Diablo PSA: Remember last year, do not get your hopes up |
- PSA: Remember last year, do not get your hopes up
- List of Major Problems on PTR so far (cross-post)
- Behind the Gear: Crusader Shields
- What is your favourite Diablo and why?
- Diablo 3 NA Challenge Rift Week 122 Barb
- Diablo 3 Challenge Rift #122 Map and Strategy Guide (North America)
- Fury Slam Barbarian SpeedFarm GR95+
- I have this unrealistic wish that the Diablo 2 remaster will look like Sui Generis
- Eggman's team clears GR150 on season 19 PTR in 8:23 using "cnec" rift guardian killer.
- I dont understand why this weapon doesnt do more damage then my current one
- What Fortnite's Success Says About the Future of Diablo
- Weekly Challenge Rift Thread - 10/21/19
- Was dodge removed from the game?
- [2.6.7] Diablo 3: FIST OF THE HEAVENS & AEGIS OF VALOR GR110+ Crusader Build
- Looking for a game like Diablo that doesn't require builds
PSA: Remember last year, do not get your hopes up Posted: 21 Oct 2019 05:17 AM PDT Lower your expectations. The more hyped you are, the more likely you will be disappointed. [link] [comments] | ||
List of Major Problems on PTR so far (cross-post) Posted: 21 Oct 2019 09:46 PM PDT Original forum post: https://us.forums.blizzard.com/en/d3/t/list-of-major-problems-on-ptr-so-far/4706 ------------------------- Just want to consolidate all the major problems that we have so far on the PTR, with the hope that this will increase the likelihood of the devs fixing them… Bugs and Exploits
Nerfing and Buffing
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Behind the Gear: Crusader Shields Posted: 20 Oct 2019 11:02 PM PDT Crusader Shield commons and Legendaries When we were planning the Crusader class for the Reaper of Souls expansion, we knew that we wanted to give the class at least two categories of class-specific gear. From vanilla Diablo III, we knew that class-specific hidden slots (rings, amulets) felt underwhelming and class-specific skintight items were a lot of work for medium payoff. Knowing that the Crusader was going to be a strong martial character, we decided early to make unique snap-on held items. Even in vanilla, we planned on setting aside the visual/concept space of a "massive shield user" for a future class. All heroes can use shields, but we knew we were going to big with the concept on this one. The crusader was going to use shields and feature them in his skills. We were going to require an equipped shield for some skills, something that we generally avoided because it forced the player into certain gear choices. But we decided the Crusaders should wield their own category of super-heavy shields, shields that in concept are so large that you need special training to use them. We even animated the Crusaders to brace themselves dramatically, in anticipation of the giant boards they would hide behind. Looking at the common Crusader Shields, what you see is a staggered linear gear progression, one that reflects some lessons we learned making items in Diablo III vanilla.
We also added clear iconography tying the items back to the class. One thing we wish we had done better with our vanilla classes was to brand them in the universe. It was very useful for the Crusader order to bear the trident symbol, and we were able to use that prominently on his signature shields. This helps set them apart from normal shields in the item pool, and emphasize the class theme. The black and white crusader kite was immediately iconic and helped inform the visual concept of the character. It's no surprise you keep seeing that shield in new renditions of the character, on posters, or in Heroes of the Storm. Then it was time to do CShield Legendaries. Scheduling out Reaper of Souls, I had planned the character and item art budget, and I had allotted the Crusader eight Legendary Crusader Shields. I figured that we would use one for a Set or other special purpose and that the remaining seven could follow several basic item notions that I wanted to explore: 1. A sibling for the classic D2 Paladin Shield, the Alma Negra. While planning these concepts, I would often take walks with our lead concept artist, Vic Lee. He gave all my crazy ideas patient, legitimate consideration. Sometimes he told me that they were unworkable, or not visually cool. But he would often improve the idea or add a twist that made it better. Like many of our artists, he was a great collaborator. So here's how my seven item concepts shook out:
Modeled, the items passed into the hands of the system designers, and then the tech artists who art-ified their special powers. It was a wonderful process to be a part of, watching all these little player experiences march through the pipeline of creation until one day they start dropping in the game. And hopefully, when they did, it was meaningful, or beautiful, or exciting, or a story-enhancing moment. Because each of these items was made to tell a story, and fill in the lines of the much larger story of the game. These stories were text, and color, and style, and made by people who loved Diablo as much as the players that they knew would one day play their game. It makes me so happy to think back on how these items came to be. I hope this look behind the gear has brought you some enjoyment as well. [link] [comments] | ||
What is your favourite Diablo and why? Posted: 21 Oct 2019 10:00 AM PDT Personally, I would order them as: Diablo > Diablo 2 > Diablo 3 I'll explain my reasons below. Diablo: A very unique game with an atmosphere I still fail to see match, even with amazing graphics and quality like the Dark Souls games of today. I think what Diablo had over the other games is the whole premise. You're very much a human with very human qualities (very relatable, even as a sorcerer who was still human) with a simple task - descend below a church until you reach hell. As you go down each floor, it becomes more and more dangerous with creatures literally being able to bombard you and fly your health down to the bottom in seconds if you don't utilise doorways and positioning. Not only was the atmosphere unique, it was straight up horrific! That time you opened that one door and the butcher runs out at you, leaving behind the many humans he's decapitated. That time you get betrayed by that creature you're trying to help, or when the skeleton king and his army charged at you. The game induces fear and a simple but effective premise and achieves it gloriously. As an RPG it was far from perfect, especially for today's standards - but to me, always holds a special place in my heart. Diablo 2: A creative and huge leap from the first game, the variety was gob smacking. However, it did lack the one thing that really drew me into the first Diablo, and that was the descent into hell, and into the unknown. By opening the map, letting you explore all types of terrain, the game expanded the simple concept I very much was attracted to from the get go. I felt like Diablo 2 didn't captivate me the same way the first one did, but was still an amazing game and most definitely a better RPG experience than the first. For me though, a memorable and unique experience comes before all of that, hence why it got the second spot. Diablo 3: Now onto a game I personally didn't enjoy, as much as I wanted to. It really went away from the original formula, gone were the relatable humans and replaced with characters (even warriors) who could fly their weapons across the screen, ground pound and generally act as if they had super powers. Although cool as a gameplay mechanic, really removed the whole premise of what I enjoyed about the original Diablo. This, coupled with the WoW art style (where's the dark, horrific atmosphere?) as well as the difficulty being far too easy on a first playthrough (yes I'm aware it gets more difficult later on, but that should have been from the moment I started the game). For these reasons, I really failed to enjoy Diablo 3 on the same level as the original, not saying it's a bad game - but in my book it isn't and never will be "Diablo" or what Diablo was to me. What are your thoughts? I'd love to hear them. [link] [comments] | ||
Diablo 3 NA Challenge Rift Week 122 Barb Posted: 21 Oct 2019 03:39 PM PDT
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Diablo 3 Challenge Rift #122 Map and Strategy Guide (North America) Posted: 21 Oct 2019 05:38 PM PDT
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Fury Slam Barbarian SpeedFarm GR95+ Posted: 21 Oct 2019 07:53 AM PDT
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I have this unrealistic wish that the Diablo 2 remaster will look like Sui Generis Posted: 21 Oct 2019 02:18 PM PDT Sample vid https://youtu.be/AvAkHI3IZRs I really didn't like the art style of Diablo 3 and hope they don't go in that direction but that seems the be the current Blizzard look. [link] [comments] | ||
Eggman's team clears GR150 on season 19 PTR in 8:23 using "cnec" rift guardian killer. Posted: 20 Oct 2019 11:52 PM PDT
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I dont understand why this weapon doesnt do more damage then my current one Posted: 21 Oct 2019 02:32 PM PDT so "crushbane" does 89.5 damage, my sword only does 79.5 damage, both have a socket. I put the +220 damage gem into it, my sword becomes over 300 in damage, "crushbane" only comes in at 279.5, a lot worse. even though crushbane has very noticably higher base damage, hell even doing the maths it doesnt add up, that is clearly not +220 damage thats less. I dont understand whats happening? [link] [comments] | ||
What Fortnite's Success Says About the Future of Diablo Posted: 21 Oct 2019 01:34 PM PDT Fortnite has gotten to the point that it is almost a dirty word within hardcore, PC gaming communities. It is equated to being incredibly casual and kid-friendly (read: for shitter noobs) for various reasons from the art design to the simplicity of it's game play, but one thing that can't be denied is its player base. Fortnite captured millions of eyes around the world for more than 24 hours with their latest update. Millions of people tuned in and stared at a literal black hole for hours on end, and in the end witnessed one of the most massive content updates to ever go live in the history of gaming. Massive in terms of scope, and not in terms of actual content. While many systems were overhauled, many were also reverted to older mechanics that had been popular in the past. So what causes a game to reach such a massive audience over a single update? Availability. Fortnite was one of the absolute pioneers when it came to terms of making itself available to the the widest player base possible, all thanks to enabling cross-platform play. Now it didn't matter where you were in the world, or what system you used for gaming: if you could get online, you could get Fortnite. That availability opened more people across the world to play with their friends and to make new ones than ever before in the history of gaming. Because it wasn't about what console brand you were loyal to, it was about what game you wanted to play. Cross-platform play has been one of the largest requests from console gamers throughout the last dozen or so years, and there was never a company or a system that got it right, because the technology was not there yet (TM Blizzard). The emergence of cloud based services and storage, however, has changed the way that a company like Epic can ship ONE version of a game to every single platform and have them just work together, and every single big name in the gaming industry is well aware of the fact that Epic got there first, and they've been playing catch-up for more than a year now. So where does Blizzard, and more importantly Diablo, fit into this equation? Well, if you assume the goal of any business it to make money, then you have to assume that they are going to follow the trends in their market that lead to the highest amount of potential revenue. Over the last few years we've seen Overwatch and Diablo III extend to multiple consoles. Even on Nintendo, typically thought to be a platform geared for younger audiences. Now we see that they are extending into the mobile market with Diablo Immortal, which rumored to be scheduled for a quiet release in the Asian markets before Blizzcon. These facts, along with their integration into Facebook and Google paints a picture that is very plain to see: they have extended their reach into every single possible platform that the gaming market covers. So again, if we assume that our goal as Blizzard is to make as much money as possible, then what do we need to do when we have millions of customers spread out across half a dozen platforms? Consolidate the player base. Release one version of their games. No more hassle of updating for different consoles, and no more saying "I can't play with my friend because they have a PlayStation and I have a PC". We've all heard the rumors that this Blizzcon is going to be big. A new World of Warcraft expansions seems to be on the horizon without a doubt. Overwatch 2 has been rumored to be a possibility. The Diablo community has been abuzz waiting for too long now for a true successor to the series (or possibly even a reboot entirely). Diablo 2 remastered, for the old hardcore players who want that nostalgia drip feed that Classic has given millions. What if we're on the verge of Blizzard 2.0. After all, it was earlier this year that they tried to make the transition from Battle.net to Blizzard in name as well. Is the reason we're expecting an "Overwatch 2" so soon into the games life because it is going to relaunch the same way "Fortnite 2" did? Is the reason we got a toned down version of Diablo III at launch because they had to be marketable to the console audience in order to consolidate the market? Could the "obvious cash grab" of Diablo Immortal actually be a means to secure the phone market for the title that releases after Diablo Immortal? Is the name Diablo Immortal itself an allusion to the fact that the franchise intends to live on? Is the reason classes in WoW have 8-10 core abilities because they need to be playable with console controllers and on mobile screens? Has Blizzard been pulling the wool over our eyes? Are we about to see the biggest Blizzcon in the history of the convention? They've had data on what the market wants for years, and now they've got their reach extended enough to join that data with the technology available to their market. Could this year be the year that Blizzard's gaming service goes wireless? We'll find out in 11 days. Just don't forget where you heard it first. [link] [comments] | ||
Weekly Challenge Rift Thread - 10/21/19 Posted: 21 Oct 2019 07:00 AM PDT Welcome to week 121 of the Challenge Rifts. Please feel free to use this thread to discuss this week's Challenge Rift. Feel free to post guides, tips, and tricks. Make sure you specify your region, as different regions have different Challenge Rifts. [link] [comments] | ||
Was dodge removed from the game? Posted: 21 Oct 2019 11:40 AM PDT I can't see dodge chance in my monk's specs. Does 500 strength give him the same toughness as 500 dexterity? [link] [comments] | ||
[2.6.7] Diablo 3: FIST OF THE HEAVENS & AEGIS OF VALOR GR110+ Crusader Build Posted: 21 Oct 2019 10:28 AM PDT
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Looking for a game like Diablo that doesn't require builds Posted: 21 Oct 2019 06:47 AM PDT So I really like games like Diablo and Titan Quest, but I really don't like the idea of needing to follow an online build or spent hours upon hours trying to make your own and compete. What games besides Diablo let you do this? Path of Exile seems like the opposite of what I want even though the gameplay looks fun, so not that. I just really want a loot game where you don't have to follow strict rules and can just use whatever high rarity loot and cool gear you find, sorta like Destiny or something but more of a dungeon crawler. Edit: Should have said it a bit better, but I know that Diablo doesn't really require a build and is really good, but I was mostly looking for other options. [link] [comments] |
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