Discussion in 'TechPowerUp Club Forum' started by CrackerJack, Feb 7, 2011.
So imagine how that scales with level 60+ gear on Inferno. Just WTF Blizzard?
You guys are raging wayyy too much. AS was a broken mechanic because it gave wayyyy too much of an advantage to ranged classes.
As long as you're farming areas where you're not getting murdered all the time your runs should actually be MORE profitable because there's a higher chance of getting better items.
The patch doesn't change repair costs for levels that low. So this comment doesn't matter.
Agreed, I'm enjoying the nerf to things, just have to be a bit more careful (because cost of repairs), cant just run glass cannon and zerg things down then die and clean it up. I'm making decent money still, though gold drops do seem a bit less, things die easier so it's making up for it.
You are reading that wrong. He shot a vase and had to pay to repair. So it does matter. I am not even talking about IAS. Also, never used IAS, was all crit% and crit+./
So you don't think its wrong to get 12g in damage for an arrow hitting a vase that is not close to me? are shards flying from the vase and hitting me? I don't mind the price for repairs its just objects are causing damage that should not be.
I brought IAS and such into it because tons of people are complaining about it.
"Repair costs for items level 53-63 have been increased"
Honestly guys, start reading the notes and hating less. That hasn't changed at all for him.
You are still not reading this. regardless of level, if you go out and break a freaking vase, you pay a repair bill. This didn't happen until patch 1.0.3.
I wasn't aware that it didn't before. I thought it always worked on a decimal system so doing anything would cost money.
Yes that is correct. However you never lost durability unless you did damage or received damage by a creature.trap.fire. but never a vase, barrel, crate.
Next patch I predict your boots will lose durability by walking.
That being said though, have to deal with inflation somehow. Without gold sinks every item is going to cost a billion gold by the end of it all.
edit - it's also because of vase breaking bots that would farm endless amounts of time.
Yes totally for bots. But it just isn't the right way to do it.
I really think the right answer would have been remove all vases and junk instead of making it so they don't drop anything AND cost you gold. OR put a zombie in every breakable item that way players have to kill it to get the gold/item drop and bots would fail.
offsetting the no gold no magic items w/ increased monster find is some fine thinkin.
So run around nekkid breaking vases. You can always get dressed if you meet something tough.
Nope, Barb's are way better. Monk's only real way to gain Resources was to stack AS so they could actually use their abilities, with the nerf I went from something like 2.6~ APS to 1.8, and that caused a huge drop in my ability to generate spirit. I could stack passive spirit regen through talents, but I lose so much that I'd be spamming abilities with nearly no benefit. There is Spirit Regen on items, but good luck finding one that doesn't either cost 1B Gold, or isn't a massive downgrade in other categories. My damage dropped around 30% as well. Monk DPS Specs? We don't have any. We actually have 0 passive abilities that grant anything that would be a damage increase, UNLESS you're willing to continually use 2 separate Primary Attacks. One With Everything helps build resist, but no Monk plans on using it permanently, and getting Resist All gear is still a substantially more beneficial investment.
The pets that Monk's get aren't super beneficial either, I used them a little bit but it was ultimately more helpful to replace that ability with something that offered Utility in tight situations, something like Flash of Light or Lashing Tail Kick with the knockback or chancing it with the stun.
Interesting... I never have looked on the AH for gems. Guess I better just sell the radiants to a merchant ;~o
diablo 3 was a let down.. I loved D2 (never played D1 though, although I have it from buying Diablo Battlechest back then)
1) Necromancer =/= Witch Doctor. I want an army of revived monsters, skeletons, golem.
2) No Druid. Who the fuck does not like turning into a bear or a wolf?
3) Demon Hunter =/= Amazon. With Amazon you could use guided arrows, or multiarrows, or that javelin skill that does thunder effects. Seems pre-patch, every DH was using Nether Tentacles. Now.. DH just sucks balls.
4) Barbarian. Barbarian used to have so many weapons and masteries for those weapons.
5) Cannot make a unique character that is different than other people in terms of skill point/tree allocation, variety in skills utilized.
6) Jars/Chests/WeaponRack/ArmorRack/TreeStumps/DeadBodies yield no items now
It seems to me that Diablo 2 was a much more complicated game. A lot of more skills available and seems like a lot more fun. 3 of my 5 wiz skills are defensive (diamond armor, energy armor, and teleport) which severely limits what other skills I can use. I use magic missile, hydra, and arcane orb (Although, I sometimes switch one of my defensive skills for Blizzard).
Anyways... back in Diablo 2 I used hydras, nova, frost nova, ice orb, thunder, mana armor, chilling armor... Basically a lot more customization of skills.
It is troubling for a sequel to have LESS content and less complexity than its predecessors. Hell, I think they'd be better off updating story, use the same game mechanics, and update the graphics.
I didn't buy SC2.. why? because they took out popular units and replace it with some other. Blizzard is really failing... Valve? I dont like Valve because they bastardize Team Fortress with their damn hats and custom weapons. But I forgive Valve because I play mods that come out of their games. I play a lot of half life 1 and half life 2 mods.
i do miss how in D2, everyones character was different. it seems now your choices are dictated by what level your character is, and no one has any freedom to do what THEY want.
D2 i had a teleporting sorc with a stupidly high cast rate, i'd TP to one side, frozen orb, TP back and do it at an insane speed.
D3? sure i could TP and arcane orb, but i'd need to farm gear with high enough mana regen to make it worth bothering.
yeah.. just seems D3 was simplified a ton. back then, you'd make 2 or more of each class because of the skills you choosed were permanent and you couldn't choose all of it (well you could, but then u'd suck). Fire based sorceress. Ice/Light based sorceress. or any combination.
But yeah... Diablo got dumbed down. When I first played d3, I asked my friend which skills I should get. He said it doesnt matter. I was confused cause I thought choosing skills would be permanent.
Now it seems 100% of your survivability based on gear. I dont even think its how you play or skill level of player.
Also there is no PKing... I loved playing hardcore mode and hunting for PKers. If you think about it, D2 was challenging in hardcore mode. lol Most of my chars died at lvl 70ish either by those lightening beetles or because my 56k modem disconnected from a phone call.
*edit* btw im still down 400,000 gold from repairs. I know im not supposed to die, but it is unavoidable at times especially if you are a squishy ranged char.
Remember how dragon age was oversimplified...
Watching Ufgy play his Monk as my tank I haven't ever really heard him complain about spirit Regen even post patch. Barbs build most of their resources by striking enemys as well, but our resource is always depleting. As far as upgrades go, once you hit the wall you hit the wall for price, you still end up saving on gear in general because of the sweet resist system you got setup. Yes getting resist all basically gives you double resist, but getting something thats like 60 resist all then 45 poison resist, thats way cheaper than an item that would be 105 resist all (what a barb would need, and I don't even know if items go that high in resist). I don't think you mean Passives though as your talking about primary spells, on my Barb I don't even use a primary spell I don't really like any of them, Frenzy is too stack dependent that when your stacks drops it sucks, and the others are just mediocre (either good aoe or mild single target dps), and none of ours give massive debuffs to mobs like a Monks gives. And yeah the Monks "pets" yeah they are just there to help, I've seen it save lives before as he doesn't care and will stick in while others need to move out and gain some life. So not super great, but it's a helpful option for sure, especially in a group setting where you have others that can cover you on some sort of CC if you need it.
Anyone I know playing a Monk loves the class. Most I know playing a Barb weren't too happy before the patch, and are still grumble grumble after the patch as getting the best resist all gear is super expensive, and most of them don't want to wear a shield (and only 1 dps spec is viable). It just seems this all comes down to who plays what, no matter what class someone plays, they will usually think another class has it better. Barbs will think Monks have it easier and vice versa. Either way, reading this clubhouse is starting to get painful, so many people crying about this and that. Usually if I stop enjoying a game I just stop playing it I'm still enjoying the game, and liking the patch overall (no it's not perfect) and I look here to talk with others who are enjoying the game, but now it's all just qq cachoo, almost done visit this clubhouse.
Not everyone here complains.
I really enjoy the game for what it is, a game. Sure it's different than previous Diablo games but I don't care. I judge a game by how much fun I have playing, and the TPU group I played with tonight (Urlyin, AsRock, TMM) was a ton of fun !
I got about 2 dozen rares. They all sucked. lol
Who cares, I'm not a numbers lawyer. Sure my guy could be better but he does okay.
When I do once in awhile get something I can use I get excited. Screw the GAH, I just use it to get a little more gold. It makes the game a challenge IMO and I am definitely getting my moneys worth.
I don't care if I get my ass beat in inferno, it's something to work for and a reason to keep trying even if it takes a long time, because I enjoy it.
I've killed the bosses many times and it's still like ... YEAH !
I'm just easliy amused I guess.
@Urlyin and TMM : 'Grats on 60
Yeah, I don't really like farming. I like to pull all of the mobs to my friend and leave her to die, then do it again with another group of mobs.
i just go up and punch the livin shit outa things and let my life steal do the rest alot harder to do in inferno but still a bit doable. rushed my friend through hell and that was kinda funny though
60 monk btw
If you this this thread is full of QQ.... what are the blizzard forums?????????????/ lol
We are QQing for a bit to let our frustrations out with our fellow TPU members... it'll stop soon enough.. well kinda
P.S: I think I'm the TPU member that has been 59 for the longest time... maybe I can make a record out of this
D1, D2, D3 comparisons
This is long and I apologize. There will be a TL;DR provided for those kind forum-goers who wish a synopsis.
Diablo 1 - Go through labyrinthine caverns and catacombs that change dynamically with every new game, allowing the option of jumping to different areas with town links, constant killing, massive levels, farming for items that were GOOD, and getting excited as hell when you get a unique. PvP was terrifyingly random and felt real - You could just walk up to someone and kill them, take their ear, and move along. A little scary when you're 13 years old [which is when I played it the most], actually, but man it was awesome and I still enjoy it. Characters were simple, but due to how stats and spells worked you could make some pretty interesting builds, though the internal character caps made it so that you still had some rough shaping until you hit a higher level. Gold actually took up inventory space, when you died you dropped all your items and lost gold [and had to walk alll the way back down to get it unless someone has a res scroll and was near]. Granted, the game was slow, as you had to walk everywhere [Unless you had the Hellfire expac... wait, no one knows about that] and there were some basic flaws with the game, like being unable to see items that dropped and trying to find a ring was damned difficult [BUT I SWEAR I HEARD A DING IN THE MIDST OF THE SCREAMING DEMONS] but it was fun and most could look past it. [Hey, I'm no milkmaid.]
Diablo 2 - Same concept. Everything changes almost constantly when it comes to each level, though sliiightly more linear story-wise. In order to compensate for this, they allow waypoints and the ability to kill every boss regardless of where you are in the game [unless said boss was killed in game already]. Set items were added, crafting was added [which items had a set amount of stats that they were crafted with, and then the character's level added more affixes, most of which were random but usually quite nice], runewords were added [Which people may or may not have liked, but it did add another element to the game], and stuff in general was just pretty cool. Mechanics-wise, new and exciting builds were very common since stat resets were not released when I played, so people would re-roll characters for a specific build and just work with it. Trades were done in trade games, done mostly using SoJs and actual item trading, and the whole thing got you out talking with people. PvP was slightly more limited in this game, expressing hostility and showing that 'hey they gonna mess with ya", but it was still there, still very fun. The classes were a bit more numbered, seven instead of three, and the possibilities were impressive, like strength-focused Sorceresses and Barbarians that went through the game using their Howling abilities to buff and damage opponents. A little silly yes, and people made fun of 'em, but you could do it!
Diablo 3 - Very little in the way of dynamic levels. Just by guessing, I can find the entrance or exit to almost anything and the dungeons and levels are microscopically tiny compared to, say... Act 3 Durance of Hate Level 2, Nightmare. Or even Diablo 1 Catacombs level 1, to be perfectly frank. The level randomness was what made these games awesome and fun, and were still massive even with teleportation and other movement-enhancing effects. These maps were huge! ... Wtf happened to them, seriously? I will say I like the events, they add an element of randomness to it, but the areas are so microscopically small it's kind of silly.
Character customization through spells is "supposed" to be more dynamic, but the sad truth is that most of the spells seem to have so little planning or even testing on the company level that most people fall into a set build and are forced to run with it - This is especially true with Witch Doctors. Stats are no longer selected by the player, nor do they have an internal softcap - You have NO control over your own stats, at all, which seems... Really weird compared to the last two games. The game permits the use of six spells, as opposed to Diablo 1 and 2's slots of 2, but the aforementioned games allowed the individual to scroll through a selection of spells needed using the mouse wheel or F keys and prepare up to four to eight [D2] spells to use. Not only that, but this could be changed at a whim; Diablo 3 requires one to go to town, flip the spell, lose your NV buff, and then go back if you want to fight a challenging boss and be more prepared and not die, and since they added enrage timers [lolwtf?] to this game, it makes the need to change spells and adapt all the more needed [and be subsequently punished for it by losing all your NV.]
Gold is much more valuable in this game compared to D1 and D2, but the trade-off is that all the things that required drops and farming in the past, whether it be crafting or simply upgrading gems, now requires gold. So! In a game where farming was once the main thing for getting items, you now require gold. Instead of farming and hoping for new, exciting things to trade with other people, you now hope to find an item to sell for a lot of gold on the AH. It turned a game all about trading and getting gear to getting gold instead, which seems... flawed.
Now, the AH. For another game? Good idea. For Diablo 3..? Bad. Bad bad bad. Where are the trades from 1 and 2, the thrill of finding an item to trade with another of equal value for your character or perhaps some SoJs, which for all that they were currency, they were USEFUL AND AWESOME. And the RMAH... just... no. Again, a different game that was released AFTER the game is polished? ... sure, why not. It's stupid and it seems to degrade the entire purpose of farming, but whatever, different people like different things. But a Diablo game, really? I know several people aren't even bothering with it, using gold and money and direct item trading alike outside of the AH in disgust, but the amount is somewhat small. Or it was, anyways...
Items! Items in Diablo 3 are between diablo 1 and 2 in being interesting and dynamic, leaning closely to Diablo 1. In Diablo 1, items were straightforward, giving bonuses to skills, all resists, stats, flat damage... sound familiar? In Diablo 2, they went crazy with the stuff things could do, and it was awesome! Very fun, very enjoyable, and made things very drastic and different. Yes, you could go with 'what's best numerically', but if you didn't and just wanted cool items, you could have them! Diablo 3... is on par with Diablo 1 in items, which is a huge disappointment honestly. Crit is.. okay I guess, crit damage is nice, and attack speed [hah] is okay. But where are the auras, the resource regen, the 2% chance to turn you into a tiki guy? Where are the things that made legendaries cool?
... And don't get me started on legendaries. They're legendary pieces of crap, and sets are a joke. I can understand them wanting to focus on rares a bit more, but seriously, the discrepancy is so bad it's really silly.
The game feels unfinished. Not only that, but the game feels like an unfinished game completely outside of the Diablo feel that pretty much just used the name to try and make sales. That's... it, and it's honestly very disappointing. Classes still have passives that don't work, the first 3 "difficulties" can be completed stupidly fast and really without much difficulty, Inferno was put in place for some reason but the discrepancies there are also noticeable and stupid [Why is Hell a cakewalk and Inferno challenging? It's Hell mode! Hell is rough! Why is it easy?!] I was expecting Diablo 2 - Hell challenge, which was sometimes "HEY THIS IS IMMUNE TO PHYSICAL AND EVERYTHING YOU CAN DO. RUN AWAY." It was rough to complete, and even with a level 90 something I tended to stay in earlier acts just to farm pleasantly. I was thinking that hell would be Diablo 3's hell, and Inferno would be this massive place of rage and pain and awesome!
Normal was a joke. Nightmare was lulzy. Hell was what I expected Nightmare to be like. Inferno Act 1, cool. Act 2 was just me laughing at the screen - That was a bit more what I had in mind when I thought of Inferno. Me running screaming in terror as bugs ATE MY WITCH-DOCTOR FACE. Oh, and I also got a Wizard up there, too. Same thing, but more death. [I'm a terrible wizard.]
Affixes? Anyone who complains about affixes just makes me giggle. Diablo 2 has immune to physical, immune to fire, immune to ice, immune to death, extra fast, aura enchanted to eat your resistances, etc. Just silly. These affixes don't bother me that much. Sure, they're annoying but I like them overall, and mixing them makes for deadly approaches. But...
The issue with affixes actually has nothing to do with the mobs. It's the fact that these maps are so tiny, there's a pretty damned good chance there's an unbeatable pack where you need to go. You can't avoid them, you can't go somewhere else. They're just there, period. And where do you farm? You can farm one act per game, then you have to reload the game and go somewhere else. No waypoints between acts for farming the various good places in each one [Like the Hole in Act 1 or the Kurast cities in Act 3] And heaven forbid you're trying to actually progress.
Also, jars, chests, and other stuff aren't affected by magic find like they are in d2. I... still have no idea why they decided to change that, aside from 'Oh it's not fun'. I wonder when they decided what they thought about 'fun' dictates what other people view as fun. BREAKING STUFF IS SATISFYING.
Oh, and PvP... uh.. what PvP? The things promised in the game aren't even here.
I'm probably even missing a few things. And what's silly... If this wasn't a Diablo game, I actually might even like it. Sure, it's a little lacking, but with time it might be really good! But... It's is. This is a company who has produced some really stellar games, and they really dropped the ball on one that has been anticipated for more than a decade, which is a huge mistake.
TL;DR - Diablo 3 brings to mind "non-sequitor". I wonder if the people who made it ever actually *played* Diablo 1 and 2?
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