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[Official] Diablo III Information and Discussion Thread - Page 1078

post #10771 of 29803
i believe this is what i would call ''jewelry from a cheating husband''

at least its some good jewelry
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post #10772 of 29803
Quote:
Originally Posted by Sainesk View Post

oooh 1.0.4 notes/preview: Warning: Spoiler! (Click to show)

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.

This should definitely help promote more group parties as you no longer have to only pair with people who you know are decent/good at the game instead of your typical sorry pub player. That being said, please give us vote kick abilities to the party leader. Thanks!

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.

This should make WW barbs and melee wizards very happy. One of the biggest problems have always been fodder dies too quickly and therefore we lose out on crit proc's against elites.

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.

Woot! This means fodder is now worth killing. Thus far they only serve for me to proc crits off to lower CD's or to get life back from.

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.

I am a little bit mixed on this, because there is nothing from with fire chain and shielding affixes themselves. Fire chain is not that bad unless we are talking about fast mobs, fast enchanted mobs, or (even worse) fast enchanted fast mobs that can easily outrun and outflank even kiters because they are so damn fast. The affix itself is fine as long as you play intelligently. Shielding's biggest problems are that a) they all cast it at the same time and quite frequently and b) it's usually combined with annoying things like frozen. We shall see how this turns out though.

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.

Yes! iLevel 61-62 weapons will now serve a purpose other than straight to vendor or blacksmith!

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.

So you mean 2-handers will be worth using for anyone other than DH, Enchantress, and Scoundrel? Can't wait to see how this turns out.

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.

Uh... no crap Blizzard? The point of the game is to be fun. Almost killing an elite pack before dying and having to trek all the way back only to find out they are at full life can be generously called, frustrating. I can think of much more accurate adjectives, but it would mean an infraction for me. Enrage time also only serves to punish melee and group play as opposed to acting as a DPS deterrent.

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%.

Again... no crap Blizzard? So instead of 4k in repairs per death, it is now only 3k? It is a start I suppose. I would have liked to see a 50% cut here. Again, the point of a game is FUN.

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.

Talk is cheap. Let's see the goods.

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.

As long as Jay Wilson has no part in it, I eagerly await the release of class changes.

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.

This is actually really good. Invulnerable Minions just makes it such a crapshoot depending on the other affixes.
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".

Responded with my opinions assuming the release is accurate.
Edited by OC'ing Noob - 8/10/12 at 10:05am
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post #10773 of 29803
I might try playing again with that new patch.. or maybe the one after it.
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post #10774 of 29803
alot of those changes will breath fresh air into the game


lets hope it allows us to have more builds possible for inferno

Quote:
Originally Posted by AllGamer View Post

well with all the 1.04 nerf it should make it more plausible to finish the game without resorting to the AH

exactly biggrin.gif


we might just have a diablo 3 and not auction house simulator 3
Edited by Fr0sty - 8/10/12 at 10:29am
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post #10775 of 29803
That MF change is what it should have been all along. Took them FOREVER to come around on it, but better later than never. Co-Op always shoulda have been a plus, not the penalty that was instilled since launch.

The weapon damage roll change for ilvl61/62s is also really nice tongue.gif

Now if they let players dodge monster attacks (instead of it being 'by design'), then I'd be really happy tongue.gif
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post #10776 of 29803
sorry LIKETHEGUN, I've been too busy eating and getting my guild wars 2 downloads up. LOL......

I will be betraying all you bros pretty soon, haha

Quote:
Originally Posted by mav451 View Post

That MF change is what it should have been all along. Took them FOREVER to come around on it, but better later than never. Co-Op always shoulda have been a plus, not the penalty that was instilled since launch.
The weapon damage roll change for ilvl61/62s is also really nice tongue.gif
Now if they let players dodge monster attacks (instead of it being 'by design'), then I'd be really happy tongue.gif

haha can't ask for too much now, gotta be thankful that they are at least changing their overall direction.

Speaking of GW2 though, I mean.....this patch is simply too good to be true....so many questions addressed / semi-addressed all at once, could it be because they are feeling the heat of GW2?
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post #10777 of 29803
Lol I got in on a TL2 4-pack and probably pre-ordering CS:GO too.
For once, for once, I'll have multiple games demanding my attention.

PS - Yeah, there's the vaunted Steam "backlog" as well...but I mean relevant MP games hahaha
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post #10778 of 29803
This patch might actually make the game more fun than frustrating now. ... (coming from someone who's stuck in A3 Inferno). I always thought it was a flat 75% increase for all difficulty levels ... those rotten cockroaches! No wonder things were so hard.... there was way I could have ever survived A4 without a ton of farming with a 110% increase ...
Edited by dklimitless - 8/10/12 at 1:26pm
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post #10779 of 29803
Quote:
Originally Posted by dklimitless View Post

This patch might actually make the game more fun than frustrating now. ... (coming from someone who's stuck in A3 Inferno). I always thought it was a flat 75% increase for all difficulty levels ... those rotten cockroaches! No wonder things were so hard.... no was way I could have ever survived A4 without a ton of farming with a 110% increase ...

its only for co-op that the health is buffed

otherwise they have the health set up for that difficulty
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post #10780 of 29803
Quote:
Originally Posted by Fr0sty View Post

its only for co-op that the health is buffed
otherwise they have the health set up for that difficulty

yeah, I know. I only ever play co-op so it is good news for me tongue.gif. Soloing gets boring for me ... (solo'd late part of Normal and early part of Nightmare )
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