[PC] Diablo III

4. Still Diablo, it's not a PvP game and never were.
Disagree. At least 75% of my D2 was spend PvP, if I think back of all the people on DiabloII.net, then pretty much all of them were PvP and HC players, the regular game didn't offer a proper challenge.
 
  • Like
Reactions: 404
Can anyone tell me of the bandwith usage for Diablo III? I currently don't have broadband as I will be moving house in a few months, I use a dongle which works fine with Battle Of Immortals (an MMORPG game). Just would like to know if it would work ok with Diablo III.
 
Disagree. At least 75% of my D2 was spend PvP, if I think back of all the people on DiabloII.net, then pretty much all of them were PvP and HC players, the regular game didn't offer a proper challenge.

I only played the D2 Single player, had no idea they offered PvP. Withdraw point number four. GIVE US PVP!
 
Getting alot of feedback that D3 gets really boring.
Yes, it did. I know a number of people who are getting tired of completing it at Nightmare level. However, they recently refactored it all so that the incline is much steeper.

What bugs me about that is that it's almost impossible to die at low level now. :/: And high level Wizards are humped. :(:
I only played the D2 Single player, had no idea they offered PvP. Withdraw point number four. GIVE US PVP!
The original Diablo had PvP. The wife and I used to play it on the IPX/SPX at home. We only ever play Co-op ofc, but the option was there. (hence all the Diablo TownKill hacks :(:)

--- EDIT ---
Does anyone play D3 PvP? Do you still get a squishy "Ear of..." when you kill another player?

The missus had a Mage called Tielk and I accidentally killed him (her? him? them?) with a AOE my rogue somehow acquired. Of course the Mage is always AOEing his allies to death, but a rogues AOEs are more like smart-bombs. You have spray shot arrows but they usually miss friendlies. IDK if I had a flame arrow bow as well or what, but I kept my "Ear of Tielk" forever. I've probably still got several character backups with it. :)
 
Last edited:
Diablo 3 is quite exciting. It's exciting because the game really does not start until you hit level 60. Sure, level 60 takes maybe 2 days of hard grinding? But once you are 60 you are faced with the toughest difficulty yet, Inferno. It's very intense to completely solo all the way to the final boss, Diablo. None the less I give it a 8/10. Only thing I dislike about it is the way public games are handled. Sure the by quest is nice but I would much prefer the classic way they had back in Diablo 2.

I am going to start posting a couple videos about me solo'ing through acts 1 - 4 in Inferno. I'll also go over some builds for Barbarians for solo'ing Inferno (all on my Youtube channel). If anyone wants to play just hit me up, TheLongP#1318. My channel is TheLongP too on Youtube, uploading videos all throughout this week (Jacob TheLongP - YouTube).

- - - - -

King of off topic but here's a pretty funny video of the failure of the 1.0.3 patch with the nerf of all the minions. I head out to a waypoint in act 2 to find some elites so I can grab some stacks and sure enough four elite packs are chilling by the waypoint. Check out this epic tankyness (click here).
 
The 50% attack speed nerf destroyed the game for me. I was a life on hit&attack speed monk. In one move they removed 30% of my DPS, 50% of my survival, 50% of my spirit generation.

Blizzard can go **** themselves.

But while doing so, they also stopped mobs from gaining dmg with multiple players, so surviving is easier. Also, repair costs skyrocketed and every time you attack with your weapon (even if you don't hit anything), it is costing you durability, so they utimately made your repair cost less by reducing atk speed. It has kind of balanced out.

It was ridiculous though, if atk speed bonuses are all percentage increases of your base, you can just stack WAY too much atk which directly affects your DPS by the % (since speed is also calculated in it). It was the most imbalanced stat, and it NEEDED to be nerfed. The game was not made for 10% atk speed (found act 1 normal) to somehow outweight 200 dexterity (found act 1 inferno).
 
But while doing so, they also stopped mobs from gaining dmg with multiple players, so surviving is easier. Also, repair costs skyrocketed and every time you attack with your weapon (even if you don't hit anything), it is costing you durability, so they utimately made your repair cost less by reducing atk speed. It has kind of balanced out.

It was ridiculous though, if atk speed bonuses are all percentage increases of your base, you can just stack WAY too much atk which directly affects your DPS by the % (since speed is also calculated in it). It was the most imbalanced stat, and it NEEDED to be nerfed. The game was not made for 10% atk speed (found act 1 normal) to somehow outweight 200 dexterity (found act 1 inferno).

I'm not disbuting it needed to be lowered, but half?... Totally unnecessary to flat out destroy it. As for the DPS of atk speed, I was never really bothered about. Crit and crit damage were always better dps stats for other classes. Hell atk speed was a pretty bad stat for most classes which burn resources, my wiz could burn it's entire arcane power in like 5 sec with decent attack speed. Criting was far, far, far! better.

However, on my Monk, I was more concerned about living long enough to hit the mob. Attack speed and Life on Hit was how I struggled through Act 2. Hitting fast enough to regen enough spirit to keep up the 15% bonus evade buff, as well as regening ~3k hp a sec. It was a very active build which required constant moving and kiting, but one of the only ways for a monk to do act2+ inferno.

As for repair costs, are you kidding me? It's like 10k to repair from an entire act1 run still. I make ~500k before AH profits in that run. Anyone having problems with money is stupidly doing Act2+ now. Act1 has a 2% drop chance on ilvl63, Act2 has 4% Act3/4 has 8%. I can run Act1 in like 1/5 of the time it takes to do Act2, let alone thinking about doing Act3/4. Right now there is no point doing the hard stuff. This is before you take into account the RNG deaths in later acts.

So yeah, atk speed nerf is fair enough on other classes which don't rely on attacking fast for resource generation. But then the smart ones were already stacking crit anyway. This was just another raping of Monks, which seem to have become the Paladins of D3 when it comes to blizzards nerfing sprees. :(
 
I'm not disbuting it needed to be lowered, but half?... Totally unnecessary to flat out destroy it. As for the DPS of atk speed, I was never really bothered about. Crit and crit damage were always better dps stats for other classes. Hell atk speed was a pretty bad stat for most classes which burn resources, my wiz could burn it's entire arcane power in like 5 sec with decent attack speed. Criting was far, far, far! better.

However, on my Monk, I was more concerned about living long enough to hit the mob. Attack speed and Life on Hit was how I struggled through Act 2. Hitting fast enough to regen enough spirit to keep up the 15% bonus evade buff, as well as regening ~3k hp a sec. It was a very active build which required constant moving and kiting, but one of the only ways for a monk to do act2+ inferno.

As for repair costs, are you kidding me? It's like 10k to repair from an entire act1 run still. I make ~500k before AH profits in that run. Anyone having problems with money is stupidly doing Act2+ now. Act1 has a 2% drop chance on ilvl63, Act2 has 4% Act3/4 has 8%. I can run Act1 in like 1/5 of the time it takes to do Act2, let alone thinking about doing Act3/4. Right now there is no point doing the hard stuff. This is before you take into account the RNG deaths in later acts.

So yeah, atk speed nerf is fair enough on other classes which don't rely on attacking fast for resource generation. But then the smart ones were already stacking crit anyway. This was just another raping of Monks, which seem to have become the Paladins of D3 when it comes to blizzards nerfing sprees. :(

Response straight from a Blizzard dev on the Diablo forums -

#7) IAS Side effects. The IAS nerf has had a few side effects which I am not sure were considered in the process. Monks and some barb builds relied on IAS to provide adequate healing through either leech or on hit healing abilities. However with the IAS nerf many are finding that this is no longer a viable path. Is there anything being done internally to consider this unintended consequence?

Actually, it was quite the opposite. This was one of the main reasons for the IAS nerf. In fact, if it wan't for those additional side effects, and only about DPS, we likely wouldn't have changed IAS at all.

Again, as stated in the Patch 1.0.3 Preview:

While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options.
 
Yeah I read that and I call BS. If a monk can't do half the content a ranged class can, how the **** can they call it overpowered?

Like I said, crit is a better DPS stat, Aspeed is entirely for it's secondary benefits. Like Dex giving dodge, a wiz still should pick up ~100 even though it's not their main stat. The secondary benefits should be where the difficult choice comes from.

And again, I'm not disputing it was a good stat, I'm saying a 50% nerf was completely BS. It was no where near 50% better than other stats, especially for non melee.
 
Yeah I read that and I call BS. If a monk can't do half the content a ranged class can, how the **** can they call it overpowered?

Like I said, crit is a better DPS stat, Aspeed is entirely for it's secondary benefits. Like Dex giving dodge, a wiz still should pick up ~100 even though it's not their main stat. The secondary benefits should be where the difficult choice comes from.

And again, I'm not disputing it was a good stat, I'm saying a 50% nerf was completely BS. It was no where near 50% better than other stats, especially for non melee.

Monks are easily the most OP and versatile characters in the game.

My best mate does 45k DPS with his monk in ACTI/II inferno. I'm a DH with 1650 dex, and using the legendary Hellrack i just picked up yesterday with 550-900dmg, i'm at the 50k DPS mark. He FAR out tanks me, and considering he spends less time kiting he overall does more damage.

If you can no longer sustain yourself with lifesteal alone, guess what? They did that to stop people doing that so you need to change & adapt. You might think "urgh what do they care how i play my char?" but the fact is they will be rolling out MANY game-balancing changes before the PVP system is released, because every class has to be on an even footing, and the fact is pre-1.0.3 monks & barbs could rape anything in the game. That's not what Diablo is about.

also, if you picked up a +10-15% attack speed ring in Normal, you probably had it until Hell. No other stat even came close to being better. There is no reason why 10% atk speed should give more damage than 100 dex to a lvl 20. Absolutely no reason at all. They could have done diminishing returns or a soft cap of some sort, but they knew form user feedback they knew that we did not want more invisible modifiers to have to calculate or consider. they DID consider every option, this was the one that worked best.
 
Back