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  • Elemental Arrow
    Skill Rune – Nether Tentacles
    Tentacles will now only hit each target once

    GG Demon Hunter καλα ηταν οσο κρατησε..

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    • Originally posted by Ground_zero View Post
      Den katalava ti akrivws thes na matheis.
      - Gia to damage pou kanw egw stous exthrous?
      - Gia to damage pou kanoun oi exthroi se mena?
      - Gia to damage pou xaneis logw Attack Speed?
      - Milas gia kapoio class sygekrimena h gia ola ta classes?
      ενα ενδεικτικο παραδειγμα ποσο dmg δεχεσαι τωρα σε συγκριση με pre 1.03 απο συγκεκριμενο mob με συγκεκριμενα stats σε resists και life απο act2/3/4


      ihne μη σκας , βαλε freezing arrow το μεγαλυτερο προβλημα για dh δεν ειναι το nerf στο ias ουτε το nerf στο nether , αλλα η glass φυση του χαραχτηρα σε σχεση με τα νεα repair costs

      Comment


      • Kinhseis oi opoies me ekanan 1hit kill sta 45000HP twra mou trwne ta 2/3 twn HP.
        Kinhseis oi opoies mou trwgane misa HP twra mou xanoun to 1/4.
        To Disecrate, to Poison, Fire ktl ktl kanoun akrivws idio damage.
        Oi aples oi fapes twn exthrwn fenetai na xanoun to idio me prin, isws ligo ligotero alla den katalavainw diafora.
        Ola ta parapanw me 788 Resist pantou.

        Oson afora to diko mou damage, epese to DPS mou, alla mou fenetai oti ta terata peftoun to idio me prin, oute poio grhgora oute poio arga.
        "Time fades even legend and the origin of Soul Reaver has been lost long ago.
        But its purpose remains; to feed on the souls of any creature it strikes.
        Kindred, this blade and I.
        "

        "ΔΕΝ είναι θέμα Νιντέντο πλέον..."
        Greek Gaming Videos
        Greek Final Fantasy Forum

        Comment


        • Double post, evgala alla 11 evrw apo to RMAH.
          Twra skeftomai na valw kai kanena pragma aksias na doume ti tha ginei.
          "Time fades even legend and the origin of Soul Reaver has been lost long ago.
          But its purpose remains; to feed on the souls of any creature it strikes.
          Kindred, this blade and I.
          "

          "ΔΕΝ είναι θέμα Νιντέντο πλέον..."
          Greek Gaming Videos
          Greek Final Fantasy Forum

          Comment


          • [YOUTUBEHD]YaDA7GxAtXM&feature=player_embedded[/YOUTUBEHD]
            Star Citizen videos Star Citizen gallery

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            • big boss το ειπαμε δυο φορες ποιο πανω για τον kripp


              πουλησα σημερα ενα weap 915 με 140crit dmg (affix+socket που του εβαλα) 30 ευρω αν και ηθελα να το κρατησω για μενα αλλα δεν με χαλασαν τα ευρα ελπιζω να μη νερφαρισατει ποτε το goblin

              Comment


              • Poso to evales na poulietai kai posa evgales?
                "Time fades even legend and the origin of Soul Reaver has been lost long ago.
                But its purpose remains; to feed on the souls of any creature it strikes.
                Kindred, this blade and I.
                "

                "ΔΕΝ είναι θέμα Νιντέντο πλέον..."
                Greek Gaming Videos
                Greek Final Fantasy Forum

                Comment


                • 24,5 καθαρα μπαινουνε τελικα με την μια στο paypal, buyout 30 και εφυγε σε μια ωρα(!) θα το εβαζα παραπανω αλλα ητανε 1.20 speed ενας απο τους λογους που δεν το κρατησα για μενα

                  Comment


                  • Από ότι είδα δεν το ανέφερε κανείς.

                    Η blizzard εισάγει κάποιους περιορισμούς στην πρόοδο των παικτών που ξεκινούν το παιχνίδι.Οι περιορισμοί αυτοί θα ισχύουν για 72 ώρες από την στιγμή που θα ξεκινήσει ο νέος παίκτης το διαβλο 3.

                    Σελίδα Uh oh ... it's a 404! (Page Not Found) - Ο πιο έγκυρος προορισμός για την αγορά των videogames, του hardware, του κινηματογράφου και των gadgets.


                    Τώρα αν αρχίζω να γκρινιάζω και να λέω ότι αυτά έχουν οι νέες μόδες του drm κτλ κτλ θα έχω άδικο;Τι θα πει περιορισμοί;Δηλαδή θα βάλουνε και μέτρο στο πόσο θα παίζουμε;Τι άλλο θα δούμε πια!!!


                    Tidy!

                    Do not blame me.Blame yourself or God.
                    In Matsuno we trust.

                    Comment


                    • Isxyei mono gia to digital download kai xrhsimopoieitai gia na apotrepei RMT bots.
                      Oxi oti to epikrotw vevaia.
                      "Time fades even legend and the origin of Soul Reaver has been lost long ago.
                      But its purpose remains; to feed on the souls of any creature it strikes.
                      Kindred, this blade and I.
                      "

                      "ΔΕΝ είναι θέμα Νιντέντο πλέον..."
                      Greek Gaming Videos
                      Greek Final Fantasy Forum

                      Comment


                      • αναγκαιο κακο αλλα δυστυχως θα την πληρωσουνε νεοι παιχτες

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                        • Αφού έφτασα 60 lvl με το monk και προχωράω αργά αργά και στο Inferno ξεκίνησα και Witch Doctor.
                          Τα σπάει.
                          I'm back bitches... Version 2.0

                          Το νέο forum για το αυτοκίνητο: PetrolHeads

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                          • nice nicktg! battle tag?


                            ενα πολυ ενδιαφερον κειμενο απο τα official forums που ασκει κριτικη στο metagame χωρις υστεριες , τροφη για σκεψη και συζητηση

                            DARLING, COME HOME: A QUIETER CRITICISM


                            We loved you. We still do - that's why we're upset. Please come back. The following is one player's plea.

                            Love at First Sight

                            The first Diablo 3 teaser video I saw showcased the barbarian in what appears to be an early rendition of the Cathedral outside New Tristram. Something was said within the first few minutes, "There's no such thing as too much power..." Granted, the rest of the sentence was something akin to "as long as you know how to use it," but that's irrelevant in this post, because only the first part stuck.

                            "There's no such thing as too much power."

                            Those words, coupled with the following footage of a near-naked barbarian destroying monsters in unrivaled awesomeness is what hooked me. A lightning enchanted weapon threw chunks of meat all over the screen, tethered by flickering blue arcs. A frost weapon froze and shattered enemies. This wasn't some contrived hack-n-slash medieval game. This was fun incarnate. And I'm glad to see you kept the effects.

                            In one scene, a single chest dropped a full set of armor. I know... I know... you told us up front that wouldn't happen in game. This was all for show. But I promise you, everyone who saw that scene immediately gasped. That's the reaction you've been wanting from us all along.

                            And yes, I realize test monsters with 1 HP explode no matter what attack you use. But again, this is what we saw, and this is what we fell in love with. If my barbarian charged across a bridge, blew apart 50 monsters, and all the resulting carnage and gore being rendered crashed my computer, I'd laugh maniacally and reboot just to do it all again. Why? Because it's fun.

                            The Deluded Fantasy

                            Fun is a subjective thing. I've never cared about competing. And I know many people who live for it. I'm fine with that. But this was my sanctuary. The sports-lovers played Starcraft. The gear-mongers played WoW. Diablo was never a sport, it wasn't about "progression" in a rigid structured sense. Diablo existed for 1 reason... to beat monsters until they exploded like blood-filled loot pinatas. That's all. And if you should so happen to set foot outside town, and look at someone the wrong way... maybe you'd be the blood-filled pinata. But in the time I played D2, it never happened unprovoked.

                            There's another forum warcry. And the Mephisto Runners roared, "Loot Pinata!"

                            The video I saw those few years ago led me to believe this was still the case. That integrity remained. I've always thought of Diablo as the more loveable step-sibling of the three. Starcraft was for sport. It had balance and individual perfection at its forefront. Warcraft was for raiding and posturing, with balance for pvp and arenas, and group perfection for raids at its forefront. Diablo was... for macabre mexican party games.

                            Diablo didn't care about balance. There was no competition. Who was going to challenge something like that? You paid for the game, you played it. There was no sanctioned pvp, there was no monthly fee, there was no intended way for anyone to benefit in any way from this game beyond the point of sale. As long as the players bought it, and liked it, Blizzard would build a legacy.

                            Again, it's my dead horse, and when I beat it, the hollow thumps play the rhythm to the world's saddest song... but this preview movie reminded us why we loved that red-headed gothic step-child.

                            Broken Dreams

                            The forums bleed hatred every day because the things that the fan base called "fun" were taken.

                            By all means, make the game challenging. But don't squelch the loopholes players find. Legitimate players enjoy finding "exploits". And you will never stamp out the plague that is gold-farmers. If you burn the fields because of the weeds, you'll lose your crops in the blaze. As it stands, there's little to no reason to bother breaking a pot. Breaking a pot isn't fun. Never at Blizzcon has someone taken a mic to ask, "When will we be allowed to smash empty things?" Breaking 20 pots, and seeing gold fly out is fun. Pinata.

                            By all means, randomize the loot, make us hunt for it. But don't put in filler stats to hinder and hurt us. Nobody is excited to find a rare item with Wizard only stats and Strengh instead of Intellect. Likewise, Damage to Life scales terribly in later acts, and Chance on Hit effects have such a low chance to proc that they serve only as filler and variety. (I did, however, read some exciting posts on WD's Snake to the Face and stacking Chance to Stun + IAS... but that is no more.)

                            We were told all builds would be viable. We understand that you can't put 4 mantras in your keybound slots and 2 heals on your mouse and expect to win. But if something is well thought out, and played accordingly, it can work. However, the Wizard Force Armor / Regen build was quickly crushed. Snake to the Face / Stun / IAS has been broken. I even lament the loss of the Boon of Protection Spam build for Monk. I'll admit, I originally stopped playing my Monk in protest until Boon of Prot was "fixed", because the whole idea tasted of cheese. But in retrospect, it was the beginning of the end of innovation and playing the game. Not just playing the game, but truly cunningly... playing... the game.

                            And don't forget. "There is no such thing as too much power."

                            With every patch, the little shiny things are broken. The game is "balanced" more and more inspite of the repercussions. Inspite of the fact that Diablo was never meant to be balanced. Inspite of how it ruins players' enjoyment.

                            I'm finding it hard to keep writing and, at the same time, hold back the bitterness. I'll forego the itemized list of griefs, and instead push forward.

                            Final Thoughts

                            Treasure Goblins are, in my eyes, the last glimmering hope. In the middle of all this, there's a nasty little psychological gimmick. How great is my greed? And with child-like glee, and mindless recklessness, I plunge headlong into a group of monsters to chase down a goblin with a bag of goodies, so I can beat him mercilessly to death. The most innocent and innocuous of monsters. He counts his gold, and runs away, because he doesn't want to fight. Yet we slaughter them amid laughter and cheers. This, my friends, is Diablo.

                            We don't want balance. We don't want to be held by the hand and shown how to play. We don't want safe secure new ways to burn real money. We want to be unleashed on a world full of evil, demonic, hellish-looking sacks of blood, guts, and gold... and we want to be encouraged to play it exactly as we want and find fun for ourselves. We want to feel this intangible, non-existing "too much power." We want the Blizzard and the Diablo we know and love back.

                            Thank you.

                            Comment


                            • Originally posted by Vaynard View Post
                              nice nicktg! battle tag?


                              NickTG#2147
                              I'm back bitches... Version 2.0

                              Το νέο forum για το αυτοκίνητο: PetrolHeads

                              Comment


                              • Oi devs eipan oti kapia malakia kanan me ta loot tou Act III-IV Inferno kai tha to koitaksoun, epishs eipan oti to paraxesan me ta breakables kai ta treasure chests pou den kanoun drops pleon analoga me to MF twn paixtwn kai tha to koitaksoun kai afto.
                                Telos arxizoun na vlepoun oti me ola ta xaza pou kanan oi paixtes kanoun skip ta bosses teliws kathos den aksizei kai planaroun na to diorthosoun kai afto.

                                Gia ta skills eipan oti to patch 1.04 tha alaksei pola apo afta kai den tha einai mono nerfs.


                                Blizzard Agrees That Act 3/4 Drop Rates Are Low
                                Since patch 1.0.3 there has been a lot of discussion around the drop rates of high ilvl gear in act 3/4. Bashiok posted saying that they agree that drop rates are low.

                                Originally Posted by Blizzard (Blue Tracker / Official Forums)
                                I unfortunately don't have any specifics to share just yet, but we agree they are low and are looking at adjusting them. We should have more details early next week.
                                Good questions! I'll see what I can do to answer them.

                                1) Champion packs over Bosses – I understand why you want to push people to fight champion packs. In Diablo 2 they were almost entirely avoided for the sake of getting to the bosses faster for better loot. However you must realize that MANY people find boss fights more entertaining? It also goes against the logic of some random monster is more dangerous than the greatest battle commander in all of the burning hells! Why is blizzard adamant that players avoid bosses and fight champion mobs when the outcry (for the most part) is the opposite?
                                Ideally, we'd like both Champion packs and bosses to be satisfying. It's a tricky balance to get right, though, when you consider that a) player's gear is always improving, B) new builds and techniques are being discovered pretty regularly, and c) Champion packs are random and bosses are predictable.

                                In general, random content (i.e. Champion packs) tends to be more enjoyable over the long-haul because it helps to ease off some of the repetition -- not just in terms of what you're fighting and how you're fighting it, but also in terms of seeing different environments, dungeons, and events. Predictable content (i.e. bosses) usually doesn't have that same appeal, at least not for everyone. Not only does the environment remain the same for boss fights, but strategies can be optimized and practiced to the point of efficiency, which often makes killing bosses the path of least resistance to the greater reward. Unfortunately, in the case of bosses, following the path of least resistance can sometimes result in gameplay feeling too repetitive.

                                Pre-patch 1.0.3, getting a 5 stack of Nephalem Valor, doing a boss, and then resetting the game and repeating the process was considered to be most optimal. This is probably more interesting than simply doing boss runs only, but we wanted to get players out into the world and exploring more of the Acts. To encourage that, we moved some of the reward from bosses to packs. We're pretty happy with the results of this change, but we're also concerned that players appear to be skipping bosses completely, so it's possible we went too far. Again, it's a delicate balance.

                                Right now, we're keeping a close eye on how players are adapting in-game to the change as well as continuously reading your feedback online.

                                2) Valor buff. Diablo 3 was advertised as having a wide variety of skills that can be swapped in and out at any time, even in battle (with a small delay for use). This allowed greater variety in the abilities that champion mobs could have and provide greater challenges for the player. You also then provided a Valor buff that is supposed to encourage players to kill more champion packs. But oddly you choose to have the valor buffs be removed if the player changes their skills (or even moves a skill on the hot bar from one position to another). This goes against the entire design of the buff and the goal of having players kill as many champion packs as possible, Why was this decision made and with what logic?
                                This was actually a decision we made based off player feedback. On the one hand, there's a lot of enjoyment in being able to swap your skills at will and tailor your builds to the environment around you. On the other, there’s also gameplay to finding a build that really works for you in a variety of situations.

                                During beta, we received a lot of feedback from players who wanted to be able to swap skills any time. We also had a large number of players who wanted to have a sense of their characters "build," or some sort of build identity -- especially at later levels. We understood both points of view, so with Nephalem Valor you can still swap a skill out at any time, but there is a penalty for doing so (i.e. losing your stack).

                                As sort of an aside, we know that it can be SUPER frustrating for players who use Elective Mode to lose an NV stack due to a poorly-placed click near your Skill bar. Because of this, we're looking to add an action bar lock for Elective Mode in an upcoming patch.

                                3) The IAS nerf was handled poorly in my opinion. I completely understand WHY the nerf was needed and probably agree with the logic that it needed to be changed. However HOW it was handled was a dropped ball. I believe that the best way to handle the situation was to bring in either diminishing returns or a hard cap (like run speed) that a player cannot go over. This allows people to still gain value from their RMAH purchases without feeling ripped off and also discourages people from stacking the stat over other stats which you want to be a greater focus for the character. It also maintains value in the IAS items for future sales. Why was the IAS nerf not handled in this manner?
                                When we posted the Patch 1.0.3 Preview, we actually mentioned that we were considering several options to address IAS. Here's the actual quote from the blog, just for context:

                                There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing.

                                As you can see, diminishing returns were on the table. If you look at the blog comments, though, some players said they liked the idea of diminishing returns while others said liked reducing the stat value instead. In the end, we felt that hidden diminishing returns might have made you feel better about your items, but that it addresses the issue with IAS in a much "sneakier" way. Feedback already told us that players disliked hidden modifiers, and we were concerned that diminishing returns would make the gearing process more complicated.

                                It was a complicated situation, and there were pros and cons to both solutions (as noted above). As a result, it was a difficult decision to make, but we opted for the more direct, upfront approach of just reducing the stat value.

                                4) lackluster skills. Nether tentacles. Fix, bug, nerf or whatever you want to call it was probably deserved and required. However I have a design question based around the outcome of this change. If a skill is changed, updated or fixed to a point where not a single player wants to use that skill anymore wouldn’t that be a bad change or too drastic? Will further skill changes(give wiz tornadoes love) be in the near future to give people more options than just pick the next best skill available?(my hopes are to have several options of equal strength, currently I don’t feel that way with the DH setup)
                                We're planning on doing a lot of skill tuning in patch 1.0.4. We're also planning on explaining/previewing those changes in a developer blog in the near future.

                                5) The pots/breakables Magic find nerf. It seems from the players standpoint that this is an odd change. Nobody that I saw was complaining about having to put on magic gear to maximize their chances and opportunities with pots and breakables. Yet the reasoning given was that you felt it was unfun for the players. Can you elaborate a bit more on this as I feel the players think differently.
                                After reviewing all the feedback we received following this change, we'd like to add items back onto breakables as well as allow Magic Find to affect those drops. That said, the issues that motivated those changes still exist, so we want to make sure that when/if we do revise those changes, it doesn't result in us being right back where we started. We don't want players avoiding monsters altogether in favor of farming breakables, and we don't want players feeling like they need to always switch to their Magic Find set before opening Resplendent Chests and other environment objects. I don't have an ETA to share right now for when those changes might be made.

                                6) Stat stacking. It was mentioned that blizzard does not want players to stack stats in a way that they feel it is a must skill over the base stats such as Dex or Str or Vit. If that is true, why do barbarians and monks (and probably everyone else now after the current changes) have to stack resist all up to ridiculous levels just in order to survive?
                                I can't recall who said this, or where it was said, but that's not our current philosophy. If players want to stack other stats over Dex/Str/Int/Vit/etc, or feel as though they need to in order to get the most of out their game time, then that's okay.

                                If you feel as though the current stat model isn't ideal, then please let us know -- and provide alternative solutions if you're able!

                                7) IAS Side effects. The IAS nerf has had a few side effects which I am not sure were considered in the process. Monks and some barb builds relied on IAS to provide adequate healing through either leech or on hit healing abilities. However with the IAS nerf many are finding that this is no longer a viable path. Is there anything being done internally to consider this unintended consequence?
                                Actually, it was quite the opposite. This was one of the main reasons for the IAS nerf. In fact, if it wan't for those additional side effects, and only about DPS, we likely wouldn't have changed IAS at all.

                                Again, as stated in the Patch 1.0.3 Preview:

                                While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options.

                                Here's the link again: http://us.battle.net...n/blog/6262208/

                                8) The repair cost increase I believe is also a fair change; however the unfair part of this change was to the wear and tear of doing battle. Now I know that it has already been stated that this is being looked at for an update, are you able to share any reduction values or ranges that are being considered internally? (ex. 50%, 75%...)
                                I've mentioned this in other threads already, but we agree with you and we're looking at reducing the durability hit you take from normal wear-and-tear. No values to share at this time, though.

                                9) Who are you kidding, all the WD re-rolled Barb or DH already!
                                See response to #4.

                                10) Boss over tuning. In the recent patch there was significant changes done to some boss fights. However there appears to be a bit of over tuning done in a few cases (in others much needed difficulty improvements). In two cases, Seigebreaker and Cydea however there appears to be a bit of excess difficulty added to the point that in most cases the fights are impossible(for some classes). In seigebreakers case the addition of dmg reflect with a short enrage timer makes him quite the fight to handle on ones own. Cydea has had her little spiders amped up in an insidious way where they spread out and virtually refuse to attack or follow the player unless he/she goes near them. This causes the player to have to fight through them to get back to cydea, however once enough spiders are killed cydea auto jumps off the screen and spawns more spiders. Essentially making the fight a burn her down before she jumps or you lose fight. Are any hot fixes or minor updates being planed to fine tune these updates or do you feel that the current difficulty is appropriate?
                                I just asked Wyatt Cheng this question and his response was (and I quote): "Bosses are exciting punctuation marks in your Champion and Rare pack wasteland."

                                I'll be honest and say that I'm not entirely sure what that means, but I'll follow up with him a little later once he's feeling a little less Mad Max and get back to you.

                                11) Favourite snack while playing? I love me some fuzzy peaches
                                Lylirra: Beef Jerky
                                Bashiok: Beef Jerky
                                Zarhym: Beef Jerky
                                Wyatt: Beef Jerky

                                If you're a jerky fan like us, I highly recommend Alien Fresh Jerky (especially their Whiskey Jerky) and Smoked Meats.

                                12) The quitters. Many of my friends who played the game have found the recent patch changes to create an unfun atmosphere within the game. They have recently stopped playing entirely in some cases and in others have become frustrated and play much less. While I respect that this is “your game” and you will present the vision that your team has come up with. Are any considerations being made to the players who recently disliked the changes?
                                We're definitely taking all feedback into consideration. In addition to that, we're already planning to make some changes based on that feedback.

                                13) GAH. 13 is my lucky number so this will be the last question. Due to the recent changes and increase cost of playing the game (gold wise) players have to maximize their income to offset these changes. One of the major ways players make money is through the gold auction house. Is there any consideration being made to increasing the limit of 10 items per account that can be up for sale to help compensate for this increase in costs?
                                No plans at this time.

                                No mention of the overall nerf to drop rates though? Many players now feel act 1 to be the best farming spot in the game. Drop rates for acts 2-4 need a slight buff imo.
                                "Time fades even legend and the origin of Soul Reaver has been lost long ago.
                                But its purpose remains; to feed on the souls of any creature it strikes.
                                Kindred, this blade and I.
                                "

                                "ΔΕΝ είναι θέμα Νιντέντο πλέον..."
                                Greek Gaming Videos
                                Greek Final Fantasy Forum

                                Comment

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