Diablo III |OT2| Queues Rise. Servers Fall.

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The thing that I do t like about the AH is logging in and seeing 1500 of the same exact legendary bow, makes these super rare items seem cheap and worthless (which they are forthr most part)

Well there's roughly a million players per region pumping stuff into the AH. Assuming 1m players and 1500 legendaries in the AH, that would leave them at a 0.15% drop rate. Seems rare enough.

Spend less time, surely? By using the ah, you're going to spend zero time in game gearing up. I guess that could be a positive, by removing the need to farm/grind. But it definitely doesn't equate to spending more time playing the game.

You would need to trade anyway to progress in a relatively good speed. Parking yourself in a trade channel and pasting (using D2 example here) G:Runes W: IK would take far more time than simply checking the AH for a couple of minutes and going to slaying demons.
 
As far as Inferno goes, I strongly disagree with Toma. Inferno is actually too easy, in my opinion.

Generally speaking, any game I can master -- with "master" meaning different things in different situations -- in less than a month is an easy game from my perspective. Keep in mind that my favorite games are Chess and Go, which are 1) free and 2) can be played for an entire lifetime without mastering. If I'm going to pay 45 dollars for a game, it had better last me quite a long time, as I could have instead played Chess for free.

I'm already in to act 2 inferno and making good progress without really trying very hard or being a super "hardcore" player. I expect that I will have beaten Inferno Diablo within 3 weeks of the games' release, give or take. It's simply too easy, and should be made more difficult, in my opinion. The fact that anyone has already beaten Inferno (some of them even doing it fair and square) 10 days after the game's release is not a good sign to me.

I am not posting this because I believe everyone should agree with me, I'm just making sure it's clear that Inferno's design is bad or wrong. It may be too difficult for some people, while for others it will be just right, and for others like myself, too easy.

Just curious. How many hours have you put into D3 so far?
 
Of course. But this is not like a tv show where a character gets crazy and realizes he is in a TV Show! :D

I think at this point they should go in a more humorous, self-mocking direction with Diablo. Like more of a Scoundrel vibe across the whole game. Nothing too overt but they should poke fun at themselves a lot more since it's hard to take Diablo lore very seriously, and it's poorly written when attempting to be serious anyway.

I mean was that Azmodan in the game or was Harbinger possessing him? It's already goofy; might as well take it one step further. :p
 
I thought this was only for the people who received the game due to the WoW annual pass ?

AH seems dead.

I'm not sure, what I heard is that it was valid to anyone with a key that later upgraded it to a CE key.

It's worth a try for anyone who did that, you won't lose more than 5 minutes submiting a ticket or sending an email.
 
As far as Inferno goes, I strongly disagree with Toma. Inferno is actually too easy, in my opinion.

Generally speaking, any game I can master -- with "master" meaning different things in different situations -- in less than a month is an easy game from my perspective. Keep in mind that my favorite games are Chess and Go, which are 1) free and 2) can be played for an entire lifetime without mastering. If I'm going to pay 45 dollars for a game, it had better last me quite a long time, as I could have instead played Chess for free.

I'm already in to act 2 inferno and making good progress without really trying very hard or being a super "hardcore" player. I expect that I will have beaten Inferno Diablo within 3 weeks of the games' release, give or take. It's simply too easy, and should be made more difficult, in my opinion. The fact that anyone has already beaten Inferno (some of them even doing it fair and square) 10 days after the game's release is not a good sign to me.

I am not posting this because I believe everyone should agree with me, I'm just making sure it's clear that Inferno's design is bad or wrong. It may be too difficult for some people, while for others it will be just right, and for others like myself, too easy.

While I won't argue your feelings on this game's difficulty (your opinion is certainly reasonable and valid) I feel the need to point out the flaw in your Chess/Go analogy. In reality, mastering those games is about mastering your opponent rather than the game itself. A game like Diablo is a static opponent, which makes it far easier to master. In addition, it is an opponent which is designed to be defeated.

In addition - If in order to master Chess you must compare yourself to other masters, the same should also be true of Diablo. You may, in fact, be among the best Diablo players in the world, and thus be a master by the same measuring stick used in Chess, but simply completing Inferno difficulty would hardly seem to land someone in this class on its own.
 
These are the kinds of builds that are interesting. They seem to want to pigeonhole everyone into "stack vitality, stack *primary stat*, and get a really big number on your weapon" builds. I liked that there was a build where no vitality was desirable for the wizard. It wasn't immortal, it still struggled with so many things. It was just considered overpowered because it pooped on the already mostly trivial boss fights. A barbarian has already soloed Diablo on inferno, who cares about the boss fights?

Truth be told, I don't get the Force Armor change. My Wizard partner never needed it since, y'know, grouping and my Wizard wasn't high enough to "abuse" it. I'm still not sure about it, honestly.

Smokescreen was a bit too good, though I'm surprised it wasn't given a cooldown or, more appropriately, just break after attacking. Seems more logical, honestly, since the issue was Smokescreening for immunity and, with the right gear/runes/etc., going endlessly.

The critical mass build is equally interesting as the 4700 FA build. It pushes players to pursue critical chance and critical damage as potentially viable stats for an interesting reason, not just to make their numbers bigger.

My issue with this is that it really is too good, though. There does come a point when a build is that much better than the alternatives and an infinite stunlock is pretty ridiculous. That said, it's less and less useful vs groups of enemies as far as I'm aware, though I guess you could slowly wade through them all with Frost Nova spam forever. I guess.
 
I again think people are missing my point. My point isn't that Inferno is "easy" because I am so skilled and better than you, but because I simply have different expectations.

I do not expect to beat Inferno within 10 days of the games' release. I expect to have to farm for a very long time, and to have to deal with random encounters with crazy properties I haven't considered. I expect inferno to kill me over and over again without mercy for months.

And that's just it; the fact that I'm doing it in a matter of days -- not months -- means that Inferno is actually comparatively easy, relative to my expecations. Obviously some other people had different expectations, and for those people Inferno is too hard, and that's fine. To croook and others; I do not have some magical formula, nor am I suggesting that I am the greatest player in the world. I, like others, am farming and beating my head against the wall -- but that is precisely what I expected and wanted, because this is a followup to a game that lasted for 10+ years.
 
"guys check my char, any tips?"
"AH"

"i have X dps, is that good for my lvl?"
"AH"

"wow normal/nm/hell/inferno is tough"
"AH"

"is it worth crafting"
"AH"

"So my barb..."
"AH"


Yeah, I'm beginning to lose faith in this game somehow, and its not the fault of Gaffers, it just feels like the whole game is engineered to push you towards the auction house. Sure, you can ignore it, and I have so far, but it bothers me that the auction house is the answer for everything, which seems like a deliberate decision made my Blizzard, what with itemisation the way it is.

Truth be told, I think the game would be far better off without it and the effect it has.

You do realize that in order to put the items up on the auction house, you have to loot them in game first right? You DON'T need the auction house, you just have to be willing to grind for what you want. I guarantee the majority of shit up in the AH is attained by a single 20 hour play through. There is nothing that requires you to use the AH unless you are impatient.
 
Where's the set items?

I'm not sure what this would have to do with the AH, really. I think it's more the design decision to focus on making sets more "useful" in the sense that they're all at the cap and thus usable at 60. Unfortunately, they missed the making them useful part; Level 60 Sets don't instantly make them usable.

Truth be told, most low level sets just get outleveled faster than they're reasonably good for. While not having that many isn't a good idea either, I do get why there's more max level sets than low-to-mid level ones.
 
Yeah, that's a bummer. I remember getting a legendary, being super excited to auction it, and then . . . there's about eleven pages of the same item.

Too much stuff is overpriced right now, and not selling.

Tons items that are in the middle ground of being good (Ie not the best, but better than normal) are going up at too high a price. No one wants middle ground items. They either want cheap items with good stats, or the best items that are expensive. No one is going to pay 500k for an item that has barely better stats than a 20k item. Though they might pay 1 mil for an item that has the absolute best stats.
 
I think at this point they should go in a more humorous, self-mocking direction with Diablo. Like more of a Scoundrel vibe across the whole game. Nothing too overt but they should poke fun at themselves a lot more since it's hard to take Diablo lore very seriously, and it's poorly written when attempting to be serious anyway.

I mean was that Azmodan in the game or was Harbinger possessing him? It's already goofy; might as well take it one step further. :p

I think with a lot of the dialog they're already bordering on self-parody. At least that's how I took it and if that's the case then the writing was very good.
 
I agree with you. I haven't even hit Inferno yet, but the fact people have already bested it, and are not struggling with it that bad just means the games longevity with me won't be that long. I want this game to last, I want to struggle, and I want to feel rewarded for that brutal punishment that Inferno should be.

It's the same way I feel about legendary and set items...they SHOULD be fucking rare as shit so you appreciate the shit out of them. Right now Blues and yellows mean dick all to me and I don't want the same to come from them increasing drop rates for the items that I want to sink hours into obtaining. Granted at some point I'd cave and AH some loot I'm sure, but that's a different issue.

the main reason items have lost any value/ appreciation to you is from the AH. yes blues and rares are frequently dropped but good ones are still semi difficult to find. The problem is everyone and their mother has put up good blues rares etc. which negates the hunt for them. you should only be able to see a good item in person. whether looking at an image online or actually finding and trading with someone in-game. this is why teh sense of community has crumbled. you don't interact with anyone at all anymore, even if you are in a mp game. but that rant is for another day. in the end the AH killed off the excitement and hunt for items. I dont care how infrequent the drop rate is for an item... it's going to be on the effing AH no matter what. i shouldnt be able to browse for items like a grocery store. i should only come across them interacting with people ingame. which keeps them rare ( or atleast appearing rare to me)..
 
You do realize that in order to put the items up on the auction house, you have to loot them in game first right? You DON'T need the auction house, you just have to be willing to grind for what you want. I guarantee the majority of shit up in the AH is attained by a single 20 hour play through. There is nothing that requires you to use the AH unless you are impatient.

Yes, I did say it could be ignored in the post you quoted.
 
So how much HP and DPS should I expect to get before trying to solo inferno with my barb?
I'm almost level 59, I hope to get to 60 today after work.
If I remember right my barb has 27k HP, 6k DPS and 4500 armor without any spells on.
 
And that's just it; the fact that I'm doing it in a matter of days -- not months -- means that Inferno is actually comparatively easy, relative to my expecations.

Agreed whole heartedly. I wanted them to make the last difficulty hard enough that I would have to spend weeks or months trying to gear up for it.
 
So how much HP and DPS should I expect to get before trying to solo inferno with my barb?
I'm almost level 59, I hope to get to 60 today after work.
If I remember right my barb has 27k HP, 6k DPS and 4500 armor without any spells on.

You need more health, a lot of resist, and more dps

~35-40k hp for act 1
~350-500 resists
~10-15k dps

My guess
 
So how much HP and DPS should I expect to get before trying to solo inferno with my barb?
I'm almost level 59, I hope to get to 60 today after work.
If I remember right my barb has 27k HP, 6k DPS and 4500 armor without any spells on.

3k more dps and 10k more hp and I'm quite comfortable at soloing Act 1. Act 2 however is assrape from the very first mobs.
 
As far as Inferno goes, I strongly disagree with Toma. Inferno is actually too easy, in my opinion.

Generally speaking, any game I can master -- with "master" meaning different things in different situations -- in less than a month is an easy game from my perspective. Keep in mind that my favorite games are Chess and Go, which are 1) free and 2) can be played for an entire lifetime without mastering. If I'm going to pay 45 dollars for a game, it had better last me quite a long time, as I could have instead played Chess for free.

I'm already in to act 2 inferno and making good progress without really trying very hard or being a super "hardcore" player. I expect that I will have beaten Inferno Diablo within 3 weeks of the games' release, give or take. It's simply too easy, and should be made more difficult, in my opinion. The fact that anyone has already beaten Inferno (some of them even doing it fair and square) 10 days after the game's release is not a good sign to me.

I am not posting this because I believe everyone should agree with me, I'm just making sure it's clear that Inferno's design is bad or wrong. It may be too difficult for some people, while for others it will be just right, and for others like myself, too easy.

I don't understand this but I would say for the average gamer like myself I feel it is challenging enough. I am no where near inferno just finished my first normal run last night and it took me 21 hours and i have had the game since the 15th. It will take me a year to go through this game all the way to inferno and also plan on trying different classes I feel there is plenty to do. I guess I just don't have that much time or I am not that good.
 
So while all of you argue, I've been farming, and that's fun to me too - got some MF gear and without buffs I sit at just around 95% MF. I've noticed that the best place for me to currently farm is mid act III in Hell.

I TRIED doing inferno, and was having a bit of trouble - that was a while ago though when I had like... 6k DPS and 20k HP. Now, with my best gear I am still glass cannoning it a bit, but I am at 14k DPS with 25kHP.

How much HP should I be aiming for as a Monk with a serious inferno attempt? Should I get a good shield as well? Shields make me hesitate because I have that passive that gives me an addition 15% dodge chance when I dual wield, and I dodge a lot - around 44% unbuffed.

Sigh, well I still don't really know what I am going to do - so I am going to keep farming and build that cash, and maybe start purchasing Legendaries soon (after they fiddle with them, I'm going to guess they'll sell a bit lower when everyone has 'better' legendaries).

So is there anywhere better I should try farming? Any tips for my monk? Think I can do inferno with my best gear?
Your gear is fine. However, I've found that dodge is pretty much a garbage stat until you can rely on it (60%+). Dodging is great until you're taking 1-2 hits in a row without the chance to react. It's all about consistent, controllable damage taken.

Pick a resistance and stack it. I chose Lightning. Don't choose Physical, as other classes like that stat. Use One with Everything.

Kite. Kite like the wind. Use your Deadly Reach with either the +18% damage rune or the +50% armor rune. I like the armor one. Use seven sided strike for momentary invincibility and damage. Serenity is your friend. Mantra of Conviction with Overawe is your friend. Use Lashing Tail Kick with the +slow rune to get away. Kite. Kite. Kite.

You'll need a friend for the final boss in Act I. You just don't do enough damage to solo him before the enrage timer.
 
I again think people are missing my point. My point isn't that Inferno is "easy" because I am so skilled and better than you, but because I simply have different expectations.

I do not expect to beat Inferno within 10 days of the games' release. I expect to have to farm for a very long time, and to have to deal with random encounters with crazy properties I haven't considered. I expect inferno to kill me over and over again without mercy for months.

Pretty much my expectations with the game. I wanted to get to Act 4 Inferno look back and go "Damn, that was rough" at the progress through it. I'm still hoping that it'll kind of be the case.

I think at this point they should go in a more humorous, self-mocking direction with Diablo. Like more of a Scoundrel vibe across the whole game. Nothing too overt but they should poke fun at themselves a lot more since it's hard to take Diablo lore very seriously, and it's poorly written when attempting to be serious anyway.

I mean was that Azmodan in the game or was Harbinger possessing him? It's already goofy; might as well take it one step further. :p

The storyline is like a cartoon villain. "I SHALL APPEAR AND TELL YOU MY PLAN" x every Act. Seriously, Magda, shut the fuck up and you might've lived! "OHOHOHO I HAVE YOUR FRIENDS" :/
 
While I won't argue your feelings on this game's difficulty (your opinion is certainly reasonable and valid) I feel the need to point out the flaw in your Chess/Go analogy. In reality, mastering those games is about mastering your opponent rather than the game itself. A game like Diablo is a static opponent, which makes it far easier to master. In addition, it is an opponent which is designed to be defeated.

As a long time Chess player, I will simply have to disagree with this. The game itself can be mastered, and the ability to consider several moves per second is an extremely relevant portion of the game. Grand masters do not become grand masters simply by knowing their opponents -- in fact, in most cases, you do not know your opponent or his playstyle.

In addition - If in order to master Chess you must compare yourself to other masters, the same should also be true of Diablo. You may, in fact, be among the best Diablo players in the world, and thus be a master by the same measuring stick used in Chess, but simply completing Inferno difficulty would hardly seem to land someone in this class on its own.

This isn't the case. Chess designs itself deliberately this way; that is, "mastering" chess is specifically the act of becoming a grand master. Diablo does not do this -- it simply isn't how Blizzard designs the game. "Winning" in Chess is speficially the act of beating the other (good) players; "winning" in Diablo is... beating Diablo, and perhaps farming very good gear.

What you are essentially asking is that single player games be held to a different standard than multiplayer ones, because in multiplayer you have to play other people and that's not a fair comparison. I simply reject that notion; what I care about is challenge, and I would be perfectly happy for that challenge to come from a computer (ChessMaster on very hard is certainly that) or from a person. The fact that single player games tend to be static -- with observable patterns that one can eventually recognize and overcome -- is not a justification to be treated differently. It's simply a reason that single player games tend to be easier and why I tend to stick to multiplayer games, because I'm a person who considers challenge to be extremely important to my gaming enjoyment.
 
If you aren't using advanced tooltips, you're doing it wrong. It tells you everything you need to know.

Sadly, they do not telling you reverything you need to know (some abilities using DPS instead of weapon damage, some abilities limiting the usefulness of life leech, etc...).
 
I'm not sure what this would have to do with the AH, really. I think it's more the design decision to focus on making sets more "useful" in the sense that they're all at the cap and thus usable at 60. Unfortunately, they missed the making them useful part; Level 60 Sets don't instantly make them usable.

Truth be told, most low level sets just get outleveled faster than they're reasonably good for. While not having that many isn't a good idea either, I do get why there's more max level sets than low-to-mid level ones.

I agree. They ought to be special, something you strive for and somewhat of a carrot to push you along to hell/inferno. But the drop rate is ludicrous, they pretty much don't even exist. A guaranteed drop from Diablo or something is in order, with a pop up tooltip similar to the one you see when looting your first blue, just to show the player there's more than just yellows and blues at the higher difficulties (which, to anyone new to the series, is presumably what they'd think. "Why start again, in nightmare, if its just more of the same?")
 
It's not a stealth brag, it's a different perspective. I am not saying it's "too easy" because I'm so much better than Toma is, I'm saying it's "too easy" because we have different expectations.

He seems to feel that he should be making more rapid progress through the inferno difficulty of this game -- that he may need to farm for days upon weeks to be ready to beat the highest end portions of the game. This frustrates him. On the other hand, it is precisely what I want, and I would in fact be quite frustrated if I was able to quickly beat Inferno within a couple weeks of Diablo 3's release. We could be at the exact same point in the game (that's possible, I don't know) and one of us could be saying "this is taking too long" while the other is saying "this isn't taking long enough."

I feel the "challenge" part of Inferno is just right, personally. While the random champion generator sometimes spits out seemingly impossible combinations, that strikes me as the nature of these randomized types of games; just as sometimes randomized maps have extremely long dead ends that make you turn around and walk back, so too are randomized enemies so difficult that sometimes you simply have to walk away (at least, for now while you're undergeared). I honestly can't think of a better way to keep the enemy fights fresh and challenging than by randomizing their properties amongst a wealth of varied abilities.

I don't know why people complain so much about this. No one remembers Diablo II anymore? Extra Strengh, Multiple Shot, Lightning Enchanted enemies would make me run like a girl.
 
I don't understand this but I would say for the average gamer like myself I feel it is challenging enough. I am no where near inferno just finished my first normal run last night and it took me 21 hours and i have had the game since the 15th. It will take me a year to go through this game all the way to inferno and also plan on trying different classes I feel there is plenty to do. I guess I just don't have that much time or I am not that good.
A good portion of the playerbase won't even finish Normal. Not everyone can sink 100 hours into a game in the first week of release.
 
the main reason items have lost any value/ appreciation to you is from the AH. yes blues and rares are frequently dropped but good ones are still semi difficult to find. The problem is everyone and their mother has put up good blues rares etc. which negates the hunt for them. you should only be able to see a good item in person. whether looking at an image online or actually finding and trading with someone in-game. this is why teh sense of community has crumbled. you don't interact with anyone at all anymore, even if you are in a mp game. but that rant is for another day. in the end the AH killed off the excitement and hunt for items. I dont care how infrequent the drop rate is for an item... it's going to be on the effing AH no matter what. i shouldnt be able to browse for items like a grocery store. i should only come across them interacting with people ingame. which keeps them rare ( or atleast appearing rare to me)..

Yeah too much gaming nowadays seems to be stripping the social aspect of games just to streamline the playing portion for a more casual crowd.

I FUCKING LOVED Final Fantasy XI for the forced grouping. I made friends I have to this day and talk to on a daily basis thanks to that.

I made AMAZING friends on Xbox Live pre party chat. I'd add 3+ people a month to my friends list then thanks to in game chat, but now? No chance in hell.

Here in D3, I swear I'm the only one who talks/types in game to see how people are, spark up some convo, etc. Usually no one replies and it's just a ghost town of zombie people playing the game for the sake of playing the game.

It's sad as shit. :(
 
So while all of you argue, I've been farming, and that's fun to me too - got some MF gear and without buffs I sit at just around 95% MF. I've noticed that the best place for me to currently farm is mid act III in Hell.

I TRIED doing inferno, and was having a bit of trouble - that was a while ago though when I had like... 6k DPS and 20k HP. Now, with my best gear I am still glass cannoning it a bit, but I am at 14k DPS with 25kHP.

That HP is a little low, but not terribly so. 32-33K is a very comfortable number early on in the Act I Inferno. The bigger deal in Act I inferno is resistances and straight armor mitigation coupled with reasonable ( > 7K early on, >8.5K for Butcher) DPS.

How much HP should I be aiming for as a Monk with a serious inferno attempt? Should I get a good shield as well? Shields make me hesitate because I have that passive that gives me an addition 15% dodge chance when I dual wield, and I dodge a lot - around 44% unbuffed.

I would look into a shield and move out of that passive and into the dex->armor passive or start stacking a single resistance to fuel One with Everything. Ideally, you can farm the crypts in the cemetary and onto the Skeleton King (a good early run) with the following numbers:

200-200 all resists
4500 armor
32-34k HP
7k DPS

Some mobs will give you trouble but it's not so bad.

Once you get to the following stats you can basically faceroll through the later Halls of Agony and get five stacks of NV and kill the Warden and Butcher, which is a very profitable run that can be done quickly with minimal risk:

320 all resists
5000 armor (unbuffed)
35-37k HP
9k DPS

I would highly recommend looking into stacking up the armor and mitigation skills (deadly reach+rune, dex->armor, evade mantra+armor) as you work on progressing to the next stage of difficultly. It will give you a huge amount of oopsie room to work with as you get the feel for the character.

Sigh, well I still don't really know what I am going to do - so I am going to keep farming and build that cash, and maybe start purchasing Legendaries soon (after they fiddle with them, I'm going to guess they'll sell a bit lower when everyone has 'better' legendaries).

So is there anywhere better I should try farming? Any tips for my monk? Think I can do inferno with my best gear?

Inferno is just sooo much better for gold drops and items that not farming it seems super-poor, even if you struggle a bit.

A lot of people aren't happy that their Monk has to go into a tank mode for a while to progress in Inferno, but it is really only temporary. Once you start raking in cash you can get enough better gear to go back to dual wield or more aggressive skill choices and ill things faster until the point where you want to go into Act 2, which is another huge jump just as Hell to Inferno Act I was.
 
The storyline is like a cartoon villain. "I SHALL APPEAR AND TELL YOU MY PLAN" x every Act. Seriously, Magda, shut the fuck up and you might've lived! "OHOHOHO I HAVE YOUR FRIENDS" :/

I like
Zoltan Kulle's
diabolical laughter. Every time he says something, he laughs his ass off. "Off to make a coffee, BWAHAHAHAHA"
 
So while all of you argue, I've been farming, and that's fun to me too - got some MF gear and without buffs I sit at just around 95% MF. I've noticed that the best place for me to currently farm is mid act III in Hell.

I TRIED doing inferno, and was having a bit of trouble - that was a while ago though when I had like... 6k DPS and 20k HP. Now, with my best gear I am still glass cannoning it a bit, but I am at 14k DPS with 25kHP.

How much HP should I be aiming for as a Monk with a serious inferno attempt? Should I get a good shield as well? Shields make me hesitate because I have that passive that gives me an addition 15% dodge chance when I dual wield, and I dodge a lot - around 44% unbuffed.

Sigh, well I still don't really know what I am going to do - so I am going to keep farming and build that cash, and maybe start purchasing Legendaries soon (after they fiddle with them, I'm going to guess they'll sell a bit lower when everyone has 'better' legendaries).

So is there anywhere better I should try farming? Any tips for my monk? Think I can do inferno with my best gear?
A shield is a must in my opinion. You'll likely never be able to get to 100% dodge so you will eat hits and in inferno those hits are going to hurt. You need armor so a shield is a must from my experience. I hope I can be proved wrong but just stating my experience.

Not only is armor important, but resists are as well. Pick one school of resists and stack the shit out of it. Then use the One with Everything passive to make all your resists the same as your stacked one. I choose poison and have 453 all resists right now.

HP needs to be above 30k, the closer you are to 40k the better. To give you an example I am running around with ~37k HP, 11k damage, 453 all resists, 7700 armor (buffed) and have cleared through Act 1 without many issues. Reading that inferno gets much more ridiculous past Act 1 so I don't know how I will fare there but for the time being I can farm the butcher without any issues and am starting to generate a lot of gold and gear.
 
One important complaint that I do have -- and which I have seen surprisingly little discussion of -- is the relative lack of randomization, particularly in Acts III and IV.

It's especially odd to me how these appear to be many people's favorite acts, but this may be because I don't care about the (silly) story, and it is precisely that story which mandates a whole suite of static, unchangeable set pieces. Huge portions of Act III and IV are identical on every playthrough, and I find this extremely unpleasant, as someone who greatly enjoyed the randomized nature of Diablo's previous games. The maps are less random than I'd like.
 
Sadly, they do not telling you reverything you need to know (some abilities using DPS instead of weapon damage, some abilities limiting the usefulness of life leech, etc...).
Range or AOE self is what bugs me the most. I also find range in feet to be confusing as shit. Give me meters.

The storyline is like a cartoon villain. "I SHALL APPEAR AND TELL YOU MY PLAN" x every Act. Seriously, Magda, shut the fuck up and you might've lived! "OHOHOHO I HAVE YOUR FRIENDS" :/
I wants mods if only so we can add the Star Fox 64 comm noise whenever an off-screen character starts their yapping. YOU'LL NEVER DEFEAT ANDROSSS!
 
One important complaint that I do have -- and which I have seen surprisingly little discussion of -- is the relative lack of randomization, particularly in Acts III and IV.

It's especially odd to me how these appear to be many people's favorite acts, but this may be because I don't care about the (silly) story, and it is precisely that story which mandates a whole suite of static, unchangeable set pieces. Huge portions of Act III and IV are identical on every playthrough, and I find this extremely unpleasant, as someone who greatly enjoyed the randomized nature of Diablo's previous games. The maps are less random than I'd like.

Certain parts are very random. The Great Span (Act IV) for example is completely different every time you cross it. I don't know how much of that extends to the rest of the game but the design clearly changed at some parts but not always the layout Leoric's dungeon is another one.
 
The storyline is like a cartoon villain. "I SHALL APPEAR AND TELL YOU MY PLAN" x every Act. Seriously, Magda, shut the fuck up and you might've lived! "OHOHOHO I HAVE YOUR FRIENDS" :/

Yeah that was about the low point of the story for me, she's pretty horrible, even her design is really out of place for Diablo.
 
One important complaint that I do have -- and which I have seen surprisingly little discussion of -- is the relative lack of randomization, particularly in Acts III and IV.

It's especially odd to me how these appear to be many people's favorite acts, but this may be because I don't care about the (silly) story, and it is precisely that story which mandates a whole suite of static, unchangeable set pieces. Huge portions of Act III and IV are identical on every playthrough, and I find this extremely unpleasant, as someone who greatly enjoyed the randomized nature of Diablo's previous games. The maps are less random than I'd like.

I feel that too. It feels like Bethesda dungeons where a large area is familiar. Maybe it's not a bad thing, but it becomes too easy to tell where things are just by looking at the segment of the level.

Opiate, what class do you play?
 
As far as Inferno goes, I strongly disagree with Toma. Inferno is actually too easy, in my opinion.

Generally speaking, any game I can master -- with "master" meaning different things in different situations -- in less than a month is an easy game from my perspective. Keep in mind that my favorite games are Chess and Go, which are 1) free and 2) can be played for an entire lifetime without mastering. If I'm going to pay 45 dollars for a game, it had better last me quite a long time, as I could have instead played Chess for free.

I'm already in to act 2 inferno and making good progress without really trying very hard or being a super "hardcore" player. I expect that I will have beaten Inferno Diablo within 3 weeks of the games' release, give or take. It's simply too easy, and should be made more difficult, in my opinion. The fact that anyone has already beaten Inferno (some of them even doing it fair and square) 10 days after the game's release is not a good sign to me.

I am not posting this because I believe everyone should agree with me, I'm just making sure it's clear that Inferno's design is bad or wrong. It may be too difficult for some people, while for others it will be just right, and for others like myself, too easy.

"Mastering" Diablo is all about loot though. The loot will make Inferno hard or easy, depending on what you manage to get.

Getting the loot is either about luck, or you simply farm money so that you can buy the loot you need in the AH.

Chess and Go require actual thinking and strategy, and can't really be compared with a game such as Diablo.

One important complaint that I do have -- and which I have seen surprisingly little discussion of -- is the relative lack of randomization, particularly in Acts III and IV.

It's especially odd to me how these appear to be many people's favorite acts, but this may be because I don't care about the (silly) story, and it is precisely that story which mandates a whole suite of static, unchangeable set pieces. Huge portions of Act III and IV are identical on every playthrough, and I find this extremely unpleasant, as someone who greatly enjoyed the randomized nature of Diablo's previous games. The maps are less random than I'd like.

That's definitely one of my main complaints about the game.
 
Sadly, they do not telling you reverything you need to know (some abilities using DPS instead of weapon damage, some abilities limiting the usefulness of life leech, etc...).

As far as I can tell, IAS% adjusts the tooltips of the skills that use them.

I don't know why people complain so much about this. No one remembers Diablo II anymore? Extra Strengh, Multiple Shot, Lightning Enchanted enemies would make me run like a girl.

Yeah but most the Diablo 2 evil ones just don't stack up, in my opinion, to the Hell/Inferno ones in Diablo 3. Though, some are a joke. My Act 2 and 3 clears had a lot of elites with all the uselessly easy traits. Teleport/Knockback/Vortex? Sweet, /afk.
 
Welp, I now have 2 Wizard builds with equipment that I carry around all the time:

Build 1:

34,000 max life
34,600 damage

Build 2:

48,000 max life
29,500 damage


Trading 12,000 life for 5,000 damage is a weird feeling. I guess we'll see how it goes. Since I have all the items that change those stats available at all times, I can always hot swap.
 
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