Diablo® III

constructive feedback for inferno difficulty

just and simply by removing invulnerable minion and listening to my proposition :
1. affix that can stunt,frozen,jail,knockback or nightmare you
2. affix that can be lava,desecrator,arcane,mortar,vampire,fire chain or plagued
3. affix that is vortex,teleport,illusionist, waller
4. affix that is avenger,damage reflection,extra health,fast,health link,horde or missile dampening

make monsters spawn with 4 affixes as intended BUT 50% of time they have 2 affixes of the number 2 row and none of the number 3 row. and the other 50% of time they have 2 affixes of the number 4 row and none of the number 2 row. seriously that would work please tell me if im missing something. ty
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+1

basically, if there's a monster out there that when you see it basically makes you go "ok, time to restart the map", then that's OP.
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yup and thats what this would change :)
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naw... blizz needs to put the nail in the coffin, they need jail wall arcane desecrate shielding, all of them
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you forgot those mobs that already have an inherent ability to dash / charge / burrow / teleport so on and so forth , and how those would fall in line with your proposition
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you are missing that some of the affixes such as fire chains, missle dampening, horde, health link, avenger are restricted due to wether the mob is the yellow pack leader or a group of blues.

blues:
health link
fire chains
avenger

yellow pack leader:
missile dampening
horde

basically your whole category 4 wouldnt work due to this fact.
Edited by Lostform#1156 on 6/20/2012 9:10 AM PDT
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+1

basically, if there's a monster out there that when you see it basically makes you go "ok, time to restart the map", then that's OP.


Instead of that, you should maybe think "okay, time to change up my skills". There isn't a single combination I've come across that isn't doable by switching up my skills. No, I do not play a DH.

But I get it, everyone around here thinks they should be entitled to maintain 5 NV stacks at all times.
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06/20/2012 09:09 AMPosted by Deirdre
you forgot those mobs that already have an inherent ability to dash / charge / burrow / teleport so on and so forth , and how those would fall in line with your proposition


1. they make it so there ineherent skill is included so if they can inherently teleport they have allready one in the 3rd row you know :P same as if they have one of the 2nd row skill they fall in the 50% were they have 2 of the 2nd row affix :P
Edited by Valfar#1204 on 6/20/2012 9:14 AM PDT
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just and simply by removing invulnerable minion and listening to my proposition :
1. affix that can stunt,frozen,jail,knockback or nightmare you
2. affix that can be lava,desecrator,arcane,mortar,vampire,fire chain or plagued
3. affix that is vortex,teleport,illusionist, waller
4. affix that is avenger,damage reflection,extra health,fast,health link,horde or missile dampening

make monsters spawn with 4 affixes as intended BUT 50% of time they have 2 affixes of the number 2 row and none of the number 3 row. and the other 50% of time they have 2 affixes of the number 4 row and none of the number 2 row. seriously that would work please tell me if im missing something. ty


The new affix tuning was actually pretty good.

1) Invulnerable Minions no longer reflect damage back at the attacker, and champions with Invulnerable no longer have quite as much health. This makes them much less frustrating. Last night I beat as a DH, a mortar, molten, invulnerable, reflect damage pack without dying, something that would have been impossible pre-patch.
2) Mortar actually works correctly and now is a pretty interesting affix that mainly forces you to kite from a range shorter than your normal comfort zone.

There are still some changes I'd like to see happen but I don't think the inherent randomness is necessarily bad. I'd rather see the effort going into a) making sure that the affix works as intended when on the base monster, and if not removing the affix from that monsters list and b) making sure the affix is balanced and working as intended generally. This seems to be the approach Blizzard has (finally) started, so even though it feels like this is something that should have been done mid-beta and the patch process is more fail than win, I think that at least in this area they are moving in the right direction (only because this doesn't directly impact RMAH profits).

As an example of where I would go next, Fire Chains damage should be inversely proportional to the number of monsters currently connected to the chains. This would force tactics when you could actually evade, and not overly punish you when evading was hard or impossible. In other words, the basic guiding principle at all times should be 'The reward/punishment should match the difficulty'. I'd also like to see about a dozen new affixes added, as pulling 4 from the limited sample set tends to produce effectively little variation between packs. The number of affixes that they have is actually best suited to nightmare, when you'd actually get real differences betwen packs and how you fought them.
Edited by Celebrim#1585 on 6/20/2012 9:18 AM PDT
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06/20/2012 09:10 AMPosted by Seraphi
But I get it, everyone around here thinks they should be entitled to maintain 5 NV stacks at all times.

That's the only way you can get gear, due to Blizzard's flawed designs.

My DH is in Act 1, and yesterday I went to Act 3 with my brother. We ran into an Invulnerable Minions group, and it took us 20 minutes to kill it (I have 28k DPS, and he has high 30s I believe). I thought they were supposed to have decreased health pools, or did it just lower by 5% or some other retarded amount like that?
Edited by Kairuciant#1507 on 6/20/2012 9:15 AM PDT
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sure my idea isnt perfect but i am sure that you get the idea :P and maybe blizzard will get it too i hope
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What are you talking about? If they wanted people to adapt with different builds they wouldnt have made the NV buff reset whenever you change skills.....
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you are missing that some of the affixes such as fire chains, missle dampening, horde, health link, avenger are restricted due to wether the mob is the yellow pack leader or a group of blues.

blues:
health link
fire chains
avenger

yellow pack leader:
missile dampening
horde

basically your whole category 4 wouldnt work due to this fact.


well i wouldnt mind having rares and blues to have the same affix laws applied... just the drop rate begin affected would be nice like rares drop more then blues :)
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Instead of that, you should maybe think "okay, time to change up my skills". There isn't a single combination I've come across that isn't doable by switching up my skills. No, I do not play a DH.

But I get it, everyone around here thinks they should be entitled to maintain 5 NV stacks at all times.
Would be nice if the punishment for switching between the multitude of skills wasn't so harsh. Considering you switch from your normal setup back to 0/5 NV to kill one pack now at 1/5 only to switch back to your normal setup and be 0/5 again.

Even a grace period or switching between 2 ability sets or something.
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Actually I like having completely random elites with reflect damage-horde-illusionist-invulnerable minions. Oh and their minions with invulnerable-reflect damage-illusionist.

What gives?

I doubt Blizz will set rules for their unique encounters. If you think about it for a short time you'll realize in Inferno difficulty that all the minions in an elite pack have affixes as much as a single elite in Hell difficulty.

I see that Blizz trying to "force" people to play in groups. I once think AH, was meant to help undergeared players on higher difficulties. Now I see that transaction fees and RMAH appearing I got it, but it was too late and so wrong.
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Invulnerable minions should go.
Repair costs are punishing me if I ever want to attempt fighting them. I used to but now I don't. I'd try and try and practice my skills trying to kill one invulnerable pack and felt satisfied defeating them. Now after defeating them finally, the repair bills made me feel stupid for even trying.
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Simple inferno change. Make it fun.
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I am more than happy to stack resistances to counter them, but I feel like resistances won't help you survive them, just delay the inevitable death and you have to move out.

How about you buff the effectiveness of resistances to counter those horrible affixes?
Edited by Peter#1403 on 6/20/2012 9:22 PM PDT
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