judgement for something more defensive like Iron skin. CDR isn't worth using for your current Cd's as they have too long of a cooldown for a reasonable amount of CDR to be useful. Swap your Lord Commander passive for Holy Cause , increasing all holy damage you deal. I also might swap your red gems for Diamonds of the same quality. Also if you are paragon 229, why haven't you put full points into movement speed? If so, why didn't you re roll movement speed off the boots.In case you aren't aware, movement speed caps at 25%, so if you have the movement speed through paragon points, then it is useless on the gear.

    There are many items in your gear that doesn't provide you enough toughness, or even any in the case of your gloves. As a Crusader you really want Vit and AR on gear, Str goes without saying, and CC/CD is a bonus if you can get it without losing any of the first stats. An example is that your shoulders are really good. Not perfect, but you have everything on your shoulders that you should have in that slot.

    There is a website on the front page that will really give you a good idea of what itemized stats need to go in which spots.
    Posted in: Crusader: The Church of Zakarum
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    posted a message on Repeat Legendary Drops from Kadala
    All I ever get is Goldman blackthorns. Its bullshit I tell you!!!!
    Posted in: Diablo III General Discussion
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    posted a message on Repeat Legendary Drops from Kadala
    Did u get that source at level 70? Because she is not supposed to be able to give torment only items. The green class sets are torment only. The exception is those items below level 70 can still drop from her.
    Posted in: Diablo III General Discussion
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