CarbonatedFalcon said:
I still support the idea that if the DH is to remain with both Hatred and Discipline, that the resource should work more akin to the Balance Druid's Eclipse mechanic in WoW where you get a buffs for using different kinds of spells, encouraging you to use more of your skill-set.
There are a few ways this could be implemented, whether you have it so that using Discipline regenerates Hatred and vice versa, or whether your skills become more powerful the more of the resource needed to cast them you have. Those are just two basic options - further development could reach a more refined system.
Well as it stands now, post change, hatred functions like spirit/fury and discipline functions like mana/arcane power with some small differences of course. Hatred unlike fury/spirit regens on its own and unlike fury doesn't degenerate (it now regens slower than it's previous incarnation). Discipline fills at a slower rate more akin to mana than arcane power and is subject to a very small pool.
My problem with your suggestion, is that the moment you make hatred and discipline reliant on one another, you drastically reduce the variety of builds possible. The amount of Discipline abilities is in short supply and I just can't see a build with only caltrops in it as a viable way to generate hatred. The same goes for vault. While I love the ability, I don't want to be forced to cart wheel around the room non stop in order to continue attacking.
I agree it could be a bit more elegant, but it's essentially borrowing from the other classes which seem to function fine. You have two resouces that function fine independently. Putting them together doesn't make them function any worse, you just have a bit more to manage.
raphier said:
Why would I want a +xp on items in already quick leveling game? I'd much rather it had 1-10 fire damage or 10% chance to drain health. Its much more interesting. Also i bet one of unannounced ones is al50% chance to spawn greater health potion
Well I've got a complete +exp set in my stash just for leveling in the beta. The speed at which you level is night and day in my opinion. Being restricted to level 13 and seeing that only new characters get quick rares off of the skeleton king, it's a no brainer. That being said, I'd imagine this will be no different in the retail version, where people are rushing to end game or leveling alts. Once you hit end game, you stop using you +exp gear and start adding on the +MF or whatever you feel like.
Tremis said:
I don't know about others, but the point of unique items in D2 was that you knew you'd get a bunch of specific mods (some for flavor, some for function) and maybe one or two variable mods (like defense increase over a variable range), and a random or two. That's what makes them uniques.
If all you get are items with 5+ randoms, you aren't talking about uniques anymore. Those are called rares.
So far the legendaries are not up to snuff. They have hardly any unique mods and are a step back from their counterparts in D2.
There's also a great post here about the issue which I suggest anyone interested in the legendary item situation read.
http://diablo.incgamers.com/blog/comments/diablo-iiis-item-issues
I honestly wouldn't worry about it. This is Blizzard we are talking about and Diablo 3. Not that it's devoid of criticism, because it certainly isn't, but because they have tons of history with loot and unique abilities. It's already been stated that the majority of the items are placeholders. Look at the icons, tons of top rated gear looking like first level gear, I don't think so.
I'm reluctant to use WoW as a reference in a D3 thread, so I'll just run quickly after making my statement. D3 can learn a lot from WoW by way of unique procs and modifiers that can flavor up any class. I'm not saying WoW didn't borrow this idea from D2 or other games, I'm just saying after years and years of making loot for 7 classes, they have come up with some interesting things.
There are unique visuals that items give you. Hell the two new legendary daggers give your rogue dragon wings. Completely functionless, but badass regardless. Procs that turn you into a dragon, weretiger, summon spirits to fight for you, drop meteors on your target, the list goes on and on. There is a lot of opportunity here to really give D3 some amazing unique loot and I seriously, seriously doubt Blizzard is going to miss that opportunity.