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[Official] Diablo III Information and Discussion Thread - Page 718

post #7171 of 29805
what is this stuff im reading about like the valor and elite pack drops??

is there a guide somewhere that lists this kind of stuff....

ex: i know about that staff but only know about the mushroom (which i cant seem to ever get! I keep going through the cathedral and NEVER find it!)
what about the other parts? (sure hope i havent sold anything! lol)
post #7172 of 29805
Quote:
Originally Posted by OC'ing Noob View Post

This is actually precisely the problem with Act 2. You are suppose to be able to progressively farm and improve. This works going from Hell Act 4 to Inferno Act 1. Act 2 on the other hand was a seemingly insurmountable wall where you feel you HAVE to go the AH to buy much better loot in order get past it. That is not progression, at least not in the vein of how Diablo works. This is simply gold farming to BUY stuff as opposed to looting stuff. It is not because the monsters themselves are so much harder, but rather the nature of the mobs spawned and the wide open desert makes Act 2 fundamentally different or flawed when compared to Act 1, 3, and 4.

Fair enough but wouldn't the change to drop rates (ie. getting a chance at higher lvl items in early acts) help fix this problem? Any it sounds like it was poor level design causing the problem more than anything, shouldn't they fix that before they just make it easier? Again not trying to be an a#$ or anything but there are other ways to solve the issue than just making the mobs weaker.
post #7173 of 29805
I, for one, am excited about the changes coming in 1.0.3, particularly the chance for ilvl 62 and 63 items to drop in Inferno Acts I and II. The gear I've been getting in Act 1 Inferno is awful. At least there will be a chance, however small, of something better dropping.
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post #7174 of 29805
Quote:
Originally Posted by Lokster1 View Post

Fair enough but wouldn't the change to drop rates (ie. getting a chance at higher lvl items in early acts) help fix this problem? Any it sounds like it was poor level design causing the problem more than anything, shouldn't they fix that before they just make it easier? Again not trying to be an a#$ or anything but there are other ways to solve the issue than just making the mobs weaker.

Buffing drops and drop rates is what they are currently doing for Act 1 so that makes me feel that they won't be nerfing mobs in Act 2 too much. That being said, buffing drop rates will also completely deflate AH prices, which is something Blizzard probably does not want when they release RMAH. As far as fixing level design and mob design, that requires a lot, LOT more effort than simply manipulating drop rates, parameters of item/mob RNG, and difficulty multipliers. Besides, the desert has always been a head basher in Diablo, well at least in D2 when it was first introduced. It is simply the downside of going from a lot of choke points and kiting routes to complete open space against speedy little bastards.
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post #7175 of 29805
Quote:
Originally Posted by StaticFX View Post

what is this stuff im reading about like the valor and elite pack drops??
is there a guide somewhere that lists this kind of stuff....
ex: i know about that staff but only know about the mushroom (which i cant seem to ever get! I keep going through the cathedral and NEVER find it!)
what about the other parts? (sure hope i havent sold anything! lol)

Diablofans.com is a great resource outside Blizzard for Diablo news. Basically, if you have full stacks of valor (5), bosses were guaranteed to drop at least 2 rares. They are nerfing that to 1, because people would just to boss runs, quit, and start it all over again. They want people to finish the boss and move on instead of restarting. Elites which previously could drop 0 rares after you beat them at 5 stacks of valor, are now guaranteed to drop 1. Hopefully that helps clear some of your confusion.
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post #7176 of 29805
Quote:
Originally Posted by OC'ing Noob View Post

Buffing drops and drop rates is what they are currently doing for Act 1 so that makes me feel that they won't be nerfing mobs in Act 2 too much. That being said, buffing drop rates will also completely deflate AH prices, which is something Blizzard probably does not want when they release RMAH. As far as fixing level design and mob design, that requires a lot, LOT more effort than simply manipulating drop rates, parameters of item/mob RNG, and difficulty multipliers. Besides, the desert has always been a head basher in Diablo, well at least in D2 when it was first introduced. It is simply the downside of going from a lot of choke points and kiting routes to complete open space against speedy little bastards.

It sounds like they intend to do a very noticeable nerf to act2, so it's more of a progression from 1 to 2 to 3. I agree somewhat; the game should get progressively harder, with the biggest wall being put up when jumping difficulty, not acts.

As long as they keep act 4 mostly untouched, and not much to act 3 either. Then it makes sense to nerf act 2 to get the curve in line.
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post #7177 of 29805
these % chances of dropping that will now happen in a1 and up for the higher level items.. will these be influenced by MF? (like the 2% drop chance for ilvl 63 inferno act 1, would it be increased to 4% with 100% MF, or stay at 2% regardless?)

also, am i calculating MF right? 2% chance to drop would be 4% at 100MF, and 6% at 200MF? or is it figured up a different way?
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post #7178 of 29805
Quote:
Originally Posted by OC'ing Noob View Post

Diablofans.com is a great resource outside Blizzard for Diablo news. Basically, if you have full stacks of valor (5), bosses were guaranteed to drop at least 2 rares. They are nerfing that to 1, because people would just to boss runs, quit, and start it all over again. They want people to finish the boss and move on instead of restarting. Elites which previously could drop 0 rares after you beat them at 5 stacks of valor, are now guaranteed to drop 1. Hopefully that helps clear some of your confusion.

partially thanks!.... what is a "stack of valor"?
post #7179 of 29805
Quote:
Originally Posted by StaticFX View Post

partially thanks!.... what is a "stack of valor"?

When you hit level 60, any champion (blue guys) pack or static unique mini boss (gold guys), you get 1 stack of valor. You can have up to 5 stacks at any given time and the stack itself only lasts 30 minutes. By killing a new champion pack or mini boss however, renews that timer.

Are you asking what it actually does? If so, it grants you 25% MF and GF per stack. You lose them if you quit the game or change your skills.
Edited by OC'ing Noob - 6/6/12 at 10:43am
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post #7180 of 29805
Quote:
Originally Posted by OC'ing Noob View Post

Buffing drops and drop rates is what they are currently doing for Act 1 so that makes me feel that they won't be nerfing mobs in Act 2 too much. That being said, buffing drop rates will also completely deflate AH prices, which is something Blizzard probably does not want when they release RMAH. As far as fixing level design and mob design, that requires a lot, LOT more effort than simply manipulating drop rates, parameters of item/mob RNG, and difficulty multipliers. Besides, the desert has always been a head basher in Diablo, well at least in D2 when it was first introduced. It is simply the downside of going from a lot of choke points and kiting routes to complete open space against speedy little bastards.

I woulnd't be too worried about that.

It will shift from gear with the best mods to the gear with the perfectly rolled, best mods. This gear will likely be the $250 gear, where as the none perfect gear will be much cheaper.
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