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ADD % MAGIC Damage, DEAL% MAGIC Damage, and OTHERS.
plz have a check~~~~
i wrote it over 1 hour with my poor english.
i think there are some problems need to be fix.
2 days pass in US BATTLE NET.
more than 4 weeks pass in TW BATTLE NET.....
Nobody care...... =_=!!!!
plz have a check plz
Check it out: http://us.battle.net/d3/en/blog/8414560/ :)
The preview doesn't mention whether or not there would be PvP-Specific game mechanics (for example, like the overall pvp damage reduction in Diablo 2). Would there be any PvP-Specific game mechanics?
Pretty much since everyone is already heavily geared with CC, yes. Hate to say I told you so....
Ruby = ultimate leveling gem. They just made 1-60 about 4x easier than it already was....
Edited by MasterJay#1651 on 1/13/2013 9:38 AM PST
I'm copying my post from the eu forums, since those are being completely overlooked by blues. I'm hoping the blue in this thread might get off his/her high pony and reply. Thanks.
I'm gonna start by saying that I'm a monk. The changes shown so far can only be good news for fellow monks, even though the core problem with our class has not been solved and probably not taken into consideration. The problem I think rests with our poor mobility and lack of interesting offensive passives and lots of useless skills. Buffing some of the skills will probably reduce the terrible blandness our class has suffered from the beginning.
Edited by Sartorius#2805 on 1/13/2013 9:56 AM PST
I have posted a rudimentary remake of the official Monster Power Levels values for the patch 1.0.7 PTR.
How about you just allow us to go between acts like we've always wanted to?
Edited by Lazuraz#1915 on 1/13/2013 10:44 AM PST
Impressive. Things are moving along a little too slowly but still impressed.
-The custom recipes is a nice start on moving away from the AH reliance.
-Reflect damage change was needed, pulse shields is a fair way of doing it. I think the reflect damage should be increased though since we now have visual warnings.
-Higher MP levels become more rewarding (xp and demonic souls)
Here is still whats sorely needed
- Random, huge, dungeons that pop up in the world occasionally with a very high monster density. Players have been tired of doing Alk's run for 4 months now.
-affix overhaul. Thorns, life after kill, and the custom class affixes need buffing and better arrangement. (Stop putting strength on wands and wizard hats!)
- Salvaging overhaul. The AH is flooded with a baziillion legendaries and the ones you find nowdays are generally useless because of it. A system is needed to take them out of the market. Giving legendaries a small chance to salvage into one of those demonic souls is a good start.
Edited by Tenshard#1564 on 1/13/2013 11:11 AM PST
The thing is, thousands of legendaries with bad rolls are already being salvaged into brimstones. I'm up to a stack of 102 just from all the ones I found through regular farming and salvaging (kept separate from my commodity stack during the mass buying and selling when brims were selling at 80k on AH). One thing blizz can do, is find a new use for brimstones. I've heard ideas floating around where legendary stats can be rerolled at the blacksmith using a brimstone and other materials. Why not do this? A caveat can even be added, in that once a legendary is modified in this manner, it becomes account bound and can only be salvaged into brimstones and other basic materials if you need to get rid of it. Hell, you can even extend this feature to rares.
To make it more specialized, it could even be a tiered crafting option: 1 brimstone to reroll all stats randomly(legendaries still roll according to their predefined affix loadouts). 5 brimstones to reroll only 1 stat of your choosing to another random stat (cannot be used on fixed affixes for legendaries, random stats will limited to available affixes for that gear slot). 10 brimstones to reroll 1 stat of your choosing to the same stat with a different value (obviously only applies to +stat buffs, +% skills, +max/min dmg, and other stats with numerical values). Could also make it add a new random stat for items with less than 6 affixes(except for legendaries which don't roll more than 5 or less affixes according to fixed item stats. This gives rares a potential one up over legendaries). This will consume most the brimstones that have been horded, and make legendaries and rares with semi-good rolls worth keeping instead of being chucked on AH. It also make every legendary drop useful to some degree as a WIP to be further improves or actively used crafting material. It'll also lower the exorbitant prices on the same $$$billion listings we see for legendaries with godly rolls we see every day because we would all have a chance at making one ourselves.
Edited by BobGoatse22#1541 on 1/13/2013 12:10 PM PST
I agree with both arguments here. It can really suck being under geared and having some random join the game and kill your whole party repeatedly. On the other hand I always loved when some punk joined a game and hostiled on a group of well geared players and ended up being the one getting his !@# handed to him. Why not just make an option to toggle pvp on or off when creating a pub game? If people dont want to have to worry about getting ganked they can join/create pve only games, while the people who want pvp or just dont care can leave it on.
Also to answer about the hunt being more exciting in open world pvp, i believe it would be in D3. You have to keep in mind that the mechanics of teleport have changed, and also that there is no more enigma. People will not be able to join games and tppk you in a matter of seconds. Even if they have some idea of where you may be, they still need to run there to get to you.
Edited by Rabid#1189 on 1/13/2013 11:51 AM PST
Blizzard doesn't need to change monster density. All they need to do to incent players to go to another Act besides Act 3 is to have a temporary buff to experience for not playing an act. It would make shifting around Acts more desirable. The change would be simple since it only needs global counters to keep track and reset as you play more an act.
you make good points, and organized PvP is obviously better than griefing scenarios, but still there are situations where a random imbalanced world-PvP scenario ends up being pretty fun for one or all parties involved (sure, it obviously may not end well for someone unprepared). In D2, people complained about griefing and such before the Hostile button was modified, but the fact is it was extremely easy to avoid being PKed or griefed in the game if you were the type of person who did not feel they could defend themselves in some way. Simply make a private game or know the tricks to avoid, or rejoin with an alt character and show the PKer up, or just remake. Sometimes, you may want a pure uninterupted farming session, and it was simple to make a game for that, and sometimes you wanted to take chances with some public players, and have the risk of random PvP. The option was nice to have.
If you think about the fact that anyone could simply make a private game if getting PKed was their greatest concern in the game, and 100% avoid that, there really was no reason to change anything. If you think about other games with world-PvP scenarios like WoW, people could roll PvE or PvP servers to their preference.
The people who constantly complained about getting killed by stronger or higher level characters were asking for it by not using ANY game mechanics offered them to even attempt avoiding what they may have disliked. It was basically like rolling on a PvP server, and then when you get killed more often than you like, complain about it being unfair, when you always had the choice to be on a PvE server. In D2 this was pretty much the same, but the game was toned down for those who were unwilling to use common sense to play the game the way they wanted to.
Consent should be required for people who are interested in a specific form of PvP, but it would also be nice for people who are willing to put themselves on the line in more random scenarios to have the option of doing so.
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