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Amazon Shop for: Diablo 3

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OfflineDeekay
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Re: Official Diablo 3 Thread [Re: Az0th]
    #16268930 - 05/22/12 07:12 PM (1 year, 1 day ago)

i totally lied i'm playing again lol

level 58 halfway through a3 hell, shroomism add me blacktemplar#1848


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OfflineWannaBeLegit
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Re: Official Diablo 3 Thread [Re: Deekay]
    #16269693 - 05/22/12 09:31 PM (1 year, 1 day ago)

Where can I get the trial?  I just fixed my desktop to run it but I want to test it out first see if I need to buy more ram or a better video card.  I'm pretty sure my specs get the recommended settings.


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OfflineDosile Kouki
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Re: Official Diablo 3 Thread [Re: Az0th]
    #16269735 - 05/22/12 09:39 PM (1 year, 1 day ago)

yeah dude whats your battletag# , we shall slay the forces of hell togethar.

my name is Bliss , but i can't remember my #


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InvisibleAz0thM
quantum transfiguration
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Re: Official Diablo 3 Thread [Re: Dosile Kouki]
    #16271293 - 05/23/12 03:20 AM (1 year, 1 day ago)

Shroom#1810


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OfflineDosile Kouki
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Re: Official Diablo 3 Thread [Re: Az0th]
    #16271299 - 05/23/12 03:22 AM (1 year, 1 day ago)

kk i added you, i'm Bliss#1347 for anyone else who wants to add me


i just dropped 130k on the AH buying up +all resist items :gameover: hopefully it beefs up my char a bit. was struggling a bit through the end of act 1


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OfflineWannaBeLegit
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Re: Official Diablo 3 Thread [Re: Dosile Kouki]
    #16275843 - 05/24/12 12:13 AM (1 year, 11 hours ago)

I'm high and had my debit card out....bad idea.  just bought it.


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Offlinefake estate
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Re: Official Diablo 3 Thread [Re: WannaBeLegit]
    #16276563 - 05/24/12 02:59 AM (1 year, 9 hours ago)

same problem: symbiosis1171


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InvisibletotalM
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Re: Official Diablo 3 Thread [Re: fake estate]
    #16276687 - 05/24/12 03:42 AM (1 year, 8 hours ago)

Re-rolled...
Now i have a lvl 30 demon hunter...

Hope nightmare mobs dont roll me again...

If your playing softcore, your heart pumps pussy! :lol:

Any tard can smash buttons until they roll over and rez with 10% durability loss...
Grow balls, Roll Hardcore!


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OfflineDosile Kouki
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Re: Official Diablo 3 Thread [Re: total]
    #16276983 - 05/24/12 07:07 AM (1 year, 5 hours ago)

i will shake the hand of any hc player who makes it through hell mode. seriously. at parts its unkillable


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OfflineDeekay
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Re: Official Diablo 3 Thread [Re: Dosile Kouki]
    #16277332 - 05/24/12 10:00 AM (1 year, 2 hours ago)

one of my friends is in inferno in harcore, he must be hacking :lol:


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OfflineDosile Kouki
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Re: Official Diablo 3 Thread [Re: Deekay]
    #16277410 - 05/24/12 10:31 AM (1 year, 1 hour ago)

yeah i just got done playing some inferno....fuck a duck those cunts are off their face wtf


" the black mushroom " on inferno mode. even d3 is doin'


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OfflineEverlong
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Re: Official Diablo 3 Thread [Re: Dosile Kouki]
    #16277571 - 05/24/12 11:23 AM (1 year, 47 minutes ago)

looks like warcraft

or some DOTA game

is this diablo 3?

I'm just trolling sorry. :sad:


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OfflineDosile Kouki
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Re: Official Diablo 3 Thread [Re: Everlong]
    #16281579 - 05/25/12 01:57 AM (11 months, 23 days ago)

selling some sick as fuck items for 2 and 3 mill a piece on the AH right now. MAKE ME RICH BIATCH :gameover:


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OfflineJordooee
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Re: Official Diablo 3 Thread [Re: Dosile Kouki]
    #16293465 - 05/28/12 03:02 AM (11 months, 20 days ago)

This game is great! :feelsgoodman: I was abit skeptical at first due to reviews however i bought it anyway, after loads of install problems and issues with battlenet i finally got to play on thursday.

Since then i've leveled to level 45 with my monk :laugh:

My battle tags:
Jordooee#2222

Anyone feel free to add me i'll be on most the time (No life)


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OfflineIncentiveAdded
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Re: Official Diablo 3 Thread [Re: Jordooee]
    #16294835 - 05/28/12 01:27 PM (11 months, 19 days ago)

Sup yo's! LTNS and junk  =)

sardach#1633  lvl 50 a3 nm  ( yeah i know )

anyone know if we have a vent server available ?


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Make you the world a bit better or more beautiful place, for you have lived in it.
-Edward bok


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OfflineDosile Kouki
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Re: Official Diablo 3 Thread [Re: IncentiveAdded]
    #16295015 - 05/28/12 01:57 PM (11 months, 19 days ago)

the game is unbalanced at the moment... it needs to be fixed. wizards can run act 2 inferno onwards without having to invest in any significantly expensive gear. i've seen wizards running act 2 with only 15-20k hp!?!


for barbarians its unfair at the moment. for a barb to even have a hope of surviving act 2 inferno, he needs to have 40k hp, 8k armour and about 600-800 resists. thats just to survive, not the dominate. my barb at the moment is literally wearing about 5-6 million worth of gear and still having a rough time. the shit is unbalanced as fuck.


the wizards, need no gear, and get all the good items because they can just stack MF items and kite everything. the barbs, have to do the hard yards, farm hard to get enough money to buy top gear, and then still have to struggle! its bullshit. wiz needs to be weakened or barb needs to be strengthened.


the only good thing i can say about the situation is that they have made the game very challenging. you really have to concentrate and utilize alot of strategy in the high end part of the game, which is alot more fun i guess. they've made the game such that it has alot of replayability and will take a long time for one to rise to actually finish the game. this is because the only way to strengthen your character in inferno mode (everyone is level 60) is to acquire better gear. in previous difficulties one would just naturally strengthen through leveling up and acquiring new skills. this all changes in inferno. its good because it forces you to get involved with the economy of the game and learn the market. trade your way up into better items, capitalize on all the opportunities you are presented with item-wise. and then actually build your character around what he needs and your style of play. its great.








TL;DR - choose to play wizard over barbarian because the game is imbalanced in favour of the wizards at the moment, with barbarians being too weak and requiring too much high valued items to be competitive.


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Offlinegref
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Re: Official Diablo 3 Thread [Re: Dosile Kouki]
    #16295190 - 05/28/12 02:33 PM (11 months, 19 days ago)

Blizzard nerfed the force armor and Wizards are not OP anymore, however, they are still the best class.


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OfflineDosile Kouki
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Re: Official Diablo 3 Thread [Re: gref]
    #16295212 - 05/28/12 02:38 PM (11 months, 19 days ago)

yeah, i wouldn't say they are OP, because they still have to do alot of work to kite monsters, but the disparity between the cost of running a wizard and a barbarian, vs their capabilities is ridiculous. a wizard can do what a barb does for 1/4 of the cost.


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OfflineIncentiveAdded
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Re: Official Diablo 3 Thread [Re: Dosile Kouki]
    #16296608 - 05/28/12 07:16 PM (11 months, 19 days ago)

the more i play d3 the more i'm kind of resigning to an understanding that this isn't really diablo3. the mechanics are kind of understandable considering bliz doesn't know what to do with something that doesn't have a cooldown. and i think they wiped their collective asses with the history and storyline. i'm not a fan of corpulent mobs, and molaks that run faster then they fly but i digress.
Diablo3, as it's released isn't a game. it's a platform. we've been sold a system to learn. and now they can release expansions and content that will (hopefully) give it some kind of purpose other then grind-till-your-eyes-bleed (and Where the F*@# are my runewords ?!). i sincerely doubt there will Ever be a diablo 4. Ever. it ends here (in the same way that WoW is the last of the warcraft line . . ad expansion, ad nauseum)
Anyhow, I'm not sure where he got it from, but one of the guys in the cheesy ass clan i joined posted this today. if i'd had the source i'd have just linked it.

With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience. As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes — as well as give some insight into some more changes that are coming up.

Before we get to that, though, we thought it’d be fun to share a few interesting stats we’ve collected since Diablo III’s release:

    On average players have created 3 characters each
    80% of characters are between levels 1 and 30
    1.9% of characters have unlocked Inferno difficulty
    54% of Hardcore players chose a female character
    The majority of Hardcore deaths (35%) occur in Act I Normal
    The most common level 60 build in the game is only used by 0.7% of level 60 characters of that class (not including Passive diversity)
    The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart



When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion — through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches. Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don’t want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn’t really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it’s good, but we don’t think it’s so far out of line that we’re going to swoop in and hotfix it out of existence.

Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. This made the classes, which were about where they were supposed to be, seem very underpowered. It also created the perception that the classes doing well were intended to rely on specific runes in all their builds, and the other classes were just broken. This is the opposite of what’s true. If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity — and those “required” skills need to be corrected. We know these hotfixes snuck up on people, and it took us a day or so to communicate that they had gone live. However, our intent moving forward is that when there are circumstances where a hotfix is necessary, we’ll communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum. Ideally, we’ll let you know as soon as we even have the idea that we want to make that kind of change.

That said, we also wanted to let you know we’re keeping a close eye on Inferno. The intent of incoming damage is that it should be a very consistent drain on your health, and mitigating that drain is a major part of what makes Inferno mode difficult. Right now, there’s a lot more damage “spikiness” occurring than feels right, and that’s one major area we’re looking to adjust in patch 1.0.3. While we don’t have any specifics yet, our design goals are to support and promote build diversity; continue to ensure that a mix of champion packs, rare packs, and boss fights are the most efficient way to acquire the best items in the game; and ensure that all classes are viable in Inferno.

From a high-level perspective, we think a more fundamentally fun way to approach difficulty in Inferno isn’t seeing how much incoming damage you can avoid or mitigate, but rather to see how efficient you can be while voluntarily taking on a challenge that pushes you. For anybody who’s ever died because they chased a Treasure Goblin too aggressively, you know what we mean; dying because you got greedy or overconfident can actually be a lot of fun. Now that the skills mentioned above have been brought more in line, we’ll be keeping a close eye on balance.

We’ve also seen some people saying our intention with Inferno is just one-shot you to make it difficult. While damage is a bit spikier than we’d like, we’re actually seeing a pretty significant number of people attempting Inferno without sufficient gear. There’s a good chance that returning to the previous Act to farm upgrades will do the most to help you survive. That said, we’d like to shift some of the focus away from survival and more toward using a variety of offensive tactics to succeed. Survival will still be important, but finding ways to maximize your damage while staying alive is more exciting. We’re not particularly concerned with whether or not a boss is “beatable,” though it should feel epic and challenging to defeat it. We’re more concerned with ensuring that acquiring 5 stacks of Nephalem Valor and taking on as many Champions and Rares as you can remains the most challenging and rewarding way to play.

On to items! One of the biggest pieces of feedback we’ve received regarding items is the relative power of Legendaries. This isn’t a simple issue to address, as it involves some intentional design decisions as well as expectations built by other games. First and foremost, Legendary items are not designed to necessarily be the best items in the game. They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can — and should — be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.

One problem we’ve seen — and intend to correct quickly — is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.
Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.

Of course, these are just a few of the more prominent issues we wanted to let you know we’re working on. In addition, we’ll be addressing a number of specific game bugs and other issues through future hotfixes and patches. We’re going full steam ahead on the PvP patch, which will also include a number of game changes unrelated to PvP, and we look forward to sharing more about that as we get closer to opening up a PTR, where you’ll be able to test out our changes — and enjoy mercilessly slaughtering one another in the PvP arena.


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Make you the world a bit better or more beautiful place, for you have lived in it.
-Edward bok


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OfflineIncentiveAdded
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Re: Official Diablo 3 Thread [Re: IncentiveAdded]
    #16296615 - 05/28/12 07:17 PM (11 months, 19 days ago)

sry about the wall of text lol, like i said, i'd have linked it if i could =P


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Make you the world a bit better or more beautiful place, for you have lived in it.
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Amazon Shop for: Diablo 3

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