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  1. #441
    Relic Shield
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    If you spend it 3x quicker and get it back at the same rate, then you effectively kill 1h weapons ever being decent.

  2. #442
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    Quote Originally Posted by arus2001 View Post
    Describe the changes?
    Items

    The attack speed affix has been reduced significantly on all items. The following list outlines all of the previous values and new values for each affix level. This should give you a rough idea of how much IAS you should expect to lose.
    Weapons
    ​Haste 1: Old: (2-3%) New: (2%)
    Haste 2: Old: (4-5%) New: (2%)
    Haste 3: Old: (6-7%) New: (2-3%)
    Haste 4: Old: (8-9%) New: (2-3%)
    Haste 5: Old: (10-11%) New: (3-4%)
    Haste 6: Old: (12-13%) New: (3-4%)
    Haste 7: Old: (14-15%) New: (5%)
    Haste 8: Old: (16-17%) New: (6-7%)
    Haste 9: Old: (18-19%) New: (8-9%)
    Haste 10: Old: (20-25%) New: (10-11%)

    Other Types (Rings, Amulet, Gloves, Legendaries)
    Haste 1: Old: (2-3%) New: (2%)
    Haste 2: Old: (4-5%) New: (2-3%)
    Haste 3: Old: (6-7%) New: (3-4%)
    Haste 4: Old: (8-9%) New: (3-4%)
    Haste 5: Old: (10-11%) New: (4-5%)
    Haste 6: Old: (12-13%) New: (5-6%)
    Haste 7: Old: (14-15%) New: (6-7%)
    Haste 8: Old: (16-17%) New: (8-9%)
    There you go, basically, IAS got halved on all items

  3. #443
    Ridill
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    Quote Originally Posted by Slott View Post
    If you spend it 3x quicker and get it back at the same rate, then you effectively kill 1h weapons ever being decent.
    It introduces a bit of a style choice, then, assuming proc abilities are ever brought up to decent status. Faster may not hit as hard (and shouldn't), but they could gain a utility out of it. I err toward IAS if only to not be animation locked as much. That on its own is a defensive perk, but it's somewhat analogous to 2H needing some help at the moment. I wouldn't say much like early FFXI buff, but something to typically offset not using a shield and the like.

  4. #444
    Relic Shield
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    Problem is the complete opposite of what you stated is the current state of the game for demon hunters - in which it completely favors 2h weapons over 1h, unless your two one handed weapons are close to perfect. There needs to be more incentive for 1h weapons for a DH currently, over 2h IMO

  5. #445
    Sandworm Swallows
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    I'm actually glad they're nerfing it. Every time I get a weapon or piece of armor with attack speed on it, I never want to replace it with anything but something that has as much or more speed because it's too good a stat right now, and that's not always the best way to go about upgrading items.

  6. #446
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    I think the change is fine.

  7. #447
    Ridill
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    hmm. i wonder how this is going to affect weapons now. a weapon with IAS has its min/max damage lowered. if IAS i don't think they are going to mess with the damage, but if they do it changes every IAS item in the game (and more importantly on the AH).

  8. #448
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    Quote Originally Posted by Slott View Post
    Problem is the complete opposite of what you stated is the current state of the game for demon hunters - in which it completely favors 2h weapons over 1h, unless your two one handed weapons are close to perfect. There needs to be more incentive for 1h weapons for a DH currently, over 2h IMO
    Well, it was dumb luck I found my 960ish DPS bow for my DH to replace my 1-hander, and even now, I kinda miss the faster attack speed. It's far from the best out there, either. I'm not entirely limiting this to the scope of DH, though. I don't think I ever see Monks talking about use bos, and while you may see the occasional talk of 2H barbs, it also usually carries the caveat of other slots being pimped. But yeah, Monks and Barbs also thrive on things like Life on Hit since Life Leech sucks in its current incarnation. They won't be gaining as much and we're still in the dark on much Blizz intends to adjust monster strength. I dunno.

  9. #449
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    Quote Originally Posted by Helm View Post
    I think the change is fine.
    It punishes people who weren't stacking IAS though, and I have a problem with that. If 15% became 10% I'd be like okay this is understandable, but 15% -> 5%? That's a 66% reduction. Monk is going to be totally screwed and most barbs are going to take a hit as well.

    If this is what they go through with I'm (probably) going to have to stack IAS on at least 4-5 pieces of gear just to keep my bulid playable.

  10. #450
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    Quote Originally Posted by Slott View Post
    Problem is the complete opposite of what you stated is the current state of the game for demon hunters - in which it completely favors 2h weapons over 1h, unless your two one handed weapons are close to perfect. There needs to be more incentive for 1h weapons for a DH currently, over 2h IMO
    just looking at crappy blues, 2 850 dps 1 hands with 90+ crit damage each will blow a 1k dps bow with 90 crit completely out of the water, so I'm not really sure what you're talking about here

    if crit damage wasn't so completely broken you'd be right tho

  11. #451
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    Really sick and fucking tired of the overtunedness of the higher difficulties. They were so afraid of people bitching at them they made certain champ packs completely impossible. Blizzard can't tune for shit.

    Though, after a few years of warcraft I guess I shouldn't be suprised.

  12. #452
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    Quote Originally Posted by Plow View Post
    just looking at crappy blues, 2 850 dps 1 hands with 90+ crit damage each will blow a 1k dps bow with 90 crit completely out of the water, so I'm not really sure what you're talking about here

    if crit damage wasn't so completely broken you'd be right tho

    If you didn't have the quiver to factor in you might be right.

    With 2 850 dps, 96% and 99% crit damage 1-hand bows, I would lose 11k damage pre SS in my setup.

    A 1072 DPS bow, with 62% crit chance would be 6k more damage than the 2 1 handers (5k less than my current).

    Since I would be losing 15% attack speed, 8% crit chance and 75 dex, and that's with a pretty cheap quiver. And then you have to factor in the differences with archery bonuses.

  13. #453
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    Quote Originally Posted by Guitarman View Post
    Really sick and fucking tired of the overtunedness of the higher difficulties. They were so afraid of people bitching at them they made certain champ packs completely impossible. Blizzard can't tune for shit.

    Though, after a few years of warcraft I guess I shouldn't be suprised.
    >_> Makes me wonder how you would react to "Nintendo Hard" games, I like the challenge, nothing is too impossible to take down if you go at it properly, I've taken down Mortar, Molten, Invuln, Arcane mobs that run from my Barb, not the first time but eventually managed to take them down.

    I'm glad that Blizzard had the balls to introduce a game that has a high difficulty level in an age where everyone is told "If shit hits the fan just go stand behind that wall over there, and suck on your thumb until you feel better and can take on Armageddon again." I miss those days when you had to play the game over and over and over again until you got good enough to progress.

  14. #454
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    Quote Originally Posted by Shenrien View Post
    >_> Makes me wonder how you would react to "Nintendo Hard" games, I like the challenge, nothing is too impossible to take down if you go at it properly, I've taken down Mortar, Molten, Invuln, Arcane mobs that run from my Barb, not the first time but eventually managed to take them down.

    I'm glad that Blizzard had the balls to introduce a game that has a high difficulty level in an age where everyone is told "If shit hits the fan just go stand behind that wall over there, and suck on your thumb until you feel better and can take on Armageddon again." I miss those days when you had to play the game over and over and over again until you got good enough to progress.
    I grew up on the nintendo hard days. That's all I knew as a kid. There's a difference between hard and broken. invulnerable minions with extra speed and mortar in a tight hallway is murder for a ranged, pure and simple. better yet, jailer + frozen, that's a fun one. I shouldn't have to reset because a bad champ roll. And i'm not the only one around here that's had to do it. Give me hard, give me punishing, but give me possible.

  15. #455
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    Quote Originally Posted by Shenrien View Post
    >_> Makes me wonder how you would react to "Nintendo Hard" games, I like the challenge, nothing is too impossible to take down if you go at it properly, I've taken down Mortar, Molten, Invuln, Arcane mobs that run from my Barb, not the first time but eventually managed to take them down.

    I'm glad that Blizzard had the balls to introduce a game that has a high difficulty level in an age where everyone is told "If shit hits the fan just go stand behind that wall over there, and suck on your thumb until you feel better and can take on Armageddon again." I miss those days when you had to play the game over and over and over again until you got good enough to progress.
    There is no progress. A shitty champion pack is only delayed how fast I can farm. Why bother spending 30 mins trying to kill some gay affix packs when I can remake and get easier packs? The current itemization does not reward challenging kills. It is all about how fast you can amass the rares and see if you get a decent roll.

  16. #456
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    I think Inferno is tooled around co-op, as much as Inferno is tooled at all. I'm a Barb, my friend is a Wizard. We've yet to come across a pack we couldn't at least zombie down. Most of the time he will take 1-2 and kite them off by himself, I'll take 1-2 and kite them off by myself, and then we'll just do our own thing separately. Usually he kills his first, then comes and finishes mine off. Benefit of actually having good dps, I guess. I die less, though.

  17. #457
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    Quote Originally Posted by Shenrien View Post
    >_> Makes me wonder how you would react to "Nintendo Hard" games, I like the challenge, nothing is too impossible to take down if you go at it properly, I've taken down Mortar, Molten, Invuln, Arcane mobs that run from my Barb, not the first time but eventually managed to take them down.

    I'm glad that Blizzard had the balls to introduce a game that has a high difficulty level in an age where everyone is told "If shit hits the fan just go stand behind that wall over there, and suck on your thumb until you feel better and can take on Armageddon again." I miss those days when you had to play the game over and over and over again until you got good enough to progress.

    Hard/Challenge vs gear check are two completely different things, inferno is all about kiting and having enough gear to either survive(melee) or blow shit up(DPS) has nothing to do with "skill/challenge"

    There is almost no thought process to kiting, you just have to hope you don't get a pack right at a wp without means to kite, we'll chalk that up to just RNG being RNG though. If inferno was supposed to be "challenging" instead of "You need either x amount of DPS or x amount of dmg reduction" to pass to x act then we would have seen inferno only affixes, different mechanic's that only appear inside of inferno.

    What would have made Inferno a challenge to me would be damage numbers that make sense, not this 60-150k hits but like this:

    Mortor mobs shooting x4 more projectiles on inferno.
    Arcane Enchanted mobs putting out 4x more orbs at once on inferno.
    Each end act boss doing something differently that is only seen in inferno and i'm not talking about enrage timers.

    Instead Blizzard went the lazy route, they just increased the stats of mobs by a whole lot in inferno while upping the level of mobs in each act, I call it cheap, nothing requires me to think about anything more than "gee, I hope I don't get hit" no strategy, I have to kill before I am killed in 95% of all scenario's playing a DPS character.

    If Blizzard really wanted to make Inferno challenging, shit, randomizing the enemies in each act would have been so much better than the shit they released the game with. Phasebeasts on the way to Leoric would have been hilarious on Inferno.

  18. #458
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    Plus, keep in mind, as it is now, Inferno is *impossible* for Hardcore. There's simply no way to fight through Inferno to the end as an HC character, no way, no how.

    I call that a major design flaw because I was 100% HC in D2, but not in D3, noooo waaaay.

  19. #459
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    Who gives a shit about the difficulty when there's no reward? Itemization sucks, stats are bland, builds are pigeon-holed, stats are pigeon-holed, weapon dps scaling is shit, etc. All we're doing at endgame is upgrading our gear one tier at a time like an MMO. Buying items that have 5 more str/vit/allresist than the previous item.

    The game has a lot of potential, but there's so much they need to change and fix before it becomes worthy of the Diablo name. I just don't understand why they took half of the things that made diablo 2 good.. and got rid of them. Everything is homogenized, streamlined, anti-diablo.

  20. #460
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    Being a Nintendo brat, too, I'd say part of the difficulty in old games relied more on shoddy controls and performance limitations of the system. Things like Death in Castlevania were hard because you could get a lot of projectiles on the screen while Simon moved like a tortoise. Meanwhile, Death could pass through blocks and basically teleport around. Sure, some repetition could better prepare you to handle things, especially stuff that didn't vary like Flash Man's stage's laser beam drops in Mega Man II, but yeah...

    D3's got some fucked up mechanics for it, and I'm not just talking about the absurd tuning of Inferno. As is, I'm sure a lot of people with half a brain can grasp the various boss mechanics. Most just tend to fail in the later difficulties because gear is all that's holding them back as some kind of rage mechanic kicks in.

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