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Diablo3 class thread
Dusk Wrote:I like how they're just porting features over from Diablo II. They should've just made Diablo II with better graphics from the start.

They had to work with what they had back then, plus they didn't want to kill their playerbase by making it too graphic intensive. At least they are adding some of the good things about D2 over to D3 so players will be more satisfied.
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It's Uber Tristram all over again! PANIC!

As for "nerfing difficulty". I don't really see the problem, then again Barb tank gear is cheap as dirt now...
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Dark Link Wrote:It's Uber Tristram all over again! PANIC!

As for "nerfing difficulty". I don't really see the problem, then again Barb tank gear is cheap as dirt now...

I hadn't been in D2 for the "Uber" patch, so I don't how good/bad a thing it was.
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Shidoshi Wrote:Well, trying to use 285% gold find is supposed to be hard. I can hardly sub in a few of it on my barb without having huge drops in survivability or damage.

In other news, 46% crit chance and 19k DPS on my new shocknadoshards Critical Mass wizard. He's going through Inferno Act 2 now.
Worst affixes so far are fire chains and frozen. I die really fast if I can't keep refreshing my Diamond Skin and perma-freezing stuff. I might have to use Force Armor eventually. Still, this build is way too fun, if there's at least 2 monsters I can keep them permanently frozen, even elites.

The monster types I've had the most trouble with on CM Wiz are Nightmarish + range/Electrified, Shielding for obvious reasons, and stuff that runs away like Fallen or ranged monsters in general.

In other news:

D2 DEVELOPER: YOUR GAME SUCKS
D3 DEVELOPER: pineapple THAT LOSER <proceeds to copy D2>


Uber Diablo was a fun thing, but Pandemonium Event was a bit too much for me personally. The Hellfire Torch was an amazing addition, but the fight overall was never possible for any characters I made except for my Zealot Paladin because he could use Smite. The sheer low number of viable builds to complete it when it first came out was staggering, but that's really because a lot of builds weren't solo-viable in Hell to begin with unless you had Infinity.
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JoeTang Wrote:Uber Diablo was a fun thing, but Pandemonium Event was a bit too much for me personally. The Hellfire Torch was an amazing addition, but the fight overall was never possible for any characters I made except for my Zealot Paladin because he could use Smite. The sheer low number of viable builds to complete it when it first came out was staggering, but that's really because a lot of builds weren't solo-viable in Hell to begin with unless you had Infinity.

Which makes a lot of sense, when the difficulty ramps up only the best builds are able to complete it while on a lower setting you don't have so much restriction.
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Shidoshi Wrote:Which makes a lot of sense, when the difficulty ramps up only the best builds are able to complete it while on a lower setting you don't have so much restriction.

The only Sorceress build able to contribute to the entire fight, or even solo is a Chain Lightning with Infinity. Diablo is immune to Fire, Baal is immune to Ice, and any dual element has too low DPS to be worthwhile if you don't have Infinity.
Lightning Traps also needed Infinity to work.
Any physical build needed Dracul's Grasp, or in the case of Paladins, Exile, or they would just plain die.
As far as I recall, no Necromancer build could solo the fight because Skeletons could never get strong enough and Bone couldn't outdps the regen.
I don't think a non-wolf Druid could complete it either.

Of course, Hammerdins could just lol through it though. But these are my memories of the event at release.

I can't recall, but I think they nerfed it a bit after some point so the spawns wouldn't be as strong, but gave no EXP.
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Dev Journal: Defensive Bonuses and Monster Damage

Quote:War Cry - Impunity: Bonus resistance reduced from 50% to 20%.

*Table Flip*

Quote:We’re going to reduce all damage in Inferno by at least 25%.

Meh...
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Impunity was pretty dumb, though. The resistance was way better than the base skill.

Re the Monster Power system:

I really liked the Shrine system in Bastion, where you could select certain buffs for monsters (regeneration, extra armor, crippling attacks, chance to reflect projectiles, etc) in exchange for greater rewards. I think that would be cooler than a straight up -players 8 feature.
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At the least, they mention one of the other Armors that Wizards have. Not that they're going to become any more useful.
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Dark Link Wrote:Dev Journal: Defensive Bonuses and Monster Damage
*Table Flip*
Meh...

Quote: Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).

Looks like shocknadoshards is getting a buff ^^, no mention of Storm Chaser, Critical Mass builds or anything, here's hoping they don't kill it completely.

Overall I'm not bothered that much by the patch, making Warcry less obligatory in every Barb build is a good thing since we had effectively 5 skills to choose from.
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Whelp, looks like one thing will get fixed for sure LOL

[video=youtube;P8dXAHA5WQo]http://www.youtube.com/watch?v=P8dXAHA5WQo[/video]
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>War Cry Impunity went from 50% boost to 20%
RAAAA-
>Inferno mob damage reduced by 25%

I am okay with this.

Dark Link Wrote:Whelp, looks like one thing will get fixed for sure LOL

[video=youtube;P8dXAHA5WQo]http://www.youtube.com/watch?v=P8dXAHA5WQo[/video]

Gives a whole new definition of Chinese Gold Farmer.
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>spend 5 hours spawning goblins with 4 people
>kill them all with no gold find or NV

It disgusts me seeing single digit gold piles.
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That Impunity change is kinda overkill. With how it's set up, it's just going to make Hardened Wrath the go-to defensive rune because of the ease of accessibility of armor for Barbarians in comparison to resistances. You're really not fixing anything if you just get everyone to go from bandwagoning one thing to bandwagoning something else that serves the same purpose.
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FabledGumbo Wrote:That Impunity change is kinda overkill. With how it's set up, it's just going to make Hardened Wrath the go-to defensive rune because of the ease of accessibility of armor for Barbarians in comparison to resistances. You're really not fixing anything if you just get everyone to go from bandwagoning one thing to bandwagoning something else that serves the same purpose.

I'm actually seeing WW barbs gravitate towards Overpower/Crushing Advance instead, that's 35% dmg reduction that they can easily keep up 100% uptime.
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Shidoshi Wrote:I'm actually seeing WW barbs gravitate towards Overpower/Crushing Advance instead, that's 35% dmg reduction that they can easily keep up 100% uptime.

I guess that's good to know, but that's still the same issue. You're just junking one skill for another one because the second one serves the same purpose as the first one, only it does it better unconditionally. Really not a good way to promote build variety.
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FabledGumbo Wrote:I guess that's good to know, but that's still the same issue. You're just junking one skill for another one because the second one serves the same purpose as the first one, only it does it better unconditionally. Really not a good way to promote build variety.

But there's no one skill that everyone's going to gravitate towards. Some people are going to use different runes of war cry. Some people are going to use other defensive skills. And some will start using another attack skill. Personally I'm probably going to substitute rend for those annoying mobs that keep running away. That's build diversity.
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FabledGumbo Wrote:I guess that's good to know, but that's still the same issue. You're just junking one skill for another one because the second one serves the same purpose as the first one, only it does it better unconditionally. Really not a good way to promote build variety.

Opening up different possibilities for defensive skills is not a bad thing. I can certainly see Threatening Shout/Grim Harvest in some barb specs too.
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lol @ Blizzard hotfixing the Puzzle Ring. Only ONE goblin can be active from one ring at a time now, no more "Stockpiling" a bazillion in one spot from one ring.

EDIT:
1.0.5 Monster Power and Inferno Machine systems Details

Quote:Completing the Inferno Machine can apparently net you a legendary ring acquirable only through this event.
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1.0.5 PTR Notes

Buffs and nerfs all around
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