Diablo 3 Discussion Thread

My guess is that they don't want the MFer to be a leecher. When you stack MF you're most likely compromising your damage. I don't really like the way it is either, but I wouldn't want to carry the weight while the MFer is getting all the loot.

Rares can have main dmg stat/vit and MF/GF and still room for other useful prefix/suffixes. There is only a compromise if you're hoping for other goodies (life regen, hatred regen, etc.).
I really wish Blizzard would change their stance on it, b/c I would much rather MF alone than having some douche with 0% MF killing my drops.

We already get our own loot. We should get our own MF/GF. Period.
 
I'm curious - do legendary items drop more often in harder difficulties?

I have played through the game twice on normal now and only have one legendary item to show for it.
 
I'm curious - do legendary items drop more often in harder difficulties?

I have played through the game twice on normal now and only have one legendary item to show for it.

That's one more legendary than I've gotten all the way through Act 2 Inferno...

My friend got a legendary from Nightmare. No one else I know has gotten one.
 
That's one more legendary than I've gotten all the way through Act 2 Inferno...

My friend got a legendary from Nightmare. No one else I know has gotten one.

There's a fair amount on the auction house, so it looks like some of the dedicated people are certainly able to find em.
 
I'm curious - do legendary items drop more often in harder difficulties?

I have played through the game twice on normal now and only have one legendary item to show for it.

I haven't seen a single legendary drop. From the people I know in-game that have already gotten drops, there are what I would consider low levels (i.e. not for Hell use), so I frankly don't care :p
 
Yeah I've gotten zero legendaries so far and my bro has found 1. Still, I think that's a relatively high chance considering that its been almost a week since release. In WoW, getting an epic item from random drops was much rarer.

At some point, I think the BS will be able to craft legendaries (I've seen recipes for em up in the AH). That will make things a little more predictable, though I can't imagine the mats required to make them.
 
I got a legendary from a gold goblin on normal difficulty act IV. It sucked more than a purple I had.
 
I have a question about an ability called Mantra of Conviction. It says you increase the damage taken by nearby enemies. Does that mean the enemies nearby will do more damage to you?
 
Rares can have main dmg stat/vit and MF/GF and still room for other useful prefix/suffixes. There is only a compromise if you're hoping for other goodies (life regen, hatred regen, etc.).
I really wish Blizzard would change their stance on it, b/c I would much rather MF alone than having some douche with 0% MF killing my drops.

We already get our own loot. We should get our own MF/GF. Period.

theres a good reason that MF is averaged and that is they want everybody to contribute. If you have your own MF and you do shit dmg than that blows. now if you have high MF and no dmg atleast everybody benefits from you being worthless
 
I have a question about an ability called Mantra of Conviction. It says you increase the damage taken by nearby enemies. Does that mean the enemies nearby will do more damage to you?

No, that doesn't make sense. What it does is cause enemies within 20 yards of you to take 12% more damage.
 
theres a good reason that MF is averaged and that is they want everybody to contribute. If you have your own MF and you do shit dmg than that blows. now if you have high MF and no dmg atleast everybody benefits from you being worthless

Nice to see that you read my post.

I said items can have dmg stat/vit and have MF, or did you just rush to contribute nothing to this thread? What I'm saying is instead of having completely one or the other, you have both. It won't be all MF or all dmg, but a compromise. Seriously, take a minute to read before posting again.
 
Quick question everyone: Do all the items in the AH scale on your level? Let say even when you do the search for all levels but the items only show based on your level right?
 
Nice to see that you read my post.

I said items can have dmg stat/vit and have MF, or did you just rush to contribute nothing to this thread? What I'm saying is instead of having completely one or the other, you have both. It won't be all MF or all dmg, but a compromise. Seriously, take a minute to read before posting again.

To be honest mav451 I was confused by the way you worded it as well. Sounds to me like you were saying instead of there being a compromise you want all MF gear instead of anything else.
 
Well consider this - apart from helm (socket with Topaz of highest grade); it's easier to socket everything else (armor/rings/weapons) with damage or vit, correct?

In my eyes, having "MF" is just looking for that attribute in your rares, but you're obviously still stacking dmg/vit.
 
Well you can only add damage via a socket in the weapon. Everything else is individual attributes. Although I guess you could mean stacking damage via your primary attribute.
 
Well you can only add damage via a socket in the weapon. Everything else is individual attributes. Although I guess you could mean stacking damage via your primary attribute.

Yup I meant - dex/intelligence/strength, either in +dmg or stat rings.

Violet can look purple/blue. And I'm holding back on a Wonka reference, lmao.
 
The game is a shit load of fun to play. I find myself okay with most of Blizzard's compromises--graphics, lack of talent trees, battle.net 2.0, etc--because each of these simplifications or changes yield benefits as well. Grouping and playing with friends is seamless, their fantastic art department made the graphics more than passable, the new skill system is quite fun to use...

I basically have only one complaint, and that's been discussed pretty well in the last 10 or so pages--the craptastic or lazy itemization.

I am REALLY hoping that Blizzard sees this as an issue and is working on some changes.

They need to do a few things imo--
1) Buff each base stat to make each worthwhile. (For example--if you're tired of getting one-shot on your Demon Hunter/Wizard/Witch Doctor, Vitality/Dexterity/Strength gear should be a viable option. Currently, they don't offer enough)

2) Normalize niche stats better. 2 max Arcane Power (for a wizard) is not better than 30 Int (yet they'll roll the same slot). They should encourage different builds through itemization, but they're mostly just an added side-thing no one really cares about.

3) Tweak skills to better use off-stats. I saw a Witch Doctor move that actually utilizes gold pick up range (That's cool!). More moves need these unique synergies, too many are just weapon damage %. Demon hunter has lots of crit stuff (monk had a couple), but where's the crit gear?

4) Add in more gem diversity (3 effects--helm, weapon, 'other'--is just lamesauce). Add in runes for crit, gold pickup range, etc. so you can actually spec some of these cooler stats. After 2 difficulties, i'm getting bored with the same stats i see on all gear.

5) Make some truely unique items as others have discussed that people will want. (I have a feeling they are already in the game, just fucking rare). Indeed, the legendary gear is dissapointing because it's just a magic item with better stats.

6) Make a purpose for whites. Seriously--who's idea was it to waste time coding these whites if they are 100% worthless? At the VERY LEAST they should be viable for vendor trash, to a degree. There should be another use though, as D2 had with rune-words, or finding that shield with 4 sockets for magic find.

Unfortunately the way they've built the weapons and skill synergies with dps%, there's not much they can do as far as adding in the 40-80 fire or poison damage you might find on a weapon. But maybe they could for melee classes. It wouldn't make any sense on my Wizard for Meteor to be adding poison damage from my weapon...

Digging the game but without above, i reckon i'll get bored after playing each class a bit.

Now, to ask a question! Who plays monk? I made a monk over the weekend and unlike my Wizard, i've found the majority of his moves to be lackluster. Especially the "Technique" ones. The dash is extremely week and i can't seem to think of a use for it. The exploding palm is in the same boat. The kick seems cool, but ends up doing no real damage. My monk play is basically holding down one of my spam attacks and just using cooldowns as necessary. oh, and waaaay to many lame passives . After Wizard, i expected other classes to have more variety. Am i just playing monk wrong?
 
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The game is a shit load of fun to play. I find myself okay with most of Blizzard's compromises--graphics, lack of talent trees, battle.net 2.0, etc--because each of these simplifications or changes yield benefits as well. Grouping and playing with friends is seamless, their fantastic art department made the graphics more than passable, the new skill system is quite fun to use...

I basically have only one complaint, and that's been discussed pretty well in the last 10 or so pages--the craptastic or lazy itemization.

I am REALLY hoping that Blizzard sees this as an issue and is working on some changes.

They need to do a few things imo--
1) Buff each base stat to make each worthwhile. (For example--if you're tired of getting one-shot on your Demon Hunter/Wizard/Witch Doctor, pick up some Vitality/Dexterity/Strength gear)

2) Normalize niche stats better. 2 max Arcane Power (for a wizard) is not better than 30 Int (yet they'll roll the same slot). They should encourage different builds through itemization, but they're mostly just an added side-thing no one really cares about.

3) Tweak skills to better use off-stats. I saw a Witch Doctor move that actually utilizes gold pick up range. More moves need different synergies, too many are just weapon damage %. Demon hunter has lots of crit stuff (monk had a couple), but where's the crit gear?

4) Add in more gem diversity (3 effects--helm, weapon, 'other'--is just lamesauce). Add in runes for crit, gold pickup range, etc. so you can actually spec some of these cooler stats. After 2 difficulties, i'm getting bored with the same stats i see on all gear.

5) Make some truely unique items as others have discussed that people will want. (I have a feeling they are already in the game, just fucking rare). Indeed, the legendary gear is dissapointing because it's just a magic item with better stats.

6) Make a purpose for whites. Seriously--who's idea was it to waste time coding these whites if they are 100% worthless? At the VERY LEAST they should be viable for vendor trash, to a degree. There should be another use though, as D2 had with rune-words, or finding that shield with 4 sockets for magic find.

Unfortunately the way they've built the weapons and skill synergies with dps%, there's not much they can do as far as adding in the 40-80 fire or poison damage you might find on a weapon. But maybe they could for melee classes. It wouldn't make any sense on my Wizard for Meteor to be adding poison damage from my weapon...

Digging the game but without above, i reckon i'll get bored after playing each class a bit.

Now, to ask a question! Who plays monk? I made a monk over the weekend and unlike my Wizard, i've found the majority of his moves to be lackluster. Especially the "Technique" ones. The dash is extremely week and i can't seem to think of a use for it. The exploding palm is in the same boat. The kick seems cool, but ends up doing no real damage. My monk play is basically holding down one of my spam attacks and just using cooldowns as necessary. oh, and waaaay to many passives lame. After Wizard, i expected other classes to have more variety. Am i just playing monk wrong?

/agree with everything.
 
Please excuse the ignorance but I am at level 29 and about half way through ACT 3. Now it is my understanding that I can go to level 60 but I'm thinking I would be done with ACT 4 way before I hit 60. So how do I get to 60 anyway and what would be the point? :confused:
 
Please excuse the ignorance but I am at level 29 and about half way through ACT 3. Now it is my understanding that I can go to level 60 but I'm thinking I would be done with ACT 4 way before I hit 60. So how do I get to 60 anyway and what would be the point? :confused:

There are 4 difficulty levels that you repeat Act 1 - 4 in. They add new abilities to unique, champion and boss monsters, as well as raise their damage and health. Drops are higher level as well. It goes Normal, Nightmare, Hell, Inferno.
 
They need to do a few things imo--
1) Buff each base stat to make each worthwhile. (For example--if you're tired of getting one-shot on your Demon Hunter/Wizard/Witch Doctor, pick up some Vitality/Dexterity/Strength gear)

2) Normalize niche stats better. 2 max Arcane Power (for a wizard) is not better than 30 Int (yet they'll roll the same slot). They should encourage different builds through itemization, but they're mostly just an added side-thing no one really cares about.

3) Tweak skills to better use off-stats. I saw a Witch Doctor move that actually utilizes gold pick up range. More moves need different synergies, too many are just weapon damage %. Demon hunter has lots of crit stuff (monk had a couple), but where's the crit gear?

4) Add in more gem diversity (3 effects--helm, weapon, 'other'--is just lamesauce). Add in runes for crit, gold pickup range, etc. so you can actually spec some of these cooler stats. After 2 difficulties, i'm getting bored with the same stats i see on all gear.

5) Make some truely unique items as others have discussed that people will want. (I have a feeling they are already in the game, just fucking rare). Indeed, the legendary gear is dissapointing because it's just a magic item with better stats.

6) Make a purpose for whites. Seriously--who's idea was it to waste time coding these whites if they are 100% worthless? At the VERY LEAST they should be viable for vendor trash, to a degree. There should be another use though, as D2 had with rune-words, or finding that shield with 4 sockets for magic find.

Unfortunately the way they've built the weapons and skill synergies with dps%, there's not much they can do as far as adding in the 40-80 fire or poison damage you might find on a weapon. But maybe they could for melee classes. It wouldn't make any sense on my Wizard for Meteor to be adding poison damage from my weapon...

1. I honestly think they designed Act 2+ Inferno in order to 1 shot every ranged class. I don't think any amount of items or buffing str/dex will make up for taking 100k damage. This is also why blanket invulnerabilities exist... not thrilled, but I'm fairly certain this was their idea with inferno.

2. Stats generate in a range... so while 2 arcane power might not be better than 30 int, that could very well have spawned as 10 arcane power vs. 15 int.

3. There's plenty of + crit % and crit damage gear.

4. I'm indifferent about the gem system. I'm watching the gem market closely though. As lackluster as they are, people are gobbling it up and I'm happy to sell all mine.

5. Some legendaries are insanely good. The legendary weapons are a little mediocre compared to even the best blues, but some legendary amulets / off hands / etc. are absolutely ridiculous. I haven't seen any unique properties though.

6. People need to keep the economy as a whole in mind when considering stuff like this. Gold in Diablo 2 was worthless - for a reason. It's true that in D2 almost every armor piece will give you 35k (or w/e the max vendor price was) when vendored, but gold was simultaneously worthless. If everything was good to vendor then gold generation would inflate heavily. This doesn't do the economy any favors and I certainly wouldn't want to go back to town every 5 minutes to vendor all my whites.


Lastly... your point about + elemental damage on your weapon: This elemental damage gets calculated in the big DPS number. I've referenced this earlier in the thread -

If a weapon has 100 damage and 1.00 attack speed, it will have 100 base dps. If it adds 100 elemental damage, the big DPS number will show 200 to reflect the elemental damage. In other words, that 40-80 poison damage you see on your weapon goes into the whole "weapon damage" calculation and gets multiplied by str/int/dex and skill modifiers etc.
 
Now, to ask a question! Who plays monk? I made a monk over the weekend and unlike my Wizard, i've found the majority of his moves to be lackluster. Especially the "Technique" ones. The dash is extremely week and i can't seem to think of a use for it. The exploding palm is in the same boat. The kick seems cool, but ends up doing no real damage. My monk play is basically holding down one of my spam attacks and just using cooldowns as necessary. oh, and waaaay to many passives lame. After Wizard, i expected other classes to have more variety. Am i just playing monk wrong?

I've got a monk up to about lvl 34-35 and I dont really feel the way you do. He has this tornado spell that stacks up to 3 as of right now if you string consecutive attacks. 7 sided attack is pretty cool. Not sure what you mean by technique ones, but the ones you described I hardly use. So what lvl did you get the monk up too? I know people want to talk about this and that but its not really fair to judge these kinds of things until they are totally vetted. Like I thought early game DH was pretty weak, but now its getting interesting mid game and that could change again in late game. If you kind of think of:
x<20 early game
20<x<40 mid
40<x<60 late
 
1. I honestly think they designed Act 2+ Inferno in order to 1 shot every ranged class. I don't think any amount of items or buffing str/dex will make up for taking 100k damage. This is also why blanket invulnerabilities exist... not thrilled, but I'm fairly certain this was their idea with inferno.

2. Stats generate in a range... so while 2 arcane power might not be better than 30 int, that could very well have spawned as 10 arcane power vs. 15 int.

3. There's plenty of + crit % and crit damage gear.

4. I'm indifferent about the gem system. I'm watching the gem market closely though. As lackluster as they are, people are gobbling it up and I'm happy to sell all mine.

5. Some legendaries are insanely good. The legendary weapons are a little mediocre compared to even the best blues, but some legendary amulets / off hands / etc. are absolutely ridiculous. I haven't seen any unique properties though.

6. People need to keep the economy as a whole in mind when considering stuff like this. Gold in Diablo 2 was worthless - for a reason. It's true that in D2 almost every armor piece will give you 35k (or w/e the max vendor price was) when vendored, but gold was simultaneously worthless. If everything was good to vendor then gold generation would inflate heavily. This doesn't do the economy any favors and I certainly wouldn't want to go back to town every 5 minutes to vendor all my whites.


Lastly... your point about + elemental damage on your weapon: This elemental damage gets calculated in the big DPS number. I've referenced this earlier in the thread -

If a weapon has 100 damage and 1.00 attack speed, it will have 100 base dps. If it adds 100 elemental damage, the big DPS number will show 200 to reflect the elemental damage. In other words, that 40-80 poison damage you see on your weapon goes into the whole "weapon damage" calculation and gets multiplied by str/int/dex and skill modifiers etc.
1. That makes sense, though I'd still like to see higher defense values for stats that aren't for your class.
2. Okay, true. Perhaps end-game gear will offer the diversity I saw lacking. Hopefully someone can actually put together "max arcane energy" gear or "full on crit gear", and then pick moves and passives which capitalize on these, creating unique specs.
3. My point was that they should tweak more moves to utilize off-stats. Too many moves are just dmg%. I'd like to see gold range used more (to increase its value as a stat), in addition to all the others.
4. Base stats are boring, and having sockets be only used for these base stats is short-sighted. While i find it an adequate replacement for attribute points, if i wanted to go crit spec, i should be able to socket for that.
5. I've only seen one :( I clicked a weapon rack, and bam--legendary. It was good, but it didn't have anything special about it. Simply more stats and higher damage. Where's the special on-hit effects or something... anything...
6. Don't get me wrong--i dont' want to be vendoring whites for gold either... it just seems they went out of their way to make sure that they are worth absolutely nothing.

About my trailing comment on weapon damage, i did read your earlier post and was trying to comment on the response someone made about how it doesn't matter in the least if the weapon has poison, fire, frost, or lightening on it. Makes no difference, it's a pointless thing on weapons. Simply, it should make some sort of difference, somewhere imo.
 
I've got a monk up to about lvl 34-35 and I dont really feel the way you do. He has this tornado spell that stacks up to 3 as of right now if you string consecutive attacks. 7 sided attack is pretty cool. Not sure what you mean by technique ones, but the ones you described I hardly use. So what lvl did you get the monk up too? I know people want to talk about this and that but its not really fair to judge these kinds of things until they are totally vetted. Like I thought early game DH was pretty weak, but now its getting interesting mid game and that could change again in late game. If you kind of think of:
x<20 early game
20<x<40 mid
40<x<60 late

I think i'm lvl 35 or so. Seven-sided kick is by far the monks coolest move. Maybe i'm just a noob and don't know how to put his moves together correctly. Coming from Wizard, each level i unlocked new things which completely chnaged the way moves worked or opened up new synergies. On the monk, it's like--oh sweet, a new tanking passive... like i didn't already have 5 tanking passives, yea i could use another :rolleyes: or, oh sweet, this move which was lackluster now does this other thing which is lackluster.

Do any monks ever use more than one spirit-generating move on their bar?
 
When playing solo using a follower, does the follower stats/xp get transfered to you? I can't seem to figure it out since the follower has its own XP bar.

So for example if I equip a MF item on the follower, do I get the bonus?
Also if I equip a +xp item on the follower and he kills the mob, do I get the xp bonus?
 
Anyone playing hardcore mode? What happened if you beat Nightmare on hardcore mode? Do you get anything "special"? I'm assuming it's pretty much impossible, but just curious?
 
Anyone playing hardcore mode? What happened if you beat Nightmare on hardcore mode? Do you get anything "special"? I'm assuming it's pretty much impossible, but just curious?

You can get achievements, but as of right now I doubt many people are rolling hard core characters until server lag is figured out.
 
I think i'm lvl 35 or so. Seven-sided kick is by far the monks coolest move. Maybe i'm just a noob and don't know how to put his moves together correctly. Coming from Wizard, each level i unlocked new things which completely chnaged the way moves worked or opened up new synergies. On the monk, it's like--oh sweet, a new tanking passive... like i didn't already have 5 tanking passives, yea i could use another :rolleyes: or, oh sweet, this move which was lackluster now does this other thing which is lackluster.

Do any monks ever use more than one spirit-generating move on their bar?

I use the dash strike to pick of runners and round up groups. I use 7 sided because it can be cool, the move that pulls enemies to you is useful if you're tanking.

dash is best for the damn treasure dudes because it roots and stuns.

You should be actively using mantras. and I generally use wave of light over the kick since i've been 30+.

I would guess that in general monks are less complicated for dps vs a wizard. but they have great survivability. We have some heals which are great for groups. I think blinding flash is awesome.

I typically dash strike all over rounding up people, then pull them to me, blind flash and then wave of light aoe them.

The one move i really don't get is tempest rush, that thing still sucks.
 
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The one move i really don't get is tempest rush, that thing still sucks.

Yeah its not great, but you can build around near anything in this game.

Tempest Rush is a great way to constantly spend Spirit at a steady low rate. You can negate the spirit cost with a few spirit generating runes and passives. Things like sweeping winds and healing mantra.

Combined with the 'spirit spending heals you' passive and the 25% damage reduction on Rush, you can basically be immortal and constantly plowing through mobs. Its pretty hilarious especially on full rooms of critters.
 
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