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Surray
Posts: 5409
Location: Europe
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Posted: Sun, 27th May 2012 12:09 Post subject: |
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zipfero wrote: | Yondaime wrote: | If I look at a weapon in the AH and it has intelligence, and I'm on my witch doctor, is that intelligence stat on the weapon counted in the damage shown on the weapon? I know some of the stats shown on weapons do count towards that damage but supposedly not all stats...? |
All but sockets, afaik |
str, dex, int are not counted in the weapon DPS
and sockets are counted actually if it's a direct damage increase from a ruby for example.
attack speed bonuses on the weapon are also included in the DPS.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Posted: Sun, 27th May 2012 12:33 Post subject: |
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zipfero wrote: | Yondaime wrote: | If I look at a weapon in the AH and it has intelligence, and I'm on my witch doctor, is that intelligence stat on the weapon counted in the damage shown on the weapon? I know some of the stats shown on weapons do count towards that damage but supposedly not all stats...? |
All but sockets, afaik |
no int/str/dex isnt counted towards damage, only those 10-20 fire/lighting/poison/whatnot are counted toward full damage
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Sun, 27th May 2012 12:51 Post subject: |
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HoLyMaN
Posts: 1000
Location: With the survivors of a plane crash
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Posted: Sun, 27th May 2012 13:06 Post subject: |
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soo does darkd3 can get me a ban if i use it?
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Posted: Sun, 27th May 2012 13:07 Post subject: |
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HoLyMaN wrote: | soo does darkd3 can get me a ban if i use it? |
At this present time; no. It doesn't rule out the possibility in the future, if some nefarious dickcheese finds a way to turn the injector into a cheat or hack, then Blizzard may ban it/you, but for now? No.
https://twitter.com/Angryrobotics/statuses/201726183740686336
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Posted: Sun, 27th May 2012 13:35 Post subject: |
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I'm on act 3 at the start n it's styarting to pick up, on normal too died so many times, i seriously don't think i should try a harder level.
Ryzen 5 3600 cpu@3.60 Mhz.
hyper x 32 gb ddr 4 memory.
Msi Carbon gaming pro ac motherboard.
Evga 600 psu.
Msi Armour rx 8 gb 5700 Graphic card.
Ps4 Standard 500gb.
Lg 4k 42 inch tv.
Oculus Quest 2.
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XeveN
Posts: 95
Location: Denmark
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Posted: Sun, 27th May 2012 15:03 Post subject: |
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I have really enjoyed the game up until Inferno mode.
Bosses in Inferno can be fun and challenging, some of the champion/rare packs are also fun and challening, while some are just retarded. There is a difference between rewardingly hard and just outright badly designed hard.
I really wish they had spent some time on making it difficult in another way than just multiplying numbers and suffixes. It's not like it's an unknown concept for them as they did it in WoW. I know it's a different game, but i refuse to believe that it's impossible to make different mobs with new and harder suffixes that requires skill and/or gear. They seem to have been lazy and just gone the multiplier way.
I've tried doing as they said it should be done, farming Hell mode, but the items i find there is just outright horrible. I've spent a lot of gold on the AH, trying both a survival set with focus on resistances and vitality and then trying to make a glass cannon build where it's up to me to kite properly.
But it's still not enough for some of the stuff as i die in one, maybe two if i am lucky, due to the horrible game design.
As someone said, i'd like to see some blizzard tester with just the best possible gear, clear the game as it's meant to. Not using cheesy mechanics that's going to get nerfed or corpse jumping to waypoints until you hit the bosses and eventually "clear" the game by killing Diablo.
I just hope they do something to change it, otherwise the game is just dead to me once i've hit 60 on the classes i enjoy.
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Posted: Sun, 27th May 2012 15:21 Post subject: |
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they scrapped it all just to push it out the door faster ...
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Sun, 27th May 2012 15:27 Post subject: |
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PickupArtist wrote: | they scrapped it all just to push it out the door faster ... |
yeah, right.
At least think before you type lol.
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Mon, 28th May 2012 09:35 Post subject: |
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Some screens from first build:
http://www.gram.pl/galeria_obrazki.asp?id=4474&i=1
sar·casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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Posted: Mon, 28th May 2012 10:18 Post subject: |
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The old build had a free camera it seems, that would have been terrible. Fixed point of view is way better for these games, good decision to start over from scratch.
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Mon, 28th May 2012 11:16 Post subject: |
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Surray wrote: | zipfero wrote: | Yondaime wrote: | If I look at a weapon in the AH and it has intelligence, and I'm on my witch doctor, is that intelligence stat on the weapon counted in the damage shown on the weapon? I know some of the stats shown on weapons do count towards that damage but supposedly not all stats...? |
All but sockets, afaik |
str, dex, int are not counted in the weapon DPS
and sockets are counted actually if it's a direct damage increase from a ruby for example.
attack speed bonuses on the weapon are also included in the DPS. |
+ yeah only "+ x% damage" or "adds x-y of z damage" are counted for the dps, since classes have different stats which add to damage.
However, at leadt i think so, if you compare a weapon to the one equipped, it takes + stat modifier into account (at bottom, the changes, + life + damage + protection).
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Posted: Mon, 28th May 2012 12:08 Post subject: |
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PickupArtist wrote: | they scrapped it all just to push it out the door faster ... |
they scraped already done system, to create new ui, just to make it faster, i see your logic here.. oh wait i dont.. they probably changed because it was far too big and obscuring whole view for you, and there might been performance issues, opening new rendering instantly
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Mon, 28th May 2012 12:37 Post subject: |
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Smikis. wrote: | PickupArtist wrote: | they scrapped it all just to push it out the door faster ... |
they scraped already done system, to create new ui, just to make it faster, i see your logic here.. oh wait i dont.. they probably changed because it was far too big and obscuring whole view for you, and there might been performance issues, opening new rendering instantly |
worse :
they started developing D3 soon after D2 Lod (2003 ish they started i think), SCRAPPED the whole thing a year or 2 later. Started fresh in like 2006 or 2007, developed the game for 5-6 years (they first announced it in 2008 , so its safe to say they begun 2006-2007), so they developed the game over a period of 5-6 years ! But yeah, they changed the UI design in order to "push it faster out of the door* haha-
Oh the irony.
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Posted: Mon, 28th May 2012 16:57 Post subject: |
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http://www.diablofans.com/blizz-tracker/topic/224973-game-design-update/
"With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience.
As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes -- as well as give some insight into some more changes that are coming up.
Before we get to that, though, we thought it'd be fun to share a few interesting stats we've collected since Diablo III's release:
On average players have created 3 characters each
80% of characters are between levels 1 and 30
1.9% of characters have unlocked Inferno difficulty
54% of Hardcore players chose a female character
The majority of Hardcore deaths (35%) occur in Act I Normal
The most common level 60 build in the game is only used by 0.7% of level 60 characters of that class (not including Passive diversity)
The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart
When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion -- through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches.
Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence.
Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. This made the classes, which were about where they were supposed to be, seem very underpowered. It also created the perception that the classes doing well were intended to rely on specific runes in all their builds, and the other classes were just broken. This is the opposite of what’s true. If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity -- and those “required” skills need to be corrected. We know these hotfixes snuck up on people, and it took us a day or so to communicate that they had gone live. However, our intent moving forward is that when there are circumstances where a hotfix is necessary, we’ll communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum. Ideally, we’ll let you know as soon as we even have the idea that we want to make that kind of change.
That said, we also wanted to let you know we’re keeping a close eye on Inferno. The intent of incoming damage is that it should be a very consistent drain on your health, and mitigating that drain is a major part of what makes Inferno mode difficult. Right now, there’s a lot more damage “spikiness” occurring than feels right, and that’s one major area we’re looking to adjust in patch 1.0.3. While we don’t have any specifics yet, our design goals are to support and promote build diversity; continue to ensure that a mix of champion packs, rare packs, and boss fights are the most efficient way to acquire the best items in the game; and ensure that all classes are viable in Inferno.
From a high-level perspective, we think a more fundamentally fun way to approach difficulty in Inferno isn't seeing how much incoming damage you can avoid or mitigate, but rather to see how efficient you can be while voluntarily taking on a challenge that pushes you. For anybody who's ever died because they chased a Treasure Goblin too aggressively, you know what we mean; dying because you got greedy or overconfident can actually be a lot of fun. Now that the skills mentioned above have been brought more in line, we’ll be keeping a close eye on balance.
We've also seen some people saying our intention with Inferno is just one-shot you to make it difficult. While damage is a bit spikier than we'd like, we're actually seeing a pretty significant number of people attempting Inferno without sufficient gear. There's a good chance that returning to the previous Act to farm upgrades will do the most to help you survive. That said, we’d like to shift some of the focus away from survival and more toward using a variety of offensive tactics to succeed. Survival will still be important, but finding ways to maximize your damage while staying alive is more exciting. We’re not particularly concerned with whether or not a boss is “beatable,” though it should feel epic and challenging to defeat it. We’re more concerned with ensuring that acquiring 5 stacks of Nephalem Valor and taking on as many Champions and Rares as you can remains the most challenging and rewarding way to play.
On to items! One of the biggest pieces of feedback we’ve received regarding items is the relative power of Legendaries. This isn’t a simple issue to address, as it involves some intentional design decisions as well as expectations built by other games. First and foremost, Legendary items are not designed to necessarily be the best items in the game. They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can -- and should -- be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.
One problem we’ve seen -- and intend to correct quickly -- is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.
Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.
Of course, these are just a few of the more prominent issues we wanted to let you know we’re working on. In addition, we’ll be addressing a number of specific game bugs and other issues through future hotfixes and patches. We’re going full steam ahead on the PvP patch, which will also include a number of game changes unrelated to PvP, and we look forward to sharing more about that as we get closer to opening up a PTR, where you’ll be able to test out our changes -- and enjoy mercilessly slaughtering one another in the PvP."
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Przepraszam
VIP Member
Posts: 14488
Location: Poland. New York.
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Posted: Mon, 28th May 2012 17:39 Post subject: |
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So they decide to nerf Blacksmithing after I level it up to 10
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russ80
Posts: 4679
Location: Romania
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Posted: Mon, 28th May 2012 17:50 Post subject: |
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Lotsa changes, sounds good but most likely what i'm waiting for won't be in til 1.1.
That is, inferno balancing and making all builds viable. Getting 1-2shot isn't fun nor hard. It's retarded.
Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
Laptop : I5 4200H @ 3400mhz boost, GTX 850m 2gb Vram DDR3, 4gb RAM DDR3
Derpsole : Playstation 5 disc edition, Ninty Switcherino
TV+audio: LG CX 65" / Sonos ARC + SL ones + Sonos sub 3
VR Headset: Meta quest 2 airlinked
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Posted: Mon, 28th May 2012 17:55 Post subject: |
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Last edited by Yondaime on Mon, 2nd Dec 2024 15:42; edited 1 time in total
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Posted: Mon, 28th May 2012 18:01 Post subject: |
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Still no fucking emulator?
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zipfero
Posts: 8938
Location: White Shaft
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garus
VIP Member
Posts: 34200
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Posted: Mon, 28th May 2012 18:16 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:36; edited 1 time in total
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Posted: Mon, 28th May 2012 18:24 Post subject: |
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lets build one out of wood
Gustave the Steel
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Posted: Mon, 28th May 2012 18:25 Post subject: |
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garus wrote: | Supermax2015 wrote: | Still no fucking emulator? |
Yup, fucking emulators is strictly prohibited on teh humps. |
But I thought fucking was the main activity here.
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zipfero
Posts: 8938
Location: White Shaft
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sausje
Banned
Posts: 17716
Location: Limboland, Netherlands
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Posted: Mon, 28th May 2012 18:28 Post subject: |
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$72 is about 57-58 euro... Game is 59 euro here 
Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)

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