Diablo The lack of official information on the new seasonal effect is hilariously unsurprising |
- The lack of official information on the new seasonal effect is hilariously unsurprising
- Demon Hunter S21 Gear Tracker Spreadsheet
- As strong as the new demon hunter may be, it feels clunky.
- Kanai Cube
- D4 Feedback - Critical Hit Chance and Critical Hit Damage
- Idea: difficult season theme
- Looking for feedback on my Diablo Fanfic
- T16 without optimized GoD gear
- Offering Season Journey Help Tonight 10 PM PDT (July 5th) Americas Server
- Innarius vs. LoD
- Console and pc leaderboards
- Diablo 4: Option to have an oldschool map as a fullscreen overlay instead of minimap
- should i as a new player to the diablo franchise play the second or third installment
- Diablo 3 PS4
- Rathma the Firstborn - Fan made 3D model
- New player and season 21 Q
- D3: Items and stash not loading
- D4 Multiplayer Suggestion: Guild Shards
- GoD DH - How does everyone automatically keeps their Momentum at 20 stacks?
- Anyone know what these wings are? I fought Malthael for Seasonal Journey and these aren't showing up in my collection.
The lack of official information on the new seasonal effect is hilariously unsurprising Posted: 05 Jul 2020 12:54 PM PDT With complaints about lack of usefulness and visual disruption aside... what does this thing even do? After a few minutes of playing, I think I've got it figured out. Get the buff rolling, gather up mobs, accrue stacks through killing blows. Profit. But, in the classic Blizzard style, there's a frustrating lack of any clarity whatsoever. How do I know what buff is next? Or what it does? How long it lasts? How much damage it does? Ironically enough, I'm really not trying to contribute to the circlejerk of hating on the new season. I'm just genuinely blown away by the fact that even the blog post from Blizzard themselves has next to no actual information on it. It's flabbergasting. [link] [comments] | ||
Demon Hunter S21 Gear Tracker Spreadsheet Posted: 05 Jul 2020 03:59 PM PDT I made this for personal use. Sharing here in case anyone else finds it useful. https://docs.google.com/spreadsheets/d/1XbR3pGenIljXDK_2X9YQwPfPC7L9QI-BCzb8mbQZnzo/edit?usp=sharing It's nothing fancy, but it is an easy way to keep tabs on what gear I have and what I need for my DH builds this season. Gear sets are based on Raxxanterax's D3 Planners, found here: GoD - https://ptr.d3planner.com/851431227 [link] [comments] | ||
As strong as the new demon hunter may be, it feels clunky. Posted: 05 Jul 2020 04:34 PM PDT The 2 set bonus will give you a stack of momentum, which will increase your damage every time you use your generator skills, stacking up to 20. The 4 set bonus states that, while strafing, you'll be shooting your last used generator. That's good. Why do the generator skills shot by the 4 piece bonus *NOT* increase your momentum stacks? I do understand they wanted to make something that forced you to use more than one skill, but this makes no sense. I'm in no way saying it's a bad set, I'm saying that it feels like a brick to the face being a strafing super fast demon that instantly stops to shoot an arrow, then proceeds to move again. The buff being called momentum does not live up to its name. [link] [comments] | ||
Posted: 05 Jul 2020 07:27 PM PDT I just started d3 again after like 6 years, and I dont fully understand what the cube does. Is it just for shifting around legendary effects? I have items in each of its 3 slots, but i dont understand if they are applied to my character always, or just serve as a place to move around effects? There's a lot of stuff online about it, but i keep feeling like its more effective then i feel. I havent really used it for anything Other than the season journey [link] [comments] | ||
D4 Feedback - Critical Hit Chance and Critical Hit Damage Posted: 05 Jul 2020 02:27 AM PDT D4 Feedback - Critical Hit Chance and Critical Hit Damage It's not easy to discuss itemization in D4 simply because we haven't seen much about it and it is still early in development stage. I was waiting for the latest developer update, before I posted some feedback, to see if they are going to show itemization in more depth. Since they are going to show us that in a future update, I'll provide feedback on what we know so far. Blizzard stated many times they want our feedback and we can all agree good itemization is key to longevity of any loot-based ARPG. We are all gonna play D4, question is for how long? D4 does a lot of things good. It has huge potential. Getting itemization right will put Diablo back where it belongs, at the top. We all want this game to thrive, so they can add more classes, more world to explore, more dungeons, more progression systems and ways to play the game. D3 has good gameplay, it's fluid and fun (except zoom zoom bang bang gameplay), but it lacks the depth in itemization. You build every character pretty much the same: Crit%, CritDMG, CDR% and as many damage modifiers as you can get. Of course you need toughness, but everything is secondary to above-mentioned stats. It takes away the feeling of customization and experimenting with builds. In other words, you play for a while, you reach your end goal, and you get bored pretty fast. D4 does a good job of hitting a lot of problems poeple have with D3. Art stlye is amazing, mobility and pacing is getting adressed, lots of techical improvments. Still there are some concerns, mainly Itemization and Skills/Passives. Even though game is not yet in alpha and things will change and iterate many times, we can still provide feedback based on what was shown. ....................................................................... CRIT DMG What is concerning about D4 is there is still CritDMG as a stat on items. Mayor problem is how do you balance CritDMG? We see this in D3 where Crit% and CritDMG are the best multipliers to increase your damage and nothing can compete with that combo. And it's universal, it will always increase your damage output. You always want more of these stats, there are no downsides. It doesn't add up to the gameplay, it just provides bigger numbers. And certain builds can be all about doing big, flat damage without having to rely on crit dmg. We have seen stats on items like "% melee damage" or "%physical damage". If you have 50% Crit Chance and 500% Crit Damage, whats the point of regular hits? How do you balance it so that anything else can compete with it? Way to solve this problem is to limit these stats somehow. Easiest way to balance Crit DMG is to make it always do 200% of attack dmg. Now you have a controlled stat that makes it easier to balance other stats.
And you can have certain legendary items or skills/passives that break the 200% cap. It would make those items special because you can't find that stat on other items.
....................................................................... CRIT CHANCE As stated above, having Crit Chance and Crit DMG can be problematic if not balanced right, but Crit Chance on it's own can be an interesting gameplay mechanic. You can have a lot of different builds centered on critical chance. Legendary powers, passives, runes can all have triggers on critical chance which open up different playstyles. Critical chance can be set to be inate at maybe 10-15% so every hit has a chance to be critical, but this removes it from the pool of stats and limits other potential builds. It doesn't benefit the game to remove critical chance as a stat. You can also have diminishing returns, but problem with dimishing return is you will always want more of that stat. Better solution is to get rid of diminishing returns and put hard caps on stats. Let us reach reach 100%, but limit critical damage so it doesn't scale out of control. Reaching those hard caps should be possible, but that means you will have to sacrifice other stats. Few examples for crit effects:
These are just few examples of the top of my mind, but it shows the possibilities that Crit% has. Critical Hit Damage can't do this because it's just a multiplier. ....................................................................... So to sum up my ramblings, there are few ways to approach problems with Crit DMG:
....................................................................... Bellow I put some examples of different builds using the same skills but drastically different playstlyes. This is a kind of D4 I would like to play, that makes me think how I want to customize my character. A game which gives us creativity how to play the game, not force us into one and the same build for every player. CRIT BUILD: Ligthning Sorceress - Lightning Bolt + Chain Lightning
Legendary items:
Passives:
Way it plays: All about hitting hard. You're a sniper. You opted to do as much damage in as few hits possible. You dont give the enemies a chance, you obliterate them before they can even act. ....................................................................... STATUS BUILD: Ligthning Sorceress - Lightning Bolt + Chain Lightning
Legendary items:
Passives:
Way it plays: All about applying status effects. You're a master of the elements and they hurt a lot. You opted for a passive that activates additional effects upon criticals. You control your enemies, they are your toys. ....................................................................... ATTACK SPEED BUILD: Ligthning Sorceress - Lightning Bolt + Chain Lightning
Legendary items:
Passives:
Way it plays: All about hitting fast. You're a machine gun fueled by lightning. You opted for a passive that activates additional effects upon stacking instead of on critical hits. You don't do crits, you spitt out bolts of ligthning for a living. [link] [comments] | ||
Posted: 05 Jul 2020 11:10 AM PDT What if the next season theme added an aspect to the game that, instead of making it easier in an intersting way, like previous ones, added a challenging mechanic? Of course i dont mean just increasing numbers to damage and health of enemies, but rather adding a mechanism that slightly makes us worry about one or two more things as we play. For example, periodically a band of assassins/cultists/demons/mercenaries/reapers will spawn or roam the map trying to hunt us down. They are elite packs, but every member of the pack is a yellow, but they also drop good loot. (For obvious reasons they dont spawn in boss fights, set dungeons nor greater rifts). Or how about each Act having 3 thematic super bosses, either stationary or roaming? What are your thoughts? [link] [comments] | ||
Looking for feedback on my Diablo Fanfic Posted: 05 Jul 2020 10:40 PM PDT Diablo: Heart of the Dragon https://archiveofourown.org/works/16959072/chapters/39854460 So I've never written anything like this before, looking for honest feedback. I've got a good idea of where to take it next but could use some constructive criticism. Set between Diablo I and II, the story follows a neophyte sorcerer in his attempt to stop a mad wizard from reviving an ancient evil and destroying the world. Thanks! [link] [comments] | ||
T16 without optimized GoD gear Posted: 05 Jul 2020 10:36 PM PDT
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Offering Season Journey Help Tonight 10 PM PDT (July 5th) Americas Server Posted: 05 Jul 2020 06:12 PM PDT Greetings, I finished the Season Journey and would like to help remaining folks who need help. Americas server, hardcore & softcore available. Power Level 1-70 @ 10 PM (!join PLevel) Season Journey @ 11 PM (!join Journey) Greater Rifts @ 11:50 PM (!join GR) To queue into a position, please type the respective !join command @ twitch.tv/ncstyle. No subscription or follow even needed - this is just to form a queue line and secure your spot. Come on and over wrap up your season journey before the weekend is over(!) [link] [comments] | ||
Posted: 05 Jul 2020 09:04 PM PDT Can someone explain why the 10,000% from Innarius 6 pc is so much worse than the LoD Bonus? I can't seem to wrap my head around why my crappy LoD grim scythe build (<100 level gem, only a couple of ancients) hits like 10 times harder. [link] [comments] | ||
Posted: 05 Jul 2020 09:04 AM PDT Is console and pc leaderboards separate or the same? If they are separate are the consoles separate between themselves too? [link] [comments] | ||
Diablo 4: Option to have an oldschool map as a fullscreen overlay instead of minimap Posted: 05 Jul 2020 04:21 AM PDT I missed this option during all hours of playing D3, never understand why is it been removed, especially while we have an option to see the fullcreen version by pressing tab. And as i can see current version of D4 is simillar to D3 in question of map. Personally its very uncomfortable to constantly look to the corner of the screen or use button that interrupts gameplay. [link] [comments] | ||
should i as a new player to the diablo franchise play the second or third installment Posted: 05 Jul 2020 11:57 AM PDT ive been thirsting for ARPGs recently and heard diablo is great, but ive heard diablo 3 is garbage compared to diablo 2, but i dont know if that is just for tryhards. [link] [comments] | ||
Posted: 05 Jul 2020 08:46 AM PDT Was just wondering if anyone here plays diablo 3 on ps4 or if there's a separate sub for that I'm enjoying playing the game but it would be more fun with people I think. [link] [comments] | ||
Rathma the Firstborn - Fan made 3D model Posted: 05 Jul 2020 12:16 AM PDT
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Posted: 05 Jul 2020 02:51 PM PDT So I played season 20 for my first time never played before and loved it, going to start again at season 21. Towards the end of my season 20 play I found lots of items that could benefit an alt type character. Is there anything I can do to give a new seasonal character to start off with to level faster etc? Or does every season just start with nothing [link] [comments] | ||
D3: Items and stash not loading Posted: 05 Jul 2020 02:12 PM PDT Is it just me, or is the game much more laggy now? My items and stash don't load all the time now (used to happen very rarely before this new season). Is this a network bug or my CPU/GPU? I have a really fast connection and my computer hasn't changed in the last few years playing D3. This is on PC. This is really frustrating because I can't see my own items after GR runs (they show up on hover, but it looks like my inventory is empty). [link] [comments] | ||
D4 Multiplayer Suggestion: Guild Shards Posted: 05 Jul 2020 01:05 PM PDT The new multiplayer aspect of D4 sounds really interesting, but just like many other multiplayer experiences it can turn sour if you meet someone who's not co-operative or straight up griefer. SUGGESTION Make it possible for Guilds to have their own private shards, where random players (other than guild members) can not be encountered. This would alleviate a lot of the frustration that comes from multiplayer experiences with uncooperative players. [link] [comments] | ||
GoD DH - How does everyone automatically keeps their Momentum at 20 stacks? Posted: 05 Jul 2020 03:00 AM PDT I have the GoD set as well. Together with Dawn and Fortress Balista. Ninth Cirri in the cube. But most clips i see, people can hold Strafe and their Momentum is always on 20 stacks. Am i doing something wrong? Cause when i'm strafing, i'm not getting any stacks. [link] [comments] | ||
Posted: 05 Jul 2020 12:32 PM PDT
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