Diablo 3 Discussion Thread

I think having high single resists and low AR is much less appealing than the way it is now for the vast majority. I'd much prefer having a beefier "baseline" AR with a few small spikes for each individual element than to have a smaller baseline to AR and large spikes in some elements.
 
I think having high single resists and low AR is much less appealing than the way it is now for the vast majority. I'd much prefer having a beefier "baseline" AR with a few small spikes for each individual element than to have a smaller baseline to AR and large spikes in some elements.

I agree with you.. but from a balance standpoint, this makes AR too good, and basically the only resist anyone would ever want.

If single resists had the potential of being twice as high as all resist, then you could have single resists on several pieces of gear, and it would actually be appealing.

My guess it that this was nerfed at some point because of the monk passive. As a result, the only resist anyone gives a damn about is all resist (except for monks, cool).
 
They just need to rework the property system. Monks get hosed because of needing that extra property. Then you have things that would be nice to have, but generally take away from gear like pick up radius. There should have been a differentiation in slots (if not just taking the easy route of let items have more properties). Like you could have x offensive properties, y defensive, z misc. Different item slots could have different amounts of properites, like a should could have less offensive and more defensive. A slot like belt could have more misc properties, etc. Weapons should be guaranteed to have either damage % or elemental damage, while still having a chance at the other. That way when you get something like pick up radius it isn't at the cost of something like crit damage. Class specific items should be guaranteed certain stuff based on the class. Like Mighty Belts shouldn't roll Int.
 
Elemental resistance is a bad design overall in loot based arpgs. Elemental is cool in terms of progression with specific elemental tendencies, so like gearing up for a fire act, then for a poison act. With the farm what you want (acts and monster power) philosophy, none of the specific resistances matter anymore it's a simple flatline resistance.
 
I hit Paragon level 56 today.

I also bought a very nice IK Armor for 250m. Pretty happy to have picked it up. I have the best barb chest on the server now :D
 
I agree with you.. but from a balance standpoint, this makes AR too good, and basically the only resist anyone would ever want.

Not necessarily. I agree with you for the most part but just to throw in another angle. If your gearing a up a tanky barb for example, you can spread out single resists on several pieces. Like have physical and AR on shoulders, then have arcane and AR on helm, then have fire and AR on chest and so on. You're of course giving up an extra slot to get that extra single resist, but thats the price you pay for building a tanky char imo. At least its nice that the game doesn't force you to do this, well unless you're a monk haha.



I hit Paragon level 56 today.

I also bought a very nice IK Armor for 250m. Pretty happy to have picked it up. I have the best barb chest on the server now :D

You are a beast! I've been wanting one of those chests for weeks now. I need to find some big money drops cuz I'm not really the type to spend big rl money in a game. Keep up the good fight!
 
Jesus. 250m, I really got to get back into playing this game lol. I know some great items are cheap now, but yeah sounds like the insane ones are exactly that, insane prices.
 
Yea, 250m was expensive, but that's what the gold is for. I had accumulated 634m prior to that purchase. I rarely bought anything expensive. It was time to drop some serious gold before I die to a disconnect :(

May as well at least use it while I can. I'll probably quit when I die this time. Paragon has made it too much to take.
 
Yea, 250m was expensive, but that's what the gold is for. I had accumulated 634m prior to that purchase. I rarely bought anything expensive. It was time to drop some serious gold before I die to a disconnect :(

May as well at least use it while I can. I'll probably quit when I die this time. Paragon has made it too much to take.

Seriously, I don't even know how you made it that far and can continue to play. I would be soooo leary about firing up a game, the thought of dying and losing all of that progress just makes me cringe.

Edit: And how did you amass your fortune? I remember those epic ice climbers you posted awhile back, were those your jackpot item that gave you most of that gold? just curious and hoping you'll amuse us poor folk.
 
I don't know exact numbers, but farming 56 paragon levels is bound to naturally include finding a lot of gold (especially with the inherent +3% MF/GF per level).

Although I'm sure there are lots of item sales in there too.

I'm curious, who is the highest HC paragon level on NA? Does anybody know?
 
I don't know exact numbers, but farming 56 paragon levels is bound to naturally include finding a lot of gold (especially with the inherent +3% MF/GF per level).

Although I'm sure there are lots of item sales in there too.

I'm curious, who is the highest HC paragon level on NA? Does anybody know?

Thanks for that flash of insight. I'm plvl 44 and I had no idea about this.
 
;)

Actually, I was hoping somebody would mention how much gold they farm per Plvl but I suppose that varies a lot.
 
Diablofans.com has a full explanation of monster power on their from page, probably a blue repost. It explains exact values for each monster level in terms of damage,hp,gc,mf,exp, and bonus items.

It also explains the whole act 1 is the same as act3 when monster level is turned on.

At monster power 1, every rare is pretty much worth picking up.
 
It's from the news post today

http://us.battle.net//d3/en/blog/7540457

The armies of the Burning Hells are about to become a lot more hellacious. In patch 1.0.5, we'll be introducing Monster Power, a new system designed to give players more control over how challenging enemies are in each difficulty setting. Similar to the "Players X" command in Diablo II, Monster Power gives Diablo III players the option to increase the health and damage of monsters according to different "power levels" -- and in return, they'll receive scaling bonuses to their adventure stats (including experience, Magic Find, and Gold Find) as well as more drops.

The option to adjust Monster Power will be available to all players starting at level 1 through the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties. Here's how the system works....

Setting Your Monster Power Level
Monster Power will be disabled by default, so before you can make any adjustments, you'll first need to enable the system. To do so, open up the Game Menu, click the Options button, and then click the Gameplay tab. You'll see the Enable Monster Power Selection box on the right side of the screen -- check that, and then click Accept.

Once enabled, the option to set Monster Power will appear in the lower portion of the Quest Selection window next to the Difficulty drop-down menu. You can choose from Monster Power 1 (MP1) all the way up to Monster Power 10 (MP10), or you can opt for No Monster Power (the default setting) to play the "normal" challenge level for your chosen difficulty. Monster Power can be adjusted separately for each hero and difficulty, and can be changed at any time through the Quest Selection interface.

At the launch of patch 1.0.5, Monster Power will be available in both solo and private multiplayer games. Whenever you join a private multiplayer game, your hero will temporarily adopt the Monster Power level set by the party leader, and it will return to the previous setting you selected as soon as you leave the group.
(Please note that you will not be able to adjust Monster Power in Public Games at the feature's launch, though we're looking into the possibility of adding that ability in the future.)

More Guts, More Glory
Starting at MP1, each level of Monster Power will increase monster damage and health by a scaling amount depending on difficulty. To reward your audacity, your hero will receive a scaling bonus to experience, Magic Find, and Gold Find (which will stack above the 300% cap).

For Normal, Nightmare, and Hell, the bonuses look like this:
5WGM5A83VNTV1349891151325.jpg


In Inferno, in addition to increased experience, Magic Find, and Gold Find, whenever a monster dies and drops an item normally (whether it be gold, a potion, or a piece of gear), the monster also has a chance to drop an additional bonus item. The chance to drop a bonus item will scale up with each MP level as detailed in the table below.

UJQXWFK3N8511349891152079.jpg


For players in Inferno participating in the Infernal Machine event (we’ll provide more info on this event soon), Monster Power will also increase the drop chance for Keywarden Keys and Demonic Organ Pieces by 10% for each MP level, all the way up to 100% at MP 10.

In Inferno at Monster Power 1 or greater, monsters in every Act will also be bumped up to level 63 and share the same high-end item drop rates. This means that no matter which act you're progressing through, the monsters in that act will all have the same shot at dropping items level 61-63, including crafting recipes, Legendary items, and set items.

With the change that allows item affixes to roll at the monster's level instead of the item’s levels, all items in Inferno at MP 1 or greater now have the ability to roll level 63 affixes.

While monsters in Inferno will all be level 63 at MP 1 through MP 10, their skills, abilities, and attributes will still vary from act to act. This means that certain Acts or Chapters may still be more difficult for you than others based on what monsters and Elite packs appear in each, but -- since the rewards will be identical across the entire difficulty -- where you choose to play is ultimately up to you and your personal play style.

The Method Behind the Monsters
Now that we've explained the mechanics, let's delve a bit deeper into the design philosophy. The intent of Monster Power is not necessarily to make the game "unbeatable," but to provide better ways for players to measure their progress as they become more powerful. We've designed the system around this idea, with two primary areas of focus:

Monster Damage vs. Monster Health
Since the goal of this system isn’t to make the game ultra-hard, with each Monster Power level there's a heavy emphasis on increased monster health rather than monster damage. This is because, in general, it's more fun to find ways to maximize your damage than it is to be forced into taking every available form of damage mitigation. We also didn't want to create situations where "hard to beat" could become "impossible to beat" because players couldn't survive long enough to make any progress. In our testing, we found that while scaling up monster damage certainly made some fights more challenging, it did so in unfair ways…and also made it quite easy for heroes to be one-shot. Increasing the health of monsters, on the other hand, allowed the game to scale up in difficulty more naturally and in a way that still felt manageable.

Efficiency
By now, some players have reached a point where they can kill monsters so fast that even Inferno provides almost no challenge, and enemies die as soon as they appear on the screen. For these players, the bottleneck for efficient farming is actually the speed at which they can traverse the map rather than how well they can dispense with enemies.

This is where Monster Power can shine. Players who can clear every Act of Inferno without much problem can increase their Monster Power for a more enjoyable and interesting challenge -- as well as better rewards -- and keep pushing their limits all the way up to Monster Power 10. Will some players be able to kill Diablo on Monster Power 10 as soon as 1.0.5 goes live? Absolutely. Will that be the most efficient Monster Power level at which to farm items? For most, probably not. Monster Power allows each individual decide what that "sweet spot" is for them.

The Power Is Yours
In Diablo III, your character's power can grow by multiple orders of magnitude, but up until now there hasn't been a way for you to truly put that potency to the test. The Monster Power system provides a new outlet for high-powered heroes to truly see how far they've come and tangibly experience just how epic the gear they've collected is.

Different players want different levels of challenge, and with Monster Power you'll be able to determine what the right level of challenge is for you. Whether you're in it for the guts, the glory, or simply the goodies, we're excited to offer players the opportunity to face the forces of evil on their own (possibly slightly insane) terms.
 
I think I'm going to switch to a radiant star amethyst in my helm once I hit 60+ and the patch drops. I should be at 130k+ HP with all amethysts in my armor as well for 2600 life regen from the buffed inspiring presence. I mean, after I get 60-65, I'd rather live through a DC than get bonus exp. I might just go back to rubies for the ~110kish. 2200 life regen shoudl be more than enough.
 
I think I'm going to switch to a radiant star amethyst in my helm once I hit 60+ and the patch drops. I should be at 130k+ HP with all amethysts in my armor as well for 2600 life regen from the buffed inspiring presence. I mean, after I get 60-65, I'd rather live through a DC than get bonus exp. I might just go back to rubies for the ~110kish. 2200 life regen shoudl be more than enough.

the real question is....are you going to MP in HardCore?

I'm going to start at MP10....Its been a long time since I have felt that familiar sting of rape.
 
Level 63 affixes on all gear...guess it's time to empty out the vault. Sell, sell, sell!
 
Level 63 affixes on all gear...guess it's time to empty out the vault. Sell, sell, sell!

Not exactly. All it means is that maximum affix rolls (alvl?) are based on the mlvl instead of ilvl, not that every single item WILL roll 63 affixes. Currently (IE, pre-1.05), alvl is tied to ilvl, so you will never see an ilvl 55 drop with the highest affix rolls (which are reserved for alvl 63).

With 1.05, they're both upping the floor on ilvl to 58 at MP1+ and allowing those to roll UP TO alvl 63. So you'll have the possibility of an ilvl 58 item to have the highest rolls on it, whereas that is currently impossible pre-1.05.

Net effect of the two combined is that you will see better gear over time, as every rare will be worth picking up since they will have a better chance at being a good item. Today, any item ilvl 60 and below is automatic garbage. In 1.05, they will still likely be garbage, but not always. So don't fool yourself - you'll see plenty of shit loot like today, just that you should see less of it.
 
Can't wait for this to come out, will definitely start playing again. Any rough ETA?

QFMFT

But they're being pretty tight-lipped about it. I understand though, it's a HUGE fuckin patch, with tons of balancing changes and such... i'd rather them get it right--lets hope they do!
 
Not exactly. All it means is that maximum affix rolls (alvl?) are based on the mlvl instead of ilvl, not that every single item WILL roll 63 affixes. Currently (IE, pre-1.05), alvl is tied to ilvl, so you will never see an ilvl 55 drop with the highest affix rolls (which are reserved for alvl 63).

With 1.05, they're both upping the floor on ilvl to 58 at MP1+ and allowing those to roll UP TO alvl 63. So you'll have the possibility of an ilvl 58 item to have the highest rolls on it, whereas that is currently impossible pre-1.05.

Net effect of the two combined is that you will see better gear over time, as every rare will be worth picking up since they will have a better chance at being a good item. Today, any item ilvl 60 and below is automatic garbage. In 1.05, they will still likely be garbage, but not always. So don't fool yourself - you'll see plenty of shit loot like today, just that you should see less of it.

Which has the effect of lowering the value of gear, so if you can sell it now you probably should
 
Which has the effect of lowering the value of gear, so if you can sell it now you probably should

Not very good advice. The player count is so few right now selling your gear will net you less gains. It will take a few hours for gear to start flowing into the Auction house from the new patch. So I say put your gear on the AH 1 hours before launch.

Someone who hasn't played the game in a few months might log in try MP** and say fuck that time to hit the auction house.


though truly good gear is getting out of control 500+ million.
 
I think the biggest facts are once 1.0.4 dropped all players suddenly needed a small handful of items like:

Manticore
The Witching Hour
Lacuni Prowlers
Natalya's Reflection
Mempo of Twilight
Skorn
Inna's Temperance
Immortal King's Eternal Reign
Ice Climbers
Tasker and Theo
Chantodo's Force
Zunimassa's Pox

But fewer and fewer people are farming and finding these items......

More Demand
Less Supply
gold farms
 
I bought an Unided pair of IK boots for 50m and ended up getting a very solid roll to get my two piece set bonus.

100str/vit with 341 life regen. Pretty happy about that :)
 
Hardcore Inferno Diablo is no more!

I bought an Unided pair of IK boots for 50m and ended up getting a very solid roll to get my two piece set bonus.

100str/vit with 341 life regen. Pretty happy about that :)

I'm jealous :p Thanks for your help!
 
I bought an Unided pair of IK boots for 50m and ended up getting a very solid roll to get my two piece set bonus.

100str/vit with 341 life regen. Pretty happy about that :)

No item in a game like this is worth $25 especially when you're not completely sure what you're getting.

My entire gear setup was maybe 15 million and I can kill diablo with my eyes closed on inferno, and I'm a monk.

You're going to spend a significant amount of money for a game you've beaten ten times before, that is now about to get more difficult without adding anymore content? Why would anyone do that?

If I was rich I wouldn't out of principle, only reason I keep playing is to make money period. I could maybe understand if pvp was an option but who knows if they'll make special pvp gear like they did in wow to get us to spend even more money.

You can't even flaunt around in a place like orgrimmar in wow so wtf is the point?
 
Considering that he's ranked 15th on the HC paragon level in the world (top 20 are displayed on the front page of diabloprogress), I'm sure there are some people checking him out. Dick measuring aside, I think there's still no RMAH for HC and every piece of gear counts.
 
Considering that he's ranked 15th on the HC paragon level in the world (top 20 are displayed on the front page of diabloprogress), I'm sure there are some people checking him out. Dick measuring aside, I think there's still no RMAH for HC and every piece of gear counts.

playing hc makes my argument even more valid, if it was sc he could be selling that money for $25, and not risk everything by getting dc'd.

I'm all for hardcore but not when I could lose everything through no fault of my own. I have no respect for anyone who puts that much time into something that could be crushed in an instant through server lag or crashing.
 
Heh, it seems that it wouldn't make sense to play the game to optimize your goal of leveling up eh? But from the perspective of a gamer who's not trying to maximize RM profit, it's yet another upgrade (with a bit of gambling) on the long road to level 100.
 
No item in a game like this is worth $25 especially when you're not completely sure what you're getting.

My entire gear setup was maybe 15 million and I can kill diablo with my eyes closed on inferno, and I'm a monk.

You're going to spend a significant amount of money for a game you've beaten ten times before, that is now about to get more difficult without adding anymore content? Why would anyone do that?

If I was rich I wouldn't out of principle, only reason I keep playing is to make money period. I could maybe understand if pvp was an option but who knows if they'll make special pvp gear like they did in wow to get us to spend even more money.

You can't even flaunt around in a place like orgrimmar in wow so wtf is the point?

You clearly don't play HC. From your later posts, HC clearly isn't for you. That's fine. Don't play.

To enlighten you a bit though, there are literally no items to buy in HC. I have hundreds of millions of gold and nothing to spend it on. I wanted my IK set bonus, so I gambled. IK boots cannot possibly roll BAD (especially in HC and especially when you already have one piece.)

So my options are:

1) Continue using my solid rare boots and accumulating gold which is really worth nothing.
2) Pay 75m+ for a well rolled set of IK boots that don't exist or aren't for sale.
3) Take a shot on boots that would be worth 25m no matter what.

FYI - A pair of 95 str/vit 70int IK boots are going for 26m right now and are likely to be bought out at 40m. Yea, I'd say taking a shot at 50m was well worth it. I'd lose at most 15m or so.

Just in case you've never even looked at the HC AH - There are 50 pages of any legendary you want in SC. In HC, there are literally none at all on the AH. When items become available, you have to jump on them.

Stay in SC.


The top paragon lvl in America died tonight. He was lvl 81. I bet he had a lot of fun. Death sucks. I'll probalby never play Diablo 3 again when I die this time (I've lost 4 60's pre-paragon). I could NEVER EVER play SC. It doesn't even come close. There is no other game mode that can give you the adrenaline rush that you get in HC. Occasionally, I have some close calls. My hands are shaking and my palms are sweating. I think to myself, "I can't believe I get this feeling from a video game." It's awesome.

I hit paragon 60 tonight. Really need the patch to drop. SO many act 3 runs and rarely anything worthwhile.
 
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You clearly don't play HC. From your later posts, HC clearly isn't for you. That's fine. Don't play.

To enlighten you a bit though, there are literally no items to buy in HC. I have hundreds of millions of gold and nothing to spend it on. I wanted my IK set bonus, so I gambled. IK boots cannot possibly roll BAD (especially in HC and especially when you already have one piece.)

So my options are:

1) Continue using my solid rare boots and accumulating gold which is really worth nothing.
2) Pay 75m+ for a well rolled set of IK boots that don't exist or aren't for sale.
3) Take a shot on boots that would be worth 25m no matter what.

FYI - A pair of 95 str/vit 70int IK boots are going for 26m right now and are likely to be bought out at 40m. Yea, I'd say taking a shot at 50m was well worth it. I'd lose at most 15m or so.

Just in case you've never even looked at the HC AH - There are 50 pages of any legendary you want in SC. In HC, there are literally none at all on the AH. When items become available, you have to jump on them.

Stay in SC.


The top paragon lvl in America died tonight. He was lvl 81. I bet he had a lot of fun. Death sucks. I'll probalby never play Diablo 3 again when I die this time (I've lost 4 60's pre-paragon). I could NEVER EVER play SC. It doesn't even come close. There is no other game mode that can give you the adrenaline rush that you get in HC. Occasionally, I have some close calls. My hands are shaking and my palms are sweating. I think to myself, "I can't believe I get this feeling from a video game." It's awesome.

I hit paragon 60 tonight. Really need the patch to drop. SO many act 3 runs and rarely anything worthwhile.

Good post
 
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