Dreams-Visions
Member
What's a fair price to pay for a 950+ dps weapon?
So which nerf affected their class in the current meta the most? SS or force armor?
I think Inferno is definitive of a thoughtless design plan. It's the typical soft-cap placed by MMO makers that give players 'something to do' while the developers get around to effectively planning it out.
It's the level infinity mob boss while the player cap is 50. Yet whenever any group can find a way to take it out, the developers 'fix' it so it becomes nigh impossible again because it never was meant to be taken out at this moment or as quickly. My brother's LS in FFXIV just took out Garuda in the fastest time possible using strategy and timing. After a congrats from the games director himself, they 'fixed' it so that the strategy wouldn't work.
That a huge number of player abilities are rendered pointless in inferno show how ill-designed it was, and that any viable builds will invariably be limited since they will focus on a few skills and extreme gearing of things you're likely going to pay for rather than find.
The major skills being 'fixed' (and in a lazy manner nonetheless) are in actuality the nullification of the abilities themselves that lead to a modicum of success show that Blizzard doesn't intend Inferno to be completed in general at this point. At this point they'd rather take away to protect Inferno than assist, which underscores the intent. More than likely, they will iron out inferno once they are sure the rest of the game is okay and then they'll drop new items (worthy of the RMAH I'm sure) and then patch Inferno to be entertaining as opposed to nonsense.
Looks like full patch notes have been posted (minor quest spoilers): http://us.battle.net/d3/en/blog/5825330/Diablo_III_Hotfixes_-_May_Updated_52312-5_23_2012
I had those frogs already with Invulnerability. Biggest bullshit thing I saw in Hell. The group I was with had no problem with anything, but that boss frog......can't even remember the other 2 abilities, beccause it didn't really matter. :/
Welcome to World of Warcraft encounter design.The design of the act 1 boss in Inferno is flat out bullshit. If you don't have enough dps you flat out can't win as he just sets the whole place on fire. Unless I'm missing anything that is but so far it's been really frustrating.
had the same thing yesterday. frog with immune adds (can't remember the other 2 affixes but i'm pretty sure that one of them was extra health) that camped the entrance to the second floor of a story dungeon. there was nothing we could do to proceed in the dungeon, just had to leave game and restart the quest.
Looks like full patch notes have been posted (minor quest spoilers): http://us.battle.net/d3/en/blog/5825330/Diablo_III_Hotfixes_-_May_Updated_52312-5_23_2012
If I'm reading this right:
Skill Rune - Force Armor
Amount of damage absorbed from a single attack will now cap at 100% of a players maximum Life
...no, I just don't understand the sentence. can someone explain?
If I'm reading this right:
Skill Rune - Force Armor
Amount of damage absorbed from a single attack will now cap at 100% of a players maximum Life
...no, I just don't understand the sentence. can someone explain?
If I'm reading this right:
Skill Rune - Force Armor
Amount of damage absorbed from a single attack will now cap at 100% of a players maximum Life
...no, I just don't understand the sentence. can someone explain?
Looks like full patch notes have been posted (minor quest spoilers): http://us.battle.net/d3/en/blog/5825330/Diablo_III_Hotfixes_-_May_Updated_52312-5_23_2012
Pretty sure the ability used to absorb a single hit, regardless of how much damage it did. Now it will only do up to X HP, where X is your current HP.
Your current maximum HP. If you have a maximum of 50k hp, but currently have 30k hp, force armor will absorb 50k hp of damage.
Players can no longer dual-wield two-handed weapons
Haha this was possible?
Players can no longer dual-wield two-handed weapons
Haha this was possible?
Imagine the dps... oh God.Players can no longer dual-wield two-handed weapons
Haha this was possible?
FuckLooks like full patch notes have been posted (minor quest spoilers): http://us.battle.net/d3/en/blog/5825330/Diablo_III_Hotfixes_-_May_Updated_52312-5_23_2012
Fuck
Energy armor cap at 100% max life, what the fuck is the point of using it?
Looks like full patch notes have been posted (minor quest spoilers): http://us.battle.net/d3/en/blog/5825330/Diablo_III_Hotfixes_-_May_Updated_52312-5_23_2012
Here:
Two questions:
How do I get access to that secret level?
What happens if I send an unsold item to my stash but don't actually have any spaces available for it?
Can someone post? Banned site at work.
blizzard said:Spoiler Warning: If you have not yet completed Diablo III on Normal, some hotfixes described in this list may include spoilers.
// May 22 //
General
Players will now receive an error message when attempting to remove a gem from an item with no sockets (rather than disconnecting)
Players will now properly have their casting interrupted when attacked while performing resurrect on a fallen group member
Resolved over 30 game and service crashes affecting players
Classes
Demon Hunter
Active Skills
Smoke Screen
Duration reduced from 2 seconds to 1 second (tooltip will still show 2 seconds)
Skill Rune - Lingering Fog
Now increases the duration of Smoke Screen to 1.5 seconds (tooltip will still show 3 seconds)
Monk
Active Skills
Fists of Thunder
Skill Rune - Quickening
Fixed an issue that was causing spirit regeneration to incorrectly trigger off critical hits from other sources, such as Sweeping Wind
Mantra of Healing
Mantra of Healing will now correctly provide only two times the base healing effect for the first 3 seconds after activation, down from four times the base healing effect (tooltip will still show the old value)
Skill Rune - Boon of Protection
A maximum absorption amount has been set to 1000 Life. This skill will be redesigned in an upcoming patch.
Wizard
Active Skills
Arcane Torrent
Skill Rune - Cascade
Fixed an issue that was causing Arcane Torrent to fire 3 new missiles per kill instead of only 1 new missile per kill
Number of new missiles generated from this rune will now cap at 10 missiles
Energy Armor
Skill Rune - Force Armor
Amount of damage absorbed from a single attack will now cap at 100% of a players maximum Life
Items
The rare chest in the Town Cellar in Alcanus will now only spawn 50% of the time, down from 100%
Players can no longer dual-wield two-handed weapons
// May 18 //
Classes
Monk
Active Skills
Serenity
Skill Rune - Tranquility
Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second
Encounters
Players will no longer remain invulnerable to attacks after defeating Diablo.
Players can no longer become stuck during Diablos Shadow Grab ability if a player blinds Diablo while Shadow Grab is being cast.
Items
Equipping a shield on a follower as a demon hunter will no longer disconnect you from the game.
Quests
Act I
Players can now always interact with Karyna during the quest and quest step "Trailing the Coven : Talk to Karyna" when they resume from a save.
Act II
The Enchantress will now always appear during the quest and quest step "Shadows in the Desert : Disrupt the Hidden Conclave."
Act IV
Tyrael will now always be present for the in-game cutscene during the quest and quest step "Prime Evil : Climb to the Pinnacle of Heaven in the Silver Spire."
Here is a link to a guide: http://www.reddit.com/r/diablo3/comments/twri4/how_to_get_to_whimsyshire_secret_level_possible/
You get an error if your stash is full.
Indeed, that is what I meant.
Basically:
If you have (max) 100HP and a boss would have hit you for 150 damage, then the skill YESTERDAY would have absorbed all 150 and you would have taken 0 damage.
However, TODAY if you have (max) 100HP and a boss hits you for an attack that would do 150 damage, your shield will absorb 100HP and you will take 50 damage.
Your current maximum HP. If you have a maximum of 50k hp, but currently have 30k hp, force armor will absorb 50k hp of damage.
I think Inferno is definitive of a thoughtless design plan. It's the typical soft-cap placed by MMO makers that give players 'something to do' while the developers get around to effectively planning it out.
It's the level infinity mob boss while the player cap is 50. Yet whenever any group can find a way to take it out, the developers 'fix' it so it becomes nigh impossible again because it never was meant to be taken out at this moment or as quickly. My brother's LS in FFXIV just took out Garuda in the fastest time possible using strategy and timing. After a congrats from the games director himself, they 'fixed' it so that the strategy wouldn't work.
That a huge number of player abilities are rendered pointless in inferno show how ill-designed it was, and that any viable builds will invariably be limited since they will focus on a few skills and extreme gearing of things you're likely going to pay for rather than find.
The major skills being 'fixed' (and in a lazy manner nonetheless) are in actuality the nullification of the abilities themselves that lead to a modicum of success show that Blizzard doesn't intend Inferno to be completed in general at this point. At this point they'd rather take away to protect Inferno than assist, which underscores the intent. More than likely, they will iron out inferno once they are sure the rest of the game is okay and then they'll drop new items (worthy of the RMAH I'm sure) and then patch Inferno to be entertaining as opposed to nonsense.
Indeed, that is what I meant.
Basically:
If you have (max) 100HP and a boss would have hit you for 150 damage, then the skill YESTERDAY would have absorbed all 150 and you would have taken 0 damage.
However, TODAY if you have (max) 100HP and a boss hits you for an attack that would do 150 damage, your shield will absorb 100HP and you will take 50 damage.
The design of the act 1 boss in Inferno is flat out bullshit. If you don't have enough dps you flat out can't win as he just sets the whole place on fire. Unless I'm missing anything that is but so far it's been really frustrating.
Trying some new setup... evasive fire + tactical advantage are very fun !
Haven't played a barb but up through inferno a monk with decent dear can definitely do fine. Once you hit inferno you really need a large amount of gear to solo anything successfully.So... Monk.
Melee seems like it'll suck bad in later difficulties and it looks like barb is a better soloer?
You don't need to max out dodge to survive in inferno, you do need an absurd amount of gear that will either take a ton of time to farm out or a luck to nail something you can sell for a ton of gold. You can solo inferno as a monk but you need some ridiculous stat lines along the line of 35k+ HP, 500+ resists to all, 30-40% dodge, 5-6k armor, 10k+ damage and enough increased attack speed to keep spirit generation high enough.Just reached level 60 on my monk. and I think I'll retire from the game now. It's clear blizz really has no idea how to balance the heroes and the monk might as well not exist anymore.
Not really sure what to do, none of the combinations of skills are viable in any remote way now as it's pretty much impossible to have enough spirit to use them and you can't heal anywhere remotely close to as much as a barbarian can and you take way more damage. I could see dodge working, but in reality it'll never work.
Monk suffers from some extreme itemization issues. by building dodge you make it so you are pretty much dead in one hit if it ever does land, and you cannot build resistances at the same time without sacrificing health.
You cant build dps, you have absolutely no choice but to build full on tank like barb, but end up doing no damage in the process.
It's sad, the class really has no place in the game without boon of protection and spirit gain.
I'm going to have to try this now too. My biggest gtfomove was smokescreen + movement rune + tactical advantage. With the nerf, it isn't nearly as effective as it used to be.Trying some new setup... evasive fire + tactical advantage are very fun !