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[TH] Blizzard Previews Giant Diablo III 1.0.4 Patch - Page 3

post #21 of 80
Quote:
Originally Posted by OC'ing Noob View Post

I wonder how many new "hidden footprints" we will find with this patch. rolleyes.gif

Where is the like button? thumb.gif

A well formed and organized team can hold up well in Inferno. I did dislike the enrage timer though, not sad to see that go.
Edited by vercomtech - 8/14/12 at 10:40am
 
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post #22 of 80
Diablo becoming a Diablo game again thumb.gif
    
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post #23 of 80
Quote:
Originally Posted by vercomtech View Post

Where is the like button? thumb.gif
A well formed and organized team can hold up well in Inferno. I did dislike the enrage timer though, not sad to see that go.

No matter how organized a team is, elites are always "more coordinated." I cannot even begin to count how many times I was knocked back by one elite pack into the arcane/frozen/mortar of another elite pack. tongue.gif Nothing grinds my gear more however than being walled on desecration or nightmare into arcane and dying though. mad.gif
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post #24 of 80
Quote:
Originally Posted by OC'ing Noob View Post

No matter how organized a team is, elites are always "more coordinated." I cannot even begin to count how many times I was knocked back by one elite pack into the arcane/frozen/mortar of another elite pack. tongue.gif Nothing grinds my gear more however than being walled on desecration or nightmare into arcane and dying though. mad.gif

There was a small amount of sarcasm in that "hold up well" statement.

I will be glad to see all of the updates being introduced.

I am right there with you, what burns me up the most is that the elite packs can spam attacks every 9-10 seconds, but I have a 30 second cooldown on my health potions..

They are my health potions... lemme use them when I want to dammit!
 
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post #25 of 80
Sounds good to me me as long as it doesnt break anything esle in the long run.
 
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post #26 of 80
Quote:
Originally Posted by vercomtech View Post

There was a small amount of sarcasm in that "hold up well" statement.
I will be glad to see all of the updates being introduced.
I am right there with you, what burns me up the most is that the elite packs can spam attacks every 9-10 seconds, but I have a 30 second cooldown on my health potions..
They are my health potions... lemme use them when I want to dammit!

Yeah, buy 99999999 potions and hit them every 2 seconds.
That's a nice game
post #27 of 80
Quote:
Originally Posted by Faded View Post

D3 is a solid game... if you liked D2 at all, i find it hard to believe you wouldn't like this one. Outside of the bandwagoneers who hate on things simply because "their" community is hating on it, its hard to dislike an updated version of D2
Updated graphics, sure, but it took a step backwards pretty much everywhere else (except maybe crafting too, I like the idea of using junk items for something productive). Online only DRM didn't stop the bots in the slightest, but now there is no LAN/offline/SP mode and no mod support. As someone who really enjoyed D2, I can tell you that D3 killed two of the most important factors in making D2 as fun as it was. #1 is items. Where D2 had items skills for your class, skills from other classes, auras, self-repair, exploding projectiles, ethereal, freezing target, slain monters reanimate, transformations, chance to cast, bleed, crushing blow, and more... D3 has +stats. And more +stats. They managed to make the LOOT in a LOOT GAME even more boring that WoW. That is unacceptable to me. The item variety in D2 combined with the skill system made for a ton of replayability with multiple builds for each class. Adding more to the replayability is #2, random map generation. D2 wasn't perfect, but D3 doesn't even try. Heck, indie games and free flash games do a better job generating random maps than D3. Why does a game about loot and random maps have crappy loot and poorly generated random maps? That just doesn't make sense.

Hopefully the patch will help legendaries be a bit more legendary and slowly the game works towards fixing it loot problem, but I'm not holding my breath. I'm also very happy to see enrage timers go... what a terrible idea that was.
Edited by DayoftheGreek - 8/14/12 at 11:07am
    
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post #28 of 80
Quote:
Originally Posted by Abs.exe View Post

Yeah, buy 99999999 potions and hit them every 2 seconds.
That's a nice game

I would prefer a 5-10 second cooldown over a 30 second cooldown.

Collect 100 health potions, use one, kite around for 29 seconds when fighting one of the impossible elite packs. Thats the game we play now.
 
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post #29 of 80
This is to late for me. The community has already died off for the most part, and with Guild Wars 2 11 days away I just don't care about blizzard/diablo anymore. Sad to say since I have been playing diablo since diablo 1.
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post #30 of 80
Quote:
Originally Posted by RayvinAzn View Post

They're not fixing the core problem which is that you can get ridiculously low stat rolls on high-level items. About two weeks ago I just ID'd a set of ilvl63 Archon Faulds - they rolled 12 All Resist, ~40 Str and Int (a useless combo with uselessly low numbers), and ~1800 extra health from health globes. Those are rolls that you get excited about at level ~35. The minimum rolls on higher level items are just too damn low. Just yesterday I found a sword with ~550DPS, ~120 Dex, ~50Vit, which was all very hopeful until I looked at the Life on Hit roll and found out that it was 54 - a tenth of what it would need to even approach being useful. I don't mind that you can roll some goofy affixes like Str and Int on a Demon Hunter crossbow, but insultingly low affixes are just galling. If they'd just raise the minimum rolls on high level gear I would be happy. Instead they're raising the damage range on ilvl61/62 items. Which isn't a bad thing on its own, but far from the core of the problem I'd say. I'm not one of the people that wants tons more loot or essentially set affixes so all their gear is "useful" - that would break the economy and completely eliminate the need to farm for gear. But having just disturbingly bad high-level items really takes a lot of the fun out of searching for stuff. At least if I find a hand crossbow with ~150 Str I could shrug it off and think "bad combo, ah well". But with the current system you not only get bad combos, but insultingly low ones as well. There was a simple text chart that showed the problem rather nicely, I'll try to replicate it here:
ilvl 50 item stat variance [ |-------|------------- ]
ilvl 59 item stat variance [ ---|------|----------- ]
ilvl 60 item stat variance [ -----|-------|-------- ]
ilvl 63 item stat variance [ |--------------------| ]
As you can see the maximum rolls could yield the best of the best gear - but you could also roll some disturbingly low numbers. Upping the bottom end of the variance would help immensely in rewarding players for gear hunting. Not all of it would be upgrades or even really serious AH material, but at least you wouldn't find a slap in the face a third of the time.
On a side note, I did get lucky a few days ago. I actually found a decent weapon upgrade as a drop: ~780 DPS, ~90 Dex/Vit, 900+ Life on Hit (!) and a socket. My jaw dropped when I ID'd that monster. I have no idea what it's worth, but it's just too big an upgrade for me to let go of right now.

Couldn't agree with you more here. By fare the biggest loot problem is the ilvl 63 items with the stats of low 50 gear. Nothing like sweet a ilvl 63 ring.....oh wait my level 40 ring has higher stats and not just the right stats but higher levels of the same stat. I do believe I used a level 32 ring well into act 2 inferno.
Edited by fantasyalive - 8/14/12 at 12:14pm
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