SUPARSTARX
Member
1.03 ruined Diablo 3.
I was doing this all yesterday, I don't believe this one, unless the mob has to be so far off screen that they stop chasing you.... I had no problem kiting stuff at 100 yards yesterday.
I knew this was coming too. People were initially complaining about the chance for the ilvl 61-63 items. There was a legitimate problem there, but I always knew that even when that was fixed, alot of people would quickly swap from "Nothing can, and nothing does drop for me!" to "I have bundles of items, but they aren't itemized the way I want them to be!".
Good thing to know that I'm not the only one who feels something changed with act 3 loot.
The bears used to spawn behind you are charge forward for about (5?) yardswhats wrong with zombie bears now?
Why shouldn't people be punished for dying? It's not really dying without any kind of consequence. Lack of consequence for death has been a problem with this game from day 1.
Wait, could you explain that please?And for anyone not using just their Primary skills (e.g., Bash/Cleave/Frenzy for a Barb), Life on Hit does even less than Life Steal%.
Good on you, those are some fun stats.Found this farming act 2, a nice upgrade over my current 730dps fist with socket.
What I mean is that the emphasis is more on rewards for staying alive rather than punishments for death. A kind of positive reinforcement. Death will still have costs and consequences associated with it. If players were risking losing one valor stack on death, for example, that might make them think twice about fragile builds.
Losing a stack for dying would suck so much. I'd much rather lose money.
Losing a stack for dying would suck so much. I'd much rather lose money.
I have to ask you though, do you think this has been handled well? And I'd like you to answer that as a non core gamer lol. Its easy to say its fine when we are sitting on 40 million gold and have been playing since release. But keep in mind there are probably hundreds of thousands of gamers out there right now who havent even so much as had 2 million all at once in their entire play time.
That's a very nice find, basically exactly what I'm looking for in a weapon these days. If you ever want to sell it I'd say you could easily get 2 or 3 million for it.Found this farming act 2, a nice upgrade over my current 730dps fist with socket.
Wait, could you explain that please?
Blizzard is really raising the costs associated with actual farming elite mobs, not sure why. Costs me 600k a day to buy 100 health pots, and for 3-4 full repairs on a bad day, it costs 200k. That's 800k in sunk costs just to farm mobs. I guess I should just get some gold fire gear and save me some money doing Act 1 cellar.
This is basically what I've been saying here and to others for awhile :x Nobody was complaining about the actual problem they had (not getting the right loot they want in the timeframe they wanted). I'm really not surprised at all that there's a new flavor of the month complaint in regards to loot.
But, personally, I find the current implementation more-or-less fine. 25k-30k+ repair bills aren't that common, despite what everyone says, until you have full Inferno gear (e.g., ilvl 61+). Those non-core gamers don't see the more expensive repairs until ilvl 51+ and they're not extremely bad until spending some time in Inferno.
Maybe a compromise would have been to slightly raise repair costs but then raise the durability penalty per death? Tie it to the rez timer; 3s rez is the normal 10% but get to the 8s and it's 20%, then 30% and up to 50% loss at the 30s timer. You can eat a normal death or two but zerging deaths would have made you hit repairs ore frequently.
It's perhaps not the best solution but it's better than other alternatives (losing NV per death that I've seen suggested, for instance).
Every skill in the game (and certain runes as well) have a different Life on Hit scaling modifier on them. For Barbs, Whirlwind is 13% Life on Hit (e.g., 300 LoH Weapon becomes 39), Revenge/Overpower/Furious Charge is 33%, Earthquake is ~17%, etc. More appropriately, they're multipliers that make "Life per Hit" for area-of-effect skills to be "Life per Skill Use." For example, each use of Whirlwind should be about 300 Life gained (~7.7 hits per Whirlwind use).
Life Steal% has absolutely no scaling outside of the per difficulty one.
Erm, aren't 100 Mythic Pots only around 60k for 100? 30k if you're buying them from the Act 1 Alchemist vendor?
The thing is though, from what I recall when the game launched, when I was in those lower level items I was also pretty broke.
Now see, that makes sense. Make them trade some time, but you dont ever really put them in a situation where they are prohibited from actually trying
And for anyone not using just their Primary skills (e.g., Bash/Cleave/Frenzy for a Barb), Life on Hit does even less than Life Steal%.
I have to ask you though, do you think this has been handled well? And I'd like you to answer that as a non core gamer lol. Its easy to say its fine when we are sitting on 40 million gold and have been playing since release. But keep in mind there are probably hundreds of thousands of gamers out there right now who havent even so much as had 2 million all at once in their entire play time.
20k per full repair is a big deal to those people. Im talking about the guys you inspect and see them dual wielding 1H Xbows, both with wildly different DPS, the guys who still clearly dont know NT has been nerfed, the guys who dont read the forums etc. This repair thing is too harsh a penalty.
There needs to be a consequence, but there is more than one way of doing that, the current way is terrible. Just because someone dies to an elite pack, it doesnt mean they arent 'ready to be there'. I can kill the entirety of Act 2 without breaking a sweat, but sometimes a mob can unburrow completely out of nowhere, Vortex me into a just exploding freeze cube that happened to be sitting right on top of a Desecration and Molten patch. I eat the damage from the 2 patches, a total of 6 melee swings from the 3 elites and the freeze damage and die before I can get out.
That doesnt mean I shouldnt be farming there, it just means I got a bad roll. Folks shouldnt be going broke because they run into an affix combo that counters their current 6 skillset (which blizzard actively pushes the player NOT to swap via the NV mechanic).
That was just the basic idea. If I were to implement this in the game, it wouldn't be exactly like that. I would probably do something like: if you complete a quest you are allowed an additional stack of valor for your maximum number of valor stacks, up to 10 stacks, and it can transfer between acts. Dying, however, reduces your stack count by 1, but it can never go below 5, so it wouldn't be any different than it is now, except that if you don't die, and you actually progress through the story, you can potentially get twice the MF that you can get now.
Price check please.
Every skill in the game (and certain runes as well) have a different Life on Hit scaling modifier on them. For Barbs, Whirlwind is 13% Life on Hit (e.g., 300 LoH Weapon becomes 39), Revenge/Overpower/Furious Charge is 33%, Earthquake is ~17%, etc. More appropriately, they're multipliers that make "Life per Hit" for area-of-effect skills to be "Life per Skill Use." For example, each use of Whirlwind should be about 300 Life gained (~7.7 hits per Whirlwind use).
Life Steal% has absolutely no scaling outside of the per difficulty one.
Erm, aren't 100 Mythic Pots only around 60k for 100? 30k if you're buying them from the Act 1 Alchemist vendor?
Well that kind of sucks that I overpayed, but live and learn I guess. On a positive note I got a 2.3k damage increase and 6k life increase.
Well this makes me feel a little better, at least If I am reading it right lol.
Definitely seems like ilvl63 drops are rarer in acts 3-4 than before the patch, which is incredibly stupid
For every person that thinks that, there is another who has ilvl 3 items raining on them.
Even in act 2 I'm getting boat loads of ilvl 63 items.
Definitely seems like ilvl63 drops are rarer in acts 3-4 than before the patch, which is incredibly stupid
Found this farming act 2, a nice upgrade over my current 730dps fist with socket.
I've been farming act 3-4 since week 1 so I've a pretty good feeling about the drop rates. When they announced that it would be 8% after the patch I noted that it already seemed to be that, but perhaps it was actually higher.For every person that thinks that, there is another who has ilvl 3 items raining on them.
Even in act 2 I'm getting boat loads of ilvl 63 items.
Definitely seems like ilvl63 drops are rarer in acts 3-4 than before the patch, which is incredibly stupid
We're talking about act 3, not act 2.
No fucking shit.
I'm just saying that even if you are in act 1 or act 2 now, you can have people getting more ilvl63 drops then other people get in act 3/4.
With the way the loot system works you are more likely to see ilvl50-60 items become magic and rares because they drop at a higher percentage, and I bet most of you never even look to see how many of the white items that dropped were level 63s which didn't roll magic or rare.
Price check please.
SHIEEEEEEEEEEEEEEEEEEEEEEEEEET.....
No fucking shit.
I'm just saying that even if you are in act 1 or act 2 now, you can have people getting more ilvl63 drops then other people get in act 3/4.
With the way the loot system works you are more likely to see ilvl50-60 items become magic and rares because they drop at a higher percentage, and I bet most of you never even look to see how many of the white items that dropped were level 63s which didn't roll magic or rare.
Thanks for a lengthy description, that is nice of you. Will test them out .Every skill in the game (and certain runes as well) have a different Life on Hit scaling modifier on them. For Barbs, Whirlwind is 13% Life on Hit (e.g., 300 LoH Weapon becomes 39), Revenge/Overpower/Furious Charge is 33%, Earthquake is ~17%, etc. More appropriately, they're multipliers that make "Life per Hit" for area-of-effect skills to be "Life per Skill Use." For example, each use of Whirlwind should be about 300 Life gained (~7.7 hits per Whirlwind use).
Life Steal% has absolutely no scaling outside of the per difficulty one.
1st time ive seen that gem in s weapon o_odat gem
dat damage boost
holy shit
I'm one of those people, so I agree. Between work/school/3 kids and a wife, I just haven't had time to be hardcore. I have never had a million gold at once let alone 2mil. I get on a couple of hours a night max.
I have been playing since launch and only dinged 60 on my first character like 3 or 4 days ago.
Now the repair costs have kicked me out of a part of the game that I could kind of fudge through. I was enjoying the intensity of the fights in inferno even if I died 10 times to a pack of elites. I was putting the work in to try and get better gear to go on to act2, but now it is not viable for me to even do act one.
Now I'm back in hell where I just decimate everything. Hell is too easy, inferno is too expensive.
Inferno was the end game and that is how it was pushed. That is where all the good stuff drops. They have made that a very niche part of the game.