Sunday, 23 April 2017

The Elemental Might [ New Jewelry Ideas ]


As we have only few jewelry pieces that can be used in endgame builds, I wonder if we could come up with some ideas that could compete with high end gear. My suggestion:

THE ELEMENTAL MIGHT - legendary ring

The element you have immunity to, have it's damage increased 75%.

So if you have, let's say Xephirian amulet, you will have immunity to cold and thus 75% increased cold damage along with the amulet's healing part. Could be usable in some builds as it is very powerful but still demands a use of non-dps amulet. So it's like immunity + healing + dps combo. Unlike Endless Walk (set), this legendary ring or the immunity amulet can be cubed, of course.

Ideally they should buff or re-design most of the unused legendary jewelry to be on par. What do you think? Share your ideas!

Thursday, 13 April 2017

Why do we have to get the "rare" transmogs each season?

It doesn't make a whole lot of sense. The item transmogs you get should be permanent. I'm not talking about the random legendary and set item transmogs you unlock as you get them. I mean the ones that drop from bosses, that you have to find, etc. I found the crowbar 2 season's ago. It took me so long and I know I will not be wasting my time to get it again. Whimsyshire, why on earth would I want to gather those items again to get what I need from there? I have the portrait and whatnot but why can't I still use the sword transmog I got a few seasons ago? How come these transmogs are forbidden from being transferred from season to season? Portraits are still unlocked. Wings are still unlocked. Pets are still unlocked.

Is it bad I just want to use my crowbar or those rainbow swords? I will never be putting in the effort to get those again. The amount of time it takes is actually not worth it. Is there an engine limitation to how transmogs work with this or does Blizzard just not want to let you keep your transmogs unlocked from season to season? Is Blizzard going to try and monetize these transmogs and make you pay for it to keep it from season to season or what is the big issue behind not having them be permanent?

Tuesday, 11 April 2017

How Craftable Set bonuses could look like in the current state of Diablo 3

Recently I was thinking about how to make craftable Sets great/fun/viable/useful again.
To be honest, besides the Sage's Journey Set (and Cains/Borns before the experience got nerfed), the craftable Set bonuses weren't really useful or even fun.
So I was thinking about, how they could look like, updated on the current state of Diablo 3.

I was trying to keep them fun and usable for all classes and not important enough to use them for leaderboards pushing. All of them should look optional and fun for grinding or farming in general. It should add different playstyles while rifting, doing bounties or even complete new playstyles to grind experience or death's breath.

On top of that, something I didn't mention in the imgur:

How about a Magic Find rework:
"Magic Find (could also be renamed to something else) now increases the chance for a legendary to roll ancient or primal ancient.
Can now roll as a secondary affix on armor and jewelry slots.
Can roll 3-6% on each item."

Thursday, 6 April 2017

Finally Completed GR70

So last night I finally completed GR70 and ended up at 510 paragon and the build I used was R6IK4 Boulder Toss. 800k sheet damage, 18mil toughness, and max fury 200+. Also did not have the 20% CDR breakpoint (only 16% maybe?). It was a lot more difficult than I thought it would be on a Barb.

So I started the night at 67. Then I slowly moved up constantly switching back and forth between CoE/Band of might and F/R. Basically if I failed a rift by not killing the guardian in time I would switch to F/R. If I kept dying I would switch to Band of Might. Probably not the best idea because each rift is very different. IIRC I used F/R to complete GR70. But man did it really test my reflexes and my eyes are not what they use to be. There were also times where I would charge and then poo would spawn directly under me as soon as the charge animation stopped. Sometimes it was an arcane orb and I would die instantly. Those were the times I calmly stood up and went downstairs for a little break.

As I got closer to beating 70, my anxiety started to go away. I became use to charging into the correct places and using my stacks more efficiently. I also learned what I can and cannot fight (this was probably the hardest to learn because I am stubborn). On the completion run I got to the rift boss with over 3 minutes left and 0 deaths. I felt a burden lift off my shoulders. Now I can work on my zbarb with my friends and hopefully get a sweet primal!

Monday, 27 March 2017

[2.5.0] Build lists: Barbarian, Crusader & Demon Hunter updated

Quick reminder that the build lists for Barbarian, Crusader and Demon Hunter are updated to Patch 2.5

Beside typo changes to all current builds, here are most important changelogs:

New builds:
- Demon Hunter: Shadow's Mantle T13 Impale
- Demon Hunter: Shadow's Mantle GR100+ Group Impale DPS
- Demon Hunter: Shadow's Mantle GR90+ Solo Impale

Updated builds:
- Demon Hunter: Old Impale builds have been removed
- Barbarian: Might of the Earth GR90+ using Seismic Slam & WotB (was Ancient Spear & Seismic Slam before)
- Crusader: Roland's Legacy T13 Sweep Attack (up from T12)
- Crusader: Roland's Legacy T12 Shield Bash (up from T11)

Sunday, 26 March 2017

The Necromancer Theme is now Live!

Since the D1 anniversary event is (long) done, we have now transitioned the theme to be necromancer / D3 themed. Hope you all like it.

As always, please report issues that happen with vanilla reddit, and then RES. RES support is always bonus and not a primary focus.

See the code changes here

Report issues on GitHub here

Wednesday, 22 March 2017

A plea to Blizzard to end Set Dungeon requirements in seasons.

I've watched all periscope streams from blizzcon. I watched all videos released containing the same information on the Diablo youtube channel that had horrible audio leveling problems. I've heard the Diablo devs countless times say they read the forums, pay attention to the subreddit, and listen to the fan base. If that's true, why are they continuing to force set dungeons on us? Why is there a conquest, yet again, to master 8 set dungeons? Why is there a seasonal journey objective to complete and master a set dungeon?

Why force a mode on us that is unanimously considered to be terrible without changing any of the core aspects of the gameplay? I could understand it if they tweaked them in some way other than nerfing them. This content isn't challenging. It's extremely tedious and some dungeons rely upon RNG to master. The set dungeons play nothing like META builds and if you have too much damage you can't beat some of them without changing or removing a piece of gear. I think I would be hard-pressed to find more than 5% of the community that actually enjoys set dungeons enough to want to do them every single season. Especially the people like me that have completed and mastered all of them.

Am I missing something here? Am I wrong about this? Is this an oversight? Please Blizzard, stop with the set dungeons spam or automatically check them as completed for people that have mastered them all.

Monday, 20 March 2017

For the record, Blizzard, I think many of us would happily spend money on Diablo if there was content to purchase

To be honest, I'm actually surprised how much support the game has gotten to this point, considering there's really no way to generate money from the game once a player has already purchased the game.

Now, I definitely don't want to go back to having an Auction House -- especially a real-money one -- but when so many players are disappointed in the drought of content, I can't help but wonder...

Why don't you give us something to actually spend money on?

Obviously, we've got the Necromancer pack coming out soon. But, let's just be real here; not everyone wants to play a Necromancer, and unless I've missed something, I don't believe there's any new content coming for existing Classes to experience.

Now obviously, if the Necromancer pack is hugely successful, then maybe we'll get more content. But really, I feel like it's a flawed experiment. Normally, new Classes come alongside Expansions, because it ensures everyone gets new content, even if they stand by older Classes. While selling new Classes ala carte could be hugely successful, I worry that it won't have a big enough impact to put other content into development.

Diablo III is a surprisingly replayable game. I think Rifts, Greater Rifts, and Bounties have given the game a huge lifespan, as have Seasons. But we've been farming the same content for a long time now, and no matter how much fun the game is, players are getting burnt-out from the lack of content.

I'd like to propose giving players other things to spend money on, which would in turn fund more meaningful content development.

For example, Character-Skins. Maybe I want my Barbarian to look like an Orc, or my Crusader to don Tyrael's D2 Angelic Armor (via transmog; nothing that would impact gameplay). Maybe take a page from Heroes of the Storm, and have certain Skins change the appearance of certain abilities, your character's Portrait, or even their voice-work (I mean, besides story-related voice-work, which would be too much work).

Transmog items could also be a big hit. Gorehowl, Frostmourne, Warglaives of Azzinoth; things like that.

Or, how about something a little more ambitious...

Add a new type of Goblin to the game, one that can also be encountered in Rifts and Greater Rifts. Upon killing it, a portal appearance in Town, taking you and your party to an entirely new area.

It would be somewhat similar to The Vault, except you and your party would face a non-stopo barrage of increasingly difficult enemies (preferably faster and higher damage, not ridiculous health-pools). Here, you would have a greatly increased chance of dropping Legendaries, and maybe even some new Legendaries, but once a player dies, they're done.

Essentially, it would be a Survival mode where surviving is literally impossible, so you just have to try and kill as many as you can before dying.

Now, here's the thing... To actually use the portal, at least one player in your party would need to be "Attuned", which costs real money. Basically, you'd be selling access to a rare dungeon, but once you purchase the Attunement, you'd always be able to open it.

It would be entirely optional, as you could always hope someone in your party is Attuned, or if you play with a close-knit group of friends, a single Attunement could cover you. But, for those who like playing with random folks frequently, it would certainly be a worthwhile investment -- or constant temptation.

Point is, there are ways to make money with Diablo III, and I believe players would be more than happy to pay, as long as we continue seeing new content.

Otherwise, I don't know how excited I can get about the Necromancer, when I didn't like playing one in Diablo II, and it doesn't sound like there's any new content to experience either way.

Now, adding the Druid on the other hand...

Tuesday, 14 March 2017

Diablo III desperately needs an Arcade Mode

When I say "Arcade Mode," I mean a play mode like Hearthstone's Tavern Brawl, or Overwatch's Arcade. There should be some kind of content players can participate in that feels very different from the tired rifting we've been doing since Reaper of Souls launched. Here are some examples of what I mean, but these could really be anything:

Battle Arena (Seasonal, Competetive)
  • 3 on 3 Team Deathmatch
  • Two teams of three pre-equipped level 70 characters battle in an arena (for balance reasons)
  • Win games to climb the ranked arena ladder each season
  • Earn rewards based on your ladder performance at the end of the season

Chaos Rift (Weekly, Solo)
  • Complete a greater rift using the specified class and skills, which are randomized each week
  • Beat it at T1, T6, and T10 difficulties to unlock rewards for that week
  • Compete in the weekly leaderboards for highest greater rift level completion time

Onslaught Rogue-like (Permanent, Cooperative)

  1. You and three others battle through massive waves of demons of ever increasing power
  2. Everyone starts at level 1, and players gain experience and loot as they complete waves together.
  3. If all players are killed at the end of the wave, the run ends.
  4. Compete on the global leaderboards for highest wave completion

Boss Rush (Weekly, Cooperative)
  • You and a partner attempt to defeat the five Act Bosses as fast as possible
  • Both players use a pre-built level 70 character, with randomly generated gear and skills each week
  • Compete in the weekly leaderboards for fastest completion time

Saturday, 11 March 2017

PTR Patch Notes 2.5.0 - v2.5.0.44247. Primal Armor values fixed... and that's it.

Last updated March 10 @ 12:00 PM PST.

Below you'll find the preliminary PTR patch notes for Patch 2.5.0. Please note that this isn't the final version of the patch notes and that some changes may not be documented or described in full detail.

PTR PATCH 2.5.0 - v2.5.0.44247

If you need more information on how to participate on the PTR, visit our FAQ.

Once you've had the chance to try things out, be sure to visit the Public Test forums to discuss the patch.
To provide feedback about content changes in 2.5.0, visit the PTR Feedback forum.
To report any in-game bugs you find while playing on the PTR, visit the PTR Bug Report forum.
Adventure Mode

New Feature: Armory
Players may now save up to five different builds per character using the Armory
This new feature can be found in the town hub within each Act
Saving a build in the Armory will snapshot your character’s current gear, socketed gems, active and passive skills, and Kanai’s Cube powers
Equipping a saved armory build will automatically swap items and gear between the character and stash
New Feature: Crafting Mat Storage
Starting with Patch 2.5.0, crafting materials picked up or obtained through salvaging will now appear in a separate storage tab, freeing up space in the shared stash
This tab can be accessed through the Inventory window

Return to Top
Shield Glare
The Divine Verdict rune has been updated to apply its secondary effect even if the target is immune to crowd control effects
Seismic Slam
The Rumble rune will now consume all remaining fury to increase the rune’s damage over time component by 15% weapon damage per point of fury spent
Bug Fixes
Demon Hunter
Impale - Ricochet
Fixed a bug where the second bounce granted by this rune would sometimes fail if enemies were packed tightly together.

Return to Top
Primal Ancient Items
Legendary and Set items will now have a chance to roll as Primal Ancient
These items are much more rare than Ancient items and have perfect Ancient-level stats on all affixes, including the item’s Legendary Power
Note: Primal Ancients will only begin dropping after a character on the player’s account has reached Greater Rift 70 Solo
There are separate unlocks for normal and Hardcore characters, as well as Seasonal and non-Seasonal characters
The stats on these items will be tailored to the character class you are playing when the item first drops
Primal Ancient items salvage into 15 Forgotten Souls
Ancient Items
Now salvage into 3 Forgotten Souls
Legendary Items
The following items have been adjusted
Increased the chance to proc its Legendary item power on frozen targets from 10% to 20%
Strongarm Bracers
The damage bonus from this item is now applied when the knockback occurs rather than when the enemy lands
The damage bonus duration has been increased to 6 seconds
Class Specific Items
The following class sets received changes
Roland's Legacy
(4) Set Bonus
Damage bonus has been increased to 2500% (from 1250%) damage bonus on Sweep Attack and Shield Bash
Inna's Favor
(6) Set Bonus
Damage bonus for each Mystic Ally has been increased to 125% (from 100%)
Witch Doctor
Zunimassa’s Haunt
(6) Set Bonus
Damage bonus has been increased to 2500% (from 1500%) when enemies are hit by your mana spenders for 8 seconds
Delsere’s Magnum Opus
(2) Set Bonus
Cooldown of Slow Time is reduced by 3 seconds (from 2) when casting Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade and Wave of Force
(4) Set Bonus
Damage reduction increased to 60% (from 50%)
(6) Set Bonus
Enemies take 3500% increased damage (from 2500%) while inside Slow Time
The slow and damage bonuses persist on enemies for 5 seconds after they exit Slow Time
Some existing class-specific Legendary items have been updated to include a unique Legendary power
Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power
Demon Hunter
Holy Point Shot
Impale throws two additional knives
Note: Each enemy can only be hit once per skill use
Note: This change is still being tested and evaluated
The functionality of some items has changed
The Barber
This weapon is now a Ceremonial Knife instead of a Dagger, allowing it to roll the same damage as other Witch Doctor items
The damage bonus to the final explosion of this item’s Legendary power has also been reintroduced
With this change, the item’s Legendary power will also be updated in Kanai’s Cube for those who already extracted it
Players will need to re-equip the power in the cube for the updated version to appear
Manald Heal
Wizard pets such as Hydras will now also proc the damage component of Manald Heal when attacking a target
The number of procs generated by channeled skills while using this item has been reduced by 25%
Illusory Boots
Now allow the player to pass through enemies and the Waller affix when using Furious Charge, Whirlwind, Strafe and Tempest Rush
Bug Fixes
The Legacy of Raekor
Fixed a bug where the 6 piece bonus of this set would not buff Earthquake damage
Primal Ancients
(PTR Only) Fixed an issue which caused the base armor of Primal Ancient items to incorrectly roll with different values

Return to Top
Bug Fixes
Fixed an issue causing Elite enemies with the Juggernaut affix to incorrectly take normal damage from Slow Time when combined with Deslere’s Magnum Opus

Return to Top
Greater Rifts
The requirement for participating in certain difficulty levels in public games has been changed from current Paragon Level to highest solo Greater Rift clear, as follows
Torment I – VI: No Requirement
Torment VII: Solo Greater Rift 30
Torment VIII: Solo Greater Rift 35
Torment IX: Solo Greater Rift 40
Torment X: Solo Greater Rift 45
Torment XI: Solo Greater Rift 50
Torment XII: Solo Greater Rift 55
Torment XIII: Solo Greater Rift 60
Note: This change only applies to players on PC / Mac
Additionally, several quality of life changes have been made
The frequency of several tilesets in Greater Rifts has been adjusted
Caves, Keep Depths and Zoltun Kulle’s Archives will appear less often
Stinging Winds, Festering Woods, Pandemonium, Tristram Cathedreal, Arreat Crater and Realm of the Banished will appear more often
The Flooded Causeway and Westmarch locations will no longer appear on the first floor of Greater Rifts
The number of Spear Throwing Goatmen and Skeleton Archers that appear in Greater Rifts has been reduced in certain enemy populations
Set Dungeons
Unhallowed Essence
The upper right tile for this dungeon has been replaced with one that affords more space for monster spawning as a quality of life improvement
Armor of Akkhan
The number of times Condemn must hit 10 or more enemies to complete the objective has been reduced from 12 to 10
Delsere’s Magnum Opus
The required number of enemies players must hit at once with Slow Time has been reduced from 30 to 20, and the number of times they must be hit has increased from 3 to 4
Uliana’s Stratagem
The minimum number of enemies players need to hit with a single Exploding Palm for the first Bonus Objective has been lowered from 21 to 15 and the number of times it must be performed has been changed from 3 to 4
Bonus Acts have been removed
With this change, completing five bounties in any act will now grant you a Large Horadric Chest containing the same contents as the Horadric and Bonus Caches
Bug Fixes
Fixed an issue that caused a specific enemy population of Triune Cultists in Greater Rifts to spawn the wrong ratio of minions

Wednesday, 1 March 2017

Diablo 2: 1000% Magic Find

watch this video.

He says that get magic find from you merc when it kills the mob/monster/boss

so load it up with MF gear on an enchantress

so you'd place points into warmth,enchant,fire mastery, and static field
sorceress naturally

make it a barbarian merc
Immortal King's Will helm "LK" helm with two ists
eth Skullder's Ire "ist'

180% 6 Socketed sword with 6 Ist Runes

that's a total of 418% extra magic find when your merc kills the boss

Monday, 20 February 2017

[2.4.3] Crusader builds (google doc list) | Including 20+ builds and the most viable builds

I was and I still am working on the Crusader build list for the current Patch 2.4.3.

The list includes meta and fun/anti-meta builds.
Almost every build includes links to a
- written guide,
- d3planner overview and/or
- a gameplay video or a video guide

Currently there are:
Amount of Torment 10+ builds: 15+ (2 meta builds)
Amount of group GR builds: 3+ (0 meta builds)
Amount of solo GR builds: 3+ (2 meta builds)

For the Greater Rift section I decided to only add the very popular builds that you can find on the leaderboards.
I know that you can force a lot of builds going for GR80+ (especially with high paragons/augments) but I find it necessary to keep the GR section as viable as possible.

Edit: Here is also the Demon Hunter build list I posted a few weeks ago:

Blizzard Ending Support for Windows XP and Vista

I'm fine with this.

There is no need for them to keep supporting older versions of Windows - especially when Microsoft aren't doing that themselves. Microsoft stopped their extended support of XP back in '14. Vista will stop getting supported in a month or so.

Ending Support for Windows XP and Vista
Ornyx / Community Manager
Starting later this year, we will begin the process of ending support for Windows XP and Windows Vista in World of Warcraft, StarCraft II, Diablo III, Hearthstone, and Heroes of the Storm. Microsoft ceased mainstream support for these versions of Windows in 2009 and 2012, respectively, but since a decent portion of our audience was still using them at the time, we continued supporting them. However, there have been three major Windows releases since Vista, and at this point, the vast majority of our audience has upgraded to one of the newer versions.
After these older operating systems are no longer supported, the games will not run on them, so we encourage any players who are still using one of the older OSes to upgrade to a newer version. We’ll be rolling out this change on a staggered schedule, and will post further notices as we get closer to making the change for each game.

Thursday, 16 February 2017

Auto-pickup of crafting mats

With 2.5 coming up and crafting mats getting their own storage, there is no imaginable need for clicking on dropped items like Reusable Parts, Arcane Dust, Veiled Crystals, Forgotten Souls and Death's Breaths.

If anything, it makes you choose between interrupting the flow of the game to pick it all up OR blasting through hordes of fiends like Diablo 3 intends but not picking up any materials.

Blizzard, you're doing great with the modifications 2.5 brings so far. But crafting mats are now in no way going to be different from gold or Blood Shards which are already auto-lootable.

Thank you.