**OFFICIAL** Diablo 3 Thread

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akahoovy

Golden Member
May 1, 2011
1,336
1
0
They were talking about removing grey items (or at least, severely limiting their drops) because they are completely worthless.

I knew this would happen when Blizzard listens to people. The drop rate has been incredibly high (I was averaging quite a few legendaries an hour months ago) and they are only increasing it. They are removing the time investment required to actually get a strong set of gear, and it ruins the game IMO. D2 didn't have that (until dupes took over, at least).

Ruins the game? You mean in 300 hours on a character I might actually get to move on to maxing out another class? Gasp!
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Ruins the game? You mean in 300 hours on a character I might actually get to move on to maxing out another class? Gasp!

Yeah. In a few hours, you shouldn't have close to what is the best of the best of anything. Maybe if you get extremely lucky, but not really. The point of this game is to farm better gear. If that gear doesn't take long, why should I keep farming? What is the point then? Only the hardcore players (that were already playing) are going to stick around to hit that absolute peak, and the majority of players will get to that "good enough" point and stop.

Catering to the "gimme it now!" crowd is not solved by giving everyone everything now. The AH served a wonderful purpose, as it allowed that crowd to use it and those that didn't could farm for it.

It is funny that the people who "love Diablo 2" so much cry that the AH changed the drops "forcing you to use it to advance". The drop rate in the oh so beloved D2 was abysmal compared to that in D3. How many legit WFs do you think people saw?
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
I doubt you'll find yourself any closer to a "max" after the patch (expansion?) than you were before the patch (expansion?). It's all well and good for now because of your frame of reference but I won't be surprised to see complaints of the inability to find "gear for torment 6" before too long even when your newly upgraded DPS jumps from 150k to 350k but still falls well short of whatever the new 'ceiling value' everyone ends up chasing is (1M? 2M? 5M? who knows). It's all relative. Just wait until someone on a stream tells everyone "1.5M minimum DPS for Torment 6" or something like that

In pretty much every WoW expansion even top of the line "old" gear was pretty quickly replaced with merely uncommon items - but that doesn't mean they were "raid ready".
 
Jan 6, 2013
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So I haven't played D3 since last summer. I was planning on giving it a try when the AH was removed in a few weeks. Is there any reason to not give it a shot now? It sounds like drop rates have already been significantly changed which is really what I wanted.
 

Rhezuss

Diamond Member
Jan 31, 2006
4,118
34
91
So I haven't played D3 since last summer. I was planning on giving it a try when the AH was removed in a few weeks. Is there any reason to not give it a shot now? It sounds like drop rates have already been significantly changed which is really what I wanted.

Many significant changes have been made, mostly loot drop mechanism (Loot 2.0), attributes, some skills modification, difficulty levels were revamped and Paragon levels rethinked.

I think it's the best time to retry the game and see how you like it.
 

nataku00

Senior member
Dec 5, 2004
216
0
76
I tried it for a little bit with my old paragon 100 WD with good gear (around 250k dps pre patch). For some reason, all of my progress was gone when I select Torment difficulty so I had to restart from Act 1.

On Torment 3, I was still killing things fairly quickly, though not as fast as the old CoB build. I was using Spirit Barrage - Well of Souls and Zombie Charger - Lumbering Cold for damage and various support spells. I am noticing the monster density is much lower though, but the Loot 2.0 changes making most items with stats targeted for your class helps to keep usable rares flowing dropping. Had two legendary items drop in an hour of play just clearing up through skeleton king.
 

tedrodai

Golden Member
Jan 18, 2006
1,014
1
0
I knew this would happen when Blizzard listens to people. The drop rate has been incredibly high (I was averaging quite a few legendaries an hour months ago) and they are only increasing it. They are removing the time investment required to actually get a strong set of gear, and it ruins the game IMO. D2 didn't have that (until dupes took over, at least).

Just another opinion. I can't dispute the time investment comment after an hour of playing the game, but I do seriously doubt it. As someone who quit pre-2.0 with between 200-300 hrs in it, I found the loot utterly dull. Sure I was slowly progressing by farming up gold to search the AH with, but I only found maybe 3 pieces of gear that was in any way exciting. I found a total of 1 legendary that was useful in the slightest for inferno-level content, and it was very low powered by those standards. I found ~3-4 rares that were (inferno) upgrades at some point, but still couldn't get much off the AH for em because stuff of that quality were a dime a dozen by the time I found them...and they were quickly replaced by cheap AH bought stuff.

D2 didn't have good drop rates for the top tier stuff, but there were plenty of mid tier equipment that were both relatively easy to find and incredibly useful. And people were constantly building new characters and tweaking low level PvP chars, so even low level items (which were incredibly easy to get) were cool. All you had to do were certain loot runs long enough and you knew you'd get some good items. D3 was "ignore blues, most yellows, pick up legendaries if you want a quick shot of nostalgia before you trash it". F that. It didn't matter what drop rates used to be.
 

Rhezuss

Diamond Member
Jan 31, 2006
4,118
34
91
I just saw something in my barb account. On the bottom of my in-game barb account you see your character achievement and difficulty he finished the game...never finished Inferno but was at the end of Act I...

So I guess it'll never show? My inner geek is sad
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Just another opinion. I can't dispute the time investment comment after an hour of playing the game, but I do seriously doubt it. As someone who quit pre-2.0 with between 200-300 hrs in it, I found the loot utterly dull. Sure I was slowly progressing by farming up gold to search the AH with, but I only found maybe 3 pieces of gear that was in any way exciting. I found a total of 1 legendary that was useful in the slightest for inferno-level content, and it was very low powered by those standards. I found ~3-4 rares that were (inferno) upgrades at some point, but still couldn't get much off the AH for em because stuff of that quality were a dime a dozen by the time I found them...and they were quickly replaced by cheap AH bought stuff.

D2 didn't have good drop rates for the top tier stuff, but there were plenty of mid tier equipment that were both relatively easy to find and incredibly useful. And people were constantly building new characters and tweaking low level PvP chars, so even low level items (which were incredibly easy to get) were cool. All you had to do were certain loot runs long enough and you knew you'd get some good items. D3 was "ignore blues, most yellows, pick up legendaries if you want a quick shot of nostalgia before you trash it". F that. It didn't matter what drop rates used to be.

The problem is everybody wants to do the hardest content with as little time invested as possible. D3 1.0 had Inferno at a very high difficulty and people hated it. They couldn't do it, so they whined until it got nerfed. Eventually, they added MP and people couldn't do MP10 unless they had the absolute best gear. People whined again and made gear easier to obtain, improving the drop rates drastically. You could do MP1 Inferno with all self found gear and continuously improve to scale the difficulty up. Sure, you might not be able to do MP10 for awhile, but why do you need to do MP10 instantly?
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
nerfed is kinda correct

totally gutted and fed over is better

I heard APOC is getting nerfed as well so say goodbye to CM wiz. =(

They are literally destroying my two favorite classes. I liked my monk as well, but he was only at about 2/3rds of the DPS of my 2nd highest char @ 200k. =(
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
I don't think there would be as many complaints about not being able to play in a certain difficulty if itemization wasn't so bad with the games release (combined with the excessive squishiness of so many of the classes).
 

Alex C

Senior member
Jul 7, 2008
355
0
76
The problem is everybody wants to do the hardest content with as little time invested as possible. D3 1.0 had Inferno at a very high difficulty and people hated it. They couldn't do it, so they whined until it got nerfed. Eventually, they added MP and people couldn't do MP10 unless they had the absolute best gear. People whined again and made gear easier to obtain, improving the drop rates drastically. You could do MP1 Inferno with all self found gear and continuously improve to scale the difficulty up. Sure, you might not be able to do MP10 for awhile, but why do you need to do MP10 instantly?

The problem was you could only find gear capable of surviving in Inferno, in Inferno. And even there it was rare. I used entirely self found gear, and was stuck at about MP2 by the time I quit. Struggling for months and never finding anything useful isn't fun.
 

tedrodai

Golden Member
Jan 18, 2006
1,014
1
0
I get that you're upset smack, since you liked the game before. They changed a hell of a lot about it, and the economy is going to be MUCH different soon. So I can see how someone who like the game before thinks Blizz is "ruining" the game. Have you hit the peak already after less than a day with the new items and new drop rates? If so, maybe the game does suck now.

But IMO the game sucked before, at least as something designed for people to infinitely grind out more and more loot. It was good for a few playthroughs, to try out each of the classes, and that's it. So from my perspective, this patch so far makes the game more interesting. I'll play the hell out of it if it's interesting, no matter how long it takes to get to max difficulty. I'm sure it'll need some tweaks, but before I was about as interested in playing Angry Birds (read: not at all) every night as I was in D3.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Apart from the loot, the one thing that really stuck out to me while playing is... I really do not like being limited to six abilities. I end up using 2-3 of my slots for passives or buffs, and then I just feel like a character that's always doing the same move over and over. As an old WoW player that used to have to consider rotations and watch buffs, it's really boring. It's like playing a Warlock in TBC... Shadowbolt, Shadowbolt, Shadowbolt,... ad infinitum.

I compare it to Torchlight II. In Torchlight II, I play a Berserker who doesn't use a ton of direct damage moves, but I have 2 self-buffs, 1 AoE stationary buff, 1 summon buff (that heals on damage), 1 conal AoE + debuff, 1 AoE debuff, 1 DD + DoT, 1 DD charge. There are also basic spells such as heals that I can equip. It isn't just that I have more to do, but I also don't feel like I'm being gimped. On my Berserker, if I'm taking too much damage, I can get away, but on my Barbarian, there were a few times that I was stuck. Some enemies got around me, and my Leap was on cooldown. Unlike my Berserker, I have very little ways of healing myself, and I can't reduce my damage well. I actually quit the Barbarian last night because I just wasn't having any fun, and I went to my Monk instead. He was definitely a lot better, but still not as fun as I'd like.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
I get that you're upset smack, since you liked the game before. They changed a hell of a lot about it, and the economy is going to be MUCH different soon. So I can see how someone who like the game before thinks Blizz is "ruining" the game. Have you hit the peak already after less than a day with the new items and new drop rates? If so, maybe the game does suck now.

But IMO the game sucked before, at least as something designed for people to infinitely grind out more and more loot. It was good for a few playthroughs, to try out each of the classes, and that's it. So from my perspective, this patch so far makes the game more interesting. I'll play the hell out of it if it's interesting, no matter how long it takes to get to max difficulty. I'm sure it'll need some tweaks, but before I was about as interested in playing Angry Birds (read: not at all) every night as I was in D3.
I haven't played in awhile, but even when I was, they were moving towards making it far, far easier than it should be. I was finding a ton of legendaries, to the point of didn't even bother IDing ones that weren't the best of the best. I was at that peak (literally, the cheapest upgrade for me was in the billions).

The problem was you could only find gear capable of surviving in Inferno, in Inferno. And even there it was rare. I used entirely self found gear, and was stuck at about MP2 by the time I quit. Struggling for months and never finding anything useful isn't fun.

That isn't true. Hell had level 60 monsters and could drop ilevel 61 items. Farming the later acts of Hell could gear you enough to start Inferno, pre-nerf. And then, farming Act 1 to get into the later acts. I did Inferno on a DH pre nerf, I know how hard it was. =(
 

Jumpem

Lifer
Sep 21, 2000
10,757
3
81
They were talking about removing grey items (or at least, severely limiting their drops) because they are completely worthless.

I knew this would happen when Blizzard listens to people. The drop rate has been incredibly high (I was averaging quite a few legendaries an hour months ago) and they are only increasing it. They are removing the time investment required to actually get a strong set of gear, and it ruins the game IMO. D2 didn't have that (until dupes took over, at least).

This is very good to hear. Not everyone has forty hours a week to put into a game.
 

Aristotelian

Golden Member
Jan 30, 2010
1,246
11
76
Can someone post the patch notes here to read.

Sure!

Showing the Latest Patch: 2.0.1.22044

Diablo III - Patch 2.0.1 v.2.0.1.22044

Below you will find the patch notes for the most recent update for Diablo III, patch 2.0.1.

GENERAL
Pools of Reflection have been added to the game
Pools of Reflection provide a 25% bonus to experience
This bonus persists until you reach a set amount of bonus experience (equal to approximately 10% of the current amount of Paragon experience needed to reach the next Paragon level) or your character dies
Gathering additional Pools of Reflection bonuses increases the amount of total experience bonus a character can receive until character death, stacking up to 10 times
This experience bonus persists on logout
Nephalem Glory has been added to the game
Occasionally during battle, monsters will drop Power Globes when damaged or killed
Power Globes grant the Nephalem Glory buff, which causes players to deal additional damage in the form of golden lightning bolts and increases their movement speed for a short time
This buff can stack up to three times
New Character statistics have been introduced
These include Toughness, Healing, Splash Damage, Cooldown Reduction, and Resource Cost Reduction
Life Steal has been redesigned and is now less effective at higher character levels
At level 60, Life Steal is reduced to 10% effectiveness
Players now have the ability to resurrect in multiple places when they die in non-Hardcore games
You may choose to either resurrect at your body, in town, or at the last checkpoint you encountered
Players may not resurrect at their body during a Boss encounter
Players may only resurrect at their body a maximum of three times in a row
Player hit boxes have been adjusted to more closely represent character models
Both male and female models of the same class share the same size hit box
Followers now automatically level with characters
Quests now occasionally grant item rewards when completed during the leveling process
Gold can no longer be traded
Nephalem Valor has been removed from the game
Graphics engine has been updated to support reflections
Reflections can be turned on in the Options > Video menu
Note: This setting is not recommended for players running minimum system specifications
BOSSES

Many bosses have had their mechanics revisited and retuned
The following bosses have received the largest changes to their encounters
Maghda
Siegebreaker
Azmodan
Iskatu
In addition, the enrage timers for the following Bosses will only be enabled in Torment I and above
The Butcher
Zoltun Kulle
Belial
Ghom
Siegebreaker
Rakanoth
CLASSES

All classes have undergone significant revision. Additional details and patch notes will be available in the near future. In the meantime, we encourage you to log in and explore the new changes for yourself!
CRAFTING AND ARTISANS

Crafting has received several quality of life changes
Crafting materials have been condensed into two item level tiers: 1-60 and 60-70
This change is to reduce the amount of stash space consumed by crafting materials and simply older crafting recipes
All crafting materials currently in character inventories and stash have been converted accordingly
All crafted items will now roll with stats appropriate to the character crafting them, using the Loot 2.0 Smart Drop system
Please note that items designed to roll specific stats, such as the Archon Armor patterns, are exempt from this system
Items purchased from vendors are now flagged as such, and cannot be salvaged
DIFFICULTY

The difficulty system has been completely revised
Nightmare, Hell, and Inferno modes have been removed
Difficulty is now dynamic and monsters will level up with your characters
There are now five difficulty settings to choose from: Normal, Hard, Expert, Master, and Torment (1-6)
Master unlocks upon completing Act IV
Torment unlocks upon reaching level 60
Torment level includes a difficulty slider, offering an additional six adjustments with increasing rewards and more powerful monsters
Each level offers new bonuses and rewards, visible in the difficulty selection menu
You can now lower your difficulty setting in-game
However, increasing your difficulty still requires exiting your current game
This option is disabled in Hardcore mode
To account for these changes, monster density has been adjusted across all Acts
EVENTS

Cursed Chests
Chests and Shrines around Sanctuary now have a chance to be cursed, starting an event once they are inspected
Like other events, completing a Cursed Chest or Shrine provides a small gold and experience reward, as well as either a Radiant Chest or a random Shrine buff
These events offer a variety of challenges, including endless monster waves and timed events
Infernal Machines
Torment level difficulty is now required to use Infernal Machines
ITEMIZATION (LOOT 2.0)

Itemization has undergone a major overhaul
Legendary and Set items are now Bind on Account
Players in multiplayer games may trade Legendaries and Set Items they find with others who were present for the drop for up to 2 hours after the item is acquired
The Smart Drop system has been implemented
All items that drop have a chance to roll as "Smart Loot"
Smart Loot items roll intelligently based on the character being played (example: A Wizard is more likely to find items with Intelligence or bonuses to Wizard skills than a Barbarian)
Class specific items will no longer roll stats inappropriate to their class (example: Intelligence will no longer appear on Mighty Weapons or Belts)
New item affixes have been added to the game
This include Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, and specific Class Skill Bonuses
Item properties have been separated into two categories: Primary and Secondary
Primary Stats include: Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets, and all new affixes listed above
Secondary Stats include: Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction
This is to prevent stats that directly and indirectly increase character power from competing with one another
Stat ranges on items have been narrowed significantly (example: instead of an item having a stat range of 1-200 Strength, its range might now be something like 140-200)
Legendary powers now roll in a range, instead of a static amount
Example: The Legendary Spirit Stone "The Laws of Seph" has the legendary affix "Using Blinding Flash restores [75-100] spirit"
Players can now view the stat ranges of items by pressing and holding CTRL while an item's tooltip is open
All Legendary items have been reworked with one or all of the above points in mind
Please note that all of these changes will only affect new items that drop after the patch is live. Existing items will not be affected.
Potions have been condensed to a single type; they now provide 60% of your total health when consumed
All Potions currently in character inventories or stashes will be converted to the new Potion type
Legendary and Set items can now be dyed
MONSTERS

Monster affixes have been revisited and retuned
Arcane Enchanted
Spawn effect now shows which direction it will start rotating
Desecrator
Damage now begins low, but quickly ramps up to its maximum damage
Frozen
Increased the number of Frozen crystals spawned by monsters with this affix
Frozen no longer increases how many crystals are spawned based on the number of players in the game
Frozen crystals now deal area of effect damage over time to players as they build up to their explosion
Jailer
Now does a small amount of damage when applied to the player
Vortex
Now does a small amount of damage when applied to the player
Mortar
Now has an outer impact area that does less damage than the center of impact
Now detonates if they vertically hit a wall
Plagued
Monsters with this affix now sometimes drop a pool under players as well as under themselves
Reflects Damage
No longer reflects a portion of incoming damage
Now reflects a fixed amount of damage per attack
Elite and Champion monsters now have five new possible affixes
Frozen Pulse: A shard of ice follows targets around before freezing in place and pulsing cold damage in a small area
Orbiter: A nexus of electrical energy appears, surrounded by additional balls of lightning that orbit in a large area
Poison Enchanted: Summons globules of poison matter that spread in a cross pattern, dealing damage to those caught in their wake
Thunderstorm: A powerful bolt of lightning strikes the ground, emanating a small wave of electrical energy
Wormhole: A pair of portals appears, dealing damage as it tears unfortunate targets from their location and transports them elsewhere
Monster density has been revisited
Density has been retuned around the new Difficulty system
Elite and Champion packs can now spawn in a larger variation of pack sizes
Wasp projectiles can now be dodged and blocked
PARAGON (PARAGON 2.0)

The Paragon leveling system has been completely revamped
There is no longer a cap on the number of Paragon levels a player can gain
Paragon levels are now account-wide and shared across all characters
Note that Paragon levels are tracked independently between Hardcore and Normal modes
Players no longer gain static bonuses upon achieving Paragon Levels and bonuses currently earned by players have been removed
Players now earn Paragon points each level to spend in one of four separate categories: Core, Offense, Defense, and Utility
Players with existing Paragon levels have been granted the appropriate number of points to distribute amongst these categories
With these changes in mind, the Paragon leveling curve has been updated
Note that all Paragon experience earned across all characters prior to this patch has been totaled and recalculated into your new account-wide Paragon level
Paragon points can be allocated by clicking the Paragon button in the Character Paper Doll and Inventory screen (Default Hotkey C)
SOCIAL FEATURES

Clans and Communities have been added to the game
Clans
Anyone may create a Clan, and doing so gives access to the Clan window (default hotkey N)
Joining or creating a clan displays your clan tag next to your name
Clan members can view the Members Roster, a private chat channel, and a News & Info tab for Clan affairs and information in the Clan window
Clans support up to 120 members and require an invitation to join
Players may only be a member of one Clan at a time
Communities
Anyone may create a Community, and can view their Community details in the Social tab (default hotkey SHIFT + O)
Community members have access to their Members Roster, a dedicated chat channel, and a News & Info tab for sharing stories and Community information
Players may join any number of Communities they wish
Communities do not have a membership limit; however, if the number of members exceeds 100, only Officers and above will be displayed in the Members Roster
Communities can be designated as Private or Public; Private Communities require invitation to join
Communities are organized by categories, including but not limited to Classes, Regional, and Game Type
USER INTERFACE

Several quality of life changes have been applied to the User Interface
The Difficulty and Game Creation menus have been completely redone
The in-game Menu has been revised
The waypoint list has been replaced with a waypoint map
Skill tooltips now show damage type if Advanced Tooltips are enabled
Several new social options have been added to support Clans and Communities
These can be accessed in the Options > Gameplay menu
New chat colors associated with Clans and Communities have been added
There is now an option to enable icons for dropped items instead of text
This can be enabled in the Options > Gameplay menu
There is now an option to automatically skip all cut scenes
This can be enabled in the Options > Gameplay menu
Item labels for Gold piles are no longer displayed
This is to reduce visual clutter; values are still displayed when gold is picked up
 

Aristotelian

Golden Member
Jan 30, 2010
1,246
11
76
The problem is everybody wants to do the hardest content with as little time invested as possible. D3 1.0 had Inferno at a very high difficulty and people hated it. They couldn't do it, so they whined until it got nerfed. Eventually, they added MP and people couldn't do MP10 unless they had the absolute best gear. People whined again and made gear easier to obtain, improving the drop rates drastically. You could do MP1 Inferno with all self found gear and continuously improve to scale the difficulty up. Sure, you might not be able to do MP10 for awhile, but why do you need to do MP10 instantly?

I am at least one exception to "everybody", then. I played Inferno at that difficulty and it was hard, but even when it was toned down I couldn't go through Inferno "instantly", and I was never able to because I wasn't able to farm the gold for the AH, or spend the time needed to buy/resell and so on - in short, it wasn't my job.

I played for a bit last night and got a few paragon levels, and I'm playing at 'Master'. I got a couple of upgrades, but my gear was terrible before (32k dps and 26k hp or so), and in that play time I got more gear upgraded than in a month of playing original inferno and farming Act 1 etc. Why is that a reason to be upset? I played for a few hours and progressed, instead of ending my farming routes by selling useless trash to vendors, or salvaging a crap legendary (I got 1 before I quit Diablo 3 previously, I got one last night - a crusader shield, that was alright).

In short I disagree with you. It's not that 'everybody wants everything now', it's that people want to be able to measure their progress over a 4-5 hour play time without saying 'oh well, no gear upgrades, no exp upgrades (there was no paragon back then), just repair costs' - it was demoralizing for some players.
 

Rhezuss

Diamond Member
Jan 31, 2006
4,118
34
91
Damn!!!!!! Played for 1.5 hour yesterday evening and got 3 set pieces and 3-4 rares UPGRADES!?!?!?!?! That Loot 2.0 is generous! Got some gear that give Cleave +24% damage so I switched to that from Frenzy. Cleave + Rupture, which I used pretty much always is really cool. I tried Frenzy yesterday and it is fun but when you're used to cleaving multiple monsters it's hard to switch.

That plus I got 3 Paragon Levels, which pre-2.0 would have been impossible.

But that new loot dropped my damage from 66k to 62k (which is pretty low but i'm working on it) but upped my HP from 37k to 69.9k (working on this too)...
 
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lupi

Lifer
Apr 8, 2001
32,539
260
126
Played about 2 hours last night. Got 3 levels of xp and tripled my dps by just doing act 4. Went and sharded all the old alt gear I had stored as new drop stuff noticeably better. About 90% of items dropped where suitable for my class, although using a crossbow with a wizard seems like it would be odd. Also picked up 2 legendaries, a really good neck and decent boots with speed bonus.

Killing does take a bit longer, but instead of having to constantly move around the screen hoping no mob can even touch you and randomly shooting while moving, thinking some mob may perhaps step in its path, you can actually fight the mobs with some intent. Feels way more like the previous version combat wise now.
 

utahraptor

Golden Member
Apr 26, 2004
1,053
199
106
I reinstalled the game last night and played for the first time in months. Prior to this patch I had focused my efforts on my demon hunter. I allocated my stats the best I could to all resist, magic find and damage. I had 212% magic find before paragon and yet I still never ONCE in the game received a piece of loot worth using. I grinded quite a bit as well. In fact I kept grinding every day until my clicking finger hurt too much and I had to quit.

Last night I played and every other drop would have at least been usable. What a saga this game has been. If it had launched this way without the auction house it might still have people playing.
 

digiram

Diamond Member
Apr 17, 2004
3,991
172
106
whoa, installed last night and played for 1/2 hour. It's like a whole new game, new spell animations, new abilities.. I was really questioning whether I was going to pick up ROS. I don't think I have that question anymore.

I think it's unlimited Paragon now? My WD is like 176. I haven't played in months.
 
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