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[Official] Diablo III Information and Discussion Thread - Page 843

post #8421 of 29767
Quote:
Originally Posted by Cryosis00 View Post

Masked ..... please tell me the "leaked" patch notes on the D3 general forums is true.. pleas please please.
If the crafting portion of those notes are true .. WAHOO!!
Sadly the "leaked" notes appear to good to be true.
Quote:
NDAPUPR: All of these fixes are awesome. Therefore they must be fake.

best comment from the forum lol
Yep, Aeris died
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Yep, Aeris died
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post #8422 of 29767
Can someone please spoiler the 1.0.4 notes in here?
post #8423 of 29767
does anyone have links to the so called leaked 1.04 change notes?
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post #8424 of 29767
http://us.battle.net/d3/en/forum/topic/5889160568
Warning: Spoiler! (Click to show)
Diablo III Patch 1.0.4.17084

-General

-4th/5th preference slot added to Auction House/Real Money Auction House, ilvl search slot also added.
-Group chat feature implemented, invite up to 10 friends to a chat via an icon in your friends list, an ignore chat invite feature has also been added to eliminate possible spam abuse.
-You may only invite someone to a chat once per 5 minutes.

-Classes

-Witch Doctor
-Animation length of some support spells have been shortened by a small amount.
-A bug with Spirit Walk that stopped the Witch Doctor from passing through Walls from the "Waller" affix has been removed.
-A bug with the Zombie Bears rune has been fixed that was causing the attack to not cross small cracks and minor terrain changes, or to register properly when being used up or down hill from enemies on ramps.
-Health on summons has been scaled to give them some survivability chance in the inferno difficulty.
-Mana cost on all signature spells for the Witch Doctor have been removed to alleviate some concerns with mana costs and Vision Quest feeling like a required passive skill.

-Monks
-Base spirit regeneration set to 1 per second instead of 0.

-Items
-Attack speed bonus values on weapons and armor will be set to 45% instead of 50% so odd numbers will round up instead of down in value. (Example: 15% would now be 8% instead of 7%)
-ilvl60+ items now sell to the npc for 1.5x their original value to help curve repair cost loss and make magic on par with gold find.
-A 5% chance to block has been added to all Off-Hand items for all classes.
-Wear and tear durability loss (Non-death loss) on all items has been reduced by 75%, as well as a 20% reduction to the increased repair costs.
-The Armor stat has been boosted to actually be a viable stat to consider when equiping your character, particularly against the increased damage from melee in inferno.
-Potion cooldown has been reduced to 15 seconds instead of 30, and passives will no longer reduce the cooldown of potions, this will hopefully alleviate some of the kiting some players deem so necessary and door abuse due to an inability to heal unavoidable damage.
-An Ultimate Health Potion has also been added to the vendors in act 2-4 of inferno which will heal 40,000 hp at a cost of 1,000 per potion, along with being dropped in these acts at a rarer than mystic rate.
-Diamonds have been added to the drops in-game with this patch, which will add to weapon attack speed when put in a weapon slot, Life Regeneration when placed in a helmet slot, and + to all resistances in any other slot, there are the same categories as the other gems available.
-Gems up to rank 12 will now be viable loot, at an extremely low rate of course, reflective of acts in Inferno. (Act 1=9, Act 2=10, Act 3=11, Act 4=12)

-Crafting
-Pay to add sockets to an item at Shen, 250,000 gp per socket added, maximum 3 per chest armor, 2 per leg piece, and 1 per weapon or helmet.
-Pay to reroll an items stats randomly at blacksmith (ilvl will remain the same) for 200,000gp per roll, or 2 matching items of the same rarity plus 100,000gp, one item will be destroyed and the newly created item will take on the highest ilvl of the two items combined.

-Bosses
-All mid act + Final act bosses will drop a guaranteed top tier item for the difficulty you are playing (ilvl63 in inferno) with 5 stacks of valor on, blue or yellow rarity name items only.
-Enrage timers on bosses in inferno will no longer spell certain death, but increase the difficulty and damage taken to the player by an amount based on number of players in the party.

-Monsters
-Monster Affixes will now be divided into the following 3 categories:
-Offensive (Mortar, Plagued, Molten, Frozen, any that deal actual damage)
-Defensive (Reflect Damage, Shielding, Missile Dampening, Invulnerable)
-Support (Teleport, Waller, Jailer, Minion, Avenger, Vortex, Fast)
-With these categories, monsters in the inferno difficulty will be limited to how many from each category they will spawn with, 2 (3 in acts 3/4) from the offensive category, with 1 of each defensive and support no matter what act. This will hopefully eliminate some of the "zerging" people tend to fall back on when they would run into a rediculous combination of monsters prior to this patch. Monsters with predetermined affixes (such as Scavengers being fast) will eliminate one of their possible affixes in the support category.
-The damage from the serpents in Act 2 after they become visible again has been lowered significantly for the first round of attacks, since it creates alot of unnecessary kiting of a monster that isn't even technically on your screen for you to hit. Additionally the invulnerable moment during the Lucuni and Lasher attacks has been removed, and the color of the Bees projectile has been changed from the golden yellow that matches the sand to a much more obvious shade of green.

-Bug Fixes
-Nephalem Valor will now reset when more than one piece of equipment is changed within a 30 second time frame to prevent Magic find equipment swapping abuse, additionally an equipment and skill lock button have been added to prevent accidentally removing your valor.
-Magic find will still not effect droprates out of breaking pots etc, but the chance to loot equipment and other rares out of them has been reintroduced at a significantly lower rate.
-Resplendent chests now spawn at a 25% chance rate instead of 100% in certain mini dungeons and near any doorways that could lead to abuse, and the chance to pull actual rares out of them has been implemented again, with a guaranteed yellow rare for having 5 stacks of valor.
-A bug with the "Waller" affix throwing walls at an unnecessarily fast rate and at odd angles/shapes has been addressed, now they will only throw the wall at a degree that will stop you from walking straight, only completely stopping you from walking forward in narrow hallways.
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Unfriend 2.0
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post #8425 of 29767
Quote:
Originally Posted by unfriend View Post

Let me ask a question. You are telling DH's to adapt on account of the changes Blizzard has made. While I do not disagree that players need to now change their game up in light of the recent patch, I am surprised at the amount of comments that place blame squarely on players who focused on IAS more than other attributes. Next patch when they nerf Crit damage or chance will you blame the players as well for stacking that ? Or what about if they start giving Dex/ Str / Vit/ Int diminishing returns ? What then.... ?
When the game was first announced, and up to release, they have claimed that the changes they have made in regards to skill trees / stat points were centered around the ideas that everybody focused on the same few builds. They claimed that these changes were in an effort to encourage diversity in builds. Now, with these nerfs the available pool of builds and play styles is cut even further down.
They claimed that everybody used the same gear, and they wanted to encourage everybody to get away from thinking legendaries were the ultimate gear that everyone shot for.
Now, everyone goes for the same basic gear. The only difference is the name on the rares. The stats that MOST players will search for are identical, so where exactly is the diversity they were searching for ?
Why should they/ we as players (who are supposed to have build freedom as Blizzard has stated from the get go) have to adapt and be forced in to the play style that Blizzard wants us to choose ?

I can't answer that on these forums, as in-depth as I'd like to.

I'll TLDR but, I'm not actually getting into why/how or what it was just the fact that it existed.

There was a "bug" that was exploited with AIS...The first few that found this, bug, decided to report it on certain forums and only after that, did this practice become main-stream.

They did not at any time, bug report it, tell a dev...In fact, they did the opposite...Stacking AIS to the extent that it was taken was an exploit.

Do I agree with the nerf? Yes because of what the actual exploit was, yes, it had to be changed.

Again, I'm not getting into the math or how AIS effected the system but, there was a problem.

Now, that the problem has actually been addressed, by decreasing the stat...I have 2 general personal issues...

1) Now that it actually takes more than 3/4 hits to kill something...Man up...It was an exploit, it was unfair to everyone else...It's been fixed and I don't care if that's what you used to get through inferno, it was a cheat...Stop cheating, grow some balls and move forward...If you're not willing to, that's your own problem, not ours...

2) The hardest whiners on the official forums, were some of the core originators of the exploit...They discovered it, spread it like wildfire and 90% of the DH's in game, feed off of this, then whine with them...I have absolutely no sympathy for them or anyone that followed that mantra...

That's still no excuse to continually abuse something when you know it may not be working as intended/properly working at all...Which, most of us knew there was a problem...Let's be up front about that...In general, we not only knew it was OP but, something was going to happen...Whether you knew about the exploit or not, doesn't matter when you already knew, stacking AIS was OP.

In fact, there's evidence that a vast majority of the community knew how the numbers were working but, did it anyway and encouraged it...I take some issue with that but, sheeple will do as sheeple will do.

I realize some people didn't know/don't know and don't understand...That's fine, if you want more explanation, there's an email address at the bottom of every single post I put up.

I'm really not open to discussing it here, any further.
Edited by Masked - 6/21/12 at 9:40am
post #8426 of 29767
This is what I've waited for ever since I got my WD into inferno:

-Witch Doctor
-Animation length of some support spells have been shortened by a small amount.
-Health on summons has been scaled to give them some survivability chance in the inferno difficulty.

-The damage from the serpents in Act 2 after they become visible again has been lowered significantly for the first round of attacks, since it creates alot of unnecessary kiting of a monster that isn't even technically on your screen for you to hit.

Also, I'm glad IAS got nerfed. Anytime you can OP any class based on 1 stat something isn't right. It needed a nerf, period.
post #8427 of 29767
Quote:
Originally Posted by Masked View Post

I can't answer that on these forums, as in-depth as I'd like to.
I'll TLDR but, I'm not actually getting into why/how or what it was just the fact that it existed.
There was a "bug" that was exploited with AIS...The first few that found this, bug, decided to report it on certain forums and only after that, did this practice become main-stream.
They did not at any time, bug report it, tell a dev...In fact, they did the opposite...Stacking AIS to the extent that it was taken was an exploit.
Do I agree with the nerf? Yes because of what the actual exploit was, yes, it had to be changed.
Again, I'm not getting into the math or how AIS effected the system but, there was a problem.
Now, that the problem has actually been addressed, by decreasing the stat...I have 2 general personal issues...
1) Now that it actually takes more than 3/4 hits to kill something...Man up...It was an exploit, it was unfair to everyone else...It's been fixed and I don't care if that's what you used to get through inferno, it was a cheat...Stop cheating, grow some balls and move forward...If you're not willing to, that's your own problem, not ours...
2) The hardest whiners on the official forums, were some of the core originators of the exploit...They discovered it, spread it like wildfire and 90% of the DH's in game, feed off of this, then whine with them...I have absolutely no sympathy for them or anyone that followed that mantra...
That's still no excuse to continually abuse something when you know it may not be working as intended/properly working at all...Which, most of us knew there was a problem...Let's be up front about that...In general, we not only knew it was OP but, something was going to happen...Whether you knew about the exploit or not, doesn't matter when you already knew, stacking AIS was OP.
In fact, there's evidence that a vast majority of the community knew how the numbers were working but, did it anyway and encouraged it...I take some issue with that but, sheeple will do as sheeple will do.
I realize some people didn't know/don't know and don't understand...That's fine, if you want more explanation, there's an email address at the bottom of every single post I put up.
I'm really not open to discussing it further.

Fair enough. Never knew of the exploit, but I would not doubt one existed. Of course, I would imagine this would be something that should have come up in the testing / beta / QA phases........but what's done is done.
Quote:
Originally Posted by EVILNOK View Post

This is what I've waited for ever since I got my WD into inferno:
-Witch Doctor
-Animation length of some support spells have been shortened by a small amount.
-Health on summons has been scaled to give them some survivability chance in the inferno difficulty.
-The damage from the serpents in Act 2 after they become visible again has been lowered significantly for the first round of attacks, since it creates alot of unnecessary kiting of a monster that isn't even technically on your screen for you to hit.

FYI ---- The patch notes are fake according to the TS. 2nd reply down he states it.
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Unfriend 2.0
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post #8428 of 29767
If those patch notes are real, that’s some great looking stuff. I am still skeptical because of "-The Armor stat has been boosted to actually be a viable stat to consider when equipping your character, particularly against the increased damage from melee in inferno." Why say because of increased damage from melee when armor mitigated damage from all sources already?

Edit: oh well, someone else said they are fake.
Edited by Myrtl - 6/21/12 at 9:48am
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post #8429 of 29767
Quote:
Originally Posted by unfriend View Post

Fair enough. Never knew of the exploit, but I would not doubt one existed. Of course, I would imagine this would be something that should have come up in the testing / beta / QA phases........but what's done is done.

I absolutely agree which, is why I'm siding with you guys on a lot of the recent issues.

They have a QA team for WoW that's hilariously big...Put that team to work on D3...There are no excuses not to.

I've actually said that many times and I'm genuinely, one of their biggest critics, especially on the back-end.

My issue comes with those that KNEW it was an exploit and pushed it harder, which happened...I guess I should be more sympathetic to the community at large but, I'm still very bitter about the entire situation and how things moved forward.

Had this been pointed out in the first week, none of us would be in this situation...Had a single dev actually stacked AIS, it would've been GLARINGLY obvious that there was a problem...and nobody would've spent cash on the RMAH.

I feel that those of you that spent cash, should be refunded, to be honest with you but, how do you handle refunds like that? How do you distinguish who knew about the exploit and who didn't?

There has to be 1 answer and unfortunately, they've made their choice.

Again, I have no problem explaining a bit more off the forums I just don't want it to be more public than it already is.
post #8430 of 29767
Quote:
Originally Posted by Masked View Post

I absolutely agree which, is why I'm siding with you guys on a lot of the recent issues.
They have a QA team for WoW that's hilariously big...Put that team to work on D3...There are no excuses not to.
I've actually said that many times and I'm genuinely, one of their biggest critics, especially on the back-end.
My issue comes with those that KNEW it was an exploit and pushed it harder, which happened...I guess I should be more sympathetic to the community at large but, I'm still very bitter about the entire situation and how things moved forward.
Had this been pointed out in the first week, none of us would be in this situation...Had a single dev actually stacked AIS, it would've been GLARINGLY obvious that there was a problem...and nobody would've spent cash on the RMAH.
I feel that those of you that spent cash, should be refunded, to be honest with you but, how do you handle refunds like that? How do you distinguish who knew about the exploit and who didn't?
There has to be 1 answer and unfortunately, they've made their choice.
Again, I have no problem explaining a bit more off the forums I just don't want it to be more public than it already is.

Why would it matter if it's been fixed now?
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Overclock.net › Forums › Video Games › PC Gaming › [Official] Diablo III Information and Discussion Thread