Shantarr.Dalrae
[H]ard|Gawd
- Joined
- Mar 23, 2010
- Messages
- 1,074
ah that's right. Do ppl in the beta also get to test the templar?
Yes.
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ah that's right. Do ppl in the beta also get to test the templar?
There are some pretty amazing legendary effects. Maximus summons a demon, and puts a very nice fire chain between you and it. Great for TR monk. It feels really rewarding throwing back those affixes that gave you nightmares from pre nerf infero.
BTW, Maximus already does that in the regular D3 game.
With loot 2.0 Maximus will be usable in both HC and Softcore on top of having that cool ability....That's the key point I'd think.
Currently Maximus is only a good weapon in HC.
I was under the impression that it wasn't really a good weapon in either mode unless you happened to get your mainstat, lifesteal/LoH, and crit damage. Did they make the fire chain do crazy damage in the RoS beta or something?
hopefully they do what PoE does with Legendaries.. make them always have the same mods, but roll them in a range.
.........you mean what D2 did with 'legendaries'? I was so mad that I had to play that game. I don't want any D2 in my D3 thank you very much.
I always liked D3's legendary system. Rolling stats within a range is kind of... meh. Having the chance to roll any stat in the game on an already powerful item... that's awesome.
So do you want your legs to be 99.82% garbage? or is the sarcasm flying over my head![]()
nearly everyone in the game would have found that maximus to be an exciting drop if it weren't for the AH that was thrown into the game during the last couple months of development
nearly everyone in the game would have found that maximus to be an exciting drop if it weren't for the AH that was thrown into the game during the last couple months of development
well sure, items aren't always going to roll the best stats and that's what makes the loot hunt fun and interesting.Naw. I self found monk fists with higher raw damage than that.
well sure, items aren't always going to roll the best stats and that's what makes the loot hunt fun and interesting.
but the discussion was about useless rolls and loot 2.0. that weapon isn't an example of what loot 2.0 is going to address. if it had rolled int instead of vit or zombie dog cooldown reduction instead of damage converted to life then it'd be indicative of what has been so problematic about current rolls.
under loot 2.0 you'll still have weapons that roll damage that isn't enough for your wants but the stats that would make sense on a two hander, like damage, life steal, resistance, etc. are going to be on them.
well sure, items aren't always going to roll the best stats and that's what makes the loot hunt fun and interesting.
but the discussion was about useless rolls and loot 2.0. that weapon isn't an example of what loot 2.0 is going to address. if it had rolled int instead of vit or zombie dog cooldown reduction instead of damage converted to life then it'd be indicative of what has been so problematic about current rolls.
under loot 2.0 you'll still have weapons that roll damage that isn't enough for your wants but the stats that would make sense on a two hander, like damage, life steal, resistance, etc. are going to be on them.
I really don't have anything positive to say about D3's Items. I'd say it was the games weakest point.
Having put a significant amount of time in TL2 and PoE now neither of those did items and loot very well either but D3 is probably the worst of the three in this area.
Dark Souls however did gear near flawlessly with such balance and purpose in each item...mmmm Dark Souls is tasty. I'd love it if an ARPG took the Dark Souls approach to items especially if they added more layers with things like poise and weight
Heh, it flew over your head.
The reason uniques were so good was not only because they were items designed to be powerful, but also because they were the few constants in an otherwise completely random environment. You could see a name and know, at a glance, what the item was and what the item was good for.
Making legendaries in D3 rely on landing a random lucky roll to even be considered useful (not to mention the embarrassingly bad items the devs considered to be 'legendary' before the 1.0.4 patch...see below) showed how little the devs really understood about the franchise they were working on.
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D2 thrived for years even with mass duping and botting; people loved the itemization, they just hated the insane drop rates of a lot of the stuff. The D3 devs looked at it differently and attempted to solve the D2 'problem' of powerful uniques by making them as random as all the other garbage that dropped in the game. But just listening to any dev interviews it really seems like the team's entire approach to designing the game was from a "fix D2's problems" perspective instead of an "enhance D2's greatness" perspective.
it's not ridiculous in context. we were talking about useless affixes and that piece has every good affix for a melee character the just didn't roll high enough in your opinion. That doesn't make a piece of gear "worthless." Worthless is strength on a wizard hat, intelligence on a might weapon, or strength on a fist weapon. That shouldn't have ever happened on a legendary or set piece and I don't really care if it happens on every other piece of gear. Legendaries aren't always BIS. It's the same way in Titan Quest and WoW--the rares are more powerful than the legendaries (not by design).Well yeah, your statement was that "nearly everyone in the game would have found that maximus to be an exciting drop if it weren't for the AH" which was outright ridiculous,
That was also an old Maximus, as he said before 1.04 patch, and they have been buffed:
now the least dps it can roll is 983
http://www.d3lexicon.com/item/maximus
it's not ridiculous in context. we were talking about useless affixes and that piece has every good affix for a melee character the just didn't roll high enough in your opinion. That doesn't make a piece of gear "worthless." Worthless is strength on a wizard hat, intelligence on a might weapon, or strength on a fist weapon. That shouldn't have ever happened on a legendary or set piece and I don't really care if it happens on every other piece of gear. Legendaries aren't always BIS. It's the same way in Titan Quest and WoW--the rares are more powerful than the legendaries (not by design).
Hi I just wanted to come in and provide additional detail on some of the damage philosophy stuff we talked about at the Blizzcon Community Booth. I think everybody at the booth was able to internalize the core of the philosophy and I want to make sure people reading this write-up afterwards understand what is happening too.
When I say we want mechanics in the game that cause unavoidable damage this absolutely does NOT mean youre supposed to just die. The idea is not random damage, now youre dead LOL the idea is to give people a sense for where they stand. I think right now when some people hear unavoidable damage they think unfair deaths. This is not the intention. Paradoxically by adding unavoidable damage in controlled and moderated amounts we are working to make death feel MORE fair. Confused? Let me explain.
Right now deaths in the live environment dont always feel fair for a variety of reasons. One of the many reasons deaths dont always feel fair is the game doesnt clue you in on how much survivability you should gear for. Indeed you can be cruising along slaying some monsters and suddenly get Vortexed into a Frost Orb and die instantly. Up until that Vortex/Frost Orb combo, you werent taking any damage at all.
Why did you die instantly to the combo? Maybe its low survivability on gear. But you had no idea!
Lets say that most players with average gear have 300,000 effective health. How much damage should a monster melee attack be doing? Maybe 25K damage? That lets you take 12 sizable melee hits. Sounds about right. Now imagine a particularly skilled demon hunter has sacrificed all defense on their gear to maximize damage and has only 50,000 effective health. This Demon Hunter is incredibly squishy but the game feels right because shes still taking 0 damage through skilled play. Now you get hit by a Vortex/Frost Orb combo which chunks off half your health, followed by a single melee hit from a monster which kills you. This death feels incredibly unfair. From the Demon Hunters point of view, she was taking no damage at all, and then suddenly she was dead. There was no warning, just a vortex and a death.
So now lets highlight a specific change coming in Reaper of Souls for Desecrator. Currently on live Desecrator appears under your feet and deals no damage for the first 1.5 seconds or so. After the first 1.5 seconds you start taking continual damage over time until you leave. In Reaper of Souls this is changing so that you start taking damage immediately. The damage per second is less than it currently is on live to offset the fact that it starts immediately. Why is this a good change?
For starters, it means that the faster a player exits Desecrator, the less damage they take. Previously there was no difference between leaving the Desecrator in 0.7 seconds vs 1.4 seconds. With the new Desecrator, a player who gets out in 0.7 seconds will take half as much damage as the slower player. There is a continuous spectrum that basically says Youre going to take damage, but how much damage you take depends on how quickly you get out.
Additionally, this change gives the Demon Hunter from our previous example a much better sense of where she stands with respect to her survivability. On MP0 you might take 10K damage per second in Desecrator. With 50K effective health she notices shes missing some health but she says to herself I could stand in that for 5 seconds if I had to. However, she turns up the MP and suddenly now shes taking 25K damage per second. Now shes thinking That Desecrator is starting to hurt, and its stressful. I can only stand in it for 2 seconds before I die, and even getting out in 0.5 seconds I am losing 25% of my health. By doing moderated amounts of unavoidable damage, the player can get an intuitive sense for how risky they can be. You can still perform much better as a highly skilled player but there are less surprises. Suppose 0.5 seconds of Desecrator, a monster melee attack and a Frozen explosion all do roughly the same damage. At the point that you notice a Desecrator is pretty scary you now have the information to extrapolate that a Vortex/Frozen/Melee attack combo is going to kill you.
Ideally Diablo is a game where both your play skill matters and your gear matters. This applies to damage and survivability. We have survivability stats on gear for a reason and we want to make sure you get a tangible benefit from it. Your skill allows you to minimize how much damage you take, your gear determines how much of a buffer you are comfortable with.
So yeah, theres a lot of good items and a lot of ways to build your gear, it's not as straightforward as Trifecta gloves and trinkets, crit bracers, crit helm for dps.
Drinking Kulle-Aid allows you to burst through walls summoned by Waller elites for 5 seconds.
I haven't played any D3 in awhile, and thinking about starting it back up again. Any advice for a Monk? I'm paragon level 12, but I have no idea what the best gearing/specs are these days.
I'm going to give it a whirl again and just stary from scratch. Any thoughts on a barbarian? My first and oy character was the mage.
Now most things are just like hey, were connected, whatever, blah, blah, blah; Avenger Kills are where its at! Our game director Josh Mosqueira love to say Love the player, thats his big philosophy in life, love the player its a good philosophy when youre making videogames. But sometimes youve got to give a little bit of love back to the monsters, because you know, theyre the ones getting murdered theyre getting killed by these players. So youre adventuring, and a monster kills you bummer, youre on the ground and waiting to resurrect and that monster is going to level up, and a portal is going to appear, and hes going to jump in the portal and disappear. Then hes going to pick somebody in your list of friends who plays Diablo III, and hes going to jump into their game.
Theyre going to see a unique-named monster, and its going to say you are being hunted, and that monster is going to be named after you, and its going to come and hunt them, and have new powers. If they kill it, they get loot and you get loot. If it kills them, its going to get named after them and its going to level up, have more powers, and jump into their friends list and hunt another one of their friends.
So its that idea of: were not playing together, but were connected as adventurers going through Sanctuary. Thats out version of social today, in a sense. Those three features are unique to console.
We asked Humphreys if these features might make their way into the PC version of Reaper of Souls as well, and she told us, “this is something that’s kind of part of the PS4 platform, so that’s why we started looking at it. Like any of our features, then the PC team would take a look to see if that makes sense for the game and for their audience.”
To confirm, we also spoke with John Hight, production director on the PC version of Diablo III. When asked if these social features might come to PC players, he told us, “we love some of the stuff we’ve seen on the console side. I think Avenger Kills is a really cool feature. We’re all one team. Julia sits two bays down from me, so we’re all sharing the ideas, and I think that certainly I wouldn’t put it past us to steal any good ideas from the console side, and obviously console’s taking what’s already been developed on the PC and making it fit for that audience.”
I got my monk to 46 over the weekend, hoping to hit 60 by Friday. If anyone wants to add me, send a PM.![]()