Lylirra, I'm interested in knowing a bit more about a few aspects of the patch, which while being at least moderately detailed, are also vague in some regards.
1) Will the EXP bonus for Normal, Nightmare, and Hell be adjusted along the lines of what Inferno is getting? It does get rather tedious leveling after a few alts and I'm sure players would love to feel like an MP10 from LV 1 challenge actually gave corresponding rewards. At the very least, doubling the EXP gain for each MP level pre-Inferno would be a much welcomed addition for those with lots of alts or who like rerolling all the time (gotta love those crazies!).
Making the MF boost in Normal, Nightmare, and Hell match Inferno would be a step in the right direction when it comes to non-NV enabled characters being able to self-gear. A huge reason the AH feels so mandatory at all parts of the game, but especially during leveling, is that we simply aren't finding gear on our own much of the time, and in an item driven game, that really weighs down on the player very significantly.
2) Reflects Damage: The on/off aspect with vibrant visual is something we're going to have to try out ourselves and see if we like it. The problem wasn't that we couldn't tell what was going to happen though - it was that the mechanic itself was flawed, especially with gearing trends and MP level progression being what they are, as well as the other elephant in the room, the disparity between RD remaining at pre-1.0.5 damage return percentages while all class mitigation and healing abilities were reduced in effectiveness. This is especially true for the Demon Hunter, since we netted an overall 46% reduction to our primary means of mitigation (Shadow Power and/or Gloom).
All that needed to be done with RD (besides making it really freaking obvious you were about to need to heal up as you fight) was to reduce RD's damage return by approximately the same percentage as the mitigation reductions, and in the case of the Demon Hunter class, ease up on some of the nerf to Gloom and Shadow Power so they were more in line with the rest of the reductions percentage-wise. That would have put us back where we were against the affix pre-1.0.5, where it was capable of killing you if you weren't careful, but far more manageable than it is currently.
Feature Request for Reflects Damage Shield: Please, please make this affix mutually exclusive to shielding. If you think the complaints about RD are massive now, you won't like what you hear from the players when they have to deal with monsters that constantly rotate their damage shields with the Reflects Damage "shield", resulting in a supremely anger inducing affix combo.
Molten: Thank you for adjusting this one. It really was far more damaging than any other source outside of arcane sentries. Same goes for Plagued, which did feel like "meh, my feet just got wet...or something" - I'm glad it's being brought up to par with the other affixes.
Regarding the pickup radius, can you ask the devs why the gold pickup radius wasn't made a default 10 yard (or even 20), and made separate from the health globe pickup radius? This would have made it far less tedious in terms of having to zig zag everywhere just to get the gold piles while still making the choice to use gear with the radius affix a valid choice, as health globe pickup is directly related to combat efficiency/survival (whereas gold pickup is simply a QoL boost).
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