BigJonsson
Member
And now that will be stuck in my head for a week
doesnt load
don't fight it....And now that will be stuck in my head for a week
OH IT LOADS MY FRIEND CAPS LOCKdoesnt load
Speaking about economy - have they considered what throwing xxx % of gold find to every character will do to prices ?
Disappointing to see Jay reiterate his disdain for a ladder.
When did he do this?
-A new tutorial about "Elective Mode" will now appear when a player enters Nightmare, Hell, or Inferno difficulty for the first time
-All the AH stuff
-A repair tab has been added to the Blacksmith
-Destructible objects now have a chance to drop items again
-The text color of gems, potions, crafting pages and tomes dropped on the ground has been changed from white to light blue
-Bonus health granted to monsters in co-op games has been reduced to 75% per additional player for all difficulties
-Invulnerable Minions has been removed as a possible affix (Thank god)
-Waller monsters can no longer spawn walls on top of players
-The Flying Molok can no longer turn invisible and become un-targetable (This happened way too frequently)
-The ability to drag-and-drop skills in Elective Mode will now only be enabled while the Skill window is open (Finally)
-Reporting another player for chat spam using "Report Spam" option will now also temporarily mute that player for the duration of your login session
-The Quick Join window has been improved
-The game will now display both on the login and character select screen which region a player is currently logging into
-The last follower a player had active in a single-player game will now be restored automatically after leaving a multiplayer game
-The frequency of follower dialog has been reduced
http://www.diablofans.com/news/1322-patch-104-interview-with-jay-wilson-and-andrew-chambers/
I assume it's this interview as the last question deals with ladders.
lmao, NOW they get it? I could have told them that years ago...Part of the reason we did that is we feel that Magic Find on items creates a lot of decisions for players that we dont feel that, at the end of the day, are very fun. As we played the game live we came to that feeling. We always felt like MF is all right, then we play it and it just doesn't create a great situation that we are putting players in. We are essentially asking them to trade current power for future power and that is not an uninteresting choice, but is also not a very fun choice. You want to be powerful now, you dont want to have to wait for power. So you already have to spend a lot of time in Diablo to get your power up, and now we're asking you to self-nerf yourself.
If the players feel the need to have more risk/reward in the gameplay, then actually make the game more harder instead of resorting to the players willingly gimping themselves. Allow players to choose to endure harder content for better rewards instead of gimping themselves to counteract the game's lack of difficulty.
And it creates a lot of issues with item swapping. We dont think item swapping before a boss kill is very fun. Its not an activity that we want to see in the game. So we are looking for a way to long term discourage that, without just flat out killing MF on all items. We think that would have been a big mistake, that would have felt terrible.
In regards to today's blizzard post about MF, they should probably go with option 4, slightly modified.
Option 4: Zero-Out Your MF% for 3 Minutes After Swapping Gear
When you swap gear, your Magic Find is disabled for 3 minutes.
Pros: Absolutely effective at discouraging gear swaps. Still allows you to swap gear when you find an upgrade, and the 3 minute duration is probably short enough that if you kill an Elite pack and get an upgrade, you can put that upgrade on and have your Magic Find active again by the time you get to the next pack.
Cons: Players who are unfamiliar with the system may open up their details page and see their Magic Find as 0% and not understand why. We could mitigate this by making the 0% MF colored with a tooltip stating the countdown until your Magic Find would work again, as well as what your Magic Find will be when the time expires.
Along with the following modifications:
Only the magic find on gear that is swapped out will be disabled. So for example, if all you are doing is swapping out your off hand weapon for a shield, the MF from your valor, and your MF from your already equipped gear will remain.
Set a hard cap of 100% MF on gear.
Killing a boss pack gets you one stack of valor, up to 5.
Killing 1000 white mobs gets you one stack of valor, just like killing a boss would.
Completing a major quest awards you the ability to limit break your valor, giving you the ability to add an additional valor stack above 5, up to a max of 20.
Killing an act boss with at least 10 NV guarantees 3 rares. 15 NV guarantees 4 rares. 20 NV guarantees 5 rares.
Dying removes one valor stack, but repeated deaths cannot lower your NV below 5.
Moving onto the next act does not reset your NV.
Chests and breakable objects are influenced by NV only, not MF on gear.
Goblins only spawn after certain requirements are met in game ( white mobs killed, elites killed, quests completed, etc), and are spawned in completely random locations.
Resplendent chests only spawn at the exit of a dungeon, and only after you have killed all of the elite packs in that dungeon.
NV influence your sidequest rewards more so that they are actually worth doing.
One more thing - In a party your first 100% MF is averaged and divided among all the players as it is now. However, any MF above 100% that you have on your character only effects you and is not shared. That way, if you are a shitty player and keep dying, you won't negatively effect everyone else in the party.
No, we are not planning on adding MF back to chests for the same reasons we talked about before. We don’t like the gear swapping people do with chests. Chests are one of those things that REALLY makes you want to stop and open your inventory and swap your gear, and then open the chest. So we are not planning on adding it back for those reasons.
I feel bad for Tank DH getting their procs nerfed.
What exactly does proc coefficient mean?
It means the chance (like 0.5 proc coeff is 50% chance) that a hit with this particular skill will trigger secondary effects such as life on hit.Anyone?
I feel bad for Tank DH getting their procs nerfed.
Anyone?
Do you guys think the changes to Cleave are going to make it worth using over Frenzy?
I feel bad for Tank DH getting their procs nerfed.
I was the initial herald of this build, and have since abandoned it. It has been presistehently nerfed; first the ss nerf (obviously) then the nerf to nether tentacles reduced its life leech, and now this. Ive since become a monk, as the pure glass cannon style does not suit my approach.
Agreed. Gives you the ability to still take a hit or two and you'll still be able to deal really good damage out.Mixed aproach is best for DH imho
Circa 300 resists 25-30k life plus shadow power with gloom
Disappointed that Plague of Toads didn't get damage buffs or other buffs, only a reduction in mana cost.
I think those primary attacks look the best but they just aren't viable post-Normal.
I was the initial herald of this build, and have since abandoned it. It has been presistehently nerfed; first the ss nerf (obviously) then the nerf to nether tentacles reduced its life leech, and now this. Ive since become a monk, as the pure glass cannon style does not suit my approach.
So 1.04 hits tonight? Guess I'll fire up Diablo III for the first time in over a month and see if they managed to put the fun back in. This patch does sound promising.
I see people saying this, but I wouldn't have such high expectations. It won't put 'the fun' back in for those who are bored of the game, but it will put some of the fun back in to be sure. We shouldn't look at this as a long term solution, especially paragon levels. They're meant to buy time until Blizzard can get a real endgame solution. Paragon levels are an easy thing to program in a matter of weeks and artificially boost the longevity of the game. Not that there's anything wrong with that, as developing real solutions takes time, but don't expect the patch to be Diablo III 2.0. It is, after all, only Diablo III 1.0.4.
I see people saying this, but I wouldn't have such high expectations. It won't put 'the fun' back in for those who are bored of the game, but it will put some of the fun back in to be sure. We shouldn't look at this as a long term solution, especially paragon levels. They're meant to buy time until Blizzard can get a real endgame solution. Paragon levels are an easy thing to program in a matter of weeks and artificially boost the longevity of the game. Not that there's anything wrong with that, as developing real solutions takes time, but don't expect the patch to be Diablo III 2.0. It is, after all, only Diablo III 1.0.4.
maybe it has been asked a million times but what is the eta for the patch (CET?)
We will be performing scheduled maintenance for Diablo III starting tomorrow (8/21) at 3:00 a.m. PDT in order to deploy patch 1.0.4. We anticipate that maintenance will conclude and that all services will be available by approximately 1:00 p.m. PDT. Patch notes are available below.
Important: Please note that you will not be prompted to download patch 1.0.4 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.4 is live until those regions have also patched.
For reference, here are the scheduled maintenance times for each region:
The Americas: 3:00 a.m. PDT to 1:00 p.m. PDT (8/21)
Europe: 8:00 p.m. PDT (8/21) to 6:00 a.m. PDT (8/22)
Asia: 11:00 a.m. PDT to 11:00 p.m. PDT (8/22)
Please note that these times are estimated and subject to change. For time zone assistance, please visit: http://everytimezone.com
If I understand correctly, Euro servers go down early morning and come back around the afternoon.
The Americas: 3:00 a.m. PDT to 1:00 p.m. PDT (8/21)
I think they say patch 1.1 will be diablo 2.0
Well for me the biggest issue was the gear check that Inferno is. I hit a wall where I couldn't progress any further because I needed better gear. But I couldn't buy said gear from the AH because I didn't have the gold, and it was going to take FAR too long to farm said gold due to me dying all the time to inferno champion packs. Like a ridiculous amount of time to farm the gold. But I also couldn't just play to farm for items either because I simply could not afford to put any MF% into my gear (my gear was subpar as it was already). That coupled with the fact of horrible item drops to begin with, I quickly realized that farming for gold and buying from the AH was my best alternative, and it was a terrible one.
Paragon levels will do a LOT to remedy this. Now I can earn more MF and GF completely independent of gear. So I can focus on just getting gear that improves my abilities to allow me to progress further and not worry about MF or GF because my Paragon level and Neph Valor should be enough. And repair costs going down will help tremendously with my gold farming for the AH. Repair costs were literally killing my fun factor. That might mean I'm an average player who can't stay alive in Inferno, but I accept that, lol.
Basically I'm a casual player who needed the game dumbed down a bit in order to have fun playing it, and thankfully Blizzard is obliging.
Well, except for the whole "nerf twister procs for melee wizards even though the build wasn't overpowered" issue.
How much dps would +30% critical damage add?