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Diablo 3 - Page 18

post #511 of 689
Thread Starter 
Quote:
Originally Posted by dlconner View Post

Grats! I am still stopped at act 2. I am sure I could plow through the rest if I threw on a shield, but damnit...I still refuse....eventually, I will either get the weaps/gear to continue dual wielding, or break down and equip my shield rolleyes.gif. Overall, my gear is pretty nice, I think where I lack is mainly the weapons...I haven't found the 980+ dps ones with the leet stats yet eek.gif.

You can go with shield just to make progress and then come back and DW the act. That's what I did. I can now DW Act3 but not act 4:p

We started playing HC this weekend just for fun. Now at level 12. Don't know if I will start another toon if this one dies lol
post #512 of 689
Quote:
Originally Posted by Dashboard View Post

You can go with shield just to make progress and then come back and DW the act. That's what I did. I can now DW Act3 but not act 4:p
We started playing HC this weekend just for fun. Now at level 12. Don't know if I will start another toon if this one dies lol

The nice thing about hardcore is the stash...if your toon dies, but you have a good stash built up, catching up other characters is a breeze. Yeah, I am tempted to throw on the shield...but I started a monk yesterday and got him to 23...interesting class smile.gif. I still think I prefer the barabarian more, but the monk is a refreshing break from the grind smile.gif.
post #513 of 689
Thread Starter 
Quote:
Originally Posted by dlconner View Post

The nice thing about hardcore is the stash...if your toon dies, but you have a good stash built up, catching up other characters is a breeze. Yeah, I am tempted to throw on the shield...but I started a monk yesterday and got him to 23...interesting class smile.gif. I still think I prefer the barabarian more, but the monk is a refreshing break from the grind smile.gif.

Starting alts is a good break from farming. I leveled a WD to 15 yesterday since I wasn't in the mood to farm.

I'm sold to the Monk since the beginning and it's been my main class. All classes are fun to play and very different but I love the monk's ability and the fact that he is so versatile.

My friend only played HC in D2, he was ranked in the top 5 barb pre-LoD. He is trying to get me into HC. For now we are having a blast Dual Monk in HC wink.gif
Don't know if I'll get hooked tho, especially if I loose a toon because of a random DC (it happened for us this week-end. Luckily, the ennemies around us were already dead before DCing.)
post #514 of 689
Character profiles are now up. Here's mine:

http://us.battle.net/d3/en/profile/BaronessMD-1680/

Let's share!
post #515 of 689
Thread Starter 
Those profiles are nice. They should have implanted them at launch tho or push patch 1.0.4 before those. The patch is more important IMO

Can't access mine since I don't have my authenticator with me biggrin.gif
post #516 of 689
Same, I will try to remember to do it at home. smile.gif
post #517 of 689
I cannot get my profile to switch over from my old, expired WoW account to diablo 3...any ideas?
post #518 of 689
Thread Starter 
Last night, one of my friend wanted me to help him clear Act 1 Inferno for his barb. So I took my monk and putted my MF gear. He says he should do the same not to penalize me. He was a little over 100 (I'm at 215%+ , both without NV). So the first pack of champion we encounter in Cathedral Level 1 without any NV buff... I see green boots and legendary chest armor... eek.gif Wait what!?!? tongue.gif

Last time I saw set boots drop were Nat's that I sold for 30M so I was excited. The graphics weren't the same so I knew it wasn,t Nat's. The armor was Goldskin since it was the second one I find.

Keep killing mobs and when we go to town, I id my items to find a pair of Immortal King's Boots smile.gif They aren't that great but oh well, still an awesome drops on a single monster without NV biggrin.gif

Guess I should help friends in need more often lol smile.gif
post #519 of 689
What is Nat everyone refers to?
post #520 of 689
Thread Starter 
Quote:
Originally Posted by WilliamR View Post

What is Nat everyone refers to?

Natalya's set. The Demon hunter set. Everyone can use the items except the 1hand crossbow. The bonuses are for Demon hunters and only them can compelte the set.
post #521 of 689
Quote:
Originally Posted by Dashboard View Post

Last night, one of my friend wanted me to help him clear Act 1 Inferno for his barb. So I took my monk and putted my MF gear. He says he should do the same not to penalize me. He was a little over 100 (I'm at 215%+ , both without NV). So the first pack of champion we encounter in Cathedral Level 1 without any NV buff... I see green boots and legendary chest armor... eek.gif Wait what!?!? tongue.gif
Last time I saw set boots drop were Nat's that I sold for 30M so I was excited. The graphics weren't the same so I knew it wasn,t Nat's. The armor was Goldskin since it was the second one I find.
Keep killing mobs and when we go to town, I id my items to find a pair of Immortal King's Boots smile.gif They aren't that great but oh well, still an awesome drops on a single monster without NV biggrin.gif
Guess I should help friends in need more often lol smile.gif

That's a nice find! I keep farming away in Act 1 but I still have not got a set drop frown.gif I usually run with 200% base MF and when I first started out with my MF set I appeared to be getting better drops but it has really fallen off for me lately. I think I'm going to try my hand at farming Act 2 for increased chances of getting decent lvl63 items.
post #522 of 689
Thread Starter 
Quote:
Originally Posted by vpn75 View Post

That's a nice find! I keep farming away in Act 1 but I still have not got a set drop frown.gif I usually run with 200% base MF and when I first started out with my MF set I appeared to be getting better drops but it has really fallen off for me lately. I think I'm going to try my hand at farming Act 2 for increased chances of getting decent lvl63 items.

Random is random. I was getting 1 legendary/day a couple of weeks ago farming. Then... 2 weeks without any drop (even tho I raised my MF %). And last night, 1 set and 1 legendary on the same drop... after 3 weeks of nothing.

RNG gonna RNG wink.gif


Now I'm just killing stuff with little MF (around 90-100 with NV5) in Act 3 just in hope to find nice items, plans or whatever.
post #523 of 689
Quote:
Originally Posted by Dashboard View Post

Random is random. I was getting 1 legendary/day a couple of weeks ago farming. Then... 2 weeks without any drop (even tho I raised my MF %). And last night, 1 set and 1 legendary on the same drop... after 3 weeks of nothing.
RNG gonna RNG wink.gif
Now I'm just killing stuff with little MF (around 90-100 with NV5) in Act 3 just in hope to find nice items, plans or whatever.

Do you think I'm better off running Act I in high MF gear or Act 2 with my normal gear? I'm more inclined to run Act 1 now because I can blow through it quickly with little risk of dying unlike in Act 2 but it's frustrating seeing all the sub-lvl60 drops. It's just getting a bit stale. My DH is stuck in Act 2 and I need some upgrades to progress but I can't afford to gear two toons now.
post #524 of 689
Thread Starter 
Quote:
Originally Posted by vpn75 View Post

Do you think I'm better off running Act I in high MF gear or Act 2 with my normal gear? I'm more inclined to run Act 1 now because I can blow through it quickly with little risk of dying unlike in Act 2 but it's frustrating seeing all the sub-lvl60 drops. It's just getting a bit stale. My DH is stuck in Act 2 and I need some upgrades to progress but I can't afford to gear two toons now.

I'd keep running Act 1 with MF gear until you find a good drop that will give a cashflow and let you gear yourself. There is alot of crappy drop in Act 1 (level 55 rares... WTH rolleyes.gif) but at least they buffed the ilvl63 rates. Also, since the % of MF raise the chances of having an item with higher affixes, you have more chances of rolling a 6 affix ilvl63 when it drops in A1 having more Mf than act 3.

I like to run Act 3 just to change the pace of Act 1 farming, which gets pretty boring after hours and hours of farming tongue.gif


I never really farmed Act 2 since I never found a nice quick and profitable route to farm. Keep in mind we did try farming Act2 when we were barely cleaning it in DPS gear tongue.gif
post #525 of 689
Quote:
Originally Posted by Dashboard View Post

I never really farmed Act 2 since I never found a nice quick and profitable route to farm. Keep in mind we did try farming Act2 when we were barely cleaning it in DPS gear tongue.gif

Hit the 2-3 elite packs in Black Canyon waypoint, go north to the zone above and plow the 2-3 packs there. Portal to town, hit the Road to Arcanus portal, check for the goblin to the left, then go right and hit the 1-3 packs in the city, (numbers vary run to run). After that, go kill Belial. Then go to the Oasis, and run all over it looking for the 3-5 packs there, and 3-5 packs in the zone connected right above, (just run lines to clear it quick). After that portal to the Zone outside Kuule's Archives, kill the 3-5 packs there, and drop down to the connecting zone and kill those 3-5. I typically end up with a ton of blues to vendor, and 2-3 full stashes of yellows. The time it takes me to do it is ~30-45 minutes per run on my DW barbarian. The quest you want to start with is the last one, headed for Belial. That way you have access to all waypoints. I have actually had much better luck farming act 2, as my barbarian is geared for it and he mows through 2 packs at a time with ease, (plus the ilvl63 drop rates are 2x act 1).

I haven't found a super grand item yet, but I am getting some nice gear to sell off for cash. Currently, I am down to 5mil gold and $62 cash in the RMAH, but I haven't been farming much the last few weeks as work has been really busy, (that and vacation).

Dustin
post #526 of 689
Thread Starter 
Quote:
Originally Posted by dlconner View Post

Hit the 2-3 elite packs in Black Canyon waypoint, go north to the zone above and plow the 2-3 packs there. Portal to town, hit the Road to Arcanus portal, check for the goblin to the left, then go right and hit the 1-3 packs in the city, (numbers vary run to run). After that, go kill Belial. Then go to the Oasis, and run all over it looking for the 3-5 packs there, and 3-5 packs in the zone connected right above, (just run lines to clear it quick). After that portal to the Zone outside Kuule's Archives, kill the 3-5 packs there, and drop down to the connecting zone and kill those 3-5. I typically end up with a ton of blues to vendor, and 2-3 full stashes of yellows. The time it takes me to do it is ~30-45 minutes per run on my DW barbarian. The quest you want to start with is the last one, headed for Belial. That way you have access to all waypoints. I have actually had much better luck farming act 2, as my barbarian is geared for it and he mows through 2 packs at a time with ease, (plus the ilvl63 drop rates are 2x act 1).
I haven't found a super grand item yet, but I am getting some nice gear to sell off for cash. Currently, I am down to 5mil gold and $62 cash in the RMAH, but I haven't been farming much the last few weeks as work has been really busy, (that and vacation).
Dustin

Cool! Thanks for the route. Guess I'll give it a try this weekend!

Last night we leveled alts. Started with level 16 Wd and lvl 16 Wizard. After 2h30... both at level 27 now tongue.gif The 21% Exp Ruby in the helm does help wink.gif
post #527 of 689
Quote:
Originally Posted by Dashboard View Post

I'd keep running Act 1 with MF gear until you find a good drop that will give a cashflow and let you gear yourself. There is alot of crappy drop in Act 1 (level 55 rares... WTH rolleyes.gif) but at least they buffed the ilvl63 rates. Also, since the % of MF raise the chances of having an item with higher affixes, you have more chances of rolling a 6 affix ilvl63 when it drops in A1 having more Mf than act 3.
I like to run Act 3 just to change the pace of Act 1 farming, which gets pretty boring after hours and hours of farming tongue.gif
I never really farmed Act 2 since I never found a nice quick and profitable route to farm. Keep in mind we did try farming Act2 when we were barely cleaning it in DPS gear tongue.gif

Well, I jumped into a public game last night with my DH and got a legendary drop in the Royal Crypts. Unfortunately it was only a crappy NailBiter Mace that probably isn't even worth 100K frown.gif Still it was nice to see a legendary drop again...still waiting on a set item. I don't even know why I get excited to see legendary items since they are generally so underwhelming. Looking forward to 1.0.4 changing that.

Speaking of Act 2 runs, I've heard Vault of the Assassin in the Desolate Sands is one of the best farming spots in the game. The only problem is you have to search for it from the Desolate Sands waypoint and that area can be pretty large.
post #528 of 689
Thread Starter 
Patch 1.0.4 First previews!! Sounds good!

http://us.battle.net/d3/en/blog/6923456/104_Systems_Preview-8_10_2012
Quote:

Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements.

Let's get started!

So Happy Together

While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.

The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.

Along the same lines as the change in 1.0.3, we’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.

Shrinking the Gap

“...in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs...”We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.

So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.

To further reduce the gap between normal and Elite monsters, we’re adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.

Weapons Master

One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.

Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.

On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills. Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. We’re switching a lot of these skills to read “X% weapon damage over 5 seconds”. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.


“We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs.”Efficiency vs. Challenge

Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fast they can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.

We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%.

Legendarier

We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.

Stay Classy

“We’re making a metric-ton of changes to classes, so we’re going to have separate blog posts for each.”We're making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:

•Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
•Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
•Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
•Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
•Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity - we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.



We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.

The Outro

These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August.

See you in-game!

*P.S. We’re getting rid of the Invulnerable Minions monster affix.

Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.



Coop motivation, nerfing champ (might be too easy now), buffing skills, sounds good so far!
post #529 of 689
Thread Starter 
Quote:
Originally Posted by vpn75 View Post

Well, I jumped into a public game last night with my DH and got a legendary drop in the Royal Crypts. Unfortunately it was only a crappy NailBiter Mace that probably isn't even worth 100K frown.gif Still it was nice to see a legendary drop again...still waiting on a set item. I don't even know why I get excited to see legendary items since they are generally so underwhelming. Looking forward to 1.0.4 changing that.
Speaking of Act 2 runs, I've heard Vault of the Assassin in the Desolate Sands is one of the best farming spots in the game. The only problem is you have to search for it from the Desolate Sands waypoint and that area can be pretty large.

Legendaries are mostly all crap, but it's still fun to see one drop! I remember in D2 even if the Unique that dropped was crappy, it was fun to see them drop so much! biggrin.gif
post #530 of 689
Patch 1.0.4 definitely looks promising! I do worry they are making Inferno too easy now but I like the idea of increased drops from white mobs and better chances to roll good dps on lvl 61/62 items. I kind of wish they would leave elite mobs alone and maybe just increase the drop rate based on their difficulty. I like the improvements to co-op gameplay and can't wait to see what they do with legendaries!
post #531 of 689
Looks good.
post #532 of 689
Thread Starter 
Levelled some alts last night. Was in act 3 Nightmare with my DH while my friend's monk was 43 so I could get my level 42. At level 42, the domination begun.... 650 DPS crossbow (lvl 60 with -18 lvl req). A 10k DPS lvl 42 DH isn't supposed to do that much damage in nightmare tongue.gif

I ran my friend's Wizard in act3 (he was ~35) to lvl 42. Doing this I gained my level 48 and switched bow (another -12 lvl req crossbow) and gave him the lvl 42 crossbow rolleyes.gif

It was fun tongue.gif
post #533 of 689
Thread Starter 
Legendaries buff blog!!!!

Amazing, can't wait. Just bad that I already found the crappy version of 5 of the legendaries they showed tongue.gif

http://us.battle.net/d3/en/blog/6923457/104_Legendary_Item_Improvements-8_14_2012

Quote:
Soon after we released Diablo III, many of you commented on Legendary items. Most of those comments were fairly harsh, but they were also dead-on accurate. In many ways the Legendary items that we released with the game were just Rares with flavor text. You called us on it, and we’ve listened.

Since then I've been working hard with the team to give Legendary items some of the flavor and feeling that they deserve. With patch 1.0.4 just around the corner, and the new Legendary items coming in that patch, I wanted to share some of the changes with you here today.

Let's talk about the biggest complaints we heard from you all, along with some we had from our team, and look at what we've managed to do to address them.

They Should Feel Unique

Many of you commented, rightly, that the Legendary items in the game didn’t feel unique enough. Something that Diablo II did really well was to create some very memorable items, and they were called “Uniques.” While we call them Legendaries now, the word “unique” was something we tried to keep in mind when making these changes. The rarity of Legendary items combined with their color means that when they drop you should feel like you’re getting something special, something that isn’t just another sword. A truly legendary item should have history behind it, something that you can imagine a powerful wizard imbuing with special magics from within the depths of his musty library.

Part of that feeling comes when you equip the item, and you see that it has special, custom artwork that sets it apart from every other item in the game. The artists already nailed this part of it, but with 1.0.4 they’ve gone the extra mile to ensure these items show off, visually, how truly epic they are. But we’ll cover that in a bit.

On my end, the design end, to get the uniqueness into Legendary items, we've added custom effects to over 50 of them. Here are just a few.


We're letting players exact some revenge on rare and Champion and Rare packs by giving players monster affixes through Legendary items. This is just one example.


Reminiscent of the Enchantress ability, this lets you turn enemies against each other.


Aside from looking really cool as it leaves a trail of fire behind you, this lets you create some interesting traps.


There's some just-for-fun stuff too. Everyone wants to be just like Ghom! These pants make you “stinky”, complete with debuff and gas cloud effect -- you can even spread this effect to friendly players.





A giant column of light shoots down, summoning an Angel to fight by your side. 'Nuff said.





This sword has a chance to summon a demon to fight with you -- with a twist. This demon has the Fire Chains affix, and the other end is attached to your character. Mwahaha!



Promote Build Diversity

Because Legendary items are unique, we can do some fun stuff with them that we can't really do with other types of items. One of the main goals of Diablo III and the skill/rune system is providing a huge amount of character customization. With Legendary items we can help support those goals.

In 1.0.4 we've added a number of items that really fit into a niche skill kit. This can help people to branch out into less common builds by seeing this item and thinking, heck, why not give it a try? They may not have the highest DPS stats in the game, but they can help you play your class in new and interesting ways.


Some people want to try out a ranged barb. We think that's awesome. Here you go.


The melee wizard concept is pretty popular, and we think this wand will be too.


Certainly not an uncommon build, but this is a great item for any pet-focused witch doctors, and with the pet buffs also coming in 1.0.4 we think it’s going to be very desirable.


Provide Interesting Choices

With great power comes great responsibility. Some affixes in the game seem like they'd be too unbalanced if we let them stack too high. So how do we make sure we can go higher?



Goldskin is a good example. 100% gold find on it, plus monsters have a chance to drop gold when you hit them. Not too bad, right? But the tradeoff is it can’t roll core stats. We instead follow the flavor of the item, and being a skin of gold (!), provide you with some additional resistances and mitigation. It’s going to create some interesting choices on how you can make this item work for you. You have to find other ways to get the stats that you really need if you really want all that sweet, sweet gold. Balancing your items out like this can provide some fun and interesting challenges.


Honoring Our Ancestors

We brought a lot of items back from the Diablo franchise for Diablo III, but in many cases all we really did was bring back their name. I don't think we did a great job initially of bringing back the way that they helped you play the game. We've done a pass on all the "ancestor" Legendaries to make sure they remain as true to their name as we could make them, and in some cases we've made them even better.


New Frosties feel a lot more like old Frosties, with big bonuses to Cold Damage and Cold skills.


Honoring the original by giving all projectile attacks a chance to pierce through the target's defenses.



They Feel Powerful

We used to reduce the value of certain affixes on Legendary items because we were concerned that having fixed affixes would make them unbalanced. What it actually did was make those items kind of crappy. For example, if the item's level (ilvl) was 50, the first affix would always roll at 50, then the next would roll at 47, and the next would roll at 43. This was done to offset the power of fixed affixes in a random world, but we've learned it's not necessary, and Legendary items being powerful is OK. So lesson learned, we no longer reduce the value of any of the fixed affixes on Legendary items. For example, if an ilvl 50 Legendary item had Strength as one of its fixed affixes, previously it may have rolled a range that you would have seen on a level 45 item, making it seem really underpowered, but now it will always roll within the range of a level 50 affix.

In addition, Legendary items used to cap out at ilvl 62, making it near impossible to find a weapon that had strong DPS. No more. We’ve promoted a LOT of the new Legendaries so that they will roll at ilvl 63, giving them access to the highest possible affix rolls that are in the game.

We're also working on some changes for 1.0.4 to make two-handers better in general, and this will affect two-handed Legendary items as well.

Here’s a good example of all-of-the-above.

Old New


BOOM.

Everything Else

That probably about covers it for the major points we're hitting with Legendary items in 1.0.4, but there's a few extra details on how they’re going to work once the patch hits we want to make sure everyone is prepared for.

Going Forward - As a reminder, these changes will only affect Legendary items that drop after the release of patch 1.0.4. This includes items that haven’t been identified yet (as items are rolled when they drop). With the extensive changes being made we can’t exactly translate old Legendary items to new. What might have been a decent item could become worse if we re-roll it, and vice-versa.

Not Everything is Changing! - Sometimes a Legendary just being really powerful is enough, and some Legendary items are already really good. Helm of Command, for example, won’t be changing in 1.0.4.

What About Sets? - It’s worth clarifying that green Set items are Legendary items (just with a set bonus) and so the above philosophy applies to them as well. Some set bonuses are changing, they’re becoming more powerful, and a lot of them are having their base ilvl increased to 63.

New Set Names - As set bonuses won’t interact between pre-1.0.4 and post-1.0.4 sets, the new Sets will have new names, as well as new individual pieces, to prevent confusion.

Crafted Legendaries - If you currently have a crafting plan for a Legendary item, and if we change the item that you’re able to craft in any way, you will NOT have to get a new crafting plan for that item. If you craft something right after 1.0.4 comes out you’ll get the new item.


We thank you for your continued feedback, and look forward to seeing how the new Legendaries treat you in 1.0.4 and beyond. Look out for additional 1.0.4 info blogs as we near the patch release.

One More Thing…

I’m really proud of how the entire team came together to make these changes -- and it truly was a team-wide effort. When we were first discussing buffing Legendaries and making them cooler, a bunch of the artists got really excited and went out of their way to make them a whole lot sexier. Here's a sneak peek at just a few of the changes they're making to the items, as well as some of their proc powers.

Please enjoy!

There is alot of images in the blog so the text might refer to the images, that I didn't link
post #534 of 689
Thread Starter 
All the classes previews are online and today they just showed the Paragon system!

100 new level after level 60. Each level gives permanent 3% GF/MF and core stats. Reaching level 100 Paragon = level 99 in Diablo 2.

The endless hours of farming will be used to something at least wink.gif

http://us.battle.net/d3/en/blog/6968517/Introducing_the_Paragon_System-8_20_2012
Quote:

“The entire team really banded together to get as much great stuff into this patch as possible”While working on patch 1.0.4, we came up with all sorts of ideas for ways to improve Diablo III. Some of them you’ve probably already seen, such as the general systems changes, the awesome buffs for Legendaries, and the improvements we’re making to the barbarian, demon hunter, monk, witch doctor, and wizard. The entire team really banded together to get as much into this patch as possible, and one of the exciting changes I’d like to tell you about today is called the Paragon system.

Two of the issues we’ve been thinking about while working on patch 1.0.4 have been what to do with Magic Find and how to give level-60 players who aren’t satisfied with the item hunt something more to strive for. I’m sure many of you are aware of the blog we posted proposing some different Magic Find gear-swapping solutions, as well as our general thoughts on how rewarding the game is once you hit level 60. The Paragon system is designed to help us address these concerns -- but before we get into exactly how it works, let’s go over these two core issues in a little more detail.

Magic Find
As you may remember, we posed a number of possible solutions to the gear-swapping issue and asked you to give us your feedback. While we saw some support for a couple of the options, what your responses ultimately told us was that although having to swap into Magic Find gear mid-fight annoyed some of you greatly, others were ambivalent, didn’t gear swap themselves, or -- in a few cases -- wanted to see gear-swappers penalized in some fashion. Those who do swap gear generally do so for the raw power advantage it gives, so we wanted any solution we went with to provide the same level of power. Overall, our analysis of the situation really hammered home one stark truth: we needed to come up with a way to make our Magic Find system more fun.

Level 60 Rewards
We understand that some players feel frustrated once they hit level 60 because they no longer feel like they’re making progress. It can be demoralizing to play for an hour, not get any drops, and also be out a big chunk of gold from repair costs. Your play session may not only end without an upgrade, it can wind up being a net loss. Everyone wants to feel like they’re making some progress when they log in, even if they don’t get that new sword.



Introducing the Paragon System
The new Paragon system coming in patch 1.0.4 is designed to address Magic Find gear-swapping while providing players who’ve reached level 60 with an extended progression system.

Here’s how it works:

•After you hit level 60, any further experience you earn from killing monsters will begin to count toward Paragon levels
•There are 100 Paragon levels
•Every Paragon level will reward you with:
•Core stats such as Strength, Dexterity, Intelligence, and Vitality in amounts similar to what you’d gain from a normal level
•3% Magic Find and 3% Gold Find
•In addition, a distinctive increasingly-impressive border will surround your character portrait in the in-game party frame to denote your Paragon progression, with a new frame earned after every ten levels. Your Paragon level will also be visible to other players wherever your normal level is shown


We know that a lot of you out there are level 60 -- maybe on multiple characters -- and this system provides a way to make progress every time you log in to the game.



To support the new system, Nephalem Valor (NV) will now also provide a 15% experience bonus per stack, applicable toward Paragon levels. The first Paragon level should take about as long as it took most players to get from level 59 to 60, and the experience requirement will rise from there. The time to reach the upper Paragon levels approximates the long-term time investment required to get a level 99 character in Diablo II.


… What Was That About Magic Find On Items?
While the benefits to progression are obvious, you may be asking how this impacts Magic Find on items. We wanted to find a solution that was not only very forgiving of gear swapping, but one that would ultimately help us slowly and gently move Magic Find off of items in the future. It’s such an intrinsically important stat to the core purpose of playing the game that tying it to gear -- which is a customization system in many ways -- is ultimately an approach that would continue to cause problems. We need to transition away from it, and do so in a way that doesn’t flip the entire game end-over-end.

“With the Paragon system in place, we’re capping Magic Find and Gold Find to 300%”With the Paragon system in place, we’re capping Magic Find and Gold Find to 300% (before Nephalem Valor). This means that without any Magic Find gear at all, you’ll hit the cap when you reach Paragon level 100. This way, you can continue wearing your current Magic Find gear as you slowly but surely work to gain Paragon levels. Eventually, once you hit Paragon level 100, you’ll have the freedom to completely focus every slot on stats that help your character kill stuff faster and stay alive longer. The idea is that if you’re currently swapping gear in and out for the Magic Find bonuses, you can continue to do so… but gain enough Paragon levels, and you won’t need to anymore.



Phew…
The Paragon system is a fairly big addition to the game, and one we’re pretty excited about. On behalf of the entire Diablo III development team, we hope you enjoy the changes we’re making with patch 1.0.4, and we look forward to seeing you in-game when it releases. Stay tuned to Diablo3.com for the final patch notes and official launch announcement in the days ahead.

post #535 of 689
Really stoked about the Paragon system! Almost feel like I should wait until 1.0.4 comes out to put in any more farming time smile.gif I'm hearing the patch could be out by early next week.

I've gotten to the point where I can farm A2 pretty easily. I just upgraded my MH weapon bumping my dps to 30K which should make things even easier smile.gif
post #536 of 689
Yeah, paragon sounds nice. I will probably farm from now until Guild wars 2, then take a diablo break to play some GW2, (or split time) smile.gif.
post #537 of 689
WOW!
post #538 of 689
Thread Starter 
Patch 1.0.4 is deploying today!!! OMG YESSS!!

Coop will be useful finally with strangers!!!!!!
post #539 of 689
Quote:
Originally Posted by Dashboard View Post

Patch 1.0.4 is deploying today!!! OMG YESSS!!
Coop will be useful finally with strangers!!!!!!

Yeah, really wasn't expecting it so early! It's almost like a new game now! Can't wait to do some serious farming this weekend. Wonder how long it will take before we start seeing new legendaries drop!
post #540 of 689
Thread Starter 
Quote:
Originally Posted by vpn75 View Post

Yeah, really wasn't expecting it so early! It's almost like a new game now! Can't wait to do some serious farming this weekend. Wonder how long it will take before we start seeing new legendaries drop!

I WILL get one tonight... not going to sleep until I get one... or maybe not tongue.gif

Last night I decided to farm just a little bit without killing white mobs (just champ) to make it quicker. It's really hard not to kill white mobs but I was doing well.

At the Watch Tower, a group of white mobs prevent me from going down the stairs so I had to kill them to make my way... what do I see from a white cultist?? Legendary Ring... wink.gif Hierophant's Seal (lvl 60 ilvl 61 ring). crap stats (46 dex, 36 intel, 6% max life, 8% dmg to demons, Armor, Life Regens) but it's always fun to have a drop like that. Wish I'll get more with the new 1.0.4 tongue.gif
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