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    Monday, December 23, 2019

    Diablo BAN WAVE

    Diablo BAN WAVE


    BAN WAVE

    Posted: 23 Dec 2019 02:50 PM PST

    People are popping off the leaderboards and dropping offline. Ban wave happening right now!

    submitted by /u/PM_ME_YOUR_KATARINA
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    Anyone playing GOG Diablo 1 on Battle.net?

    Posted: 23 Dec 2019 10:15 AM PST

    I recently bought the GOG.com version of D1 and am playing Diablo again for the umpteenth time. Curiously, I have encountered only one other player on Battle.net. Am I doing something wrong or is it just dead? I am in the US.

    submitted by /u/fivetriplezero
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    Weekly Challenge Rift Thread - 12/23/19

    Posted: 23 Dec 2019 06:00 AM PST

    Welcome to week 130 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.

    submitted by /u/GharbadTheWeak
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    Active Spell Synergies

    Posted: 23 Dec 2019 06:34 PM PST

    David Kim revealed that they were discussing potential environmental conditions affecting spells (eg electricity in rain gets bonus dmg, etc...). Games like Wolcen incorporated this many years ago and it was a refreshing idea.

    In Diablo II, the synergies were passive and linked to the skill tree (+10% dmg from Fire Bolt)

    In Diablo III, the "synergies" were in a form of runes (lightning/fire/ice hydras)

    In both games, early skills were rarely used in the late game, to fix this... what if they become catalysts for synergies?

    For example: "Electrocute" (an early skill) is a single target spell, but would synergize with these other spells:

    • Frozen Orb: when cast on a F.O., the orb itself and the shards become electrified, doing additional lightning damage and chance to stun in a large AoE
    • Hydra: when cast on a Hydra, it becomes a Molten Hydra - it shoots Molten Fireballs (minor +dmg and splashes) instead of the normal Fire Bolt.
    • Hydra: when channeling > 1 second on a Hydra, each of the 3 heads will channel Electrocute and target all enemies in its path. Once you've stopped channeling, the Hydras will continue channeling Electrocute for n-seconds (depending on how long you've channeled)
    • Blizzard: when cast on a Blizzard cloud, it adds Thunderstorm to the Blizzard. A large Lightning Bolt periodically strikes a random nearby unit.
    • After casting multiple "Cold" spells in an area, that area becomes humidified from the moisture. Lightning spells become more potent... Electrocute now targets all enemy in the area and has 2x chance to stun.
    • After casting multiple "Fire" spells in an area, that area becomes dry from the heat. Lightning spells do more damage and bounces to nearby targets.
    • NOTE that none of this increases the damage of the skill too drastically - it just enhances the effect.

    This will encourage players to diversify the spells, similar idea to that Legendary staff that drops in the demo for the Druid, where a lightning bolt hits a random enemy after the Druid casts a different spell.

    Also: get rid of Conduit please. Any spell or phase that makes a unit invulnerable is a bad idea.

    submitted by /u/AlcaponeYou
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    [D3] Please allow Ramaladni's Gift to be used on Necks and Rings

    Posted: 23 Dec 2019 12:42 PM PST

    The D3 team has demonstrated they're not against making large changes to the game even this late in its life. Why not give more use to Ramaladni's Gift and allow it to be used on rings and necks? We already have have a socket on them since legendary gems are a basic requirement. Why not let me keep my %dmg +main stat +CHD +CHC on neck? Or +vit +main stat +CHD +CHC on ring? Otherwise they just sit in our inventory and basically never go to use.

    submitted by /u/fupa16
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    Shared resources

    Posted: 23 Dec 2019 08:03 PM PST

    I know, those class specific resources give them more of an "identity" but there are other ways to achieve that. The gameplay is indeed more important and the resource system should be an important part of it. There are split opinions about the generator/spender/cooldown design. I personally don't like it. You are just holding down the left and right mouse button, by turns and when your cooldown impact spells are up, you cast them.

    A good system imo. would be 2(3) shared resources over all characters: (Life ofc.) mana and stamina. All magical attacks are using mana and all physical attacks are using stamina (sprinting will not be included). Ofc, some characters will use mana more often and others will prorize stamina. But thats not an issue. It gives the game more immersion, authenticity and it enables a lot of options to include resource managment to the game, via gear, runes, skills, talents, etc. without making things exclusive to only 1 class.

    You could give those resoruces some small differences if its possible to balance that. Like, mana has a greater pool but slower regeneration and stamina has faster regeneration but a smaller pool. Or you leave them equal for the sake of balance.

    There are so many ways to play with resource managment: regeneration, steal, maximum pool, per kill, per hit, preserved resource, toggle skills, auras, etc. This is way more fun than just waiting (for your cooldowns or for your left mouse button to refill your ball).

    Strong, impactful skills should eat up a lot of resources. That would already solve the spaming issue, combined with a good potion system that prevents perma drinking.

    And man, basic attacks need some love. Wanna go back to the roots? Be dark and not too flashy? Embrace the simple things and let characters just basic attack when they are out of mana. You should really not try to "not bore the younger playerbase". They will eventually appreciate a solid, down to earth system within modern graphics and smooth gameplay.

    submitted by /u/Lolli42
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    Legendaries as the talent tree?

    Posted: 23 Dec 2019 07:40 PM PST

    I'm personally not a fan of the talent tree they've shown for D4. Was thinking how they could make it more impactful and meaningful and thought of the following.

    Imagine a large space broken into 4 quadrants – 1 for each aspect of a class and the fourth being more general.

    • e.g. For Druid this could be Lycanthorpy, Warebear, Nature and general.

    Every legendary power is represented as a talent on the tree/space, under the quadrant it relates to.

    All talents start with a maximum level of 1.

    Absorbing the legendary that corresponds to the talent increases the maximum level of that talent by 1 and destroys the legendary.

    You can then assign your talent points into these talents.

    At level 10, you have an option to morph the talent

    • e.g. the Withering Band ring shown in the d4 demo has a chance to summon a hydra on attack. Each point spent on the talent would increase the chance to summon. At level 10, you could morph it to have multiple heads, shoot freezing bolts or follow you around for its duration. You pick one choice, similar to how the talents work in WOW every 15 levels.

    Purpose of the morph is to encourage maxing a talent out rather than putting points into many different talents, but still ensures that talents that aren't morphed are still meaningful.

    Equipping the corresponding legendary simply adds 1 to level and 1 to max level while equipped i.e. max level increases to 11/11 if you have it equipped.

    This will help create a way to remove excessive legendaries from the pool of tradeable items which will inevitably grow over time, and still mean there is a value for a poor rolled legendary while provideing talent choices that feel meaningful.

    As an extra to this:

    While skills are on your action bar, they start at level 1 and through use, increase in max level. You can spend skill points on them to enhance them in a manner of your choice e.g. increase base damage, increase scaling damage, add crit or attack speed, or duration etc.

    Removing a skill from your bar resets it to level 1.

    This encourages you to keep skills on your bar so long as levelling them takes a meaningful amount of time, while not preventing you from switching skills if you want to.

    Talents in the quadrants then have requirements correlated to their purpose.

    • e.g. the druid legendary shown in the d4 demo that causes lightning when you shapeshift could require 5 skill points in a Warebear skill, 5 in a Lycanthorpy skill and 5 in a nature skill before it becomes available to put talent points into.
    submitted by /u/danndyd
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    Vector Targeting in Diablo IV?

    Posted: 23 Dec 2019 10:14 AM PST

    Would it be good for skills to have vector targeting like in Heroes of the Storm?

    To those who don't know, here are examples.

    Vector Targeting is a mechanic that allows a skill to be cast at a point, then its directional orientation.


    It could benefit certain skills like fire wall and bone wall or random moving skills like tornado. Imagine a necro controlling a corpse to jump toward the center of a dense mob then explode, or a sorceress conjuring lightning or frozen orb far from her and into a similar mob.

    I don't know if it would work with consoles. If it doesn't, then PC should have this feature and shouldn't compromise for the sake of consoles.

    submitted by /u/ArcTriumvirate
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    How to get Haedrig's gift from season journey?

    Posted: 23 Dec 2019 03:36 PM PST

    Hello. So this is my first time playing since xbox 360. Alot of updates and changes(im playing full version now). Anyways, its my first season ive ever done. Online it says by completeing section 2, 3 and 4 I'm sulpose to get 2 set pieces for each. The Haedrig's gift if you will. I completed the 2nd section of season challenges... And i got nothing. How do I get those...? Who do I talk to? So confused and im really hoping I didnt miss my chance at those pieces. Any info is most appreciated.

    submitted by /u/Magnesium360
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    Diablo 3 Challenge Rift Week 131 HAPPY HOLIDAYS

    Posted: 23 Dec 2019 03:32 PM PST

    New player looking for general advice. Am I doing this right?

    Posted: 23 Dec 2019 10:16 AM PST

    Hello,

    New to D3 (played quite a bit of D2 many moons ago). I rolled a Wizard in the regular game mode and and currently playing through the campaign on the base setting. I looked up a leveling guide on Icy Veins but it seems mainly geared to seasons (Which I decided to wait on until I beat the game). Just curious if I am doing this right, and is there anything I should know moving forward. I'm really enjoying the game on Switch (I have the PC version too but the Switch is just easier to fit into my life).

    Any general advice for a noob? For a wizard?

    Any constructive criticism would be appreciated. Thanks in advance!

    submitted by /u/handamputation
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    Proposition of a new UI mechanic for D4. (Loot Filter)

    Posted: 23 Dec 2019 12:00 PM PST

    I won't waste your time, it's pretty simple. (All my references will be in D2)

    A stash tab that is roughly the size of the internals of a Horadric Cube with a few tickboxes and a single other inventory slot. Maybe you start with 2 or 3 and get one as a reward for a quest, one for completing a difficulty etc to whatever arbitrary maximum you desire. No one likes searching through same-colored text jumble like a masochistic word search and dealing with an injected item filter is both not legal for battlenet and also a PITA for offline use as well.

    https://imgur.com/a/JPOkRVN

    [1]: Color.

    Inserting a gem "permanently" into this slot changes the text color of the items when using "Show Items".I say "permanently" because you can only delete these filters and deleting them destroys the items within. This is to prevent these tabs from being used as storage.(Chipped to Flawless is a gradient, ex. chipped Ruby = pastel pink, flawed ruby = hot pink, ruby = pastel red, flawless ruby = cherry red, perfect ruby = dark red. Colors aren't perfect obviously but each gem provides 5 different text colors, in Diablo 2 this system would provide 35 different text colors as an example)

    [2]: The Filter.

    A small inventory that you store items in permanently to set the conditionals of the filter.

    [3]: Conditions.

    These are the tickboxes that allow you to customize your loot filter. I'm not a genius so I don't know all of what would go here outside of maybe a "has sockets" or "is quality+". What I did come up with though is a Positive/Negative tickbox.

    That tickbox would functionally allow you to filter out or filter in based on the setting.

    For example if you want to search for an item by giving it a fancy color so it sticks out in piles you would put a sample of that item into the Filter inventory and set the color filter with the gem of your choice. If you were searching for a Monarch shield for example you would put in a Monarch shield of any quality. Then you would set the Positive/Negative value to Positive. (This would override the colors of the item quality itself, excluding Unique and Set items)

    If you wanted to say, never see another quiver of bolts or arrows ever again you would instead of setting a color filter, simply fill the Filter inventory with all of the junk you don't want to see and then set the Positive/Negative value to Negative.

    [4]: On/Off

    I shouldn't have to really write more than the title. Turns the filter on and off with a click.

    Don't oversimplify the loot in D4 please, just give us the tools to effectively wade through the treasure piles like a picky dragon. You literally spawned the loot goblin genre, if you want to return to form you should have a great focus on itemization diversity and depth of choice. More affixes won't be enough if you kneecap other areas.

    Thoughts/Criticisms?

    e: Some clarifications.

    I am in favor of a menu based filter VS this idea, this is simply an alternative route.

    The idea is that these are like bags in most MMOs where you've got items sorted into different bags by categories, but then those bags just gobble up what you put in and are the loot filter instead. It's meant to be an easy to understand and use, set and forget (until you change them around) filter.

    I'm not saying you have to include specific affixes to search for them etc etc etc, the purpose
    of the item inclusion is so that you can tell the game which base item you're looking for.

    If you were searching for charms for example you wouldn't need to have a charm of the type you're looking for to find more, you just need a charm of that size to tell the game "Hey I'm looking for Small Charms" etc.

    submitted by /u/Diabloot
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    Cosmic Wings and Portrait frame within 26h

    Posted: 23 Dec 2019 04:27 PM PST

    I got Cosmic Wings 1 year ago while farming it, took me 20h - getting the set. 2 Days ago I started farming sir Williams, got him today with 52 runs/2 hours Ask the luckiest person on Earth anything!

    submitted by /u/Leon-R
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    Elemental attacks

    Posted: 23 Dec 2019 04:22 PM PST

    One thing I really hope Diablo stop doing is basing too much stuffs on elements. Like how Diablo 2 has all kinds of different resistance for the playable character and immunities for monsters? (heck even paladin has several? filler elemental resist auras is a prove that differentiating things on different elements is not a good way to go for diablo )

    For D2 sometimes I want to play a meteorb sorc becauae fire and cold seem antisynergic in real life, so sometimes I like that but sometimes I want to go full hydra fire sorc just becauae I like that idea at the time, I dont want elemntal immune monster to just ruin my day and roleplay because of that.

    And even D3 is not spared from this problem, I want to play a rocket DH, and the most suitable cluster arrow is Maelstrom which is cold? And the best sentry is usually polar station which is also cold, and most of DH theme is like hatred and black and red so for him/her to start shooting blue freezing stuffs is really annoying for me roleplay wise. (I just hate polar station because most of DH stuffs are just like shoot and explode and there is this random freezing thing).

    Differentiating elemntal and physical attacks are fine but hopefully not between the elements themselves(this is Diablo not Naruto)

    Tl;dr : Different elements have different signature colours/themes like fire red and ice blue and lightning blue or white which can affect roleplaying so I'd rather Diablo stop having to many forced synergies /immunities / resiatances / musthaves that at least in endgame

    submitted by /u/Screwbreaker
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    Searching for a DH Build

    Posted: 23 Dec 2019 09:39 AM PST

    Anyone have a link to the season 19 DH build where you can just vault thru the rift and everything dies while you literally just vault along? I was GRifting on my Barb and fell ass backwards into a pretty well rolled Leonine Bow of Hashir that I combined with a gem of ease, simplicity's strength, level 99 LoD and a cubed depth diggers and hit 70 in LOL fashion in about 8 minutes and now I just feel obligated to create a DH alt for speed runs. Thinking about trying to combine the 2 builds to essentially vault through bounties and use bolas to wipe the bosses. Although I'm not sure this will work. Tips and advice encouraged! Hoping to push t16 with ease.

    submitted by /u/Harryhood___
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    Diablo 3 Challenge Rift #131 Map(soonish-TM) and Strategy Guide (North America)

    Posted: 23 Dec 2019 02:14 PM PST

    in-game auto cast options?

    Posted: 23 Dec 2019 06:56 AM PST

    in-game auto cast options?

    I made a topic a little while ago about the frustration of skills such as the necromancers Devour, and other skills that basically function the same way (spam to always cast when ready/available)

    Some users pointed out that this could easily be solved by a built in option to auto cast/always cast option.

    which got me thinking, what would be the pros/cons of such a thing.

    Example:

    https://preview.redd.it/pqu2nh8b8e641.png?width=609&format=png&auto=webp&s=0bcb2c56f0062012a5298e70362fd3e4e8fe9d1c

    PROS:

    1. Alleviate some joint strains (thinking of skills that requires constant spaming)
    2. Make it more disability friendly.
    3. Lets the casual players focus more on the combat on screen.
    4. Makes the use of third party auto key scripts less useful/appealing (might save some users from getting banned or from getting unwanted viruses on their computers or key loggers)

    CONS:

    1. ???
    2. ???
    3. ???

    Some may argue that this takes away from the competitive aspect of the game (Worlds first lvl 70, Highest GR clear and so on) but for anyone that is actually a competitive player, they know that if you want to be the best, you have to be adaptive, and cast skills at the exact right moment at any given situation, so having something that locks you down to a specific cast cycle would in most cases not be beneficial, so you would go for the manual input option anyway, and for the skills that you could use the auto cast option on, well, if everyone have the option to use it, then how does it make it less competitive if you also use it?

    That's not to say I could be dead wrong about this.

    For all I know, this could completely break the gameplay.

    And that's why I want to hear you guys opinion on this.

    //Best regards.

    submitted by /u/crimson4649
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    Is It about Time to have a "Jack-of-All-Trades" Class?

    Posted: 23 Dec 2019 05:23 AM PST

    A generalist-type class (i.e. Jack-of-all-trades) is capable of fighting with melee weapons, bow-type or thrown weapons, and casting spells. The class is versatile but lacks the foundational skills of specialist-type classes (most classes in Diablo games, maybe except Diablo I).

    The class would have its own Arsenal system, with there being a slot for a melee, ranged, and caster weapons. The weapons would alternate depending on the skill used (melee for martial skills, caster for spells, etc). I don't know about shields though.


    Going back to Diablo II, the Amazon and Assassin somewhat fit with the generalist classification (they have melee and ranged flavored skills, and elemental magics), although most builds involve specializing in only one.


    Edit: The jack-of-all-trades can refer to a playstyle (can alternate between melee and ranged), or class themes (uses melee and ranged weapons, and can cast spell).

    The power of its skills does not necessarily have to comply with the class' fantasy of "good with all, master of none, better than master of one".

    Also, the Assassin's playstyle can be classified as a jack-of-all-trades, but when it comes to class flavor she is overwhelmingly a specialist. She:

    • can fight hand-to-hand
    • has superhuman reflexes (2h weapon coordination, blocking without a shield, instantaneous travel)
    • has mastery of secret martial arts and assassination techniques
    • can conjure elemental effects with attacks
    • has access to exotic arsenals (shurikens, automated saw, explosives, chemicals, electrical devices)
    • can use psychic powers (mind control, phase shift, invisibility)
    • can summon an imitation of herself
    submitted by /u/ArcTriumvirate
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    Why the same sub cover?

    Posted: 23 Dec 2019 02:20 AM PST

    Guys..it has been quite some time since the announcement of D4.Why is the 'Rise of Necromancer' cover still being used?

    submitted by /u/koenmaboy
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