Diablo® III

Remove Invulnerable Minions

05/30/2012 07:20 PMPosted by Mazziah
grats on getting owned in a video game, then posting on the forums about how the game is broken, not your brain.

Ok moron. Nobody said the game is broken. Just this one affix. You probably aren't even in Inferno.
05/30/2012 07:22 PMPosted by Ballmangler
grats on getting owned in a video game, then posting on the forums about how the game is broken, not your brain.

Ok moron. Nobody said the game is broken. Just this one affix. You probably aren't even in Inferno.


I love inferno. Know what I love most about it? That I am playing the class that has the most bars to progression, and am doing fine. Know what else I love about it? That it's too hard for casuals like yourself. Just the way it was meant to be.

Good'ay! :)
Remove Invulnerable Minions

you never played diablo 2 whit a Barb trough hell mode and encounter immune to physical?

please learn to play
Invuln and Shielding really have to go, they stated they removed magic and physical immunities because they were anti-fun (I think that was the reason) but invulnerability to everything combined with other affixes is crazy annoying
05/30/2012 07:24 PMPosted by glemmstengal
Invuln and Shielding really have to go, they stated they removed magic and physical immunities because they were anti-fun (I think that was the reason) but invulnerability to everything combined with other affixes is crazy annoying


Both affixes have clear counterplays.

Invuln minions=kill the rare
shielding=kill when shield is down.

antifun means there is no counterplay. i.E. immune to phys for a barb, no counterplay. This does not fit an antifun pattern. it fits a "too difficult for casuals" pattern which was the intent of inferno.
Reflect damage is more broken. Anyone with an ability that hits multiple targets/penetrates targets can kill invulnerable minions.
I love inferno. Know what I love most about it? That I am playing the class that has the most bars to progression, and am doing fine. Know what else I love about it? That it's too hard for casuals like yourself. Just the way it was meant to be.

Good'ay! :)

I love how nobody in this thread can read. I love Inferno, and I'm not a casual. I love it because it's difficult and challenging.

Invulnerable Minions isn't challenging, it's cheap and it's stupid.

Both affixes have clear counterplays.

Invuln minions=kill the rare
shielding=kill when shield is down.

Oh yeah, let me just walk up to the rare and kill it. That's obviously what I've been missing this whole time. I didn't even know it was that simple.
Edited by Ballmangler#1291 on 5/30/2012 7:28 PM PDT
I love inferno. Know what I love most about it? That I am playing the class that has the most bars to progression, and am doing fine. Know what else I love about it? That it's too hard for casuals like yourself. Just the way it was meant to be.

Good'ay! :)

I love how nobody in this thread can read. I love Inferno, and I'm not a casual. I love it because it's difficult and challenging.

Invulnerable Minions isn't challenging, it's cheap and it's stupid.

Both affixes have clear counterplays.

Invuln minions=kill the rare
shielding=kill when shield is down.

Oh yeah, let me just walk up to the rare and kill it. That's obviously what I've been missing this whole time. I didn't even know it was that simple.


It is that simple. That's what I do. My stats arent even that good! As far as it being "cheap and stupid," to quote The Dude, "That's just like, your opinion...Man." I like the affix. Something is challenging until it's too challenging for you, then it's cheap and stupid. There is a word for players like that. It starts with a "C" and ends with an "asual."
A friend pointed me to this thread when I told him about a complaint I had.

You see, my salsa isn't hot enough. I mean, when it says "Ghost Peppers" on the jar, I expect to be on fire, not just a little warm. This disappointing ordeal is kinda cramping my day, and I'm being forced to kill all these Invulnerable packs with only one hand. Fix it please.
05/30/2012 08:02 PMPosted by Hehaw
Half of the mechanics in this game are poorly designed, and whoever thought them up should not be allowed to breed. Vortex + Firechains or Vortex + Jailer + Desecrate/Plagued is incredibly broken as well. Unless you're a Demon Hunter who can smoke screen invuln + break jail, they can instant kill you in A2+ and there's not a damn thing you can do about it.


How do I kill them as a barb?
85 Tauren Druid
2330

How do I kill them as a barb?


You get gear...you're a barb. With enough gear barbs faceroll just about everything.

You also said you're in act 1...so you're basically still in hell.
05/30/2012 07:23 PMPosted by Vranx
you never played diablo 2 whit a Barb trough hell mode and encounter immune to physical?


antifun means there is no counterplay. i.E. immune to phys for a barb, no counterplay. This does not fit an antifun pattern. it fits a "too difficult for casuals" pattern which was the intent of inferno

If you want to argue semantics, immune to physical vs barb in d2 did have counterplay. Berserk.
Community Manager
Speaking in general about monster affixes:

The intention is for there to be differences in the difficulties of the monster packs. Some are hard, some are easy -- and some may seem impossible. When you are first beginning Inferno, you can pick off the easy ones without much challenge, but you may have to skip some of the harder ones. That's okay. As you become more powerful, you can survive better, deal more damage, and take on some of the affix packs you previously chose to avoid. And after gearing up even further, eventually you can take them all on. It won't be a cakewalk, but you won't run in abject terror the next time you see that Invulnerable Minions combo pack sauntering your way (okay...you might run a little). Certain monster affixes will also punish certain skill builds more than others, as many of our affixes do.

We've been watching feedback closely about all the affix types and we've seen a lot of responses to concerns such as "I have no problem with them" or "use skill X instead and you'll be fine" or "I used to have trouble but then I got some X gear and now I'm fine". This is what we intend to happen over time.

Speaking of Invulnerable Minions specifically:

All that said, we definitely are paying attention to your feedback (as mentioned earlier), and we'll make adjustments to monster affixes as we see necessary. We will always intend that some affixes are harder than others, and we'll mostly be making adjustments to ensure some affixes aren't radically out of line.
90 Draenei Death Knight
6150
Speaking in general about monster affixes:

The intention is for there to be differences in the difficulties of the monster packs. Some are hard, some are easy -- and some may seem impossible. When you are first beginning Inferno, you can pick off the easy ones without much challenge, but you may have to skip some of the harder ones. That's okay. As you become more powerful, you can survive better, deal more damage, and take on some of the affix packs you previously chose to avoid. And after gearing up even further, eventually you can take them all on. It won't be a cakewalk, but you won't run in abject terror the next time you see that Invulnerable Minions combo pack sauntering your way (okay...you might run a little). Certain monster affixes will also punish certain skill builds more than others, as many of our affixes do.

We've been watching feedback closely about all the affix types and we've seen a lot of responses to concerns such as "I have no problem with them" or "use skill X instead and you'll be fine" or "I used to have trouble but then I got some X gear and now I'm fine". This is what we intend to happen over time.

Speaking of Invulnerable Minions specifically:

All that said, we definitely are paying attention to your feedback (as mentioned earlier), and we'll make adjustments to monster affixes as we see necessary. We will always intend that some affixes are harder than others, and we'll mostly be making adjustments to ensure some affixes aren't radically out of line.


In my experiences, Invulnerable minions by themselves isn't too terrible. Its when they are put together with Horde that they become a force of nature and it doesn't matter what else they have on them at that point, they are just too Overwhelming

EDIT: Also, First first!
Edited by Attilian#1754 on 5/31/2012 9:59 AM PDT
All that said, we definitely are paying attention to your feedback (as mentioned earlier), and we'll make adjustments to monster affixes as we see necessary. We will always intend that some affixes are harder than others, and we'll mostly be making adjustments to ensure some affixes aren't radically out of line.


That means you'll be making the bubble boys a little less terrifying, right?
in D2 there were alot of annoying monster affixes (immune to physical, cold, fire, lightning, etc). pretty much you had to make a hammerdin if you really wanted to be able to kill every type of affix in the game. now that we can swap skills i think invulnerable minions should stay, as it adds a layer of difficulty that can be overcome with the correct gear and skill combination
The biggest problem I see with it is the fact that with many of my inferno builds have no attack that passes through enemies so I can hit the only vulnerable target.

Am I supposed to roll with one of my six available skills being one that I only use when fighting a VERY specific mob? (I see one of these packs once or twice in a 5 hour sitting)

If this is the case then I think you should allow more on the fly skill switching and not take away my MF each time I need a different skill.
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