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[Official] Diablo III Information and Discussion Thread - Page 1077

Poll Results: What class will you play first when the game is released?

 
  • 25% (285)
    Barbarian
  • 20% (230)
    Demon Hunter
  • 17% (190)
    Monk
  • 13% (143)
    Witch Doctor
  • 22% (250)
    Wizard
1098 Total Votes  
post #10761 of 15121
Quote:
Originally Posted by Dmac73 View Post

His poison pools are incredibly easy to dodge. As long as you have enough DPS to barely beat the enrage timer, Belial is easy mode.

You stand until it changes color and then you move. It works perfectly as long as your teammate(s) are not running around like a headless chicken. thumb.gif
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post #10762 of 15121
Quote:
Originally Posted by Dmac73 View Post

His poison pools are incredibly easy to dodge. As long as you have enough DPS to barely beat the enrage timer, Belial is easy mode.

i cant dodge his pools when im dps'ing with my bears


and removing bears on a glass cannon wd build is total fail


i have more then enough dps to beat the enrage timer.. but i cant dps if i have to dodge every 10seconds.. so i dont have the dps to kill him in 10seconds or less.. wich is what i need..


im getting 2 shotted by the snakes.. imagine how much does the poison damage do to me

Quote:
Originally Posted by jcde7ago View Post

"Rankings" are up on http://www.diabloprogress.com/
Kind of cool, you can sort rankings on stats like DPS, kills, etc., worldwide. If you don't see your name, just put in your Battletag at the top, and try again after a few seconds, and your name should show up.
I'm ranked 31st in the world for total DPS for all classes, and 18th for DHs...! Lol. tongue.gif

not bad


166's wd in america


685 in the world
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post #10763 of 15121
wow I just beat inferno act 1 with vendor gear and just my luck, the run I do it on I forgot to record doh.gif
...lucky I don't have a glass table like that other guy tongue.gif

Ima go eat a sandwich or something and hopefully do it again... (recording this time mad.gif) on the bright side least it wasn't a later act, I think either Belial or Ghom will be where I fail the most (likely won't even succeed with current Ghom if I get that far...)
Edited by Sainesk - 8/9/12 at 6:20pm
 
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post #10764 of 15121
any monk guides? Just hit 60 with a monk but first time playing tank so need some help.
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post #10765 of 15121
Quote:
Originally Posted by calavera View Post

any monk guides? Just hit 60 with a monk but first time playing tank so need some help.
1. Get tons of restists (all resists+1 resist of your choice)
2. Get tons of LOH
3. Done. (not really, but basically)

Be prepared to have fun looking through the auction house for gear, you have to use up 2 out of 3 slots for resists, and then 1 more stat and then look through everything to find a forth or fifth stat.

Attack speed is good because you get more LOH.
Life regen is good too of course, but you won't really be able to get enough for it to be better than LOH
You obviously need Vitality for life and dex for DPS and dodge chance,
DPS isn't as important if your goal is to just tank, when I had about 8-9k dps I could still faceroll act I solo, and act II was kinda fast. With my ~11k now I can even kinda do act III solo unless I get a horrible pack or mess up and die to some that are far from the checkpoint so by the time I get back they're enraged.


Here's my profile so you can see what I have, http://us.battle.net/d3/en/profile/theyondergod-1660/hero/21490525 Any green gems I have on there are normally purple if I'm doing act III+, but I was just doing Act I and II and they're so easy I switched them to green for more dps.
It's nothing special, but like I said I can almost do Act III solo, I haven't played much of it with a team but it wasn't that bad, I haven't tried act IV at all yet but I think I could do it with a good team.
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post #10766 of 15121
anyone down for an act 2 / act 3 run this morning? around 9am or so?







got me a new amulet for 1.05 million

can't post pics cuz I'm at work now, but it has roughly 143 dex, a socket with a 38 dex gem so dex is around 180 total, 3% crit chance and 33% crit damage

Up my dps from 47k -> 51k, 100.5k -> ~115k

I had to suffer a loss of 69 resist all though......my old amulet was a blue, 169 dex and 69 resist all, I actually liked that amulet a lot redface.gif

I was kind of surprised that no one was bidding it, I think the base price was 1 mil, I placed 2 mil max and got it for 1.05.....
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post #10767 of 15121
Quote:
Originally Posted by HarrisLam View Post

anyone down for an act 2 / act 3 run this morning? around 9am or so?
got me a new amulet for 1.05 million
can't post pics cuz I'm at work now, but it has roughly 143 dex, a socket with a 38 dex gem so dex is around 180 total, 3% crit chance and 33% crit damage
Up my dps from 47k -> 51k, 100.5k -> ~115k
I had to suffer a loss of 69 resist all though......my old amulet was a blue, 169 dex and 69 resist all, I actually liked that amulet a lot redface.gif
I was kind of surprised that no one was bidding it, I think the base price was 1 mil, I placed 2 mil max and got it for 1.05.....
Nice buy! Maybe got lucky because the ending was in the middle of the night? Best time to shop for items ive found... although I only get to do it on my days off... I'll be on around 08:30 though if you wanna run. I've found it to be a pretty easy go of act 3 with a DH and my wiz. You melt em while I keep them in place smile.gif
post #10768 of 15121
I wonder if there are any good alternatives to elemental -> ball lightning as right click skill. It does fairly good damage with a satisfactory AOE. Gotta LOVE how it attacks mobs that are right on your back, but I'm kind of sick of the ball's movespeed. Even if its the best there is, I want to try something else for a bit just lightening up the mood, you know

tried the cluster arrow cluster bomb. People must have been having much success with it, too bad I couldn't aim for sheet apparently tongue.gif

was thinking about multishot for quite a while, then I realized it cost 20 hatred instead of 40 even with that rune. It also deals less damage as I (wrongly) recall

anyone have any suggestions that I can try out?

Quote:
Originally Posted by likethegun View Post

Nice buy! Maybe got lucky because the ending was in the middle of the night? Best time to shop for items ive found... although I only get to do it on my days off... I'll be on around 08:30 though if you wanna run. I've found it to be a pretty easy go of act 3 with a DH and my wiz. You melt em while I keep them in place smile.gif

830 will be pushing it, I'll see what I can do. Most likely wouldnt make it though..... can't get food in 1.5 hours and I'm already hungry now tongue.gif
Edited by HarrisLam - 8/10/12 at 7:58am
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post #10769 of 15121
oooh 1.0.4 notes/preview:
Warning: Spoiler! (Click to show)
Quote:
So Happy Together

While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.
The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.
Along the same lines as the change in 1.0.3, we’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.

Shrinking the Gap

We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.
So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.
To further reduce the gap between normal and Elite monsters, we’re adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.

Weapons Master

One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.
Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.
We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.
On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills. Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. We’re switching a lot of these skills to read “X% weapon damage over 5 seconds”. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.

Efficiency vs. Challenge

Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fast they can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.
We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%.

Legendarier

We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.

Stay Classy

We're making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:
Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity - we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.
We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.

The Outro

These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.

See you in-game!

*P.S. We’re getting rid of the Invulnerable Minions monster affix.

Best part: "*P.S. We’re getting rid of the Invulnerable Minions monster affix." I recall a particularly nasty encounter with that affix recently where some invulnerable moths popped out of the ground and wouldn't stop following me while their champion was like "hehe have fun i'm not coming out".
 
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post #10770 of 15121
Quote:
Originally Posted by Sainesk View Post

oooh 1.0.4 notes/preview: Warning: Spoiler! (Click to show)
Best part: "*P.S. We’re getting rid of the Invulnerable Minions monster affix." I recall a particularly nasty encounter with that affix recently where some invulnerable moths popped out of the ground and wouldn't stop following me while their champion was like "hehe have fun i'm not coming out".

Sound decent so far. Looks like people were right when they said they were going to get the patch out when GW2 comes out.

Guess I will just continue farming till the patch comes out and then start going through Act 3/4 Inferno after.

I also like the getting rid of "heal back to full" on elites.
Edited by jbobb - 8/10/12 at 8:49am
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Overclock.net › Forums › Video Games › PC Gaming › [Official] Diablo III Information and Discussion Thread