Ventura wrote on Jun 7, 2012, 18:13:Dev wrote on Jun 7, 2012, 09:44:
BTW, blizzard says repair costs could go up 600%.
With my Barbarian in Act 1 Inferno, I'd be fucked. I don't even think I'd break even.
I was fighting an elite last night, and he put one of those spinning beams down so close to me, I didn't see it until it activated. I went from 3/4 health to dead faster than you could snap your fingers. And I'm supposed to be a tank, if you can believe that. Cloth-wearing Wizards in MMOs last longer in combat than I do.
It's much the same with the mobs that spawn the fire on the floor, or have the fire chains that join them. Get anywhere near that shit, and if you don't move fast, you're gone. So what happens is that you end up with a game of kite and die, damaging them just a bit more each time, until you can finally take them out. If they healed up fully between each death of mine, I don't think I'd be able to get anywhere in this game.
What is it someone else said, 7 years in the making? How the hell did they miss this?
Dev wrote on Jun 7, 2012, 09:44:
BTW, blizzard says repair costs could go up 600%.
Verno wrote on Jun 7, 2012, 14:32:
Indeed, get a pack of those little frogs in Act 1 with Jailer, Extra Health, Vampiric, Fast and they are literally unkillable even with ilvl 63 gear.
In some cases the mobs base abilities combine unfavorably with the affixes and turn them into invincible nightmares. There are some packs that you literally have to skip or resort to exploiting AI issues with environment navigation.
Dev wrote on Jun 7, 2012, 00:01:
The idea is to change people's behavior to go through more of the game than just the boss run.
Wallshadows wrote on Jun 6, 2012, 22:40:
Yeah, I did that too and cranked out a Demon Hunter to help gear my Barbarian. The problem was that playing a glass cannon class really made me more frustrated than getting stomped in full tank spec by Fallen.
While I can appreciate the method of burning them down first it leaves a lot to be desired when ranged mobs and certain types of melees (Herald of Pestilence in Act 3) can attack you with what often feel like guided missiles or have an incredibly huge detection box. Hell, some mobs like the Hellflyers can sometimes just pop in without an animation and kill you!
Act 2 was an annoying gear check but Act 3 is a fucking nightmare of pussy Fallen hit-and-run tactics on 50% of the mobs.
In the end, I dumped my DH because it made me want to put my face through a wall and ended up getting my Barb to Act IV and 'working on' Rakinoth...
briktal wrote on Jun 7, 2012, 09:49:panbient wrote on Jun 7, 2012, 06:31:The Pyro wrote on Jun 6, 2012, 21:46:JohnBirshire wrote on Jun 6, 2012, 21:36:
No mention of interface changes yet?
For a game that's been in development for more than a decade I would certainly hope the interface was ironed out by now.
You would think so but how hard would it have been to implement a 2nd loadout for skills and weapons (kind of exactly like how you could have 2 weapon sets equipped in Diablo 2...)
Or maybe making potions auto-pick up.
Or better yet... how about making the Gems and Crafting Pages any other colour besides white when they drop.
Or maybe an option to not even display loot below a certain level. I think it gets kind of annoying to have to dump out white and grey loot I accidentally picked up while trying to collect gems and potions.
Nothing of what I just suggested is overly complicated nor hasn't already been done in either Diablo 2 or any of its derivatives.
From the AMA they did on reddit yesterday, they are planning on making potions/gems/pages a different color and also looking at adding options to filter out white/grey items.
JohnBirshire wrote on Jun 6, 2012, 21:36:
No mention of interface changes yet?
briktal wrote on Jun 7, 2012, 09:49:panbient wrote on Jun 7, 2012, 06:31:The Pyro wrote on Jun 6, 2012, 21:46:JohnBirshire wrote on Jun 6, 2012, 21:36:
No mention of interface changes yet?
For a game that's been in development for more than a decade I would certainly hope the interface was ironed out by now.
You would think so but how hard would it have been to implement a 2nd loadout for skills and weapons (kind of exactly like how you could have 2 weapon sets equipped in Diablo 2...)
Or maybe making potions auto-pick up.
Or better yet... how about making the Gems and Crafting Pages any other colour besides white when they drop.
Or maybe an option to not even display loot below a certain level. I think it gets kind of annoying to have to dump out white and grey loot I accidentally picked up while trying to collect gems and potions.
Nothing of what I just suggested is overly complicated nor hasn't already been done in either Diablo 2 or any of its derivatives.
From the AMA they did on reddit yesterday, they are planning on making potions/gems/pages a different color and also looking at adding options to filter out white/grey items.
panbient wrote on Jun 7, 2012, 06:31:The Pyro wrote on Jun 6, 2012, 21:46:JohnBirshire wrote on Jun 6, 2012, 21:36:
No mention of interface changes yet?
For a game that's been in development for more than a decade I would certainly hope the interface was ironed out by now.
You would think so but how hard would it have been to implement a 2nd loadout for skills and weapons (kind of exactly like how you could have 2 weapon sets equipped in Diablo 2...)
Or maybe making potions auto-pick up.
Or better yet... how about making the Gems and Crafting Pages any other colour besides white when they drop.
Or maybe an option to not even display loot below a certain level. I think it gets kind of annoying to have to dump out white and grey loot I accidentally picked up while trying to collect gems and potions.
Nothing of what I just suggested is overly complicated nor hasn't already been done in either Diablo 2 or any of its derivatives.
The Pyro wrote on Jun 6, 2012, 21:46:JohnBirshire wrote on Jun 6, 2012, 21:36:
No mention of interface changes yet?
For a game that's been in development for more than a decade I would certainly hope the interface was ironed out by now.