Pls tell me y u no make posts of value.
Kthxbai.
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Did anyone else find Maghda to be seriously underpowered? I probably spent around a minute and a half on her fight, and only that long because she kept going invincible. Compared to the Butcher, or even some of the fights with normal creatures out in the desert, she was laughably easy.
At least she dropped a rare spellbook that I could actually use.
Bosses are pretty easy even in Inferno, where the enrage timer is the hardest part more often than not.
Patch 1.0.3 details are slowly being released :
http://us.battle.net/d3/en/blog/6262208/Patch_103_Design_Preview-6_6_2012#blog
Paying for Your Mistakes
Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging†tough enemies or “chain rezzing allies on a boss†is intended gameplay – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness).
Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about thingsâ€. We’re currently evaluating repair costs between 4x and 6x their current values.
In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.
In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting.
The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing.
General
There could be an "auto-skip cinematics" options added in the future.
There will likely be an "invisibility mode" for the friend list in a future patch.
Blizzard are looking into adding an option that will filter out white items on the ground.
There will be more ingame hints added that point to the existence of Elective Mode.
Players have discovered all zones in the game.
Custom chat channels are in the works.
Items
The color of Health Potions, Gems, Tomes and Pages will change in a future patch.
When Legendaries get an upgrade in a future patch they'll have many interesting proc abilities.
There is no elemental damage because players would just use the one that has the highest DPS. The only elemental damage type that survived is Cold - it has lowered damage but chills enemies. It's also the least used damage type.
There are currently restrictions that don't let you dye Legendary items. Blizzard are looking into the Tech issue of solving that.
The Staff of Herding and all components required to craft it will be made to stand out WAY more in the inventory in 1.0.3.
The stat for increasing the potency of Health Globes might also affect Potions as well in the future.
Life Steal and Life on Hit
Life on Hit is roughly 3 times stronger than Life Steal but doesn't scale as well. Life Steal is tuned for DPS that players would hit months after release.
Life Steal is made to, someday, make you feel like you're breaking the game.
If in a few months Life Steal is still not used enough it'll receive changes.
Life Steal is also tuned for multiple targets taken into account.
Difficulty
Whimsyshire will also be affected by the incoming difficulty changes in 1.0.3. For Hell Whimsyshire counts as Act IV and for Inferno as Act III/IV.
In a future patch bosses will give better loot the first time you kill them in a higher difficulty (not going to be in 1.0.3).
Crafting
The Blacksmith crafting will have its prices decreased in 1.0.3.
Blizzard like the idea of adding gems into the Blacksmith's crafts in the future.
Crafting is not meant to have better items than monster drops or AH. It's just another gold outlet. With the price reduction in 1.0.3 though things should get "a little more interesting".
Blacksmith and Jeweler recipes drop only in Inferno. As people get more into that difficulty and Blizzard get more results to monitor they might considere increasing their drop rates.
Monsters
In a future patch Shielding enemies will cast their shields less frequently.
In a future patch rares with Invulnerable Minions will have their health decreased.
Some fleeing monsters will flee less in 1.0.3 so that enrage timers don't become a big issue for players.
Auction House
Blizzard are considering adding the RMAH to Hardcore mode.
Commodities have been down because of flawed design. It made players spam the Search button.
You will be able to cancel auctions in patch 1.0.3 (99% sure).
There are currently no plans to let players choose how long they're putting items up for.
The Auction House has no effect on drop rates. They are actually tuned for players that will never use the Auction House.
The game was tuned without the Auction House because there weren't enough players to make it work during internal testing.
Item comparison in the Auction House window will be added in the future.
Classes
Class sigils from the pre-release promotional site should start showing up in the next couple weeks.
Some Demon Hunter abilities will be buffed to promote build diversity (not in 1.0.3).
The least used skills at level 60 are Energy Twister, Exploding Palm, Sacrifice, Ancient Spear and Strafe.
Magic Find
Magic Find works exactly the same way as it did in Diablo II.
PvP
There will only be Arena in the PvP patch.
There might be dueling at some point in the future.
Hardcore
4.1% of characters are Hardcore.
Every design decision takes Hardcore into account.
Hardcore Characters Class Breakdown:
Level 46-50: Barbarian: 25.86% * Monk: 23.90% * Demon Hunter: 18.47% * Wizard: 16.96% * Witch Doctor: 14.81%
Level 60: Barbarian: 22.67% * Monk: 21.83% * Demon Hunter: 21.04% * Wizard: 19.23% * Witch Doctor: 15.23%
I'm really happy they came out and cleared up the AH issue and that it has no effect on drops. Now I feel like I can actually approach the game how I want to (without the AH) and stand a chance to finish it.
They said they wouldn't do that because there is no justifiable lore reason for having an AH in the game.What they should bring in is a Ingame link the the AH so you can sell without having to leave the game.
They said they wouldn't do that because there is no justifiable lore reason for having an AH in the game.
Lore didn't stop them from turning Tyreal into a turd, so why not give us convenience.
They said they wouldn't do that because there is no justifiable lore reason for having an AH in the game.
Lore didn't stop them from turning Tyreal into a turd, so why not give us convenience.
Haha I like the part where they want the game fast pace yet your force to have downtime between selecting diffrent skills.
That is to stop people from hot swapping skills and in so doing exploiting mechanics and ability cool downs.
Have you tried switching skills in hell while in battle?
Not sure if there is shortcuts to skill changes but you have this huge screen with skills that blocks your view.
Think about skills like Wizards Armor abilities, lets say you want Arcane Armor, Magic Weapon and Familiar on but you dont want to sacrifice another ability, you summon familiar, switch skill to magic Weapon and have Arcane Armor as a secondary. Or Skills with long cool downs like the barbarians Earth Quake, Call of the Ancients or Berserker which all have 120 second cooldowns. If you had now cooldowns to swapping abilities you could use it to effectively remove these cooldowns by swapping to another skill and then back. The big screen that fills your field of view is also designed to stop this sort of hot swapping as it was a common practice in D2 to swap skills quickly.
Yeah and it let the battle flow, but I do understand the stronger skills and the exploit potention. What I would like if I change runes that the skill won't go on a cooldown. Only the rune so that when using the skill it defaults to non till the cooldown is done.