I browse the AH a few times a day to buy and sell shit..Sometimes I'll do a run or two of act 1 inferno but other than that I'm pretty annoyed at the game. That and I can't run act 3 at all.
Patch 1.04 announced, hope it will be good enough to bring me back. I'm freaking playing roller coaster tycoon 1 atm...
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[Epic Beard Man] wrote:
You gonna get a Vietnam now mother, and i whipped his butt so fast and so quick, so pretty. I hit him with the Muhammad Ali left, right, left. I did the Ali shuffle!
-remove averaging in multiplayer games of Magic Find and Gold Find -lowering the health multiplier for monsters per additional player in co-op games -increasing the health of normal monsters by approximately 5%-10% in Inferno -lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap -adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding -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 -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 -changing how damage is calculated on a few damage-over-time skills -removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs -reducing repair costs of high-end items by 25% -improvements coming to Legendary items -buff the underused runes -Witch Doctor Zombie Dogs and Gargantuan, are both receiving significant improvements
This is just like one tenth of the final patch notes. Patch expected 28th of august or 4th of september. Great improvements so far. What I bolded is, what I think, really good upgrades.
You gonna get a Vietnam now mother, and i whipped his butt so fast and so quick, so pretty. I hit him with the Muhammad Ali left, right, left. I did the Ali shuffle!
The changes seem really nice so far, at least judging from the previews for legendary items and barbarians. I really want to see the Witch Doctor preview though. It seems like summoner WD will be viable after the patch, but we'll see.
Joined: Dec 2008 Posts: 5167 Location: Antelope Valley, CA
PureStr wrote:
Okay some patch notes were released:
-remove averaging in multiplayer games of Magic Find and Gold Find -lowering the health multiplier for monsters per additional player in co-op games -increasing the health of normal monsters by approximately 5%-10% in Inferno -lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap -adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding -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 -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 -changing how damage is calculated on a few damage-over-time skills -removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs -reducing repair costs of high-end items by 25% -improvements coming to Legendary items -buff the underused runes -Witch Doctor Zombie Dogs and Gargantuan, are both receiving significant improvements
This is just like one tenth of the final patch notes. Patch expected 28th of august or 4th of september. Great improvements so far. What I bolded is, what I think, really good upgrades.
I appreciate what they're doing for the stupid Affix combos, but it's too little too late. I'm sure a small chunk of people will actually come back and play, but for people like me, it's only a band-aid fix for a much larger issue.
_________________ Speak the truth, even if your voice shakes.
-remove averaging in multiplayer games of Magic Find and Gold Find -lowering the health multiplier for monsters per additional player in co-op games -increasing the health of normal monsters by approximately 5%-10% in Inferno -lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap -adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding -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 -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 -changing how damage is calculated on a few damage-over-time skills -removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs -reducing repair costs of high-end items by 25% -improvements coming to Legendary items -buff the underused runes -Witch Doctor Zombie Dogs and Gargantuan, are both receiving significant improvements
This is just like one tenth of the final patch notes. Patch expected 28th of august or 4th of september. Great improvements so far. What I bolded is, what I think, really good upgrades.
I appreciate what they're doing for the stupid Affix combos, but it's too little too late. I'm sure a small chunk of people will actually come back and play, but for people like me, it's only a band-aid fix for a much larger issue.
And what would be that "larger issue"? I really think the game is quite good as it currently is and judging from the patch previews it will get even better. Sure, the game could be better, but it isn't as bad as many people say. I play the game almost since the release and i am still on it. I just don't really like the insane prices for good equipment in the gold auction house, which was the main reason why i left SC. Currently playing HC mainly and enjoying it. I just reached Hell with my Barbarian yesterday and so far the economy seems much better there.
-remove averaging in multiplayer games of Magic Find and Gold Find -lowering the health multiplier for monsters per additional player in co-op games -increasing the health of normal monsters by approximately 5%-10% in Inferno -lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap -adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding -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 -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 -changing how damage is calculated on a few damage-over-time skills -removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs -reducing repair costs of high-end items by 25% -improvements coming to Legendary items -buff the underused runes -Witch Doctor Zombie Dogs and Gargantuan, are both receiving significant improvements
This is just like one tenth of the final patch notes. Patch expected 28th of august or 4th of september. Great improvements so far. What I bolded is, what I think, really good upgrades.
I appreciate what they're doing for the stupid Affix combos, but it's too little too late. I'm sure a small chunk of people will actually come back and play, but for people like me, it's only a band-aid fix for a much larger issue.
And what would be that "larger issue"? I really think the game is quite good as it currently is and judging from the patch previews it will get even better. Sure, the game could be better, but it isn't as bad as many people say. I play the game almost since the release and i am still on it. I just don't really like the insane prices for good equipment in the gold auction house, which was the main reason why i left SC. Currently playing HC mainly and enjoying it. I just reached Hell with my Barbarian yesterday and so far the economy seems much better there.
Nothing. The game just isn't what he wanted it to be.
Yea, sounds quite interesting. Kripparian suggested something similar, didn't he? Not that i actually care about his opinion or follow him or anything, but that was definitely not a bad idea. Keeps you busy for a long while.
Joined: Dec 2008 Posts: 5167 Location: Antelope Valley, CA
Kronos wrote:
.curve wrote:
PureStr wrote:
Okay some patch notes were released:
-remove averaging in multiplayer games of Magic Find and Gold Find -lowering the health multiplier for monsters per additional player in co-op games -increasing the health of normal monsters by approximately 5%-10% in Inferno -lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap -adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding -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 -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 -changing how damage is calculated on a few damage-over-time skills -removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs -reducing repair costs of high-end items by 25% -improvements coming to Legendary items -buff the underused runes -Witch Doctor Zombie Dogs and Gargantuan, are both receiving significant improvements
This is just like one tenth of the final patch notes. Patch expected 28th of august or 4th of september. Great improvements so far. What I bolded is, what I think, really good upgrades.
I appreciate what they're doing for the stupid Affix combos, but it's too little too late. I'm sure a small chunk of people will actually come back and play, but for people like me, it's only a band-aid fix for a much larger issue.
And what would be that "larger issue"? I really think the game is quite good as it currently is and judging from the patch previews it will get even better. Sure, the game could be better, but it isn't as bad as many people say. I play the game almost since the release and i am still on it. I just don't really like the insane prices for good equipment in the gold auction house, which was the main reason why i left SC. Currently playing HC mainly and enjoying it. I just reached Hell with my Barbarian yesterday and so far the economy seems much better there.
The fact that they made it so you HAVE to use the AH to get decent gear. The fact that NV stacks did nothing for you since you got some poorly itemized piece of shit Rare anyway. The lack of replayability. The lack of PVP. I've said it before: they released a beta of a game after a decade hoping it would be as awesome as Diablo 2, but tuning it to play like Diablowow, and it didn't succeed. Also the RMAH is the worst thing to happen to any game.
Sure, this patch will fix the more annoying issues and make it a little easier to play without slamming your mouse/keyboard across the wall, but they need more content fixes than "lol we done messed up with Elite/Rare packs, here's the solution months later."
I can't complain much though as I got Diablo 3 essentially for free.
_________________ Speak the truth, even if your voice shakes.
Just expanding on one of curves points, in regards to needing the Auction House to be good at the game. To myself and my good friend, Rob, this is what killed Diablo 3 for us. For many years we played Diablo 2 offline together in LAN games and had a great time. We could fight ubers and complete Hell and we always knew that we could, and did, find top tier end game items without having to buy them off anyone else. This was a big motivation for us and the grind to find that final set piece really amplified what it meant to have it. The reward wasn't in the item, but rather in completing the goal.
When Diablo 3 came along, we soon learned that the game was designed around trading via the AH and was basically essential to stand a chance in the higher difficulties. Hell, even playing through on the easier difficulties it became apparent that by boycotting the AH we were making ourselves seriously under geared. Every item I had was bought and it ruined the sense of accomplishment that should come with acquiring a good piece of gear. That, and the lag, is the main reason why I don't play Diablo 3.
Joined: Dec 2007 Posts: 286 Location: Middle East, Europe, Whichever I am posted
After getting so pissed off about this alchemy thing at isro, I went out today and bought me that dang Diablo 3 box. One quick question please... Can I install this in my PC in Asia today, play it here... then reinstall it in Europe using the same installation when I go back to work over there? I wont be playing using my PC in Asia of course, so no foul should have been done by me.
Forgive the noobish question, but I am really a newbie to d3, and would appreciate a Pro's reply.
_________________ Plvling an attack fellow is kinda hard
Joined: Dec 2008 Posts: 5167 Location: Antelope Valley, CA
sibiumarius wrote:
try playing it without using ah (i`m doing it) , yeah its hard but its more fun and challanging , there you have it diabo 2 lan alike game
Sure it's possible, it's just not very optimal at all. In a game whose end game is designed around getting more and better gear, they didn't adjust drop settings to compensate.
The result is you farming Act I-II Inferno to get items that would be suited for Act III-IV Hell, or an item that may be Act III-IV Inferno ilvl but is itemized so poorly it's a waste to even get.
_________________ Speak the truth, even if your voice shakes.
I am mainly playing HC now. Therefore i am not too concerned about the AH anymore anyway. On HC there aren't that many great items in the AH. Most people just keep the best drops for themselves and don't even want to sell them on the AH. So, if you want to progress in HC you have to farm Act I Inferno anyway.
On the other hand in HC you won't need extremely good items to even have a chance for selling them on the AH. In SC it seems that you can't sell anything, unless it has several of Vit/Primary Stat/All Res/Crit Chance/Crit DMG with high stats. It's basically useless to farm on SC, as you won't get anything worth selling. On HC you could sell the same items quite easily though.
Joined: Dec 2007 Posts: 286 Location: Middle East, Europe, Whichever I am posted
Questmaster wrote:
After getting so pissed off about this alchemy thing at isro, I went out today and bought me that dang Diablo 3 box. One quick question please... Can I install this in my PC in Asia today, play it here... then reinstall it in Europe using the same installation when I go back to work over there? I wont be playing using my PC in Asia of course, so no foul should have been done by me.
Forgive the noobish question, but I am really a newbie to d3, and would appreciate a Pro's reply.
SCRATCH THIS NEWBIE QUESTION, better yet, delete it, Mod... Damn stupid newbie me. I found the answers in the box.
_________________ Plvling an attack fellow is kinda hard
Omg patch 1.04 is so awesome. Most of my friends came back and I can't stop doing runs. I even progressed in act 3 inferno and bought myself a sick off hand source for my wizard. I also reached paragon level 7 yesterday. As of now, I'm saving up for a high dps wand with 70%+ crit dmg and a socket.
Here's a link to my profile, wearing survival gear atm as I was doing act 3 when I logged off. When I have my mf gear I can get up to 240% mf or so with NV stacks. http://us.battle.net/d3/en/profile/GuyL ... ro/3303663 (sick off hand)
Epic patch blizz, Kudos!
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[Epic Beard Man] wrote:
You gonna get a Vietnam now mother, and i whipped his butt so fast and so quick, so pretty. I hit him with the Muhammad Ali left, right, left. I did the Ali shuffle!
Bro is livestreaming his wiz (Doing giveaways, and ponies with viewers). twitch.tv/kah00ner if any is interested. He has a good char, so its pretty good gameplay.
New System: Monster Power Similar to the “Players 8” command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different “power levels” and in return they’ll receive scaling bonuses to experience (for heroes levels 1-60) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties. New Event: Infernal Machine The Infernal Machine is a device that will allow level 60 players to battle "uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring. General Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty: When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time Opening a Resplendent Chest will grant one stack of Nephalem Valor Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event's location Major in-game events in Inferno difficulty that involve a special chest or Unique monster (ex: ) will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion Several events have had Unique monsters added to them for this purpose Experience Shrines can now appear in Inferno difficulty Two new shrines have been added to all difficulty levels: Empowered Shrine – Increased resource regeneration and reduced cooldowns Fleeting Shrine – Increased movement speed and pickup radius Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy The reduction of snare effects against Elite monsters has been reduced (in the player’s favor): Normal: 20% to 0% Nightmare: 30% to 15% Hell: 40% to 25% Inferno: 40% to 25% Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here! Auction House Search parameters will now save when switching between the gold and real-money auction house An additional sortable column has been added to the results window This column will have a drop-down box populated with each of the Preferred Stats that players indicated for their search (only one Preferred Stat can be selected at a time) The Preferred Stat list is now sorted alphabetically A button has been added to allow players to quickly reset Preferred Stat filters to "None" Players can now search for +Damage on off-hand items When searching for items to purchase, an option to "autofill" stats based on what the player is currently wearing has been added Similarly, when selling an item, a "Find Similar" button has been added to allow players to quickly search for items currently up for auction that have similar stats Bug Fixes When claiming stackable items from the auction house, the claimed items will always attempt to fill out partial stacks completely before falling back to using an open slot in your inventory The color-coding for the "Quality" drop-down menu for Pages & Recipes has been updated to match the color-coding for all other categories Fixed a bug that was causing the minimum value for the Spirit Regen affix to not filter items correctly Battle.net The "Friend of Friend" feature for finding and adding Real ID friends is now available for Diablo III A new item delivery system has been added that will allow Blizzard to send license-based items directly to players, for example: Collection's Edition rewards (you may see us testing this feature over the course of the PTR) Achievements An Achievement button has been added to the in-game hotbar Players can now link Achievements in chat Banners Players can now customize their banner in-game while in town Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.) New unlocked banner rewards are now highlighted so they can be found more easily Chat Players can now change font color (per channel) and size Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing Several additional improvements have been made to in-game chat to increase usability Bosses Azmodan Bug Fixes Azmodan should no longer be able to cast Flame Meteors or continue channeling his Laser attack while stunned Classes General Defensive bonuses provided by certain class skills have been reduced. To learn more about these changes and why they were made, click here! Barbarian Active Skills Battle Rage Duration increased from 30 seconds to 120 seconds Hammer of the Ancients Increased Critical Hit chance is now based on the amount of Fury the player has when Hammer of the Ancients is activated: For every 5 Fury a player has, Hammer of the Ancients has a 1% increased Critical Hit chance Skill Rune – Smash The radius of Smash has been slightly increased to help resolve an issue that caused Hammer of the Ancients to occasionally miss targets immediately in front of the player Skill Rune – The Devil's Anvil Movement speed reduction increased from 60% to 80% Leap Skill Rune – Iron Impact Now grants 100% bonus armor per enemy hit for 3 seconds Overpower Cooldown reduced from 15 seconds to 12 seconds Rend Rend should now more reliably hit enemies that are running away Skill Rune – Mutilate Mutilate has been redesigned to slow enemies by 60% for the duration of Rend Sprint Skill Rune – Run Like the Wind Proc coefficient reduced from 0.2 to 0.08 Threatening Shout Cooldown reduced from 15 seconds to 10 second Skill Rune – Grim Harvest Now also has a chance to drop a health globe War Cry Cooldown reduced from 30 seconds to 20 seconds Fury generated reduced from 30 to 20 Skill Rune – Charge! Fury generated reduced from 60 to 40 Skill Rune – Impunity Bonus resistance reduced from 50% to 20% Whirlwind Fury cost from 16 to 9 Skill Rune – Blood Funnel Healing increased from 1% to 2% of Maximum Life per Critical Hit Passive Skills Animosity Bonus Fury regeneration increased from 10% to 20% Inspiring Presence Healing increased from 1% to 2% Maximum Life per second Unforgiving Fury regeneration has been quadrupled, increased to 2 Fury every 1 second (up from 1 Fury every 2 seconds) Demon Hunter Active Skills Bola Shot Explosion radius increased from 7 yards to 17 yards Skill Rune – Volatile Explosives Explosion radius increased from 14 yards to 20 yards Chakram Chakram will now always fire a projectile, regardless of distance or if an enemy is targeted Companion Added a 30-second cooldown Reduced each Companion's attack cooldown from 1.5/2 seconds to 1 second Weapon damage increased from 30% to 38%, but they can no longer critically hit Companion's damage now scales with attack speed Skill Rune – Wolf Companion Wolf Companion has been redesigned to be a more durable pet: Now has comparable durability to one Zombie Dog New attack: 120-degree Cleave with a 10-yard radius that hits for 94% weapon damage Skill Rune – Spider Companion Spider Companion has been redesigned to be a more durable pet: Has slightly more durability than the Wolf Companion New attack: 120-degree Cleave with a 10-yard radius that hits for 38% weapon damage and Slows every enemy it hits by 60% for 2 seconds Skill Rune – Boar Companion Boar Companion has been redesigned to be a more durable pet: Has more durability than the Spider Companion New attack: Single-target attack that hits for 38% weapon damage Provides (155 @ 60) Life per second and a 15% bonus to all resistances for the Demon Hunter Evasive Fire Skill Rune – Shrapnel has been replaced with a new rune: "Hardened" Hardened increases your Armor by 50% for 3 seconds and replaces the backflip Skill Rune – Parting Gift Weapon damage increased from 45% to 55% Poison bomb delay reduced from 1.2 seconds to 0.6 seconds Sentry Cost changed from 10 Discipline to 30 Hatred Increased from weapon damage from 55% to 88% Players can now have two turrets active at once, but an 8-second cooldown has been added to compensate Sentry can no longer critically hit Skill Rune – Spitfire Turret Weapon damage increased from 8% to 15% Skill Rune – Vigilant Watcher Vigilant Watcher has been redesigned and now reduces the cooldown of Sentry by 2 seconds instead of increasing the duration Skill Rune – Chain of Torment Weapon damage increased from 80% to 100% Shadow Power Base spell changed from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds Skill Rune – Night Bane Changed from 4 Hatred per second for 3 seconds to 3 Hatred per second for 5 seconds Skill Rune – Blood Moon Changed from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds Skill Rune – Gloom Changed from 65% damage reduction for 3 seconds to 35% damage reduction for 5 seconds Skill Rune – Shadow Glide Changed from 40% movement speed increase for 3 seconds to 30% movement speed increase for 5 seconds Spike Trap Skill Rune – Sticky Trap Explosion radius increased from 8 yards to 16 yards Skill Rune – Bandolier has been replaced with a new rune: "Echoing Blast" Echoing Blast gives your Spike Traps three charges with a minimum delay of 1 second between each explosion, and deals damage as Poison Strafe Movement speed increased from 65% to 75% Hatred cost reduced from 16 to 12 Skill Rune – Equilibrium has been replaced with a new rune: "Emberstrafe" Emberstrafe leaves behind fire trail that deals 65% weapon damage per second for 2 seconds All rune variants now allow you to walk through enemies while active Vault Can now be used while under the effect of roots, including Jailer (and will break the effect) Skill Rune – Trail of Cinders Reduced damage from 1500% to 300% weapon damage over 3 seconds Trail can now stack Skill Rune – Acrobatics Cooldown reduced from 15 seconds to 10 seconds Passive Skills Custom Engineering Adds the ability to have a third Sentry turret out a time Now also increases the maximum number of Spike Traps you can have out to 6 Numbing Traps Damage reduction reduced from 25% to 20%, but now also works with Grenades and Sentry Perfectionist Now also increases Life, Armor, and Resistances by 10% Thrill of the Hunt Thrill of the Hunt has been redesigned: Every 7 seconds, your next Hatred spender roots all targets hit by it for 2 seconds. Enemies can only be rooted once every 7 seconds. This does not affect Sentry. Now displays a buff icon when ready to use Monk Active Skills Breath of Heaven Skill Rune – Infused with Light Bonus Spirit regeneration increased from 6 to 8 additional Spirit per hit for 5 seconds Dashing Strike The strike animation after dashing now scales with attack speed Mantra of Evasion Skill Rune – Wind Through the Reeds Run speed bonus increased from 5% to 8% Passive Skills Beacon of Ytar Cooldown reduction increased from 15% to 20% Near Death Experience Cooldown reduced from 90 seconds to 60 seconds Pacifism Now also works on Freeze and Immobilize effects (note: the tooltip will not say Freeze, because Freezes are classified as a Stun) Resolve Damage reduction reduced from 25% to 20% Seize the Initiative Conversion of Dexterity to Armor reduced from 100% to 50% Witch Doctor Active Skills Spirit Barrage Skill Rune – Well of Souls Will now seek out targets up to 40 yards (up from 25 yards) Wall of Zombies Cooldown reduced from 25 seconds to 20 seconds Skill Rune – Pile On Changed from 745% weapon damage with a 25-second cooldown to 500% weapon damage with a 10-second cooldown and the radius has been slightly increased Passive Skills Gruesome Feast Now shows a buff icon when you have active stacks Fetish Sycophants Proc chance increased from 3% to 5% Jungle Fortitude Damage reduction reduced from 20% to 15% Wizard Active Skills Archon: Slow Time Slow increased from 30% to 60% Blizzard Arcane Power cost reduced from 45 to 40 (Snowbound cost will remain the same at 20 Arcane Power) Energy Armor Armor bonus reduced from 65% to 35% Skill Rune – Prismatic Armor Resistance bonus reduced from 40% to 25% Energy Twister Skill Rune - Storm Chaser Proc coefficient reduced from 0.5 to 0.125 Familiar Skill Rune – Ancient Guardian Health threshold increased from 35% to 50% Skill Rune – Dartling has been replaced with a new rune: "Vigoron" Vigoron regenerates Life every second for the wizard Hydra All runes now properly benefit from Arcane Dynamo's five-stack damage buff Fixed an issue that could sometimes cause the heads of the Hydra to become separated from the base when cast near a wall Ice Armor Now reduces damage from melee attacks by 8% Magic Missile Base weapon damage increased from 110% to 125% Skill Rune – Charged Blast Weapon damage increased from 143% to 162% Skill Rune – Split Weapon damage increased from 50% to 56% Angle of damage reduced from 30 degrees to 20 degrees Skill Rune – Seeker Weapon damage increased from 121% to 138% Skill Rune – Penetrating Blast Pierce chance increased from 70% to 100% Meteor Delay between cast and impact reduced from 2 seconds to 1.25 seconds Arcane Power cost reduced from 60 to 50 Ray of Frost Movement speed reduction increased from 30% to 60% Duration of slow increased from 3 seconds to 4 seconds Arcane Power cost reduced from 20 to 16 per period Skill Rune – Numb Movement speed reduction increased from 60% to 80% Skill Rune – Cold Blood Arcane Power cost reduced from 12 to 10 per period Skill Rune – Sleet Storm Weapon damage increased from 215% to 333% Proc scalar reduced from 0.25 to 0.1875 Skill Rune – Black Ice Weapon damage increased from 193% to 387% over 3 seconds Slow Time Cooldown reduced from 20 seconds to 15 seconds Movement speed reduction increased from 30% to 60% Skill Rune – Time Shell No longer reduces the size of Slow Time Skill Rune – Perpetuity Now reduces cooldown to 12 seconds (from 16 seconds) Spectral Blade Weapon damage increased from 135% to 165% Angle of damage increased from 60 degrees to 90 degrees Range increased from 10 yards to 15 yards (range of Thrown Blades will remain at 20 yards) Skill Rune – Deep Cuts Weapon damage from Bleed increased from 35% to 45% over 3 seconds Skill Rune – Healing Blades Removed Critical Hit requirement Storm Armor Ability has been redesigned to periodically deal 100% weapon damage as Lightning to nearby enemies Skill Rune – Reactive Armor Redesigned to deal 70% weapon damage as Lightning to ranged and melee attackers Skill Rune – Strike Back has been renamed "Thunder Storm" Thunder Storm increases your periodic damage to 130% weapon damage All other runes remain unchanged Teleport Now breaks roots Skill Rune – Reversal Now ignores line of sight when returning to the casting location Wave of Force Cooldown reduced from 15 seconds to 12 seconds Skill Rune – Force Affinity Cooldown from 12 seconds to 9 seconds Passive Skills Unstable Anomaly Increased health threshold from 20% to 30% Now heals the player to 45% of Maximum Life and slow targets that are knocked back by 60% for 3 seconds Crafting Crafting materials can now stack to 500 Jeweler Designs that drop in the world will now show up as Rare quality (yellow) to make them more visible on the ground Salvage now uses the required equip-level of the item instead of the base item level to determine what components the item will be salvaged into Example: If an item is an iLevel 60 and has a reduced level requirement of 52, the item will salvage into Hell crafting materials instead of Inferno crafting materials This is being done to accommodate the change of item affixes rolling at the monster’s level rather than the item's level (detailed further in the Items section below) Crafting reagents can now be converted up to the next highest level at the Blacksmith at a ratio of 10:1 Tomes of Training can be converted up to the next highest level at the Blacksmith and Jeweler at a ratio of 10:1 Followers Templar Skills Heal Now heals both the Templar and the player when cast Can now be cast when the player is below 75% health (up from 50%) Inspire Mana regeneration bonus increased from 2 to 4 Mana per second Intervene Cooldown reduced from 60 seconds to 30 seconds Affected radius increased from 6 yards to 10 yards Removed the health threshold for when Intervene can be cast Spell will now cast whenever the player is hit and off cooldown, regardless of the player's currently health % Intimidate Now also reduces the movement speed of enemies that the Templar hits by 60% for 3 seconds Scoundrel Basic ranged attack weapon damage increased from 25% to 40% Skills Hysteria Cooldown reduced from 6 seconds to 5 seconds Poison Bolts Weapon damage of initial hit increased from 40% to 100% Poison now deals 40% weapon damage over 2 seconds (instead of over 3 seconds) Enchantress Skills Disorient Affected radius increased from 4 yards to 6 yards Cooldown reduced from 45 seconds to 25 seconds Mass Control Cooldown reduced from 60 seconds to 30 seconds Powered Armor Armor bonus reduced from 15% to 5% Reflect Missiles Reflect Missiles has been replaced with Missile Ward Missile Ward reduces incoming damage from ranged attacks by 6% Bug Fixes Magic Find and Gold Find values inherited from Followers should now respect the 300% cap Followers will no longer run in place or run slowly when players perform abilities that augment their movement (ex: Leap, Teleport, Vault, etc.) Items The cast time for identifying Rare items has been reduced to 1 second The cast time for identifying Legendary items has been increased to 4 seconds The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been added Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level) Class-specific items will now drop more often Items below iLevel 58 no longer drop in Inferno difficulty Square-quality gems no longer drop in Inferno difficulty Monk class Skill bonuses can now roll on shields Monsters Additional health per monster in multiplayer games has been reduced from 75% to 70% Damage and health of monsters levels 50-63 have been reduced to coincide with the addition of Monster Power Sand Shark AI has been improved: Sand Sharks can now use an "Under Sand Attack" while burrowed. The “Under Sand Attack” causes the Sand Shark to charge to the player and do a 10-yard radius earthquake-like attack for low damage. Sand Sharks can now walk toward you while above ground, which gives players more time to DPS them. Skeleton Fire Mage fire pools, Wood Wraith spore clouds, and Opressor fire breath attacks should now do reduced damages to pets and followers Two-handed skeleton executioners have had their escape radius reduced The "coolup" has been increased on the Fallen Lunatic’s suicide power from 1-3 seconds to 2-5 seconds, giving players a more predictable time to kill them (or run away) before they explode Bug Fixes Damage caused by the Reflects Damage affix can no longer be dodged Fire Chains monsters should no longer link with burrowed monsters (if a monster burrows while linked with Fire Chains, the link will be removed) The explosion effect of a dying Molten monster and the damage done by the effect should now always occur at the same time Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic Heralds of Pestilence will now abort their ranged attack if the player uses a power to make themselves un-targetable while the attack is casting (or "winding up") Bug Fixes Shrines will now buff all players that are within the shrine’s radius or in the same level area Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from The damage stat in the Hero page should now display the appropriate values when switching main and off-hand weapons with a shield Fixed a bug where buffs on other players weren’t displaying correctly in the party UI Fixed a bug that was causing players to not be able to rejoin a multiplayer game if they switched to a character that was saved to a difficulty level not yet unlocked by the other party members Fixed a crash that could sometimes occur when mousing over the tooltip for crafting materials Removed the initial tick of damage from fire trenches in Keep Depths and slightly reduced the radius
How is this game doing anyways?...Did it live up the hype?..It looks amazing from what I've seen...I just wish it was a full mmorpg with a persistent world... fighting/questing with other players anytime anywhere in the world....also with added maps where you're outside as oppose to being in dungeons...
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_________________________________________________ BOWFull STR Fire level 102 -- ON A LONG BREAK..POSSIBLY FOREVER
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