Diablo 3 Discussion Thread

It is incredibly short-sighted to think barbs are the weakest end game character. Properly geared, hell, even equally geared vs ranged (DH,wiz,WD) barbs die maybe 1/10 of the time b/c of the superior tanking skills and 30% dr.

Frankly, i think that 30% will be revisited in a few months.

His observation of the barb is no different than your observation of the barb both opinion based and both true.

In my Opinion the barb is both the best and the worst class at the same time. Its the worst because there is no doubt that it is gear dependent. A Range class can get a 900 DPS 1 Hander on the AH for like 100,000 and be good to go all the way to act 3 of Inferno. A barb can't do the same. He'll need an entire set to head out with will be a million easy.

But a good geared Barb can solo Diablo far better than other classes.

Barb will get better after the patch as well because Better gear drops sooner. So you'll be able to use Hell Gear to be playable in Inferno....where before the patch you almost had to use the AH to gear up enough to not die in inferno.

I still feel that overall Ranged classes are better and Blizzard likely feels the same based on the patch. They increased the mortar maximum Range and made them not hit close range. They reduced damage on all inferno monsters past act 1 and barb and monk get hit the most so this impacts them the most.

Monk and Barb are much better after the patch.
 
rofl on the nerfs - too slow to prevent farmers from affecting the economy, too fast to let the normals catch up to the inflation. Repeat scenario ad naseum. Only option to buy items is on the RMAH. Kudos to Blizzard for thinking that one out.

It was to stop people (bots) from pot farming.

How about they fucking ban botters instead of making even more of the game fucking worthless?

As if i already didn't get too few items and not enough gold to buy good shit.

Diablo III Patch 1.0.3 - v.1.0.3.10057
General

To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Willow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies

Battle.net

General
Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
Chat settings and preferences will now be saved whenever you log out
Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session
Bug Fixes
Using the /who command in a heavily populated chat channel should no longer cause the client to crash
The "Invite to Party" button should no longer become grayed-out if a player:
Declines a party invite
Requests a party invite and then declines it
Accepts a party invite, but immediately then leaves the party
The character screen should now always display the display the correct act and quest information
If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: "Battle.net is unable to add friends because you have Real ID disabled."

Classes

Barbarian
Active Skills
Ignore Pain
Skill Rune – Contempt for Weakness
The amount of damage reflected will now cap at the player's maximum Life
Overpower
Skill Rune – Crushing Advance
The amount of damage reflected will now cap at the player's maximum Life
The tooltip has been updated to represent that both melee and ranged damage are reflected
Weapon Throw
Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)
Passive Skills
Relentless
Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)
Demon Hunter
Active Skills
Cluster Arrow
Skill Rune - Dazzling Arrow
Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)
Grenades
Skill Rune - Stun Grenades
Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)
Bug Fixes
Caltrops
Skill Rune – Jagged Spikes
Effect will now only stack up to 10 times on a single target
Elemental Arrow
Skill Rune – Nether Tentacles
Tentacles will now only hit each target once
Monk
General
Monks can now use spears, two-handed weapons, and two-handed swords
Active Skills
Serenity
Skill Rune – Instant Karma
The amount of damage reflected will now cap at the player's maximum Life
Seven-Sided Strike
Skill Rune - Sustained Attack
Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
Mantra of Retribution
Damage will now cap based on the maximum Life of the target
Bug Fixes
Near Death Experience
Fatal damage absorbed by Serenity will no longer trigger Near Death Experience
Witch Doctor
Active Skills
Summon Zombie Dogs
Skill Rune – Leeching Beasts
Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)
Wizard
Active Skills
Diamond Skill
Skill Rune – Mirror Skin
The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
Magic Weapon
When activated, a buff icon will now appear that displays the amount of time remaining
Meteor
Skill Rune - Star Pact
Now deals damage as Arcane instead of Fire
Passive Skills
Paralysis
Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)

Items

General
+ Attack Speed bonus values on weapons and armor have been reduced by 50%
This change does not apply to quivers
High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
The new approximate drop rates are as follows:
Hell - Act III and Act IV
iLvl 61: 9%
iLvl 62: 1.9%
iLvl 63: 0%
Inferno - Act I
iLvl 61: 17.7%
iLvl 62: 7.9%
iLvl 63: 2.0%
Inferno - Act II
iLvl 61: 18.6%
iLvl 62: 12.4%
iLvl 63: 4.1%
Inferno - Act III and Act IV
iLvl 61: 24.1%
iLvl 62: 16.1%
iLvl 63: 8.0%
Please see the Patch 1.0.3 Design Preview for more information and specific details
Repair costs have been increased for item levels between 53 and 63
Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
The Staff of Herding can no longer be salvaged or dropped
Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Weapon racks will no longer drop weapons 100% of the time
Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Weapons and Armor
"Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
Manticore now has one additional bonus affix
User Interface
Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
Tooltips for items on the ground will now show comparison stats
Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab
Bug Fixes
Items level 50 and above will now display their item level in the tooltip
Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
Fixed a bug with linking items with socketed gems in chat
Fixed a bug where vendors would occasionally not have any items for sale
Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size...

Crafting

General
The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
Blacksmith
The gold cost to level the Blacksmith has been reduced by 50%
The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
Base levels now require 1 page/tome, down from 5
Milestone levels now require 2 pages/tomes, down from 5
The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
Weapon crafting costs have been reduced
The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
Jeweler
The gold and material cost to combine gems ranks 2-8 has been reduced
Combinations for these ranks now only require 2 gems, down from 3
The gold cost to combine each rank of gems is now as follows:
Rank 2: Flawed: 10 gold (down from 500 gold)
Rank 3: Regular: 25 gold (down from 750 gold)
Rank 4: Flawless: 40 gold (down from 1250 gold)
Rank 5: Perfect: 55 gold (down from 2000 gold)
Rank 6: Radiant: 70 gold (down from 3500 gold)
Rank 7: Square: 85 gold (down from 7500 gold)
Rank 8: Flawless Square: 100 gold (down from 20,000 gold)

Followers

General
Bug Fixes
Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI
Enchantress
Skills
Mass Control
Radius reduced from 15 yards to 8 yards
If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
Skill will now correctly target enemies in all circumstances

Bosses

General
Bosses have had their pathing improved
The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
Skeleton King
Abilities
Will now summon Skeletal Archers in Hell and Inferno difficulties
The Warden (mini-boss)
General
Now has Fast and Molten affixes, in addition to Jailer
In Inferno difficulty, the Warden will also gain the Desecrator affix
Butcher
Bug Fixes
Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
Ghom
Abilities
Gas Cloud
Radius of Gas Cloud has been slightly reduced
Slowing effect has been removed
The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
Maghda
Bug Fixes
Punish Dust projectiles can no longer be reflected
Zoltun Kulle
General
Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
Abilities
Ceiling Collapse
Can now be cast at a player from any range
Fireball
Fireball attack now moves slower
Can now be cast at a player from any range
Teleport
Will now Teleport and run away from the player less often
Will now occasionally Teleport to the player
Belial
General
Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
Bug Fixes
Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
Siegebreaker
General
Overall damage has been reduced
No longer vulnerable to Confuse and Charm effects
Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
Now enrages after 4 minutes
In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
Cydaea
Abilities
Spiderlings
Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
Rakanoth
General
In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
Izual
General
Health pool has been increased
The number of Oppressors that join the fight has been reduced from 4 to 2
Will no longer target Followers or Tyrael as frequently
Abilities
Base Attacks
Base attack damage has been lowered
No longer does Cold damage on top of base attacks
Charge
Charge damage has been reduced
Knockback has been removed
Will Charge slightly more often, but will only target players
Frozen Bombs
Frozen Bomb damage has been reduced
Bombs will now explode faster
Only 8 Bombs will now spawn around the player rather than 12
Bombs will spawn at Izual's feet less often
Frost Explosion
Frost Explosion damage has been reduced by 70%
Duration of freeze has been increased
Damage dealt to players while frozen will now break the effect
Players can now use defensive cooldown while frozen
Players can no longer avoid being frozen by doing high amounts of amount to Izual
Bug Fixes
Izual will no longer spawn twice if a player skips his introductory cut-scene
Diablo
Bug Fixes
Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
Fixed a bug that was causing pets to not attack Shadow Clones

Monsters

General
Champions, Rares, and Uniques have had their pathing improved
Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
Colossal Golgor base damage has been reduced
Herald of Pestilence tentacle attack damage has been reduced
Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
Succubus monsters will now run away less and for a shorter distance
The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
Bloodclan Warriors no longer knockback when buffed and attack slightly slower
Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
Leaders of Invulnerable Minions packs have had their health pools reduced
Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
Bug Fixes
Interrupting a monster attack before it lands will now properly trigger its cooldown
Treasure Goblins will now drop gold piles for all nearby players
Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
Fixed a bug where Sandwasp projectiles could sometimes become invisible

Bug Fixes

General
The experience bar for characters at level cap on a Guest Pass account will now display 0-0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
Fixed a bug where The Lyceum in the Southern Highlands was not appearing
Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
Fixed a position desync bug ,aka "rubberbanding", that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
Several performance improvements have been made to both the PC and Mac client
Auction House
Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
Items with class-specific affixes should now display the class restriction properly
It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
The data displayed in each auction house tab should now properly reset when logging out
 
Yeah, some of the changes (ok, a lot of them) are pretty lame. I've never had a lot of gold, and I don't usually farm much, so now it sounds like it will be even tougher for me to get gold. Oh well, at least it sounds like I can get good stuff in act 1 now, which is good because acts 2 and 3 kick my ass.
 
I'm probably going to regress back to Act I Inferno farming because of the repair costs and emphasis on farming elites over bosses. As long as I can get 4x as much gear in the same time frame, it'll be no problem. I'll get more loot in general since I won't be swapping mf gear back and forth.
 
I'm probably going to regress back to Act I Inferno farming because of the repair costs and emphasis on farming elites over bosses. As long as I can get 4x as much gear in the same time frame, it'll be no problem. I'll get more loot in general since I won't be swapping mf gear back and forth.

4x the gear and 4x less damage to gear.

I have a 3 set of Tal Rasha it cost me 9000 to 15000 to repair now.....who knows what it will cost after the patch 30000+ probably.

I to will be goblin farming in act 2 and regular farming act 1 because of the repair cost alone.
 
4x the gear and 4x less damage to gear.

I have a 3 set of Tal Rasha it cost me 9000 to 15000 to repair now.....who knows what it will cost after the patch 30000+ probably.

I to will be goblin farming in act 2 and regular farming act 1 because of the repair cost alone.

Holy crap thats expensive. And yeah, 4x less damage to gear is easily guaranteed going back to Act I. I'll still die once in a while, but compared to how much I died Act III, it's nothing. :eek:
 
Damnit, I was doing so much amount before. :(

lol.gif
 
i have not made $1 on real money auction house even though i tried selling decent items for like $5 and $4.
 
The damage being reflected by my runes are now capped in 1.0.3. :(


At least they improved drop rates, i.e. widened the range for high-level item drops.
 
Oh what the fuck Blizzard?

■Elemental Arrow

■Skill Rune – Nether Tentacles

■Tentacles will now only hit each target once


Fuck you, first you nerf my overall DPS now this? This is a double whammy to DH's.
 
Well 103 is now out.

Official patch notes (Not copying here, its a HUGE wall of text):
http://www.diablofans.com/news/1253-patch-103-official-patch-notes/

"Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses"



WTF!!!? Are they out of their god damn minds!? What the hell gave them idea to nerf that!? And why!? :mad:

I am fine with the rest of the changes so far, but the stupidity of above change is just painful.
 
The people working on this project must be no-name half-retarded zombies who follow their suits' agenda and that's about it. The funny thing to me, is that with the attack speed nerf they ignored quivers. The one item that arguably needed it in order to make dual-wielding 1-h crossbows viable lololololol

I'm abandoning all hope for this game, and am assuming based on the changes they've made so far, that pvp will be fucked from top to bottom.

I just hope that they fuck it up so bad that they lose most of their playerbase and are forced to find out wtf they did wrong. They'll just blame piracy or something though, not themselves.
 
WTF!!!? Are they out of their god damn minds!? What the hell gave them idea to nerf that!? And why!? :mad:

I am find with the rest of the changes so far, but the stupidity of above change is just painful.

Use the RMAH, geez. Bobby Kotick needs a new yacht!
 
How about they fucking ban botters instead of making even more of the game fucking worthless?

As if i already didn't get too few items and not enough gold to buy good shit.

They did ban a wave.

Giving people more gold doesn't help inflation. Most people see what's out there and want it right now. They could if they used the RMAH... but this makes people feel like they are entitled to the best gear (window shoppers basically) because someone out there has it. You can't really combat this.

Regardless, the psychology of "I can't keep up" is out there because of what people see and not based on actually playing the game. A lot of people complained about inferno and I can honestly say they are more geared than the first wave of people who hit inferno and progressed through it. Decently good gear is actually very cheap. What you do with it is dependent on what's between the computer and the chair.
 
He hasn't been playing Act 3 or 4 at all. I have. All the short-sighted QQing by melee has only widened this gap. When melee dps is even remotely close to a range (within 20%) people will start to realize.

Simple fact is that melee scales well b/c of the 30% dr. Ranged will never be able to close that gap, while melee will get better dps weapons, for cheaper in a matter of time. And with Blizz refusing to budge on the "swing=hit" mechanics, this is even more true.
 
i have not made $1 on real money auction house even though i tried selling decent items for like $5 and $4.

Decent items hardly ever sell. What you're after is the suckers, so you'll want to sell items which have an incredibly high stat, and put you in the top 10 on that stat in the RMAH, and then just undercut the people on the first page. It doesn't matter if the stats were +500 int and be on an permanent enrage timer, it would sell just due to the int.
 
Decent items hardly ever sell. What you're after is the suckers, so you'll want to sell items which have an incredibly high stat, and put you in the top 10 on that stat in the RMAH, and then just undercut the people on the first page. It doesn't matter if the stats were +500 int and be on an permanent enrage timer, it would sell just due to the int.

QFT i've ripped off a few noobs.

Seriously it feels like the group of people who are buying off the RMAH are the same group who would buy CoD every year.
 
Oh what the fuck Blizzard?

■Elemental Arrow

■Skill Rune – Nether Tentacles

■Tentacles will now only hit each target once


Fuck you, first you nerf my overall DPS now this? This is a double whammy to DH's.

The DHs start crying because they can't breeze thru Inferno anymore :eek: ;)
 
Oh what the fuck Blizzard?

■Elemental Arrow

■Skill Rune – Nether Tentacles

■Tentacles will now only hit each target once


Fuck you, first you nerf my overall DPS now this? This is a double whammy to DH's.

Well to be fair the DH with Tentacles + high attack speed was off the hook. By far the best class/ability in the game for farming. Kill everything while not getting hit at all...assuming your skilled with Smoke screen timing.

DH will still be good but just not amazing.
 
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Well to be far the DH with Tentacles + high attack speed was off the hook. By far the best class/ability in the game for farming. Kill everything while not getting hit at all...assuming your skilled with Smoke screen timing.

DH will still be good but just not amazing.

QFT. :)
 
Now that I think about it, I wonder if Inferno being nerfed will really help out new players? I guess if you join a public game, but solo I'm not so sure.

Why I say this is due to the significant decrease in gold and items outside elites and bosses. When I join public act 1 games, there's always a demon hunter or two who seem to have a lifespan of under 2 mins. Obviously they just joined, but that's the point. With repairs being several times more costly, will they really be able to stick around long enough to acquire better gear before having to drop back to a lesser difficulty for continuous farming?

I do worry about enrage timers though (as that's how I got through most of the game, by exploiting weaknesses and taking a really long time to kill the bosses, but hey, they were killed). My monk is built for survivability, and not exactly a dps expert (my level 54 dh has more dps than my monk).
 
what is the point of these items now? Why are they even in the game.

Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
 
Wouldnt removing the vases be easier and have the same effect?
Oh I get it, you can still get extra XP from destruction..... but honestly, who is going to do that now that theres no chance of loot? Stupid.....
 
Don't worry. They will release a patch that will change it so vases are the only thing in the game that drop gold or loot, but each individual destructible item that drops loot will have a captcha login to prevent bot farming.
 

Haha NT went from OP to useless - a violent, and miscalculated swing IMO.

If Blizzard were to balance it correctly (i.e. rationally) it would at least function similar to a Barb skill rune that leeches for %life (not hit). That is a very important distinction and would at least make NT marginally useful.
 
Well, they finally sucked the last of the fun out of the game for me. IAS nerf took 8K off my DPS, can't find as much gold and now costs out the A** for repairs. Seigebreaker run on Hell with my lvl 60 DH that was fun now turned into a major grinding pain.

Thanks Blizzard, guess I'll pass on any more of your crap in the future. :(
 
Well, they finally sucked the last of the fun out of the game for me. IAS nerf took 8K off my DPS, can't find as much gold and now costs out the A** for repairs. Seigebreaker run on Hell with my lvl 60 DH that was fun now turned into a major grinding pain.

Thanks Blizzard, guess I'll pass on any more of your crap in the future. :(

This is how i'm feeling. I gave them a lot of money on this purchase between gifts, myself, and convincing my friends to buy.

I've now learned Blizzard is dead, Activision is all that's left. I will not be giving them any more money.

I can only imagine the profit margin on this game, it must be fucking massive, because they sure as hell didn't spend any money on game development.
 
Well, they finally sucked the last of the fun out of the game for me. IAS nerf took 8K off my DPS, can't find as much gold and now costs out the A** for repairs. Seigebreaker run on Hell with my lvl 60 DH that was fun now turned into a major grinding pain.

Thanks Blizzard, guess I'll pass on any more of your crap in the future. :(

General
+ Attack Speed bonus values on weapons and armor have been reduced by 50%
This change does not apply to quivers

Does that mean that my 15% IAS rings are now 7.5%? Does this only affect future drops?
 
Well to be fair the DH with Tentacles + high attack speed was off the hook. By far the best class/ability in the game for farming. Kill everything while not getting hit at all...assuming your skilled with Smoke screen timing.

DH will still be good but just not amazing.

Now it's completely worthless, NT was amazing with IAS because you could fire off like 10 of them quickly and not be spaced apart. Even without IAS they were good because they could hit large targets multiple times as it passed through, but this nerf puts it in the useless category along with 80% of DH's abilities.
 
General
+ Attack Speed bonus values on weapons and armor have been reduced by 50%
This change does not apply to quivers

Does that mean that my 15% IAS rings are now 7.5%? Does this only affect future drops?

Your current IAS items are now nerfed by 50%. My DPS pre patch was 28K, Post patch it's 20K. :(
 
General
+ Attack Speed bonus values on weapons and armor have been reduced by 50%
This change does not apply to quivers

Does that mean that my 15% IAS rings are now 7.5%? Does this only affect future drops?

Heh where were you yesterday, when the outrage was already building :p
The datamined notes posted on fan sites, for IAS anyway, were correct. This is why everyone was talking about crit chanc/dmg already.

@NickJames - Yeah I feel right now though, as it is, DH's may be inclined to use Impale. This means you are now forced to use at least 3 slots for offense (generator, impale, and AOE) - presumably BoL will be that 3rd one. BoL is not bad, but it's not NT. Or, you stomach the reduced single target dps, and just swap in BoL :p

What I'm really curious about is how the monster scaling is now, esp. in Act3.
 
Sheesh, hopefully they nerfed the monsters at least as much as they nerfed the players. Inferno may actually be harder now.
 
Heh where were you yesterday, when the outrage was already building :p
The datamined notes posted on fan sites, for IAS anyway, were correct. This is why everyone was talking about crit chanc/dmg already.

@NickJames - Yeah I feel right now though, as it is, DH's may be inclined to use Impale. This means you are now forced to use at least 3 slots for offense (generator, impale, and AOE) - presumably BoL will be that 3rd one. BoL is not bad, but it's not NT. Or, you stomach the reduced single target dps, and just swap in BoL :p

What I'm really curious about is how the monster scaling is now, esp. in Act3.

Nope. Hungering arrow is the best single target dps actually. Impale is so... marginally better it's not worth a slot.

Sheesh, hopefully they nerfed the monsters at least as much as they nerfed the players. Inferno may actually be harder now.

Monster damage was nerfed 44%. All those life on hit barbs / monks will have an unkillable field day now. Whatever to appease the crowd.
 
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