Diablo III |OT2| Queues Rise. Servers Fall.

Status
Not open for further replies.
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.
 
So which nerf affected their class in the current meta the most? SS or force armor?

Monk, most definitely. DH and Wizard got nerfed (or actually balanced from another perspective) but both are much more reasonable in the full scheme of things.
 
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.

I like this post a lot.
 
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. :/

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.

The smokescreen nerf was needed, I just hope they buff the runes/passives that rely on it because several of them are pretty lackluster now. The force armor nerf for wizards sucks, they were able to do some fairly op stuff with it, but now that it's nerfed most wiz will probably get torn apart by even normal mobs.
 
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.
Welcome to World of Warcraft encounter design.
 
I'm not worried about the Monk nerfs at the moment since I haven't even beaten the game on normal yet, and I presume from what I'm reading here it wouldn't even effect me on the next hardest difficulty either lol.

When I hit hell/inferno I imagine Monk will be buffed again.
 
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.

had this happen yesterday too. they need to just remove invulnerable blues/yellows. It was a bad idea, and if you don't have an skills equipped that will go through the enemy and hit the one clan leader who is vulnerable, you literally can't win. No matter how much damage you can deal.
 
How to get stuck in the most stupid way:

5fRxc.jpg
 
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 player’s maximum Life


...no, I just don't understand the sentence. can someone explain?

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.
 
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 player’s maximum Life


...no, I just don't understand the sentence. can someone explain?

If the attack would one-shot you, you still die. Now it's meant to want more HP and let Force Armor handle your mitigation instead.

At least, that's my take on it.
 
I'm such a noob. I had no idea about all the stuff they nerfed on monks... But now, in the land of the blind, the one eyed spirit regain monk is king.
 
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 player’s maximum Life


...no, I just don't understand the sentence. can someone explain?

the way I understand it, if you have say 5k health, it can only prevent that much damage
 
What quest should I do over and over to grind half the level that's left for me from 59-60? I'm up to the first 5 quests in Act 3 and Act 3 proves to be too difficult for me.
 
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.

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.
 
Players can no longer dual-wield two-handed weapons

Haha this was possible?

That's what I want to know.
The thought of my barbarian titan-gripping two two-handed maces makes me tingle down below.

Hey Blizzard, if you're reading this, add Titan Grip as a passive skill. Thanks!
 
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.
 
Been trying to gear up for Act 2 inferno and it likes banging my head to the wall farming Act 1. Level 55 drops with subpar stats and haven't found a decent upgrade all day. RMAH..guess it comes down to this
 
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?
 
Blizzard should have just held back Inferno mode until they ironed out the balance and released the RMAH. It wasn't ready at release. Three difficulty levels should have kept people occupied for a while, but now it's just skip to the hardest and farm there.
 
Guys please stop sending me PM's °°

About that 3:30 clear time of normal. I did nothing special. Just picked DH with backup gear. Use vault and the speed passive. And you need to know the maps.
 
Can someone post? Banned site at work.

Here:

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 player’s 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 Diablo’s 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."
 
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.

got it. is that not still viable? I mean, I'm rolling around with 50k HP. Surely deflecting 50k HP has some usefulness. How much can you be hit with with a single blow (in theory)?
 
Full patch notes:
// 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 player’s 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 Diablo’s 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."
 
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.

The whole shenanigans reminded me of FF11 and Absolute Virtue -- no sooner than some guys finally downing it with mass Kraken Club DRK 2H, they impose a nerf so he's unkillable again. Dev team kept insisting there's some secret way to killing him, but it took them 6 months to release a cryptic video supposedly showing the steps to weaken the boss somewhat which made no real sense. Not to mention they admitted they only playtested while using God Mode themselves. To this day 2ch looks down on Komoto (or Kawabuta as we refer to him) for all the shit he pulled.

Then again, he did move on to FF14 development so he may have had a say on the whole Garuda thing.
 
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.

sort of, what force armor did was reduce any hit that did more than 35% of your health to cap at that amount. So yesterday if you took a 150 damage hit while force armor was up, you'd only take 35 damage.

The trick was to combine very low health (5k-ish) with diamond skin and force armor. Diamond skin would absorb ~22k damage and you would be capped at under 2k damage taken from any attack, you'd have to be hit 11 times in 13 seconds, and every hit would reset images and teleport cd. You can obviously see why this would be op for inferno.
 
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.

I died twice to him with 9k DPS on my monk, but was able to easily live through anything thanks to buffo physical resists+high armor. So I changed specs out of a tanking spec into bigger damage one and one-shot him.
 
Trying some new setup... evasive fire + tactical advantage are very fun !

I've been trying out bola shot. I had written it off when I first got the ability, but after giving it another shot, it does a LOT of damage. I was combining it with the 15% chance to get 2 discipline for my smokescreen build Will have to see how the SS nerf works out and evaluate if it's still worth it.
 
Slow day at work. Get off a meeting, and the first thought: I don't have my next meeting for another hour.

Immediately fire up Diablo. Haven't been this addicted to a game in a long, long time.
 
So... Monk.

Melee seems like it'll suck bad in later difficulties and it looks like barb is a better soloer?
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.

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.
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.

Considering not everyone is going to land a jackpot item they can sell on the AH it really will take weeks of farming gold to be able to buy everything you need. It's pretty depressing.
 
Trying some new setup... evasive fire + tactical advantage are very fun !
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.
 
Status
Not open for further replies.
Top Bottom