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[Official] Diablo III Information and Discussion Thread - Page 844

post #8431 of 29804
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.

Sadly it is like this in everything. Punish the many for the sins of the few ( well, maybe more than a few but the idea still holds true)

I have to admit I am a little scared of what future patches hold in store for us. I think that this patch has killed the will to play of many "legitimate players" who did not take advantage of the exploit.

Looking at the patch as a whole, I see many more negatives than positives. I don't know what to expect from this point forward.
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post #8432 of 29804
300

Just now found out about Elective Mode
Edited by Ascii Aficionado - 6/21/12 at 10:03am
post #8433 of 29804
Quote:
Originally Posted by Ascii Aficionado View Post

300
Just found out about Elective Mode

I feel for ya bro.....I think without elective mode I would have shelved the game well before now...

Refer to my avatar for my reaction.
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post #8434 of 29804
all my items currently are focused on life regeneration and life on hit. im playing act 1 nightmare, and im almost invincible. does this strategy still work in inferno? (with improved items obviously)

edit: imma wizard
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post #8435 of 29804
Crazy, I'm not crazy enough to touch that with the empire state building...let alone a 100^~ foot pole.

Quote:
Originally Posted by unfriend View Post

Sadly it is like this in everything. Punish the many for the sins of the few ( well, maybe more than a few but the idea still holds true)
I have to admit I am a little scared of what future patches hold in store for us. I think that this patch has killed the will to play of many "legitimate players" who did not take advantage of the exploit.
Looking at the patch as a whole, I see many more negatives than positives. I don't know what to expect from this point forward.

I do agree...but, I think moving forward there will be significantly more testing...I also think they'll be much more open to changes.

I don't think things will get worse but, I do think that they'll now compensate for extremes...And test for those extremes.

I can't believe they didn't test AIS, especially on the live servers...I mean, you can technically get AIS for practically every slot...You don't think that a DH or a monk...Would stack that? Really?

I genuinely don't think it will get worse, though ~ I think they've learned quite a bit and will move forward with much more reservations than they did previously.
post #8436 of 29804
Quote:
Originally Posted by Ascii Aficionado View Post

300
Just now found out about Elective Mode

don't feel too bad... I didn't discover elective mode until i hit nightmare and started crusing this thread. It's buried in the options and isn't mentioned anywhere. A fail on blizzs part, a simple 'enable elective mode for more skill variety' on the select skill screen would go a long way... but of course thats too easy for bliz to do.

I wish those 1.04 patch notes were real... of course they're too good to be true rolleyes.gif
post #8437 of 29804
Quote:
Originally Posted by unfriend View Post

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.

I wish these were real, or at least blizzard take them into serious consideration and modify them to actually be viable. Plenty of things in that fake note post are unneeded changes though such as the armor increase as stated above.
post #8438 of 29804
Quote:
Originally Posted by unfriend View Post

I feel for ya bro.....I think without elective mode I would have shelved the game well before now...
Refer to my avatar for my reaction.

Quote:
Originally Posted by irun4edmund View Post

don't feel too bad... I didn't discover elective mode until i hit nightmare and started crusing this thread. It's buried in the options and isn't mentioned anywhere. A fail on blizzs part, a simple 'enable elective mode for more skill variety' on the select skill screen would go a long way... but of course thats too easy for bliz to do.
I wish those 1.04 patch notes were real... of course they're too good to be true rolleyes.gif

The thing is I'm on Inferno Act II, and I'm reading up on Barb tank builds/stats so I have a chance at Act II or merely Act 1 more efficiently with other players, though in 2 player coop a friend and myself can destroy Act I without any deaths.

I saw builds that had Battle Shout and War Cry and I sat there very confused, until I saw someone in a thread ask how people are doing that and that's when Elective mode came out, and then I face palmed because I saw that in the options but thought it merely prevented people from removing things off the hot bar.
post #8439 of 29804
Quote:
Originally Posted by irun4edmund View Post

don't feel too bad... I didn't discover elective mode until i hit nightmare and started crusing this thread. It's buried in the options and isn't mentioned anywhere. A fail on blizzs part, a simple 'enable elective mode for more skill variety' on the select skill screen would go a long way... but of course thats too easy for bliz to do.
I wish those 1.04 patch notes were real... of course they're too good to be true rolleyes.gif

I knew it existed and had it checked, but didn't understand how to use it for a week or two lol.
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post #8440 of 29804
I turned on elective mode on that weekend where I played error 37 and it carried over into launch.
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