The real painful part is that it takes way too long to find something on the AH. Since you can't filter by at least 4 things you are stuck mousing-over items listed to compare, it totally blows.This game is getting painful.
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The real painful part is that it takes way too long to find something on the AH. Since you can't filter by at least 4 things you are stuck mousing-over items listed to compare, it totally blows.This game is getting painful.
Alright so I have almost no issues soloing The Butcher on Act 1 Inferno...but the minute I go to Act 2 I am dead within 5 seconds from basically anything, including using diamond skin + crystal shell. And the drops are complete shit as well. Farming Act 1 on my own and I mostly get something that is less than level 60 -.-, and Act 2 isn't any better even if I manage to stay alive.
This game is getting so lame now.
http://us.battle.net/d3/en/profile/Krieg1337-1699/hero/10289552
That is my main...I guess AH time :S
Thanks for your tips .... I'll try SSS and Evasion.
With conviction, my crit damge goes up to 56000
My crit is 16.5% chance and 103% damage (not very high)
I don't know if 23000 will be enough without Conviction Overawe
I also read other players can clear inferno with only 15K - 20K damage?
What # of damage should I aim for in Act 3 ?
Whats the easiest way to increase damage ?
Dex, Crit chance, Crit damage, attack speed ?
If I increase on one thing, I'll have to scarifice on other.
This game is getting painful.
The real painful part is that it takes way too long to find something on the AH. Since you can't filter by at least 4 things you are stuck mousing-over items listed to compare, it totally blows.
Solution: Stop playing.
Seriously though, if there arent AH improvements in 1.0.4, then there must really be something holding those improvements back; like fundamental issues they cant overcome.
I am Monk and having issues in Inferno Act 3.
Some elites are hard, but most managable.
Killed Ghom (took 4 tries) & Seigebreaker (1st try - facetanked him)
For some reason, I can't advance with crazy elites after that.
I tried to restart, but the same elites everytime (Guys with one big hammer)
I want to finish Act 3.
Here are my specs, please let me know what I need to improve on.
I can farm Act 1 & 2
22700 damage ( 23100 w/ enchantress)
6100 armour ( 7100 w/ enchantress)
43000 health ( 46000 w/ earth ally)
714 all resist
1200 LoH
1.80 attack speed dual weild
Thunder Fist - teleport
earth ally (Sometimes I'll use blinding flash)
serenity - extra second
Wind - cyclone
BoH - bad guys run away
Conviction - overawe
It seems like any upgrade for me now is 5 Million +
Farming has produced nothing worthwhile.
http://us.battle.net/d3/en/profile/tehslippery-1869/hero/12030656
I do Act 3 pretty much np with that. Every once in a while I run in to a pack that can be a little rough, generally some combination of molten/fire chains/shielding. The specific guys you are talking about just hit really hard. If you have to switch to evasion+hard target instead of overawe.
I can't believe people are still playing this game
Some people are slow burners. They will realize eventually
Some people are slow burners. They will realize eventually.
Ditch magic weapon for teleport or frost nova, between that and diamond skin you have enough get out of jail cards to survive the many sticky situations you will be getting into. Once you get good enough gear, in particular resist and life on hit gear, you can put magic weapon back to increase efficiency.
Here's my main: http://us.battle.net/d3/en/profile/quadnad-1411/hero/1225987
I've got another few upgrades in the works, but as I've beaten Diablo I'm inclined to try another character instead of continuing to work on my DH..
Who do i have to kill for gauntlets like that
I can't believe people are still playing this game
And you also probably can't comprehend why there are 50 million Justin Bieber fans. Move on, make yourself useful somehow.
Teleport yea, but with the resist to CC that everything in inferno has (which is absolutely retarded---why make a large number of moves obsolete?), frost nova imo is completely worthless.
I think i would have enjoyed the game longer had i not tried to progress through inferno (when you inevitably find out how shallow the game is), and instead rolled new characters through Normal > Hell, where the game feels somewhat balanced still.
Players and Friends,
Even when you are in the business of fun, not every week ends up being fun. This week, our security team found an unauthorized and illegal access into our internal network here at Blizzard. We quickly took steps to close off this access and began working with law enforcement and security experts to investigate what happened.
At this time, we’ve found no evidence that financial information such as credit cards, billing addresses, or real names were compromised. Our investigation is ongoing, but so far nothing suggests that these pieces of information have been accessed.
Some data was illegally accessed, including a list of email addresses for global Battle.net users, outside of China. For players on North American servers (which generally includes players from North America, Latin America, Australia, New Zealand, and Southeast Asia) the answer to the personal security question, and information relating to Mobile and Dial-In Authenticators were also accessed. Based on what we currently know, this information alone is NOT enough for anyone to gain access to Battle.net accounts.
We also know that cryptographically scrambled versions of Battle.net passwords (not actual passwords) for players on North American servers were taken. We use Secure Remote Password protocol (SRP) to protect these passwords, which is designed to make it extremely difficult to extract the actual password, and also means that each password would have to be deciphered individually. As a precaution, however, we recommend that players on North American servers change their password. Please click this link to change your password. Moreover, if you have used the same or similar passwords for other purposes, you may want to consider changing those passwords as well.
In the coming days, we'll be prompting players on North American servers to change their secret questions and answers through an automated process. Additionally, we'll prompt mobile authenticator users to update their authenticator software. As a reminder, phishing emails will ask you for password or login information. Blizzard Entertainment emails will never ask for your password. We deeply regret the inconvenience to all of you and understand you may have questions. Please find additional information here.
We take the security of your personal information very seriously, and we are truly sorry that this has happened.
Sincerely,
Mike Morhaime
And you also probably can't comprehend why there are 50 million Justin Bieber fans. Move on, make yourself useful somehow.
http://us.blizzard.com/en-us/securityupdate.html
they got hacked CHANGE EVERY THING password security question email and your authenticator if you can
so they got every thing but credit card info it seems so again change EVERY THING on your battle net account
Oh boy... here we go again with this shit. I'm running to change everything now.
*gasp* Long lost brother? Bro hug
http://us.blizzard.com/en-us/securityupdate.html
they got hacked CHANGE EVERY THING password security question email and your authenticator if you can
so they got every thing but credit card info it seems so again change EVERY THING on your battle net account
Here's a list of America's most effective botters.
http://www.diabloprogress.com/us/rating.stat_elite_kills
And the winner is Fruitbeer with 308 thousand elite kills. Jeez.
Here's a list of America's most effective botters.
http://www.diabloprogress.com/us/rating.stat_elite_kills
And the winner is Fruitbeer with 308 thousand elite kills. Jeez.
http://www.youtube.com/watch?v=hMtZfW2z9dw
[Chorus: Jay Wilson]
He's climbin in your server
He's snatchin your information up
Tryna steal em so y'all need to
Hide your passwords, hide your email address
Hide your passwords, hide your email
Hide your passwords, hide your email
And hide your authenticator cuz they're stealin' everybody information out here
You don't have to come and confess
We're lookin for you
We gon find you, we gon find you
So you can run and tell that,
Run and tell that,
Run and tell that, homeboy
Home, home, homeboy
[Verse 1: Jay Wilson & Bashiok]
[AD:]
We got your tracert
You done left IP Address and all
You are so dumb
You are really dumb--for real
You are really, really, really, really so dumb
[KD:]
I was attacked by script kiddie in the his momma's basement.
[AD:]
So dumb, so dumb, so dumb, so
[Chorus: Jay Wilson]
[Verse 2: Jay Wilson]
Bout 5'9", 5'10", pale complexion
Low cut like Alfalfa with some little waves in his head
Clean cut, very smooth face
Seein my router when i walked in
He had his probe around her security
First thing was to pull him out her
And that's what i did
[Chorus: Jay Wilson]
[Verse 3: Jay Wilson & Bashiok]
[AD]
Well, obviously we have a hacker in Blizzard HQ
[KD]
Are you serious, my boy?
I got your tracert
I got your IP Address
I know what shoe size you wear, my boy
So you can run and hide
But we're gonna find you, find you
[Chorus x2: Jay Wilson]
I really don't get why Blizz isn't more effective at banning botters in D3. I do get why they don't ban them in WoW for example because botters pay for accounts and botters provide goods players want so those players keep playing/paying Blizz as well.
In D3 botters undermine the RMAH (where Blizz does conceivably sell gold they created out of thin air) thus they are in direct competition with Blizz and should be banned especially since they are so blatantly easy to spot. It's a bit mindboggling.
Well, were getting closer to 1.0.4, and while its still a few weeks away were going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off I wanted to provide an overview of some of the larger systems changes and game improvements.
Lets get started!
So Happy Together
While many people are playing co-op, its still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.
The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change were making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. Youll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call adventure stats to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.
Along the same lines as the change in 1.0.3, were going to be lowering the health multiplier for monsters per additional player in co-op games. Its going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.
Shrinking the Gap
We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 were going to shrink the gap between normal monsters and Elite packs (DiabloWikiChampions and DiabloWikiRares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general were looking to bring normal enemies up a smidge, and Champions and Rares down.
So, in 1.0.4 were increasing the health of normal monsters by approximately 5%-10% in DiabloWikiInferno, but also increasing the likelihood they drop magic or rare items by a factor of four. Were correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. Were still working on those numbers, but thats approximately what were shooting for.
To further reduce the gap between normal and Elite monsters, were adjusting some of the more frustrating monster affixes, such as DiabloWikiFire Chains and DiabloWikiShielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and well be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.
Weapons Master
One of the general improvements wed like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isnt going to be good before you even identify it. In other words, theres a world of difference between an item having no chance of being good, and some chance of being good. Its not something were going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.
Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.
We also want to close the gap between dual-wielding and two-handers, and so were improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.
On the topic of two-handers, were also changing how damage is calculated on a few damage-over-time skills. Many skills have text like Deals 75% weapon damage for 5 seconds, which isnt exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. Were switching a lot of these skills to read X% weapon damage over 5 seconds. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what weve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.
Efficiency vs. Challenge
Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fast they can beat them. Were removing Enrage Timers and the heal back to full behavior from Champion and Rare monster packs. We dont think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. Youre already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a DPS check that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.
We cant get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts youre putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how youre designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 were going to be reducing repair costs of high-end items by 25%.
Legendarier
We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.
Stay Classy
Were making a metric-ton of changes to classes, so were going to have separate blog posts for each. But in general were looking at unpopular skills and asking ourselves a few questions:
* Does the skill have any control or readability issues that would make the skill less satisfying to use? If so polish the skill more. A good example here is the Barbarian Rend ability many people dont use it because you cant always tell which enemies are affected by the bleed and which arent.
* Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesnt have the raw damage when compared to Hungering Arrow, so were buffing Bola Shot to be competitive.
* Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
* Is the skill a resource spender? In general we have found that many resource spenders just dont do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesnt always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
* Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so theres a net decrease in build diversity were more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.
We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.
The Outro
These are really just a few of the topline systems changes well be making in 1.0.4, and we hope youre looking forward to them as much as we are. Well of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews well be holding shortly before the patch goes live which, by the way, is currently targeted for the fourth week of August.
See you in-game!
*P.S. Were getting rid of the Invulnerable Minions monster affix.
Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzards Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.
So Happy Together
While many people are playing co-op, its still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.
Hmm, looking at those notes, I'll start playing again after that patch drops. Any word on a rough ETA for that?