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Thread: Diablo III:3 Kanai Fix It?
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2017-07-18, 12:00 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
You can test it yourself, fling jars in town until you see them dying as fast as you can throw.
My bad, I thought they were on the list of things that caused Necrosis. Guess you're SoL.
Aquila, Lakumba, Mantle, Henri, Unity...
As I said in my last post, continuing to bicker about itemization is a waste of time and doesn't help your build, so I'll shelve that for now.
Why does a monkey-themed item buff Wave of Light, or a Plague-themed item buff bone skills while the bone-themed item doesn't? *shrug*
(item = set)Last edited by Psyren; 2017-07-18 at 12:06 PM.
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2017-07-18, 01:52 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Surely that doesn't mean that they're not attacking. Obviously, each spider wave has a set time to live, what matters is whether they're able to deliver their full payload of 12 attacks before they die. I can certainly tell you that my single target DPS doesn't incline me to believe they're running into some maximum spawn threshold. I won't dispute that there might be some lag from all the spawns, but my PC is a beast, so I don't have those kinds of issues.
My bad, I thought they were on the list of things that caused Necrosis. Guess you're SoL.
Aquila, Lakumba, Mantle, Henri, Unity...
As I said in my last post, continuing to bicker about itemization is a waste of time and doesn't help your build, so I'll shelve that for now.
Why does a monkey-themed item buff Wave of Light, or a Plague-themed item buff bone skills while the bone-themed item doesn't? *shrug*
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2017-07-18, 02:30 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
I honestly don't think they do, because each jar has acquisition time even if you aim them perfectly, and that's certainly not easy to do in the heat of combat.
Henri isn't conditional either. Well, the condition is "being hit" but that's about when toughness would matter, so...
I meant that I'm unlikely to convince you of anything on this topic and vice-versa.
Let me know how RF works for you.Last edited by Psyren; 2017-07-18 at 02:31 PM.
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2017-07-18, 02:59 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Hence Leaping Spiders.
Henri isn't conditional either. Well, the condition is "being hit" but that's about when toughness would matter, so...
I meant that I'm unlikely to convince you of anything on this topic and vice-versa.
Let me know how RF works for you.
An unrelated question: What do you all suppose is the best Barbarian rifting build I can get WITHOUT using Convention of Elements?
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2017-07-18, 03:12 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Plague Doctor by Crimmy
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2017-07-18, 03:32 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
This signature is no longer incredibly out of date, but it is still irrelevant.
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2017-07-18, 09:41 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
I'm not asking for much, just the ability to clear GR70 so I can get a CHANCE at primal ancient drops.
Who needs target control? Is there some monster I'll be fighting that I don't want to take damage? Look, you're not wrong, CS is mediocre, but it's not mediocre because the base skill is bad. It's mediocre because it's not standing on a mountain of synergistic legendaries and gimmicks that make it the uber build. Here's the thing: The D3 developers, I feel, did a great job with the base game, but the humped the itemization hard (no legendaries, all random yellow garbage, and of course, RMAH), and had NO plan for an end-game. They added an endgame, and have put in some legendaries and sets which at least give you *some* interesting choices and builds, but the stupendously hyperbolic scaling on difficulty drives all of the lack of build diversity and player options. Utlimately, I feel that this is because what few developers they've kept on DIII are spending 100% of their time feeding the power creep of the top-tier builds instead of giving attention to under-utilized and under-itemized skills. The only time they intervene is when the community stumbles on a bot-friendly build, ie: something with so little interactivity, that a human playing it would be more or less indistinguishable from a robot.
Basically this.
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2017-07-19, 12:04 AM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Plague Doctor by Crimmy
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2017-07-19, 12:24 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
I pretty much agree with The Jackal, it all comes down to Blizzard's itemization and the fact that it is only a couple skills that they decided were good enough to use.
Unless the skill gets a 6set boost and has 1-2 other legendary items that fit with that set, then the skill is not worth using. And since everything is tied back to sets and those sets "require" a specific skill or two, you're pretty much forced into a few builds if you want to do anything hard/that will progress you.
There are a few "variables" in some, like "I can use any resource generator" but in the end that skill is practically meaningless on its own, it is just there to charge up some other skill that does all of the actual damage.
They've just designed themselves into a corner. A skill has to have a boost in a bracer, and maybe one other slot, so long as it is a 7 piece set rather than a 6, or you're forcing a ring pick too, which then limits your choices there too. How many different rings are actually worth using? There are 47 set/legendary rings and CoE, F/R, ORotZ, and RoRG are pretty much the only ones that see any use outside of maybe 1 specific build.
It sort of takes all of the fun out of the loot system when you're not looking for something better, you're looking for 1-2 specific items and the variable is if it showed up with the correct attributes for the build (and those attributes almost never change either),
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2017-07-19, 12:55 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Well, ideally LoN should offer some build diversity, but even there, the disparity in legendary affixes that boost certain skills beyond reason pokes up its ugly head. Plus, the other issue is that even within the 'top-tier' builds, there's really no balance. When 5 greater rifts amounts to a doubling in damage output, how hard should it be to get the best builds in each class within a couple of GRs of each other. The top Barbarian build is pushing GR 105, and the top Wizard build is 112. So we're talking about nearly triple the damage output between the best Barbarian build and the best Wizard build. Are they even looking at the math? In WoW, the community pitches a fit when one DPS class/spec shows a 10% advantage in damage.
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2017-07-19, 03:36 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
LoN, EW, Unity, Class defensive ring (e.g. Band of Might/Halo/Elusive/etc), Class offensive ring (e.g. Skull Grasp/Emptiness/Krysbin/Manald/etc) all exist too. Every build that uses these is capable of variation while remaining viable.
If on the other hand what you want is total anarchy, where legendary powers don't matter - I do believe that would be worse for the game as a whole. Needing to hunt down specific legendaries is what keeps people playing. If you stripped those abilities off, and returned to the days where Echoing Fury or well-rolled yellows were top-tier, they would have to return to all legendaries being exceedingly rare to keep that same level of retention and engagement. Otherwise, everyone would gear up too quickly and just stop playing.
I do agree that no one class should be topping the charts the way Archon Wizard is, but I don't agree that some skills should simply be made better than others in the long run via itemization. Plus the game isn't over yet; we've seen new skills added to the meta, like Hydra getting added to Manald, and Seismic Slam getting added to Charge and Leapquake builds.Plague Doctor by Crimmy
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2017-07-19, 03:42 PM (ISO 8601)
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2017-07-19, 05:00 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
There are other examples we don't see either. They experimented with adding Blessed Shield to Rolands for instance, but the result proved too taxing for the servers - Rolands' lightning-fast attack speed combined with that splitting rune and resource-free BS from Gyrfalcon meant thousands of effects being generated on screen at once, and they ultimately had to roll that back.
Which leads me of course to another point - some abilities are just plain cool, so you want them to be in the game, but making them so powerful that everyone considers them viable has deleterious effects. Leaving them weaker and niche keeps them around and fun for those who want to play for fun, while letting them be safely ignored by those with more of a progression focus in mind.Plague Doctor by Crimmy
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2017-07-19, 06:12 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
There seems to be a simpler way - rather than increasing attack speed, increase the damage by the same amount, like they do with the Attack Speed increases on the Necro Skellies.
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2017-07-19, 06:51 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Right. One ring per class, or you're using CoE. Except that like as not, you're using CoE anyway, and use the cube to get a class ring, unless you're using LoN. Which means if you're a Barb build, guess what! You're using WW. If you're a Doc, you're using Locusts/Haunt.
If on the other hand what you want is total anarchy, where legendary powers don't matter - I do believe that would be worse for the game as a whole. Needing to hunt down specific legendaries is what keeps people playing. If you stripped those abilities off, and returned to the days where Echoing Fury or well-rolled yellows were top-tier, they would have to return to all legendaries being exceedingly rare to keep that same level of retention and engagement. Otherwise, everyone would gear up too quickly and just stop playing.
I do agree that no one class should be topping the charts the way Archon Wizard is, but I don't agree that some skills should simply be made better than others in the long run via itemization. Plus the game isn't over yet; we've seen new skills added to the meta, like Hydra getting added to Manald, and Seismic Slam getting added to Charge and Leapquake builds.
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2017-07-19, 07:20 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Completely wrong.
Acid Cloud already has enough support to clear 70 easily. Rend is meant to be used WITH Whirlwind (and it has support too.)
Could they do that with more skills, I wouldn't mind, but expecting it for all of them is unrealistic.
Hammer has dedicated legendaries, go nuts. Should work in a pure IK build.
Roland is designed for speed, it is meant to emulate the D2 Smitedin. Fast sweep attack is also fun.
What they should do instead for a Blessed Shield build, is make the Gyrfalcon lower the wrath cost by 90% instead of removing it. It needs to spend some to trigger OROTZ so that an Akkhan build will function.Last edited by Psyren; 2017-07-19 at 07:21 PM.
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2017-07-19, 07:30 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
That's a legitimate reason to change builds, but they totally did that, with, for example, Carnevil, which used to spawn a dart for every fetish you had, as opposed to now where only 5 of your fetishes will fire a dart. I seems like if they were concerned about corpse spiders flooding the server with computational load, they could make it an small radius AoE, and keep the spiders all in a clump. There's no reason each one has to be treated as its own sprite. How the skill looks on the screen and how it's resolved by the server don't need to be that tightly coupled.
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2017-07-19, 07:56 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Practically every build is using Endless Walk or F&R, and the handful that aren't are very, very niche. Yes, lightning Archon doesn't, but a quick review of the top tier builds sees a LOT of patterns in the jewelry best in slot options, and, for that matter, lots of patterns in the best legendary gems, the best spenders, etc.
Acid Cloud already has enough support to clear 70 easily. Rend is meant to be used WITH Whirlwind (and it has support too.)
Could they do that with more skills, I wouldn't mind, but expecting it for all of them is unrealistic.
Hammer has dedicated legendaries, go nuts. Should work in a pure IK build.
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2017-07-19, 08:17 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
1) You forgot LoN.
1) Builds that constantly move and have no generator get no benefit from either of these. Note that Archon falls into that category easily.
2) Your point was regarding the second (or third) ring slot, not those two. It does not have to be CoE at all.
So 80+ doesn't clear that bar then?
(Also, nice goalpost shift to "compete with Firebats.")
For every skill? They'd have to revamp and create a lot more legendaries, for one.
First Men + Gavel + IK seems simple enough. I think I'll try it myself actually.Last edited by Psyren; 2017-07-19 at 08:23 PM.
Plague Doctor by Crimmy
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2017-07-20, 09:34 AM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
And what would be the problem with that? The game is already about farming for gear, adding more gear to farm for seems like it fits the design perfectly. There are also a lot of items that could just be changed instead of adding new ones because right now 80-90% of the legendaries that drop are practically useless anyway. At least that would make some of them "useful for one or two builds" which is a lot more than can be said for them now.
I also think expanding every set to at least 7 pieces would do a lot. Right now many of them are exactly 6 pieces, which either means RoRG or no choice at all in how you build around that set. Which always leads to "this item has to be in the cube for this build" and there is no way around it and no way to change up the build because of it.
Because generally they do have legendaries for most skills but which slot it ends up in, and if the set boosts it at all, says whether or not it can be used. And the majority of the sets say "you have to use these 1-2 skills and nothing else" and they do generally have one set per class that is a set damage increase but it generally requires 1-2 specific skills too, just that your damage can come from other skills.
I guess though that the more disappointing part is that there are so many legendary items that are just never worth using.
Passives seem really bad too, there are a few that are a given in pretty much every build, there are a few build dependent, and a lot that you just never look at again.
And the same goes for the legendary gems. I think I've used a wider variety of those, but there are still some I have yet to see a use for.
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2017-07-20, 10:08 AM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
What would a Thousand Storms Monk look like without Shenlong? Or is that just not a thing?
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2017-07-20, 11:12 AM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
There isn't a problem with that, but it does take some patience. If indeed it were to happen, it wouldn't be overnight. We've seen them do it slowly with the likes of Faithful Memory, Manald Heal and The Barber.
Note that converting all those "blank" legendaries to specific skills would remove them from the drop tables of classes without that skill, similar to how Faithful Memory became Crusader-only and Manald Heal became Wizard only. Obviously this is a good thing in the short term, because it means fewer "junk" legendaries in between us and the ones we want. But what we want in the short run and what is good for the health of the game in the long run are not always the same thing; gearing up too fast is ultimately bad for the game.
This one I agree with completely, I also want every set to be 7pcs.
Probably... Jawbreaker, Crystal Fist, and Flying Dragon in the cube. You'd focus more on DS than on your generators.Plague Doctor by Crimmy
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2017-07-20, 06:06 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
I feel like turning up the taps on new legendary items should not be immensely difficult. Sets, perhaps moreso, to be fair, but given the wildly disparate power level of the current status quo, I don't feel like flooding in new items into the item pool is likely to harm much. Also, it's not like they haven't added a bunch of 'transmog-only' gear that they could hijack and use for art assets for legendary items.
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2017-07-20, 06:31 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
So who is planning on playing this season.
Do we have a gitp group or community?
Also what is the best way to solo level with a new season?
Edit:
We do have a GitP community GitP.
Not many people in it though.
If you need an invite send me a message (legoshrimp#1722)
Also any interest in making it a gitp clan instead?Last edited by Legoshrimp; 2017-07-20 at 06:34 PM.
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2017-07-20, 07:34 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Warhammer 40,000 Campaign Skirmish Game: Warpstrike
My Spelljammer stuff (including an orbit tracker), 2E AD&D spreadsheet, and Vault of the Drow maps are available in my Dropbox. Feel free to use or not use it as you see fit!
Thri-Kreen Ranger/Psionicist by me, based off of Rich's A Monster for Every Season
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2017-07-20, 08:03 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
I'll be playing again, first season in a while(like..season 5 or 6 I think? Probably 5). Think I'll be going with a Cold Ray Sorc, though I might at some point branch off and play a summon necro.
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2017-07-20, 09:33 PM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
I'm going Necro since (a) the Set Dungeon conquest is back, and (b) they have the only set dungeons I haven't mastered yet.
Wizard will probably be my secondary so that they can share jewelry.
I'm going to hazard a guess that it is more complicated than you believe it to be, and furthermore that they know more about it than you do.
I believe the fastest is to farm a dense area like Halls of Agony and rack up huge kill streaks on a lower difficulty. Personally though I prefer just running bounties, both for the variety and for the mats.Plague Doctor by Crimmy
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2017-07-21, 04:47 AM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
Well I managed to get in an hour and a half or two of play time, ended up level 35. Doing an disintegrate build for now, as doing a Cold Ray build without the equipment that allows it to pass through multiple opponents like disintegrate does is severely handicapping oneself, taking a much longer time to level up and find the right gear, and I'd rather get to play my build sooner then later even if I have to play a different build for right now.
Already handling master level rifts, and once I get some more money and can afford to craft some better gear in certain slots I should be able to breeze through it(It's moderately challenging atm).
Also, holy hell, just as I got on, several people got world first achievements, and I checked them out and they are already paragon 209. Either botters, or really, really freaking dedicated players.
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2017-07-21, 09:46 AM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
I see little point in trying to compete with those people personally.
BF and I will be starting tonight.Plague Doctor by Crimmy
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2017-07-21, 10:58 AM (ISO 8601)
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Re: Diablo III:3 Kanai Fix It?
They certainly do, but I have a different goal from theirs. Blizzard's goal is to maximize the profits of the game. My goal is to make the game more fun. While those goals seem like they ought to be in harmony with each other, Blizzard has other ideas, namely forcing the progression game into ever mounting levels of repetition. Hence the continual innovations to come up with a new way to walk through a corridor killing monsters for the same rewards.
That's not to say that all that Blizzard is doing is garbage, new tilesets and monsters are always appreciated, and are certainly far more labor intensive than adding new items to the loot pool, and of course the Necromancer is a good addition. I'm honestly surprised it took them this long to decide to add another Hero. DII: LoD added 2 new Heroes, and was a huge success, in fact its innovations were arguably the reason we remember DII so fondly.
But at the end of the day, banner icons, portrait frames, vanity pets, and transmog items do not bring the boys to the yard. Gear and content do. So yeah, I'd like Blizzard to put on their big boy pants and do things that are hard because they're the right thing to do, and I don't really care very much whether it's hard or not. My job is hard too.