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How long did it take you guys to complete your class set?
I'm starting o get bored gearing my crusader up and have 4/6 Roland's (pos set, but I guess I could try Bowmen spec if I complete this) and only 2/6 Akkhan's. I've started to gamble for missing pieces, but no luck so far.
I'm still relatively low level I think, just hit plevel 121 in less than 60 hours so I know it hasn't been that much time grinding. But still I'd love to get a general idea of how much pain is left. I did get a crappy RoRG yesterday so that's one less piece at least and T3/4 so far has been about a leg a rift.
Ugh, I'd also love to get a new weapon lol, all that's been dropping are poorly rolled 1h swords and daggers.
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Not sure about Rolands, but firebirds pieces are gambled every 3k shards or so, and that was before the gambling buff. So assuming rates are similar for Rolands, you can expect about 3k*6/kadala-buff a bit above 10k shards or so before you get all the pieces. And that is without what you may find from drops.
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I had full Roland's and full Akkhan's (or maybe 5 pieces each + RoRG? Don't remember) around P100. At the time I was mainly doing low level GRifts to level up my gems.
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i did mara 6 piece in a day akkhan took about 2
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On October 25 2014 14:46 Terranasaur wrote:Show nested quote +On October 25 2014 08:52 heartlxp wrote:DOD/Carn is fun until you get 1-shot shooting into a room with reflect dmg up You only get reflected on your own dart which doesn't do much damage. If you're getting one shot by that you're being reckless
nope
http://us.battle.net/d3/en/forum/topic/14609931324
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Wow. That's crazy. I've never experienced that. I just stop shooting at reflect packs and have been up to 34 with the build.
Ya. Don't use that in HC.
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Caldeum1976 Posts
So I got bored during class on Friday and came up with a list of things I think need to be changed or added to the game and I'm thinking about posting some of it to the diablo site forums. Before I do I want opinions from you guys about it. Let me know if anything doesn't make sense, you agree/disagree with something, or have something I could add. Warning: there's a fair amount and it's not in any order whatsoever right now. + Show Spoiler +- New character slots for seasons - As it is right now anyone who plays both softcore and hardcore probably has multiple characters of each class. Once you start adding seasonal characters the amount of slots you have left is zero. In order to make just one seasonal character I had to delete my last mule and move all of those items to my least played character's inventory. We need additional character slots every season, or at least just for the first few seasons. If it increases every season it'll get to the point to where everyone has 4+ 70s of each class, and that's not necessary and puts strain on servers. We just need enough slots to keep one of each class per game type of seasonal, hardcore, and softcore.
- Follower pop-ups need to go away. Every time I join a game or someone leaves mine that big follower information panel shows up and blocks part of my screen. I've played enough to know that I can't have my follower while in a multiplayer game. Just send them away and have them auto-join your game when you are solo unless the player manually dismissed them last time (so you aren't forced into using a follower if you don't want to like for testing dps).
- There should be a way to view your stash and inventories from the main menu (or while in game, that would be cool too). It's been suggested ever since the AH went down and we lost that way of doing it. Just implement the exact same thing as the AH did and we'll all be happy.
- Auto-pick-up on health potions should be a gameplay option that you can turn off. Almost everyone has legendary potions now and hates having them take up inventory space and throwing them out after every run. Some people don't have legendary potions or are new seasonal characters so with the default to pick up the healing potions it won't hurt them.
- When someone gambles for a legendary it shows the clan announcement as "looted." It would be a cool feature if any legendary gambled from Kadala showed as something like "Player gambled for Item."
- Increase the blood shard limit. I know blizzard says they have the limit in place to encourage spending them right away instead of hoarding them, but now that they scale so much by difficulty and fill up your inventory slower (takes more shards to do so), it makes sense to increase the cap to reflect this. It's also annoying to be in a group that is flying through T6 rifts and have to stop and swap characters just to gamble. With the cap at 1000 or something it would be a good quality of life change that in no way encourages hoarding shards.
- The limit of 5 communities at once is pointlessly restricting. Anyone who plays multiple classes or game modes has to constantly swap out which communities they are a part of. If I want to key farm, do ubers, loot share with a class, or just talk to people, I have to switch around each class community each time. I want to be able to just join chats without having to leave a community, search for the new one, join it, and then join the chat. As far as chat limits go, a limit of 5 or so chat channels (from communities) at once should still be fine for most users without increasing server load.
- It would be nice to be able to see the magic find that we get from difficulty, groups, and rifts in the character details menu.
- Thorns are pointless (see what I did there?).
- Remove shrines from greater rifts. It adds too much RNG. Getting a pylon or empowered shrine in the right situation can save minutes off of your time when you might not deserve it.
- There are several lower level legendary blacksmithing plans that I would like to have, but are almost impossible to farm for without making new characters constantly. If the loot tables could be expanded to include them once you have passed the level they are at it would allow everyone to get them. The only problem with this is that for seasons especially you could hit level 70 and then get level 40 gear plans that are completely worthless to you as you try to progress quickly at level 70 content. If possible, add a trigger so that once you find all of the level 70 plans, only then can the lower level stuff drop.
- There should be an option at Kadala to gamble for gems. Lots of people in seasons have been complaining about lack of a way to farm for them (mainly topaz and amethysts) for enchanting rings and amulets. One possibility to add a way to farm gems would be letting players spend blood shards on a random gem from Kadala.
- Gem crafting takes way too long. It's been complained about for a long time but it's still not been changed. At least make it so that if we have enough marquise gems to make any gem higher than it, we can just click that rank and it will auto make everything we need at once.
- Lock Adventure Mode at the start of seasons. Next season will be better without all of the no-kill bounties but it still does not seem like a fresh start when you get Adventure Mode right off the bat instead of Campaign Mode.
- Rares dropped from Caches do not salvage when you use the salvage all option at the blacksmith.
- Leaderboards are exactly what they say they are and only show the leaders. Anyone who is not near the top cannot really see where they are. It needs to be expanded so that everyone can view their bracket.
- Greater Rifts -
- Remove shrines and pylons. All they do is add more rng to the leaderboards.
- Sometimes the mob density is super low and ruins the run, and sometimes it is really high. This needs to be normalized somehow. One option might be to mix the mob types together more. Have each room or elite group randomized to keep the density in constant flux. This will help to average out all of the high and low end densities and create a new atmosphere for the players where it's impossible to predict what the next elite group will be. This way you might get elite groups like this for a rift level: Winged Assassins, Mallet Lords, Boggits, Savage Beasts, Corrupted Angels, and then Skeletal Archers. In the areas around each of those elites could be mobs from the zones the elites are normally found in. This would make it less likely to get an entire level of a rift with low density, and keep players more on their toes.
- The bosses themselves also directly relate to how fast you can clear a rift. If you get a Stonesinger you got a free pass, but if you get Raziel and are melee you instantly lose. The designs of the bosses are fine, but they really need to be returned and normalized.
- Voracity (Ghom rift boss) uses a poison cloud. While on the Whinsyshire level this is almost impossible to see.
- When treasure goblins die there still is not an announcement. When they are tagged and run into a large group of enemies it is tough to know when they really die (although them showing up on the minimap sure helps).
Increase the amount of gold legendary items sell to the vendor for. I'm talking bare minimum 250k for a level 70 item, just to add more options for people.
- Cutscenes are still there even when skipped.
- The Lord of Bells kill requirement should be removed from the achievement for killing all the rift guardians and made its own Feat of Strength. It's too rare to be part of the regular achievement.
- Remove the sound for trial keystones. Even though the beam is gone now, the sound still plays and the icon appears on the minimap. It gets old seeing those drop all the time and not actually getting a legendary.
- Bounties need to be expanded. There should be at least double the number of possible bounties than there are currently. The increased cache reward chances makes the farming less boring since the rewards are more exciting, but the bounties themselves are too streamlined and uninteresting after repeated farming. Some available options for bounties:
- Make bounties for killing keywardens.
- Set up bounties for EVERY event in the game. There are random events that occur in the campaign that no one ever sees in adventure mode. Use them!
- More bounties for killing special/unique (purple named) mobs.
- There are cursed chests and shrines everywhere that are available to use for bounties.
- For every zone (well maybe not all, but most), have a possible bounty to just go in and kill everything (similar to Southern Highlands kind of bounties).
- Set internal caps for each type of bounty, so that you can't have multiple clear the zone or cursed chest bounties in the same act.
- There should be more ways to play the game efficiently. Right now, rifts and bounty farming (for the caches) are by far the best way to play the game and get stuff out of it. It's fine for them to be the best, and there always will be one best way, but we need more options to keep everything from getting repetitive or boring. Just add little bonuses in the game like clearing all bounties in all acts in a game gives an additional two random caches. Go ahead and make every first time boss kill reward a guaranteed legendary on campaign mode. Killing all bosses in adventure mode can reward with blood shards scaling with difficulty. None of this will be better than rifts, but it can add some fun to mix it up once in a while and have a chance to get something good for it. This could all be explained by Tyrael or be shown on the bounty map menu.
- Trials suck. I liked the idea at first, but now it's obvious how imbalanced it is for certain classes. My demon hunter can almost clear wave 40, and can do a 36 rift. My wizard can barely get level 25 keystones and yet I can clear level 30 rifts in under 10 minutes. It's just not a good representation for each class's abilities. Trials should not be required every time, but instead you can just open a trial if you want to (or if it's the first time still force the trial to be done) or choose to open any tier you have completed. This way you can still get higher level keystones from the trials than you have completed if you want to, or you can skip the trials and choose whatever level you want to do. For groups, there can be an option to either do a trial, or open a rift level that everyone in the group has completed for however many people there are in the party. For example a party of 3 people where the 3 person leaderboards show 33, 22, and 41 highest completed for 3 players, the group can only open a level 22, but has the option of doing a trial to get a 30 something instead.
- Put rift fragments in currency. I really don't know why this didn't happen in the latest patch. It's pretty annoying to have to have a stack of fragments on each character, or to have to remember to put them in your stash when you swap characters.
- Give the mystic an option to reset the enchantments on an item to its original state. Sometimes people change builds or want to use an item on a different character. Especially with Gifts now and the necessary sockets in rings and amulets, people would like to change what they rolled for on gear found months ago that they still have. For example I have a pretty good Serpent's Sparker that I found way back in the beginning of RoS. I wanted to try it so I changed the vit to a socket, but it already has a %dmg roll on it. Now that Gifts exist, I want to reroll the average damage and gift a socket to it. I can't do this because of what I did before anyone even spoke of Gifts. The same thing probably happened to lots of other people. This could cost like 10 souls or more or something pretty harsh to prevent doing it frequently, but still be an option. This also should not reset the cost to reroll items, so any item that costs 3mil per reroll will start off there again after it has been reset.
- There are a few clan options and features that still need to be added. The first is just an increase in the max number of players from 150 to like 250. The limit is too low and prevents many online communities from being in one clan. Add another rank so that we can have more than just members, officers, and the leader. This will just give options to have tryouts, inactives, class leaders, or whatever ranks we want to better organize. The time since the last login should at least be shown to the leader or officers, if not to everyone. It's hard to have a clan with so strict a member limit when you can't even see who hasn't played for months to purge them to make room for new, active members. There is also room for a clan achievement or rewards system. It could just be a simple xp progress from all members and as the clan levels up everyone can get bonuses like extra gold find, magic find, chance for double goblins, double rift fragments, etc. There could also be passives like lowered repair costs, chance to craft 2 gems or items at once, or other effects that would be meaningful to people, but not just let the big clans get gamebreaking bonuses.
- One more thing that would be cool but might take a lot of time to do - more rift guardians and rift zones. It would be awesome to see some of the Diablo 2 bosses and zones in rifts. If they might mess with leaderboards (like that matters anymore right?) they could just be restricted to normal, non-greater rifts. Some examples: Andariel, Duriel, Mephisto, Baal, The Summoner, The Countess, Bloodraven, Nilathak, Rakinishu, Griswold, Radament, The Smith, a Claw Viper, someone from the Council, etc.
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You organized those so well that they almost feel like actual patch notes. And if they were, I'd be bouncing out of my chair right now.
Only thing I'd mention is clan levels. They had a system like this in WoW for a while and just recently abandoned it. Having incentives via a "guild leveling" system not only encourages people to join a guild if they might not prefer it, but also prioritizes joining a larger guild that will have the higher level stuff (sooner at least). Even the smallest bonuses can matter to most people, so it's hard to say "have bonuses/incentives that aren't so good that people will probably want/need to join a guild" without also making them pretty useless.
Everything else is pretty true. It's satisfying to read a list of changes that most folks probably have on their mind but either don't vocalize it or realize how many subtle improvements would enhance their experience substantially. Even just a hypothetical list is comforting; I have quite a bit of faith that a good number of things like this will pop up when new season(s) roll around.
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Caldeum1976 Posts
On October 27 2014 10:31 Duka08 wrote: You organized those so well that they almost feel like actual patch notes. And if they were, I'd be bouncing out of my chair right now.
Only thing I'd mention is clan levels. They had a system like this in WoW for a while and just recently abandoned it. Having incentives via a "guild leveling" system not only encourages people to join a guild if they might not prefer it, but also prioritizes joining a larger guild that will have the higher level stuff (sooner at least). Even the smallest bonuses can matter to most people, so it's hard to say "have bonuses/incentives that aren't so good that people will probably want/need to join a guild" without also making them pretty useless.
Everything else is pretty true. It's satisfying to read a list of changes that most folks probably have on their mind but either don't vocalize it or realize how many subtle improvements would enhance their experience substantially. Even just a hypothetical list is comforting; I have quite a bit of faith that a good number of things like this will pop up when new season(s) roll around. Yeah the clan leveling thing is what I least care about in all of that. I just threw it out there because I remembered it existed in WoW. The more I think about it the less I think it would work at all for diablo.
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I like the idea of clan rewards! But I see what you are saying about balancing the usefulness of the rewards.
Another thing you missed on the list (I think?) Is auto picking up mats. Probably would on top of my list. otherwise I agree with all the points. Not all may be straightforward to implement or balance, but that is another story.
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I have no idea why they can't fix the density of grifts. The first room in every level frequently has a fuckton of mobs, including up to 3 champion/unique packs, then there's nothing for the rest of the level. If they could make the rest of the level have half the density of the first room, I'd be happy.
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On October 25 2014 18:07 Big G wrote: I had full Roland's and full Akkhan's (or maybe 5 pieces each + RoRG? Don't remember) around P100. At the time I was mainly doing low level GRifts to level up my gems.
Was going to get sad comparing to you guys, but then I found Gloves in a rift and gambled boots and chest within 200 shards... Next I need to find better rolled versions (and a better RoRG), but for now it's pretty sweet.
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On October 28 2014 01:28 andrewlt wrote: I have no idea why they can't fix the density of grifts. The first room in every level frequently has a fuckton of mobs, including up to 3 champion/unique packs, then there's nothing for the rest of the level. If they could make the rest of the level have half the density of the first room, I'd be happy. To be fair, there have been plenty of complaint throughout the history of D3 that the game is monotonous, so I can see how they want to make the gaming experience a bit more varied by having sparse and dense rift floors. It is only from a competitive standpoint that this variance is bad imo.
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Trying to make my Crusader fun to play. What set+skill build should I shoot for if I wanna primarily dps and solo grifts?
So far Im doing this Phalanx - Stampede build, I kinda like it a lot since you get to shoot horses out. But I find it frustrating how its ineffective vs wallers etc, makes it really annoying.
Another build I experimented with was Fist of Heaven - No Rune. This one feels better for wiping out trash mobs, but other than that its very boring to use.
So far I have 2 piece Roland and 2 piece Akkhan. Idk which one is better? Im guessing Roland since its set bonus seems ludicrous OP.
http://us.battle.net/d3/en/profile/Emnjay808-1832/hero/54451844
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On October 28 2014 19:18 Emnjay808 wrote:Trying to make my Crusader fun to play. What set+skill build should I shoot for if I wanna primarily dps and solo grifts? So far Im doing this Phalanx - Stampede build, I kinda like it a lot since you get to shoot horses out. But I find it frustrating how its ineffective vs wallers etc, makes it really annoying. Another build I experimented with was Fist of Heaven - No Rune. This one feels better for wiping out trash mobs, but other than that its very boring to use. So far I have 2 piece Roland and 2 piece Akkhan. Idk which one is better? Im guessing Roland since its set bonus seems ludicrous OP. http://us.battle.net/d3/en/profile/Emnjay808-1832/hero/54451844 Priority #1 should be getting the Akkhan 6p bonus (either 6 pieces or 5+RoRG) and getting as much CDR as possible to have permanent Akarat's. The CDR required is around 56% or so, but anything close to 50% is good at least.
Stampede is one of the better builds right now I believe, but I haven't tried it myself. I think the double phalanx shield is almost required for that as well, but probably not as high a priority as Akkhan's.
http://www.reddit.com/r/Diablo3Crusaders/comments/2gjn8q/stampede_the_compendium_bis_setup_inside/
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Stampede stun spam doesn't seem that fun when I watch Alkaizer stream, I think maybe golden fleece, or BoP/Condemn shield builds look pretty neat though probably not as viable.
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so I've been trying to build a wizard with maximum CDR and then get as much cost reduction with that for infinite ability spam ala CM wiz, does anyone have a list of what items in what slot I should be looking at for these stats?
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On October 29 2014 00:45 Meavis wrote: so I've been trying to build a wizard with maximum CDR and then get as much cost reduction with that for infinite ability spam ala CM wiz, does anyone have a list of what items in what slot I should be looking at for these stats? resource cost reduction isnt worth stacking. maybe get it on the weapon, the shoulders and from paragon. more than that is just not worth it. maxing cdr on a wiz only makes sense if you are playing an archon boom sorc, but that build is vastly inferior to firebirds. actually, right now any wizard build that is not firebirds is vastly inferior to it.
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On October 29 2014 00:17 crms wrote: Stampede stun spam doesn't seem that fun when I watch Alkaizer stream, I think maybe golden fleece, or BoP/Condemn shield builds look pretty neat though probably not as viable.
Condemn is faster on T6 and maybe a little slower in GRift than a perfectly geared Stampede, mainly due to survivability (melee range) since its damage is probably the highest among all Crusader builds. For Stampede you need the Furnace to be truly competitive though, I've never seen one in 560 + 460 Paragons and I'm stuck with the second best choice (Heart Slaughter -> http://eu.battle.net/d3/en/profile/BigG-2621/hero/47383680 ). Roland builds are much worse, nothing comes close to AC/Prophet as far as survivability is concerned.
Speaking of fun, every Akkhan/AC build is essentially 1 skill spam (2 in the case of Condemn) while managing wrath/cooldowns. Condemn/Heaven's Fury are generally more annoying due to wrath management (40 per cast compared to 30 of Stampede) and single target damage, Stampede depends much on positioning (the fun part IMHO) but it becomes a nightmare in half the dungeons because the horses can't go through edges/holes/whatever.
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