I don't think many viable builds and few optimal builds are mutually exclusive. In fact, I think we have both right now.
Better gear makes the non-optimal builds (and even downright bad ones) more and more viable with every upgrade.
I can live comfortably at 820 resists in Act 3 as a barb. But I also run a build that leaves me practically invulnerable 90% of the time. No WW here.
I wasn't trying to say that they are in general. Ideally you want the case where there are many many different options to choose from, without having any one particular build be so overwhelmingly good that players feel compelled to use it. (or have way to many builds or skill choices that are so bad that no one in their right mind would ever use it)I don't think many viable builds and few optimal builds are mutually exclusive. In fact, I think we have both right now.
Sure, that's always going to be the case. The right combination of specific gear stats and skill choices make the build I'm using at the moment very strong. However, I'm still not seeing the diversity that was promised. We have crit%, attack speed (not so much anymore), life on hit, and CC proc on hit (in very few cases) that can add to build diversity, but that's about it.Better gear makes the non-optimal builds (and even downright bad ones) more and more viable with every upgrade.
I wasn't trying to say that they are in general. Ideally you want the case where there are many many different options to choose from, without having any one particular build be so overwhelmingly good that players feel compelled to use it. (or have way to many builds or skill choices that are so bad that no one in their right mind would ever use it)
Right now in Diablo 3, there are some viable builds, yes, but not that many (as many as I would like). After nerfing Inferno, more builds became "viable", but of course that's what's going to happen when you nerf difficulty.
As the game stands now, there are a couple to a few optimal archetypes for each class, with a couple skills interchangeable. A lot of runes are useless compared to others and no one ever uses them. The worst case would be Witch Doctor where there aren't that many ways to play without getting racked in frustration.
Sure, that's always going to be the case. The right combination of specific gear stats and skill choices make the build I'm using at the moment very strong. However, I'm still not seeing the diversity that was promised. We have crit%, attack speed (not so much anymore), life on hit, and CC proc on hit (in very few cases) that can add to build diversity, but that's about it.
There are so many terrible skills that are not worth using at all, and the frustrating thing for some players that I've personally observed, is how they don't realize how terrible they are until Inferno, when they get dumped into the deep end.
Does anyone have a good farming route for Act 2? The one I tried yesterday was shit compared to the one I've been using for Act 1 (I don't really like wandering over huge areas outdoors to try and find elites / dungeons).
Honestly, I think the only things improved in D3 over D2:LoD are the basic play mechanics (it's more fun in the moment/short term) and the graphics (obviously). Everything about the long term game is regressive to some extent, imo.
Thanks, I'll give that a go.
The problem with this is that the community at large (not all, but most) will flock to optimal rather than viable. I'm not sure if there's anything to stop that short of the difference between "viable" and "optimal" to be miniscule.
I know what you mean, but I don't see that as a problem for me, or any individual player. If anything, it's a problem for Blizzard, and only because they have some kind of pie in the sky vision for everyone playing their game in a completely unique and self-contrived way. Their own extensive experience should show them that is a fool's errand. People want to look at a FAQ and be told something is the best, and to just do that.
Blizzard is trying to go against the flow of human nature, basically, and it'll never work for them.
Does anyone have a good farming route for Act 2? The one I tried yesterday was shit compared to the one I've been using for Act 1 (I don't really like wandering over huge areas outdoors to try and find elites / dungeons).
Your resists are low. Especially if that's with War Cry active. I farm act II on my Monk with 650 and it sometimes feels a little light against some of the affixes.
Yeah, they'll kill me good. Ahh well, will try the other one, maybe come up with a hybrid.Keep in mind that my route involves me and my party running past everything that isn't a boss, so if you still have to kill the trash mobs, it might not be that effective for you.
Locking skill sets by only allowing you to change them to altars would have been terrible, even worse if runes dropped instead of being automatically acquired. I'd hear bitching about "omg I don't have the nether tentacle rune I've played for 300 hours omggggggggggggg".
no thanks.
I was at 25K DPS, 30K life and 800 resists. As I was upping my DPS & life my resists slowly dropped. In act 1 my survivability dramatically improved as I made the shift. In most of Act 2 my survivability dramatically improved. Against many combos of packs I get destroyed. I didn't do a lot of testing of Act 2 as I was farming Act 1. I thought improvements would carry over better.
even worse if runes dropped instead of being automatically acquired. I'd hear bitching about "omg I don't have the nether tentacle rune I've played for 300 hours omggggggggggggg".
Is that any different about players complaining about gear drops? There are ways to make the system accessible enough to placate casuals, yet deep enough to keep min/maxers interested.
At the least it'll be one more thing that can multiply diversity and diversify the itemization game with new variables.
how much did you get? Thinking about cashing out and starting again for the lulz.That should sell nicely on the GAH for sure but dunno about the RMAH.
Anyway, my 9 million gold finally sold on the RMAH, some extra cash ahoy.
Is that any different about players complaining about gear drops? There are ways to make the system accessible enough to placate casuals, yet deep enough to keep min/maxers interested.
At the least it'll be one more thing that can multiply diversity and diversify the itemization game with new variables.
A video showing one of the bugs in the game where the boss affix avenger will affect other separate bosses in the area. Dude gets huge.
http://www.youtube.com/watch?v=7LzMCPR_q1A
You can also see my party mow down 2 Act III champs at the same time.
Anyone available to get me the waypoint for the whimsyshire staff in inferno? I'm in act 2 inferno and have the hell version, looking to upgrade it. Thanks in advance.
elrechazao#1614
Added you but you never accepted. Finished my auction tycoon 3 session though so you'll have to grab the recipe from someone else.
What I've found effective and isn't too much different than the others is:Yeah, they'll kill me good. Ahh well, will try the other one, maybe come up with a hybrid.
Does anyone have a good farming route for Act 2? The one I tried yesterday was shit compared to the one I've been using for Act 1 (I don't really like wandering over huge areas outdoors to try and find elites / dungeons).
damn it so hard to sell gold....
sitting at 100mil
Is elemental arrow damage good on a quiver? I hate pricing quivers ...
It used to be. Now that tentacles is nerfed, not so much. But it would still be valuable if accompanied with crit, discipline, dex.
Thanks!
Quivers are so funky.
Are you ready to rock? Click on the picture to see the unditentification video on youtube! (sry for the quality, will improve in the future)
Did they patch out the ability to check UNID'd items stats without ID'ing them, or did you just not want to use that method out of principle?
Is it just me or did Blizzard apply a hot fix on how elites restore to full health?
I died a couple times on a solo farming run yesterday and when I walked all the way back from the dungeon entrance, the elites didn't restore back to full health, just like how it used to be at before all the patches. It took me at least half a minute to get back to that point. If so, chalk this up to yet another design mistake that Blizzard have learned from trial and error.
Nope. I had some elites go back to full health right next to a checkpoint in a run this morning. My death timer was 3 seconds.