This thread is not about multiboxing. Stop derailing the topic. Also, stop any sort of personal attacks on "my playtime versus your playtime and my WoW droprate versus your WoW droprate". Use the private message feature for your personal fights, or even better, just close your browser and cool down.
Off-topic comments will be deleted and sanctioned from here on. Back to topic, please.
- Thornagol
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Bagstone posted a message on How many of you got wand of woh yet then?Posted in: Wizard: The Ancient Repositories -
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Bagstone posted a message on [RoS FAQ] Reaper of Souls: Frequently Asked QuestionsPosted in: Diablo III General Discussion[RoS FAQ] Reaper of Souls: Frequently Asked Questions
1) What is that orange diamond in front of some affixes?
2) How useful are items increasing damage of an element/skill?
3) Which skill bonuses can roll on which slot?
4) How does cooldown reduction work?
5) Is there a cooldown reduction cap?
6) How do multiple items with cooldown reduction and skill/bonus damage add up?
7) I've heard something about a guaranteed legendary item from bosses, how do I get those?
8) Any changes on Keywarden, Ubers, Hellfire Ring in RoS?
9) I'm new to class X, what is the current cookie cutter build?
10) What is the best way to farm XP/caches/legendaries/...?
11) What are the drop rates for specific legendaries?
12) What exactly do I need to do to get a design unlocked for transmogrification?
13) What's the state of life steal in RoS?
14) What happened to magic find?
15) How does the difficulty level affect the legendary drop rate?
16) What do the new paragon portraits look like?
17) How does +elemental damage bonus work, in particular with regard to "black weapons"?
18) Is there a list of all the primary stats and secondary stats?
19) How is bonus XP calculated?
20) How are the contents of caches determined? Should I open them on Torment 6?
21) I've heard there are certain cache-specific legendaries, such as the Ring of Royal Grandeur?
22) What to do with Blood Shards?
23) What are the drop rates for legendaries, crafting materials and so on?
24) Is there a list of all Torment-only legendaries?
25) What are the level 70 ubers and drop rates?
26) Can already I farm materials for the Hellfire amulet that will be added in 2.1? _______________________________________________________________________________________________
1) What is that orange diamond in front of some affixes?
Those are affixes that are not included in the item comparison (i.e., damage, toughness, and healing). One such example is the "+% elemental damage" affix: it will not be included in the damage overview as it only affects one element, not necessarily your overall damage. The orange diamond has nothing to do with enchanting - those stats can be enchanted unless they are "special legendary" stats (i.e., affixes that don't roll on rare items of the same slot).
2) How useful are items increasing damage of an element/skill?
The affixes "(Elemental type) skills deal x% more damage" and "Increases (skill name) damage by x%" do exactly what they say - they increase all damage dealt of a certain skill or a certain elemental damage type by the given amount. Usually, this affix comes at the sacrifice of another damage-increasing affix, and therefore the item seems to decrease your overall damage. This is because the elemental/skill bonus damage is not included in the sheet damage calculation. We have to do the calculation ourselves.
For example, let's assume we have an item that adds 15% damage to all our fire spells (and we are exclusively using fire spells), but reduces our overall damage by 12% according to the comparison tooltip. If an average spell will do 1000 damage, the DPS lost would reduce the damage to 880. However, the elemental bonus affix increases the spell's damage by 15%, resulting in 1012 damage. Overall, you gained 1.2% damage from that switch. As another example, if an item gives you 30% spell damage for a 25% loss, it would not be worth it: 1000 * 0.75 = 750, 750 * 1.30 = 975, so a 2.5% overall loss. The general formula to calculate the effectiveness is (((1-DPS loss) * (1+elemental/skill bonus gain))-1)*100; in the aforementioned examples it would be (((1-0.12)*(1+0.15))-1)*100 = 1.2 and (((1-0.25)*(1+0.3))-1)*100 = -2.5.
The damage type of the weapon makes no difference in this calculation; it can be a black weapon (i.e., no elemental damage) or any elemental type damage weapon. If you combine multiple items with elemental skills damage bonus they will be added together: bracers with 12% cold damage and a necklace with 13% cold damage result in 25% cold damage. The same accounts for skill damage bonus. If you combine skill damage and elemental type damage bonus it gets calculated multiplicatively. For example, if you have +10% lightning spells damage on bracers and +15% Electrocute damage, the overall increase for casting electrocute will be 1.10 * 1.15 = 1.265, i.e., an increased 26.5% damage.
daisychopper found a very informative website that offers detailed information about how elemental damage works (with pictures!):
http://bannedofgamers.com/index.php?threads/guide-2-0-1-elemental-damage-explained.1104/
There's also an excellent, very detailed explanation by Jaetch in one of his videos, where he not only discusses elemental/skill damage bonuses vs. DPS, but also "sheet DPS" vs. "real DPS". Check it out: https://www.youtube.com/watch?v=9Dk8xiG1ic0
Note that as of 2.0.6, you can see the elemental DPS in-game as well - just click on "details" in the character pane and you'll see the percentage of elemental damage on your gear, and if you hover over that number it will tell you your elemental DPS.
3) Which skill bonuses can roll on which slot?
Entropy datamined this information and put it into a nice format, I'm just gonna redirect you to his post, be sure to give him a +1 for that:
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82397-list-of-skill-affixes
4) How does cooldown reduction work?
The formula is quite simple: New cooldown = (original cooldown) * (cooldown reduction 1) * (cooldown reduction 2) * (cooldown reduction 3), and so on. For example, Slow Time with a 60% Orhpeus Gesture, 10% cooldown reduction from paragon, and 20% cooldown reduction from Evocation will result in 3.456 seconds (instead of 12 seconds) cooldown. As you can see, you can reduce cooldowns significantly, but never get to zero cooldown.
5) Is there a cooldown reduction cap?
The hard cap for cooldown reduction is 90%. However, there is a "soft cap" as to how far items and skills allow you to reduce the cooldown so far. It depends on class/choice of items/skills; you can see the maximum amount of cooldown reduction (CDR) for every class and skill here:
http://bannedofgamers.com/index.php?cdr/
6) How do multiple items with cooldown reduction and skill/bonus damage add up?
Cooldown reduction suffers from diminishing returns, the formula is like this: 1-(1-cdr1)*(1-cdr2)*(1-cdr3) and so on. If you have 8% cooldown reduction from paragon, 20% cooldown reduction from skills, and 6% cooldown reduction from an item, your entire cooldown reduction is not 34% but 1-(1-0.08)*(1-0.2)*(1-0.06) = 1-0.69184 = 0.30816 (or 30.816%). However, it doesn't mean that stacking high cooldown reduction can't be worthwhile; sometimes it's even worth going from 65% to 70% or higher (monk with Epiphany, for example), although it takes a lot of additional cooldown reduction to get there.
Bonus damage for skills or elements works differently; if you have an amulet with 11% increased fire damage skills and bracers with 13% increased fire damage skills, your fire skills will deal 24% more damage. Nevertheless, if you are already at 100% increased fire damage and add 20% the relative increase of DPS is not actually 20% (a spell that did 1 million without fire gear will deal 2 million with 100% increased fire damage, and 2.2 million with an additional 20% item; so the relative increase is only 10% because your elemental bonus is already quite high).
7) I've heard something about a guaranteed legendary item from bosses, how do I get those?
There are two ways to get guaranteed legendaries: 1) If you are below level 60 and kill an act boss for the first time, you will definitely get a legendary item. 2) After you did a full reset of all quests (or if you haven't completed the last quest yet), Malthael will always drop a legendary item. Here's the catch: in order to get this drop, you need to hit the "Reset Quests" button, and you can only reset the quests if you finished every single quest in the game. Yes, no easy way to exploit this! Just play through the entire game. You can run through it in Normal though - of course, you won't get any Torment-level legendaries then, and no Imperial gems.
If you can't hit the "Reset Quests" button it means you didn't finish every single quest yet. To see which quests you haven't done yet check this amazing website: http://xinair.net/diablo3/ (credit to creator Bleedus from Reddit). Note that some people have reported that the quests reported by this tool were not the right ones; another solution, if this doesn't work, is the one proposed on Reddit in this discussion.
8) Any changes on Keywardens, Ubers, Hellfire Ring in Reaper of Souls?
There is a completely new Hellfire Ring on level 70, with new keys, a new Infernal Machine crafting recipe, updated stats to level 70 (including 45% instead of 35% bonus XP), and an additional fourth portal you need to open. Give it a try! You cannot wear both the level 60 and level 70 Hellfire Ring, so you probably want the level 70 ring in the end.
The Keywardens gained some nasty new abilities in 2.0.1; Xah'Rith (act 3) gained the ability to multiply himself, Sokahr (act 2) occasionally reflects your spells, and Odeg (act 1) became a coward and will occasionally run away through the entire Fields of Misery, happy chasing. The ubers' mechanics haven't changed though. The new drop rates (for keys and organs) range from 25% (Torment 1) to 50% (Torment 6) - yes, significantly lower, but also realize that there is not Nephalem Valor anymore. The exact drop rates from T1 to T6 are 25%, 28%, 33%, 38%, 43%, 50% (no drops on difficulties lower than Torment).
9) I'm new to class X, what is the current cookie cutter build?
About 3 months into RoS it's safe to say that there are a few (1-3 builds) per class that stand out in end-game ("efficient" T6 rifting). However, if you're new to class X, those builds are probably not available to you as they all rely on very specific gear that takes some time to acquire (specific weapons, gloves, or helmets; complete class sets; a RoRG for that class, a suitable SoJ and amulet. For a compilation of some builds check out the build section on our website or the class forum of the class you started playing.
That being said, for all other cases (pre-endgame, just starting a class, not having all gear available, or not being interested in efficiency) "cookie cutter builds" are not as important as in Diablo 3 Vanilla - in other words: while there are a few builds that shine for each class on T6, there are countless builds that work at least on lower Torments (up to T3-4 you can run almost every "sub-optimal" build). That's the beauty of Reaper of Souls! Also keep in mind that new items are being added and new builds are being discovered constantly, so never stop thinking about new potential builds in case you ever get bored with your "cookie cutter build".
If you start with a class, your best bet is to try out all skills to see which playstyle you prefer and which spells you like, and as you find legendary items just try out builds that the special effects on those legendary items unlock. In case your new class is a wizard, Blizzard MVP and Diablofans Mod Jaetch created a very nice guide on "how to create a build" (the basics apply to other classes as well).
10) What is the best way to farm XP/caches/legendaries/...?
There are many different things to do, and certain things are better suited for a specific goal than others. That being said, almost every one of those choices comes with a downside, so in the end it's mainly "do what you like". For example...
- Rifts are probably the best overall way to get a good mix of legendaries, XP, blood shards, and gold. In terms of efficiency, choose a Torment level high enough that you can clear in reasonable time (i.e., elite packs die within less than 10 seconds and a rift clear takes between 5-10 minutes on average until spawning and killing the rift guardian). Works best in groups or solo with Unity and a follower with Unity.
- XP is probably gained fastest by killing Malthael or other bosses. The problem is that you either need to find your way through Pandaemonium Fortress to his chamber (takes too much time) or leave the game before the quest completes (you get NO LOOT) or re-open the game with another character (lots of time/effort with character switching and new game creation). This "method" is boring as hell, does not yield and blood shards, and probably not as many legendaries as rifts. A well-coordinated high Torment rift group can get a lot of XP as well, is less boring, and will overall net more "other" stuff than just XP.
- Blood shards can be acquired fastest by doing "Rift it Forward". Join one of the "Rift it Forward" communities, hang out in chat, and join games to grab the rift guardian kill and lots of blood shards. However, you might spend lots of time just looking at the menu if you don't get any invites; you might run out of rift key fragments soon; and overall you will not get as many legendaries as doing rifts.
- Caches/rift key fragments can only be obtained by bounties, and there are different ways to go about this as well: Many prefer "split farming", which means that 4 people do bounties in a group, but never play together; everyone finishes a different bounty. It's the fastest way to get as many caches as possible. The drawbacks are that you get less rift key fragments (you only get them for the bounties you were present at), and you might miss out on legendaries (all chest and destructibles are "world drops", i.e., while you are killing Izual someone might open a chest in an act I bounty and it might drop a Wand of Woh for you).
In the end, play what you enjoy most, because that's what the game is about. What's the point in playing a game in a mode you don't like, wearing it out quickly such that you stop playing after a while?
If you want a second opinion on this, here's a well-known Dfans community member, streamer, official Blizzard MVP and ultimate game knowledge resource stating his opinion about "farming routes": http://www.youtube.com/watch?v=FRMpLbkBGJo#t=307
11) What are the drop rates for specific legendaries?
We don't know if this information is 100% accurate, but it seems to be generally in line with what people experience:
Legendary roll percentage sub-torment
Legendary roll percentage torment
Legendary roll weight (determining probability for a specific item category to drop)
Find the item in your Torment/sub-Torment table, then check in the third link how high the drop chance of that item category is. It'll give you the drop chance of any legendary item being your desired item. Note that 1) for Kadala you need to look at the Torment table (link #2) and dismiss the "non-smart loot" column because Kadala will always give you smart loot legendaries. Also note that as of 2.0.6 some of these charts have become obsolete (class set items are now as common as all other set items, such as Blackthorne's).
12) What exactly do I need to do to get a design unlocked for transmogrification?
Legendary/set items are unlocked for transmogrification as soon as they enter your inventory. That means, you will get the design as soon as you identify it (because at that point the item is in your inventory), or if one of your group members finds it, drops it, and you pick it up, you will get the transmog as well. Of course - this requires a lot of trust as there is no way to demand the item back!
For crafting recipes the same principle applies: the item needs to be in your inventory, which means only every item of a crafting recipe that you actually craft unlocks for transmogrification. Learning the recipe is not enough. Note that this currently does not seem to work for legacy crafting recipes, i.e., you need to craft the level 70 version of a crafting recipe to get the transmog design. Some people said that they didn't get the design until they actually *equipped* the crafted item, so if you don't get the design from crafting, make sure to equip it as well.
13) What's the state of life steal in RoS?
Life steal used to return 20% life (on Inferno) before 2.0.1 and has been reduced to 10% since. Up until level 69, life steal is still 10%... and as soon as you hit level 70, it will be useless (returns 0%, technically speaking).
14) What happened to magic find?
Magic find was too powerful and became a requirement to find any loot in Diablo 3, which is why it was heavily nerfed: 100% magic find will increase the chance to find blue items by 100%, but only increase the chance for finding rare (yellow) items by 30% and for legendary/set items it is only 10%. That means that if you equip your character with 300% magic find, you will only get a 30% higher chance of finding a legendary. In addition to that, magic find has been removed entirely from paragon and from future rare gear (it still exists on pre-2.0.1 items, the so-called legacy gear). There are items in Reaper of Souls that have magic find as a stat (e.g., Nagelring or Cain's Set), but it is not worth it to sacrifice a lot of damage for a small amount of magic find.
15) How does the difficulty level affect legendaries?
Higher difficult levels yield a higher legendary drop rate. The exact blue post reads as follows: "Playing in Torment difficulty does not provide a bonus to the Magic Find stat. It does however confer a bonus to legendary drop chance, but this bonus is not visible anywhere on the character details pane." (source: http://us.battle.net/d3/en/forum/topic/11914882166)
There is no increase/decrease in the quality of legendaries based on difficulty though; you will not get higher affix rolls if you play Torment 6, the affix range remains the same. Here's a bluepost to make this pretty clear:
http://us.battle.net/d3/en/forum/topic/12091349617?page=5#89
There are certain legendaries, mostly sets, that you can find on Torment only; here is a list of all those items.
16) Will there be new paragon portraits?
The new paragon portraits went live with 2.0.4, take a look at them here (for level 200 to 800):
http://www.diablofans.com/news/48021-undocumented-patch-notes-several-legendary-items
17) How does (legacy) +elemental damage bonus work, in particular with regard to "black weapons"?
Elemental damage bonus does not spawn on loot 2.0 anymore; items that used to roll it before 2.0.1 now roll the "new" elemental damage bonus that it just tied to the skills you are using. See Stone of Jordan for an example of such an item (http://us.battle.net/d3/en/item/stone-of-jordan) and more infos about the "new" elemental skill damage in this FAQ. If you are using legacy items such as the old Stone of Jordan, the "black weapon" bug is still present. For those of you who don't know what black weapons are or what he issue is, here's an explanation: http://old.diablofans.com/topic/84199-guide-wizard-gear-guide/#blackweapon
18) Is there a list of all the primary stats and secondary stats?
Those are all primary stats:
Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, specific Class Skill Bonuses, Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets.
And all secondary stats:
Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction
Source: http://us.battle.net/d3/en/blog/12671560##Items (thanks to sKingX for pointing this out)
19) How is bonus XP calculated?
There's an app for that! Go to this website: D3resource.com/xpcalc/ (thread over here, if you have any comments or spotted a mistake). There's also the formula for bonus XP - as of now derived from testing because there's no official word on the formula, yet.
20) How are the contents of caches determined? Should I open them on Torment 6?
The cache's contents are rolled as soon as you receive them, so that you can't cheat the system: if you complete the bounty on any difficulty lower than Torment, no Torment-only legendaries will drop from the cache, even if you open it on Torment 6. However, the rolls on the items (smart loot, main stats) are determined when you open them. This means you can farm caches on your barbarian, open them with your wizard, and get lots of intelligence items!
21) I've heard there are certain cache-specific legendaries, such as the Ring of Royal Grandeur?
Yes: certain legendaries can only drop from bounty caches; the difficulty level doesn't matter, but they only drop from caches from two acts each (act 4 and one other act). Those are all currently known bounty cache legendaries:
- Avarice Band - Act 3 and Act 4
- Boots of Disregard - Act 3 and Act 4
- Burst of Wrath - Act 3 and Act 4
- Cloak of Deception - Act 2 and Act 4
- Coven's Criterion - Act 2 and Act 4
- Death's Bargain - Act 4 and Act 5
- Envious Blade - Act 3 and Act 4
- Gloves of Worship - Act 2 and Act 4
- Golden Gorget of Leoric - Act 1 and Act 4
- Helltrapper - Act 4 and Act 5
- Ilusory Boots - Act 2 and Act 4
- Insatiable Belt - Act 3 and Act 4
- Mad Monarch's Scepter - Act 1 and Act 4
- Overwhelming Desire - Act 3 and Act 4
- Pandemonium Loop - Act 4 and Act 5
- Pauldrons of the Skeleton King - Act 1 and Act 4
- Pride's Fall - Act 3 and Act 4
- Ring of Royal Grandeur - Act 1 and Act 4
- Salvation - Act 4 and Act 5
- Sanguinary Vambraces - Act 1 and Act 4
- Soulsmasher - Act 4 and Act 5
(Sources: http://us.battle.net/d3/en/forum/topic/12249795001 and http://www.diablohub.com/database/sorting/bounty-bags)
22) What to do with Blood Shards?
Blood Shards currently can only be used for gambling items at Kadala, so feel free to spend them all. There is a cap of 500 Blood Shards, so don't save up too many. Also note that you cannot obtain any legendaries that only drop from Horadric Caches, as well as no follower items or bottomless potions. All other items (including Torment-only legendaries such as sets) can be acquired from Kadala. If you didn't get it yet it just means you're unlucky.
23) What are the drop rates for legendaries according to each difficulty?
Increased drop rates for legendaries:
- Torment I: 115% (campaign mode/bounties), 230% (rifts)
- Torment II: 132% (campaign mode/bounties), 265% (rifts)
- Torment III: 152% (campaign mode/bounties), 304% (rifts)
- Torment IV: 175% (campaign mode/bounties), 350% (rifts)
- Torment V: 201% (campaign mode/bounties), 402% (rifts)
- Torment VI: 231% (campaign mode/bounties), 463% (rifts)
(Source: http://www.reddit.com/r/diablo3/comments/26a358/new_legendary_drop_rate_chart/)
24) Is there a list of all Torment-only legendaries?
Yes, there is:
http://eu.battle.net/d3/en/forum/topic/10189299133
25) What are the level 70 ubers and drop rates?
Unlike on level 60, the level 70 portals are not random, but there are four specific portals, each leading to a specific realm that drops a specific organ. The machines and respective realms, ubers, and organs are as follows:
Each machine needs all four (not three!) different keys to be crafted - those keys drop from the same keywardens we know already from level 60:Infernal Machine Realm Ubers Drop Infernal Machine of Bones Realm of Discord Leoric and Maghda Leoric's Regret Infernal Machine of War Realm of Turmoil Siegebreaker and Zoltan Kulle Idol of Terror Infernal Machine of Gluttony Realm of Chaos Rakanoth and Ghom Vial of Putridness Infernal Machine of Evil Realm of Fright Diablo + summons random Ubers Heart of Evil
Keys and organs only drop in Torment level games, and range from 25% to 50% - so there will always be RNG involved! The drop rates are as follows:Key Keywarden Act Level Key of Bones Odeg the Keywarden Act I Fields of Misery Key of Gluttony Sokahr the Keywarden Act II Dahlgur Oasis Key of War Xah'Rith the Keywarden Act III Stonefort Key of Evil Nekarat the Keywarden Act IV Silver Spire Level 1
- Torment I: 25%
- Torment II: 28%
- Torment III: 33%
- Torment IV: 38%
- Torment V: 43%
- Torment VI: 50%
26) Can already I farm materials for the Hellfire amulet that will be added in 2.1?
Yes! This was confirmed by Lylirra (here). For more information about the Hellfire amulet and other news about 2.1, check the official blog post.
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Bagstone posted a message on Will Hellfire Amulet be our only choice?Posted in: Diablo III General DiscussionSeriously, stop crying about the effort you need to put in to get the Hellfire amulet. Yes, farming keys is boring as hell and it can take forever to get a decent one, let alone a useful or BiS HF amulet. But this instant gratification has to stop.
Well, I'm quite sure Blizzard will give in to the QQ eventually and make the drop rate 100%, just like they buffed the legendary drop rate, set drop rates, Kadala, and so on. If all this wouldn't have happened there would've been long-term incentive to play the game without the need for a reset (ladders)...
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ruksak posted a message on People got what they wanted. Anniversary buff will stay!Posted in: Diablo III General Discussion
so long as you come to grips with the fact that you're in the extreme minority. To chastise the dynamic of RnG while playing Diablo is like choosing to be a veterinarian while suffering from extreme pet allergies.Quote from TwoflowerRNG is still RNG and as long as luck is the only deciding factor, this game is uninteresting to me. -
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shaggy posted a message on Anniversary Buff Here To Stay?They should leave the drop rates as is (or maybe down to 50% from 100%) and, instead, fix the massive amount of leeching that RiF and split bounties have encouraged players to engage in.Posted in: Diablo III General Discussion
As it stands, every single one of my friends is running at least 2 Torments higher in public games than they do solo. Why? Because they can leech, get more drops, and, most importantly, get more blood shards so they can go to Kadala and attempt to "buy" what they are looking for. I'm routinely seeing characters who probably can't even farm T2 efficiently doing T4 rifts.
This is NOT the gameplay we want. There should not be such a massive gap between co-op and solo play. I doubt many people playing solo feel like they're getting too much loot right now. -
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OEsEben posted a message on is it Just me?Posted in: Diablo III General Discussion
I mean no disrespect but I will point out an error in your counting by listing only the first pages QQ threads. 7 currently on first page.Quote from BagstoneI just checked the three first pages of general discussion. Of all those 60 threads, only 3 (!) are so called "RNG QQ thread". All three are high up, two of them however would have died if those who are annoyed of such threads wouldn't give it free bumps all the time.
If you don't like such discussions, don't respond to them. You are providing them with free bumps. This forum does not contain of 80% "RNG QQ threads". It's simply not true. We would be closing threads if this was the fact, but it's not. One of those three threads may get closed if people don't stay on topic, though.
1. Is it just me
2. Frostburn
3. Set Items Drop Rate Too Low
4. Is Kadala Bugged
5. T1>T6 wtf
6. Frostburn Gloves Too Rare
7. Torment 3 Drop Rates -
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ruksak posted a message on Legendary item chance revealed :(Posted in: Diablo III General Discussion
Ahhh...you speak of the 'victim' culture. Life is always more fulfilling when you operate under the pretense that everyone is out to get you with nefarious plans.Quote from shaggy
We kinda live in that culture. You know where news stories aren't fact-checked until AFTER they air because getting viewers is more important than anything else.Quote from ruksak
Bnet is being inundated with flailing histrionics over this, as if Blizzard has been caught ripping us off.
Who cares that everyone already knew they were doing this? I actually think Josh mentioned it as far back as Gamescom. That's not interesting. But twisting it so that it sounds like Blizzard is forcibly sodomizing your grandmother in the games room at the senior center.... now THAT is interesting! Even though it doesn't make a lot of sense.
More toward the principle bitch that's being thrown around by those whom want end-game sets/legs to be common place;
"I want to use certain builds but I can't until I get lucky and find certain items".
BULL. SHIT.
We can use any build on the books. Any build. With effectiveness, mind you. Not one item I can think of opens the door to builds that were otherwise off-limits. "Build Changing" is a misnomer statement. "Build Amplifying" is the appropriate context. -
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shaggy posted a message on Legendary item chance revealed :(Oh look. Same guy making outrageous claims that after 50k hours you won't progress (what does that even mean)?Posted in: Diablo III General Discussion
Where have I seen this thread before? Oh, right. Every single thread he's ever made here. Same content. I give it a 1/10 in trolling. The effort was lackluster and left much to be desired. -
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shaggy posted a message on New AFK Farming Spot 300mil+exp/hr and LegendariesPosted in: Diablo III General Discussion
No it's not.Quote from Asmongold
duping 2 billion gold multiple times and crashing the AH and also RMAH is on a completely different level than sitting in one place over night killing rats and getting a few legendaries.
AFK farming SHOULD result in bans, without question, because this game is CLEARLY not designed to reward players who are AFK - just the same as the RMAH was never designed to allow you to dupe gold - the INTENTIONS of the developers matter whether or not you want to believe they do. It's asinine to argue that it doesn't hurt anyone because it adds server stress due to thousands of people (or more) holding games open 24/7. We know exactly what it did to the D2 servers. I don't want the D3 servers to turn out like that. We have enough to worry about with this asinine net neutrality bullshit.
If you want a game that rewards you for being AFK try ProgressQuest. But stop trying to make it sound like it's perfectly OK to get all sorts of items and XP for specifically NOT playing the game. That's absolutely an exploit and anyone who is arguing against it is blinded by their own stupidity and or cynicism to understand such a very simple concept.
Play = rewards.
AFK = no rewards.
Go AFK in New Tristram in a single-player game for 30 minutes. See what rewards the game gives you. That's exactly the rewards you're supposed to get for AFKing. Anything beyond that should result in a ban. Period. End of story. Don't be a moron. -
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Belloc posted a message on Changing skills element... Why?^ Pet peeve of mine. It's going to take you just as long to find the blue post as it would take anyone else here.Posted in: Diablo III General Discussion
That said, I decided not to be a dick and found the blue post for you.
http://us.battle.net/d3/en/forum/topic/12504231625?page=3#50 - To post a comment, please login or register a new account.
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I'm not submitting myself, but I wanted to drop in and thank everyone that applies for the position on this thread (even if you don't get it). Thank you for wanting to make this community a better place to discuss one of our favorite games.
Good luck!
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Weapon = Eu-jang-do rereolled to lightning
Shield = Freeze of Deflection with IAS or block
Neck = Dovu Energy Trap for additional CC or Ess of Johan for the pull
Rings = Wydward + Oculus with double IAS
Relic = No die relic
Maximize your attack speed on rings and neck to ensure your templar is attacking as often as possible.
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The devs have mentioned that area damage should be a more desirable stat and they want to address it in the future. Right now, CDR has way too much value.
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You meant to say
"It would be a mistake to remoove this." Right? Right?
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For those of you who know me on the forum, you know that I rarely complain about the game, but the continued use of instant damage affixes is just really stupid at this point.
For example, I'm doing a GRift and the mobs jailor me from out of visual range. (I didn't even know I engaged them.) The jail instantly kills me. I understand that Blizzard wants to promote mechanics that cause you to learn to play better to advance in tiers, but exactly is instantly killing me before I have a chance to act against the ability promoting skillful play over luck?
Being jailed is a risk in itself at greater tiers because you can be one shot by a nearby mob. Why does the jail have to wipe me every time as well.
/end rant
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I was going to post a thread within the next week or so to ask if you could update the follower guide. Great timing!
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I saw a thread about 10 things wrong with D3 and someone asked why no one list 10 things that they love about D3. I took them up on that offer and I challenge the rest of the community to contribute their items to this thread.
1. The Story. I think that the story of D3 ties in very well with the lore of the franchise. I'm excited to see how they continue to grow the series over the next expansion.
2. No talent trees. I know that some people will argue about this, but I like the fact that I can get a new set of gear on one character and not have to level up another character to experience a different playstyle. Honestly, if I had to do that, I would only have one or two characters, not one of each class.
3. The challenge of the monster affix. I like the diversity in the skills that they give to elites. I would hope that they expand these options and improve upon some of the existing affixes to have them apply more to the post-RoS environment.
4. The followers. Sure, the followers were too chatty in the beginning and that made them annoying, but I like the fact that they actually have a back story. They aren't just some sort of mindless mercenary/zealot following you while you slaughter the hordes of hell.
5. Covetous Shen. I think this is a brilliant character and I really think that there is something going on here. I feel like he is a figure that will surprise us in a future expansion/installment. (Could he be someone much more powerful in disguise?)
6. Kadala. I think she is utterly evil for a couple reasons and I love it. First, she is the "physical" embodiment of RNG and is a place for me to take my anger out on bad rolls and gambling losses. Second, I have a theory that she is collecting these shards to bring Diablo back. As we destroy the most powerful demons, we collect their blood shards and exchange them for more powerful items to kill more powerful demons and collect more blood shards. It's a compounding scheme that allows for her to get to end game without having to put forth effort.
7. The environments. I really like the way that the design team has brought in different architectures, layouts (open field vs dungeon, etc.), and widgets, such as traps. I think they can continue to expand upon the traps concept and make them something to consider when playing through the level.
8. Adventure mode. I liked playing through the story in Vanilla, but I got sick of it after a couple of times. Adventure mode gives me the ability to decide on what I would like to focus on instead of Alkaizer runs for hours on end.
9. Greater Rifts. These are fantastic. Sure, they still have some ways to improve, but I think that tying these to different incentives (leg gems and blood shards) and allowing them to grow with your power as it increases is a very good mechanic for keeping them challenging.
and finally...
10. I LOVE, LOVE, LOVE that sound the game makes when you crunch a bunch of skeletons or zombies with a good barb charge, frozen orb, cluster arrow, etc.
What do you all love about D3?
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After reading the thread, I have to agree with ruksak. I applaud you for trying to kill exploits by bringing attention to them, but I don't think you chose the right method that would impact change and save your account. Please consider this feedback when you apply your new licenses and get back into Sanctuary.
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I would actually like to remove rift/grift keys from the game as physical items. You can still earn them (like blood shards), but they become a currency. You can choose to spend rift token or use a grift token to choose a level up to 1 above the last level completed. (Complete rift 40, so you can choose to do 41)
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Seasons serve a dual purpose. The first is to give you a vehicle for starting fresh but also provides the benefit of carrying your items/gold/xp over to the remainder of your account. The second is to add a layer of competition to individuals for those that want to participate. Granted, streamers will almost always be at the top because of the time they commit to the game (or in some cases, the exploits they leverage).
I have no problem with introducing new legendary items to seasons as an incentive for people to play them, as long as they continue to drop them into non-season. I think Blizzard is doing a good job with improving the catalog of legendaries and benefits provided. I would prefer to stop seeing sets be the driving force to build changing mechanics, but it's easier to balance around sets and provide complimentary items then balance around individual affixes. This method also lets them spend time on new maps, expansions, and additions to the game (such as Kadala).
In the end, you aren't forced to play seasons, just like you are not forced to play hardcore. It always confuses me to see comments like this when they pop-up.