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Title: Patch Notes
Post by: calapine on May 31, 2012, 04:57:38 PM
Quote
Diablo III Patch 1.0.2a - v.1.0.2.9858

General

Tooltips for the following class abilities have been updated to reflect changes made in patch 1.0.2 and previous hotfixes:
Demon Hunter
Smoke Screen (Skill Rune – Lingering Fog)
Monk
Fists of Thunder (Skill Rune – Quickening)
Mantra of Healing (Skill Rune – Boon of Inspiration)
Wizard
Energy Armor (Skill Rune – Force Armor)
Nigel Cutthroat has recently fallen on hard times and will now drop lower quality items when slain
Gold and quest experience rewards for replaying "Heart of Sin: Get the Soul of Azmodan" have been reduced
Gold and quest experience rewards for replaying "Heart of Sin: Go to the Keep" have been removed

Auction House

The maximum duration for posted auctions has been reduced from 48 hours to 36 hours

"maximum duration for posted auctions has been reduced" Thank god!


Title: Re: Patch Notes
Post by: Segoris on June 05, 2012, 01:47:48 PM
Found at http://us.battle.net/d3/en/forum/topic/5578594951#2

Emphasis mine
Quote
Edited by Lylirra on 6/5/12 10:27 AM (PDT)

Diablo III Patch 1.0.2b - v.1.0.2.9950The latest client patch notes can be found here.Visit our Bug Report forum for a list of known issues.Hotfixes made in addition to changes in patch 1.0.2b can be found here.

General
•When logging into Diablo III, the "Cancel" button which appears in the login checkbox will now be grayed out for 30 seconds after a Battle.net account name and password are entered. This is to reduce server load during the login process.Auction House
•Damaged items can now be sold on the auction house
•Once sold, damaged items will be repaired automatically when moved from the purchasing player's Completed tab to their stash
•Please note that unsold damage items will not be automatically repaired when returned to the seller's stash

•Description messages for several auction house-related errors have been added

Mac
•Several Mac performance improvements have been made

Edit: I think it was Bashiok who said AH improvements were incoming, and that you will be able to view damaged items as well as sell them. Anyone able to test if you can view the damaged items? That would make these notes even better if they just forgot to mention that


Title: Re: Patch Notes
Post by: Paelos on June 05, 2012, 02:00:11 PM
So the solution to login server issues was to not let people cancel-hump them?

I await to see if that's a good idea.  :oh_i_see:


Title: Re: Patch Notes
Post by: Ingmar on June 05, 2012, 03:16:12 PM
It may not be the fix to the login issues, just a fix to stop something that was exacerbating them even more.


Title: Re: Patch Notes
Post by: calapine on June 12, 2012, 06:56:39 AM
Quote
Diablo III Patch v.1.0.2.9991

General
If the authentication service is busy, the login checkbox will now wait at "Authenticating Credentials" until a player's login attempt can be processed. As a result, players should no longer encounter Error 37 when logging in.
Achievements have been granted to players who previously completed their objectives, but were not correctly awarded completion credit.


Bug Fixes
Fixed several crashes which occurred when clicking on player-generated item links in the game client


Title: Re: Patch Notes
Post by: calapine on June 16, 2012, 02:45:20 PM
Datamined 1.0.3.10057 Patch Changes (Unofficial) (http://d3db.com/news/id/268-datamined-10310057-patch-notes-unofficial/)

Quote
Skills
 The only changes to the Witch Doctor and Monk were rewording or fixing typos for clarification / readability.

Barbarian
​Overpower
Crushing Advance
 The tooltip has been updated to indicate that it redirects ranged damage in addition to melee now.
  
Relentless
 Rather than skills costing no fury, they now cost 75% less fury.
  
Weapon Throw
Throwing Hammer
 The tooltip has been updated to display the correct value of 1.5, it was previously rounding up to 2.
  
Demon Hunter
Cluster Arrow
Dazzling Arrow
 The damage type is now Physical.
  
Grenades
Stun Grenades
 The tooltip has been updated to display the correct value of 1.5, it was previously rounding up to 2.
  
Wizard
Meteor
Star Pact
 The damage type is now Arcane.
  
Paralysis
 The tooltip has been updated to display the correct value of 1.5, it was previously rounding up to 2.
  
Enchantress
​Mass Control
 The range of this ability has been reduced from 15 to 8 yards.

Combat
 Frenzied shrines have been updated to no longer provide a crit bonus.
 Siegebreaker, Zoltun Kulle and Belial now have enrage timers and a new ability when they are enraged.

Items
 The attack speed affix has been reduced significantly on all items. The following list outlines all of the previous values and new values for each affix level. This should give you a rough idea of how much IAS you should expect to lose.

UPDATE: IAS on Quivers appears to be unchanged, I checked a few (including Dead Man's Legacy) and they retained their pre 1.0.3 values.
Weapons
​Haste 1: Old: (2-3%) New: (2%)
Haste 2: Old: (4-5%) New: (2%)
Haste 3: Old: (6-7%) New: (2-3%)
Haste 4: Old: (8-9%) New: (2-3%)
Haste 5: Old: (10-11%) New: (3-4%)
Haste 6: Old: (12-13%) New: (3-4%)
Haste 7: Old: (14-15%) New: (5%)
Haste 8: Old: (16-17%) New: (6-7%)
Haste 9: Old: (18-19%) New: (8-9%)
Haste 10: Old: (20-25%) New: (10-11%)
  
Other Types (Rings, Amulet, Gloves, Legendaries)
Haste 1: Old: (2-3%) New: (2%)
Haste 2: Old: (4-5%) New: (2-3%)
Haste 3: Old: (6-7%) New: (3-4%)
Haste 4: Old: (8-9%) New: (3-4%)
Haste 5: Old: (10-11%) New: (4-5%)
Haste 6: Old: (12-13%) New: (5-6%)
Haste 7: Old: (14-15%) New: (6-7%)
Haste 8: Old: (16-17%) New: (8-9%)

Crafting
Jeweler
 Crafting fees for the following gems have been updated, in addition, the following combines only require 2 gems (down from 3). The crafting fees and gem requirements for levels above Flawless Square were not changed.
 Flawless Square: 100g (previously 20,000g)
 Square: 85g (previously 7,500g)
 Radiant: 70g (previously 3,500g)
 Perfect: 55g (previously 2,000g)
 Flawless: 40g (previously 1,250g)
 Normal: 25g (previously 750g)
 Flawed: 10g (previously 500g)
  
Blacksmith
 Crafting fees and reagent requirements for many recipes have been reduced. We've listed all of the new costs of the inferno recipes below (those that are learned outside of training). The Exalted Grand recipes have not changed in cost or material requirements.
Exalted: Behemoth, Doomcaster, Mythical Staff, Oni Blade, Phantom Bow, Sagaris, Slag Hammer, Zhezl
 Now requires 42,036g, 23 Exquisite Essences, 3 Iridescent Tears, 7 Tome of Secrets
 Down from 97,180g, 29 Exquisite Essences, 7 Iridescent Tears, 8 Tome of Secrets
  
Exalted: Conquest Sword, Crag Hammer, Dread Shield, Galraki, Golden Talon, Impellor, Massacre Axe, Orbit Stones, Piercer, Runic Quiver, Strike Wand, Unspeakable Thing
 Now requires 40,680g, 20 Exquisite Essences, 3 Iridescent Tears, 6 Tome of Secrets
 Down from 94,920g, 27 Exquisite Essences, 7 Iridescent Tears, 8 Tome of Secrets
  
Exalted: Pallium
Now requires 29,832g, 14 Exquisite Essences, 3 Iridescent Tears, 4 Tome of Secrets
Down from 49,720g, 14 Exquisite Essences, 3 Iridescent Tears, 4 Tome of Secrets
  
Exalted: Sovereign Mail, Sovereign Helm
Now requires 31,188g, 18 Exquisite Essences, 3 Iridescent Tears, 5 Tome of Secrets
Down from 51,980g, 18 Exquisite Essences, 3 Iridescent Tears, 5 Tome of Secrets
  
Exalted Fine: Behemoth, Doomcaster, Mythical Staff, Oni Blade, Phantom Bow, Sagaris, Slag Hammer, Zhezl
 Now requires 59,768g, 32 Exquisite Essences, 4 Iridescent Tears, 10 Tome of Secrets
 Down from 134,719g, 41 Exquisite Essences, 8 Iridescent Tears, 12 Tome of Secrets
  
Exalted Fine: Conquest Sword, Crag Hammer, Dread Shield, Flesh Ripper, Galraki, Golden Talon, Impellor, Massacre Axe, Orbit Stones, Piercer, Runic Quiver, Strike Wand, Unspeakable Thing
 Now requires 57,840g, 29 Exquisite Essences, 4 Iridescent Tears, 8 Tome of Secrets
 Down from 131,586g, 38 Exquisite Essences, 8 Iridescent Tears, 11 Tome of Secrets
  
Exalted Fine: Armplates, Heaven Strand, Pallium
Now requires 42,416g, 20 Exquisite Essences, 4 Iridescent Tears, 6 Tome of Secrets
Down from 68,926g, 20 Exquisite Essences, 4 Iridescent Tears, 6 Tome of Secrets
  
Exalted Fine: Sovereign Helm, Sovereign Mail, Sovereign Tassets
Now requires 44,344g, 25 Exquisite Essences, 4 Iridescent Tears, 7 Tome of Secrets
Down from 72,059g, 25 Exquisite Essences, 4 Iridescent Tears, 7 Tome of Secrets
  
Exalted Fine: Sovereign Greaves, Sovereign Vambraces
Now requires 42,416g, 20 Exquisite Essences, 4 Iridescent Tears, 6 Tome of Secrets
Down from 68,926g, 20 Exquisite Essences, 4 Iridescent Tears, 6 Tome of Secrets
  
Achievements
 A new feat of strength has been added for adding the World of Warcraft: Mists of Pandaria Collector's Edition to your Battle.net account. The achievement awards a sigil and accent for your banner.


Title: Re: Patch Notes
Post by: Amaron on June 16, 2012, 02:57:55 PM
 :facepalm: :facepalm: :facepalm: :facepalm:

Why are they nerfing weapon IAS?   It was only a problem on the armor.


Title: Re: Patch Notes
Post by: Threash on June 16, 2012, 03:05:00 PM
What's the difference?


Title: Re: Patch Notes
Post by: MuffinMan on June 16, 2012, 03:05:05 PM
So they are nerfing attack speed affixes on existing items but they only plan to buff new legendaries?  :headscratch:


Title: Re: Patch Notes
Post by: Malakili on June 16, 2012, 03:10:16 PM
Well, I'm glad I saved a yellow ring I found earlier this week but didn't use to replace my IAS ring.


Title: Re: Patch Notes
Post by: Ingmar on June 16, 2012, 03:37:26 PM
:facepalm: :facepalm: :facepalm: :facepalm:

Why are they nerfing weapon IAS?   It was only a problem on the armor.

IAS is IAS, if it is too high it doesn't matter what the source is.


Title: Re: Patch Notes
Post by: Amaron on June 16, 2012, 04:35:54 PM
IAS is IAS, if it is too high it doesn't matter what the source is.

The dev's didn't state it was too high.    They nerfed it because on armor/jewelry pieces it was far better than other secondary stats.    That's not true on weapons though.   On weapons the possible bonuses are far more powerful and varied than what you can find on armor.   Some classes favored IAS on weapons because of life on hit but with the difficulty changes that's not going to be needed anymore.


Title: Re: Patch Notes
Post by: Hutch on June 16, 2012, 05:00:06 PM
Achievements
 A new feat of strength has been added for adding the World of Warcraft: Mists of Pandaria Collector's Edition to your Battle.net account. The achievement awards a sigil and accent for your banner.


I hope the sigil is a panda, and the accent is a pair of pikachu's.


Title: Re: Patch Notes
Post by: Arinon on June 16, 2012, 05:41:25 PM
Man that IAS nerf hurts a lot.  Losing 32% and hopefully gaining back 7% from the currently-not-working IAS on Inna's Glory.  I have it on all slots available through rares though so maybe it does need the change.  Then again I have no easy way to gain that damage back.  Yucktown.


Title: Re: Patch Notes
Post by: Amaron on June 16, 2012, 06:06:29 PM
The most foolish thing about the nerf is it's just going to cause people to stack it even more.    Because of multiplicative stacking there was a point at which it's returns weren't that huge.   To truly achieve their stated goal they needed to buff IAS on weapons to compensate for the nerf elsewhere.


Title: Re: Patch Notes
Post by: calapine on June 16, 2012, 06:10:52 PM
Achievements
 A new feat of strength has been added for adding the World of Warcraft: Mists of Pandaria Collector's Edition to your Battle.net account. The achievement awards a sigil and accent for your banner.


I hope the sigil is a panda, and the accent is a pair of pikachu's.


So close...

(http://img72.imageshack.us/img72/8113/mopachievement1.png)


Title: Re: Patch Notes
Post by: calapine on June 16, 2012, 06:14:44 PM
The most foolish thing about the nerf is it's just going to cause people to stack it even more.    Because of multiplicative stacking there was a point at which it's returns weren't that huge.   To truly achieve their stated goal they needed to buff IAS on weapons to compensate for the nerf elsewhere.


Not sure I follow here. Items will have less IAS for the same "item-budget-price" so players will end up with less IAS compared to now, thus nerfing IAS-gear builds.

To quote Blizzard themselves:

Quote
Whoa, Whoa, Nice Shootin’ Tex

We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. 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. There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values.


Title: Re: Patch Notes
Post by: Amaron on June 16, 2012, 06:34:16 PM
Not sure I follow here. Items will have less IAS for the same "item-budget-price" so players will end up with less IAS compared to now, thus nerfing IAS-gear builds.

It's because of multiplicative stacking.

You've got:

1000~2000% damage bonus from your main stat
+potentially huge % bonus from crits  (dual weilders can get around +400% crit damage bonus and very high crit rate)

So if you have no IAS at all then just adding a bit is huge.   Thus they nerfed it but it's still so much bigger than the other stats that it's in no way challenged by them.   It had to happen but people are going to stack it on even more pieces now.   Raising IAS on weapons could of alleviated that.   It would become a "mandatory" weapon stat but that's not really a big deal.

The good part about this change though is that blue IAS items will become much less viable.


Title: Re: Patch Notes
Post by: Arinon on June 16, 2012, 07:00:27 PM
I find it makes a lot more sense to just think of it as an all-around nerf to damage with a PR spin on it.


Title: Re: Patch Notes
Post by: Ingmar on June 16, 2012, 07:04:36 PM
I find it makes a lot more sense to just think of it as an all-around nerf to damage with a PR spin on it.

This is what I thought it was all along, yeah.


Title: Re: Patch Notes
Post by: Paelos on June 16, 2012, 07:55:01 PM
What is IAS?


Title: Re: Patch Notes
Post by: Arinon on June 16, 2012, 08:02:17 PM
Increased Attack Speed


Title: Re: Patch Notes
Post by: Paelos on June 16, 2012, 08:43:04 PM
Increased Attack Speed

Which class does this affect primarily?


Title: Re: Patch Notes
Post by: Shatter on June 16, 2012, 08:46:45 PM
Increased Attack Speed

Which class does this affect primarily?

All of them as far as I know. I stack it on my wizard.


Title: Re: Patch Notes
Post by: Sjofn on June 16, 2012, 08:55:22 PM
Yeah I am lead to believe it is basically awesome for everyone.


Title: Re: Patch Notes
Post by: Paelos on June 16, 2012, 08:57:45 PM
I guess that makes sense why they would want to nerf it then.


Title: Re: Patch Notes
Post by: Amaron on June 16, 2012, 09:27:15 PM
I find it makes a lot more sense to just think of it as an all-around nerf to damage with a PR spin on it.

I think they really did want to make it less effective.   A lot of serious players use blue attack speed rings and amulets for instance.   The actual value of a ring/amulet with good stats and good attack speed was so astronomic that it just made more sense to sell it and downgrade to blue ones.   The change also makes dual wield a bigger deal.

I actually like the change in general because of all that.    For weapons it still makes no sense though.   The attack speed stat is already fairly lackluster compared to +%dmg and +damage on weapons.


Title: Re: Patch Notes
Post by: apocrypha on June 16, 2012, 11:55:05 PM
Don't IAS, +% and +dam all just contribute directly to the displayed DPS of weapons? So reducing any of them would just reduce the listed DPS of the weapon?

If you're trying to buy a weapon do you actually search for IAS? I don't, I search by my budget and then just look for DPS. Of secondary value are primary stats (Int, Dex, Str), sockets, etc.

What I don't understand is how this change, i.e. reducing IAS on all items, has any effect at all except to nerf the damage of anyone who has any IAS on any of their gear. It doesn't change the value of IAS to a character. It won't change the value of any IAS gear on the AH. It just increases the item budget cost of IAS, meaning that people will only be able to stack it to half as high as before.


Title: Re: Patch Notes
Post by: Ingmar on June 17, 2012, 12:04:22 AM
IAS has extra value over other methods of increasing weapon damage because it also decreases the animation time of your abilities - this makes kiting much easier for a witch doctor for example, because you spend less time standing still shooting out your darts.


Title: Re: Patch Notes
Post by: MuffinMan on June 17, 2012, 06:06:51 AM
Don't IAS, +% and +dam all just contribute directly to the displayed DPS of weapons? So reducing any of them would just reduce the listed DPS of the weapon?
IAS, like base stats, does not factor into displayed DPS. You can see it in the enhanced tooltip for damage increase but the DPS is the same. Really wish you could have those same tooltips in the AH.


Title: Re: Patch Notes
Post by: Segoris on June 17, 2012, 06:13:33 AM
I'd rather they just leave IAS alone save for it's effect on casting animation and fix classes first. The whole 'we want to provide choice.....after you spend shitloads of gold or $$ on items' isn't holding up as far as retention as many hit the brick wall in inferno and quit. Especially after they realized they need X amount of abilities just for survival at any given time and normally only get to switch 1-2 abilities and choice isn't really as available of an option for most.


Title: Re: Patch Notes
Post by: apocrypha on June 17, 2012, 06:38:57 AM
IAS, like base stats, does not factor into displayed DPS. You can see it in the enhanced tooltip for damage increase but the DPS is the same. Really wish you could have those same tooltips in the AH.

Aha, OK, thanks. So a 1000 DPS weapon with +15% Attack Speed is much better than a 1000 DPS weapon without IAS.

So... when you search for something on the AH what is the default sort order it returns? Because it isn't the weapon DPS.


Title: Re: Patch Notes
Post by: Threash on June 17, 2012, 07:23:47 AM
I'm pretty sure it is weapon dps.


Title: Re: Patch Notes
Post by: Arinon on June 17, 2012, 07:58:00 AM
Quote
IAS, like base stats, does not factor into displayed DPS.

I'm 99% sure that this is incorrect.  The large 'DPS' number, the one used when sorting shit on the AH, is based on the Weapon Damage and Attack Speed lines directly below it.  +Damage, +%Damage, and +IAS are all baked into those figures.  Main stats and +Crit Damage aren't. 

Whether or not you want IAS on a weapon, over straight damage, depends on your resource mechanic and if you are fishing for procs or not.  I't much more valuable elsewhere as it doesn't come at the expense of other things you need.


Title: Re: Patch Notes
Post by: Amaron on June 17, 2012, 12:37:07 PM
Don't IAS, +% and +dam all just contribute directly to the displayed DPS of weapons? So reducing any of them would just reduce the listed DPS of the weapon?
IAS, like base stats, does not factor into displayed DPS. You can see it in the enhanced tooltip for damage increase but the DPS is the same. Really wish you could have those same tooltips in the AH.

IAS on weapons factors into the displayed DPS.   It even increases the displayed attack speed.   It's actually not that good on weapons.   If you go and search you'll see that the best weapons have it but if you look at weapons that aren't "perfect" then IAS is lower on the totem pole than other stuff.


Title: Re: Patch Notes
Post by: MuffinMan on June 17, 2012, 01:02:49 PM
I must be crazy, I swear I swapped back and forth between two similar DPS weapons and there was a marked difference in the damage displayed on the character sheet. The only difference between them was the attack speed buff.


Title: Re: Patch Notes
Post by: Amaron on June 17, 2012, 01:21:49 PM
I must be crazy, I swear I swapped back and forth between two similar DPS weapons and there was a marked difference in the damage displayed on the character sheet. The only difference between them was the attack speed buff.

Did you have +damage rings/amulets?  Or maybe a passive that changes based on weapon type?


Title: Re: Patch Notes
Post by: MuffinMan on June 17, 2012, 05:28:40 PM
Ah, so it's the +DMG rings messing with it. Didn't even think of that. I assumed two weapons with the same DPS would see the same increase but the +DMG on other inventory slots makes the faster weapon more bang for your buck?


Title: Re: Patch Notes
Post by: Merusk on June 17, 2012, 05:38:53 PM
Yes.


Title: Re: Patch Notes
Post by: Llyse on June 18, 2012, 01:37:36 AM
So with these upcoming nerfs, will the market behave as blizzard expects and the perceived market value of IAS will drop?

Or will the rational logic of multiplicative stacking mean getting whatever IAS you can get your hands on more important?

(I'm asking as a poverty stricken monk who is about to gamble piddling inferno savings into the IAS market for the first time)  :why_so_serious:


Title: Re: Patch Notes
Post by: Typhon on June 18, 2012, 06:03:12 AM
More ilvl 63 items dropping mean more competition in the market, which should equate to lower prices.

Here's my take (tossing this out there to see if someone who actually done some number crunching has a different take/can tell me where I'm flawed in my thinking)

The important DPS stats:
Tier 1: IAS, +Dam, +%Dam
Comment - with nothing to replace it, Blizz nerfing IAS is just a nerf, it's not going to drive players to look for something else, because there isn't anything else.  Said another way, a 1000 DPS weapon with 1.2 aps isn't as good as a 1000DPS weapon with 1.8 aps

Tier 2: +Crit Chance %, Str/Int/Dev, +Crit Chance Damage
Comment: I think there are some class builds that might be able to make a go of a crit build, I just haven't seen enough items with high enough crit chance to get you to something like 60% crit chance (but I haven't really looked) - that said, a crit build will benefit greatly from IAS do to you rolling the dice that much more often.  So again, IAS is still very attractive.

The important defensive stats:
Tier 1: Resist All (Resist X for monks),
Tier 2: Vit, +%Life, life on hit
Tier 3: Armor, Str, Int, Reduce duration of control effects
Tier 4: Dex, Life steal, Life from Globes, Life after Kill, Life regen

Comment: the highest life regen i've seen on non-chest armor is 300ish/sec (chest is 500ish).  There are 8 pieces of armor you can wear, yielding a peak life/second of 2600life/second - for a char with 30k health that 11 seconds to return to full health.  Given you need movement speed boots, and every piece of armor to have resist all and some form of life (vit/+%life), lets say a more reasonable number is 1800 life/second - char with 30k health needs to stop taking damage for 16 seconds to return to full health.  Seems viable for a DH/Wiz, especially since their playstyle is already "run like mad chicken", probably health regen should be boosted to a higher tier for DH/Wiz.

The important utility stats:
Tier 1: Movement speed, magic find, gold find

What I miss?


Title: Re: Patch Notes
Post by: 01101010 on June 18, 2012, 06:43:19 AM
More ilvl 63 items dropping mean more competition in the market, which should equate to lower prices.

Here's my take (tossing this out there to see if someone who actually done some number crunching has a different take/can tell me where I'm flawed in my thinking)

The important DPS stats:
Tier 1: IAS, +Dam, +%Dam
Comment - with nothing to replace it, Blizz nerfing IAS is just a nerf, it's not going to drive players to look for something else, because there isn't anything else.  Said another way, a 1000 DPS weapon with 1.2 aps isn't as good as a 1000DPS weapon with 1.8 aps

Tier 2: +Crit Chance %, Str/Int/Dev, +Crit Chance Damage
Comment: I think there are some class builds that might be able to make a go of a crit build, I just haven't seen enough items with high enough crit chance to get you to something like 60% crit chance (but I haven't really looked) - that said, a crit build will benefit greatly from IAS do to you rolling the dice that much more often.  So again, IAS is still very attractive.

The important defensive stats:
Tier 1: Resist All (Resist X for monks),
Tier 2: Vit, +%Life, life on hit
Tier 3: Armor, Str, Int, Reduce duration of control effects
Tier 4: Dex, Life steal, Life from Globes, Life after Kill, Life regen

Comment: the highest life regen i've seen on non-chest armor is 300ish/sec (chest is 500ish).  There are 8 pieces of armor you can wear, yielding a peak life/second of 2600life/second - for a char with 30k health that 11 seconds to return to full health.  Given you need movement speed boots, and every piece of armor to have resist all and some form of life (vit/+%life), lets say a more reasonable number is 1800 life/second - char with 30k health needs to stop taking damage for 16 seconds to return to full health.  Seems viable for a DH/Wiz, especially since their playstyle is already "run like mad chicken", probably health regen should be boosted to a higher tier for DH/Wiz.

The important utility stats:
Tier 1: Movement speed, magic find, gold find

What I miss?

I love the way you start the post with a hilarious icebreaker. Jokes are a great way to get people into it. Once the prices on items are set and inflated, it will take FOREVER for those prices to come down. I think the AH should take a 5% fee for posting (at least on the GAH). As it stands now, people just continue to re-post items at the same prices for the really really good shit - which I figure those hugely inflated prices are set by goldfarmers. 90million gold for a top of the line rare 1h melee weapon might be an outlier, but it sets the tone.

As for the rest... seems reasonable. Still have a huge divide in melee stat choices versus ranged choices, as it stands now.


Title: Re: Patch Notes
Post by: Amaron on June 18, 2012, 09:15:06 AM
So with these upcoming nerfs, will the market behave as blizzard expects and the perceived market value of IAS will drop?

I expect the difficulty changes will have far more impact on it than anything.  It's hard to predict until we see the new damage.

As it stands now, people just continue to re-post items at the same prices for the really really good shit - which I figure those hugely inflated prices are set by goldfarmers. 90million gold for a top of the line rare 1h melee weapon might be an outlier, but it sets the tone.

I actually don't know as I agree that it's been inflated.    Prices haven't gone up on my gear for weeks.  I have to think that means excess gold is really being sucked up by people crafting gloves.

In practical terms you could say those top end melee weapons really are so rare that they're worth enough gold to roll 1000 6 property gloves.


Title: Re: Patch Notes
Post by: Amaron on June 18, 2012, 09:23:08 AM
Blah double post.


Title: Re: Patch Notes
Post by: calapine on June 18, 2012, 09:50:04 AM
What is this buisness about crafting gloves?


Title: Re: Patch Notes
Post by: Arinon on June 18, 2012, 11:23:14 AM
It's one of the better slots to get a return on because the current crop of Legendary/Set gloves is weak and glove slot can get a lot of nice mods.  Still money to be made in other slots though if you can't put up the 20m+ for the 6-slot glove patern.  I'd go shoulder or maybe chest if that's too rich for your blood  Seems people are paying nice cash for crappy stats and 18+ MF right now.  Pretty sure the glove market will be flooded shortly anyway.


Title: Re: Patch Notes
Post by: Phred on June 18, 2012, 02:44:37 PM
I'd rather they just leave IAS alone save for it's effect on casting animation and fix classes first. The whole 'we want to provide choice.....after you spend shitloads of gold or $$ on items' isn't holding up as far as retention as many hit the brick wall in inferno and quit.

I'm just curious where you thought retention fit in Blizzard's plans? Sure as shit all the people who raced to inferno would buy any expansion anyway so how does it economically benefit Blizzard to have them stick around loading up the servers and the AH?



Title: Re: Patch Notes
Post by: Malakili on June 18, 2012, 02:46:04 PM
I'd rather they just leave IAS alone save for it's effect on casting animation and fix classes first. The whole 'we want to provide choice.....after you spend shitloads of gold or $$ on items' isn't holding up as far as retention as many hit the brick wall in inferno and quit.

I'm just curious where you thought retention fit in Blizzard's plans? Sure as shit all the people who raced to inferno would buy any expansion anyway so how does it economically benefit Blizzard to have them stick around loading up the servers and the AH?



Depends on whether or not they feel enticed to use the RMAH really.


Title: Re: Patch Notes
Post by: Segoris on June 18, 2012, 03:39:23 PM
I'm just curious where you thought retention fit in Blizzard's plans? Sure as shit all the people who raced to inferno would buy any expansion anyway so how does it economically benefit Blizzard to have them stick around loading up the servers and the AH?

I'd think retention is good since that keeps people's friend's lists full and playing with more friends, which for most is usually more fun. The more fun people are having, the more they stay around. The more they stay around, the more transactions go on (doesn't matter if people are the buyer or seller as long as the number of transactions stays high so bliz makes their fees)

And no, it's not sure as shit that people who raced will be buying the expansion. Not after being disappointed this badly. Yes, many of the whiners will still be there, but keeping a majority of player base with an increasing usage of the RMAH AND having them buy an expansion is better for them than a couple catasses buying the expansion without having people to sell shit to. Also, aren't server costs generally somewhat low?


Title: Re: Patch Notes
Post by: Amaron on June 18, 2012, 03:47:31 PM
What is this buisness about crafting gloves?

6 property gloves can have:

+crit chance
+crit damage
+attack speed
+really high stats
+good resists

The value will possibly drop some with the attack speed nerf but Demon Hunters are almost as fanatical about crit/crit damage.


Title: Re: Patch Notes
Post by: Xanthippe on June 19, 2012, 07:50:12 AM
Apparently today is 1.0.3 patch day. Blizzard has not yet put the patch notes up, but these are supposedly the patch notes:

http://www.diablofans.com/blizz-tracker/topic/227302-patch-103-now-live/ (http://www.diablofans.com/blizz-tracker/topic/227302-patch-103-now-live/)



Title: Re: Patch Notes
Post by: Xanthippe on June 19, 2012, 07:51:34 AM
"Attack Speed bonus values on weapons and armor have been reduced by 50%"

"Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses"

"Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
    For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration."




Yikes. There will be much complaining.


Title: Re: Patch Notes
Post by: Ironwood on June 19, 2012, 07:55:36 AM
They have no idea what the customer base is here, do they ?


Title: Re: Patch Notes
Post by: Shatter on June 19, 2012, 07:58:40 AM
w...t...f


Title: Re: Patch Notes
Post by: Xanthippe on June 19, 2012, 07:59:22 AM
Just remember, they know how to play the game the right way. The players must conform.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 08:00:21 AM
They have no idea what the customer base is here, do they ?

Actually I think they do, and I like the change. People were fighting into areas where they'd have chests, switching gear, and then looting the chests. That's the kind of stupid farmer bullshit you get that has nothing to do with the actual game. It's the same crap you saw with people farming vases in Inferno Royal Crypts.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 08:01:26 AM
Just remember, they know how to play the game the right way. The players must conform.

I don't think you would consider farming chests and gear switching to be playing the game, though.


Title: Re: Patch Notes
Post by: 01101010 on June 19, 2012, 08:02:04 AM
Quote
"Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses"

Umm... Really?   :uhrr: :uhrr: :uhrr:

 I am hoping they up the drop rate on those objects then or else there will be no point in checking anything beyond resplendent chest if that. Lots of tree stumps and dead bodies just became completely irrelevant.

edit: spoiler tag misclick...


Title: Re: Patch Notes
Post by: Xanthippe on June 19, 2012, 08:03:44 AM
I think the whole pots/vases/containers thing is an inelegant solution to a problem that ought to have been anticipated (botting).

(I was referring more to some of the other changes, like the wholesale 50% reduction on IAS gear effectiveness.)


Title: Re: Patch Notes
Post by: Ironwood on June 19, 2012, 08:07:48 AM

 People were fighting into areas where they'd have chests, switching gear, and then looting the chests.


And ?  What the fuck is it to you ?

 :why_so_serious:


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 08:09:03 AM
Dead bodies and stumps and the like are still a great source of gold. I don't see this changing that. I do believe they will up the rates on chests to compensate.

As for the IAS thing, I happen to agree with that change as well. I'm more in favor of stats that shift with your builds. If one stat is too powerful, and becomes something that must be on an item to have it retain value across all classes, that's bad. Similarly, I'd like to see a shift in weaponry beyond just "MOAR DPS = WIN." That will probably require some math tinkering with the Str/Dex/Int modifiers, as I think they are currently not providing enough bang for the buck.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 08:10:29 AM
And ?  What the fuck is it to you ?

In a single player game, nothing. In this game? Everything. With the inclusion of the AH and RMAH, we (unfortunately or fortunately) have to look at item inputs globally. Too many items in the system cheese the game and make it ridiculous.


Title: Re: Patch Notes
Post by: Lakov_Sanite on June 19, 2012, 08:12:52 AM
I would bet on them re-upping the drop rates for objects in the game.  They just swung a big hammer to avoid botting and farming vases, their ultimate solution is to just have magic/goldfind stop working on them. Now that this change is in, rates for drops in them will likely go back to where they were.


Title: Re: Patch Notes
Post by: Xanthippe on June 19, 2012, 08:18:13 AM
Dead bodies and stumps and the like are still a great source of gold. I don't see this changing that. I do believe they will up the rates on chests to compensate.

As for the IAS thing, I happen to agree with that change as well. I'm more in favor of stats that shift with your builds. If one stat is too powerful, and becomes something that must be on an item to have it retain value across all classes, that's bad. Similarly, I'd like to see a shift in weaponry beyond just "MOAR DPS = WIN." That will probably require some math tinkering with the Str/Dex/Int modifiers, as I think they are currently not providing enough bang for the buck.

There is nothing to indicate they are upping the rate of gold on chests to compensate for no longer dropping items on containers. (I found my first legendary in a stump, and my first plans from a log). They ought to up the rate of gold in order to compensate, but perhaps they ought to have done that this patch since they removed items this patch.

The IAS thing they ought to have seen in beta and adjusted accordingly, not launched the game with such a huge change. (I say this as a person who has put my 60s in ice until this patch knowing changes are coming and wanting to wait to buy armor until after the changes).

A lot of these changes ought to have been anticipated as being necessary before launch. I'm fairly surprised as to the incompetence and arrogance of Blizzard.

(re Gold Find and containers - I believe gold find only ever affected monster drops, not containers - at least that's how I read the tool tip.)


Title: Re: Patch Notes
Post by: calapine on June 19, 2012, 08:18:52 AM
Dead bodies and stumps and the like are still a great source of gold. I don't see this changing that.

  • Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed.
  • Weapon racks will no longer drop weapons 100% of the time.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 08:25:32 AM
A lot of these changes ought to have been anticipated as being necessary before launch. I'm fairly surprised as to the incompetence and arrogance of Blizzard.

That's an expectations gap, though. I don't think the IAS thing is that obvious, as I had no idea what it was until a week ago. As far as farming vases, I probably wouldn't have thought of that myself before the game started. It's an exploitation issue v. a gameplay issue. I think you're always going to be battling those post-launch because you simply can't anticipate which areas of your game the players are going to goldrape.


Title: Re: Patch Notes
Post by: calapine on June 19, 2012, 08:25:55 AM
Also, what is this:

Quote
Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
Now enrages after 4 minutes

3 minutes. Really Blizzard?! I thought enrage timers are an anti-cheese mechanic, not punishment for people with who have low-dps/high survabilty builds or are undergeared.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 08:27:11 AM
The enrage timers are complete horseshit. We are in total agreement there. It was my fear when I originally hear of them, and son of a bitch if it didn't come true within a month.


Title: Re: Patch Notes
Post by: calapine on June 19, 2012, 08:30:32 AM
That's an expectations gap, though. I don't think the IAS thing is that obvious, as I had no idea what it was until a week ago. As far as farming vases, I probably wouldn't have thought of that myself before the game started. It's an exploitation issue v. a gameplay issue. I think you're always going to be battling those post-launch because you simply can't anticipate which areas of your game the players are going to goldrape.

I have to side with Xanthippe here. How can a designer be suprised by the effect IAS has? "Yeah, we created it but who could know it would increase DPS so much! If we only had more time testing"

Also, a Blizzard MMO-type game has gold farmers. Again...how could they have known?!


Title: Re: Patch Notes
Post by: Xanthippe on June 19, 2012, 08:34:05 AM
So what _is_ the purpose of an enrage timer then? To punish people without sufficient damage output? And they nerfed one of the more effective damage modifiers in the same patch.

It's as if they purposely launched a game with an incomplete understanding of the mechanics involved in playing it, relying upon the players to find those mechanics for them, so they can make the game more difficult a month after the launch.


Paelos, wrt bots - that they didn't anticipate farmers botting is beyond comprehension. Farmers bot every game that has any sort of real money aspect to it. Adding a RMAH probably makes the problem worse, not better. If some player wants to farm vases, I really don't care. It's not something I would do because I can barely stand farming of any kind. If some player wants to create a bot to do it for them, I do care. Rather than reducing the amount of gold in containers, why not just add some mobs in there instead? Their solutions are overkill.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 08:36:16 AM
Well, it's not so much that they had the farmers, it's the WHERE the farmers would exploit. If you plan entirely around that, you can sacrifice game design that would otherwise be fun for the rest of the population.

Blizzard's plan with this kind of stuff is very simple. They crush it to nothing so the behavior is immediately stopped. Then, in the next couple of patch passes, they add in a more moderate fix after some reflection time.


Title: Re: Patch Notes
Post by: Job601 on June 19, 2012, 08:41:48 AM
The enrage timers are complete horseshit. We are in total agreement there. It was my fear when I originally hear of them, and son of a bitch if it didn't come true within a month.

I have to agree.  I think some kind of enrage timer is probably necessary to prevent exploiting, but these time values seem punishingly short.


Title: Re: Patch Notes
Post by: Arinon on June 19, 2012, 08:45:30 AM
I know Zoltun Kulle was crazy exploitable but if he ports to players and ceiling smashes from anywhere now that's probably fixed.  The new 3-4 min enrage times seem a little tight but not too bad.  If I was playing Hardcore I might have a different opinion.  Those guys tend to do no damage and you won't really know if you brought enough until it's too late.

They can fix NEW Legendary IAS but not existing versions of the item?  Weak.  How is someone supposed to know if they are buying an old or a new version of Inna's Glory or whatever?


Title: Re: Patch Notes
Post by: apocrypha on June 19, 2012, 08:50:01 AM
Thing is, they haven't fixed IAS. In any way. It's still just as powerful and desirable as it was before, it's just that you can't get as much of it!

The correct fix to IAS is diminishing returns. That would retain the sanctity of gear stats not changing after you've purchased an item and it would have given them something they could easily adjust as they saw fit in the future.


Title: Re: Patch Notes
Post by: Xanthippe on June 19, 2012, 09:01:49 AM
That's far too sensible!


In other news "Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session"

Why only the duration of your gaming session? These are the same farmer/botters that Blizzard supposedly wants to get rid of. They're certainly the ones I want Blizzard to get rid of.

Why aren't they permanently added to my block list? Bizarre.


Title: Re: Patch Notes
Post by: Tarami on June 19, 2012, 09:05:48 AM
Thing is, they haven't fixed IAS. In any way. It's still just as powerful and desirable as it was before, it's just that you can't get as much of it!

The correct fix to IAS is diminishing returns. That would retain the sanctity of gear stats not changing after you've purchased an item and it would have given them something they could easily adjust as they saw fit in the future.
I think the correct choice would have been to do what it says on the tin - make you swing faster. Same DPS, just more attacks (meaning less damage per attack). Indirectly buffs chance-on-hit type abilties, which is enough for a single stat. Tweak values to balance it against other stats.


Title: Re: Patch Notes
Post by: 01101010 on June 19, 2012, 09:11:42 AM
Still kinda /boggling at the fact they not only nerfed MF/GF for objects, but also nerfed the objects themselves. So no more kicking over barrels for some change? Is this even a Diablo game anymore? I guess we can bypass the environment now, and go strictly to the bosses.

I am not totally bagging on the patch, but holy shit that is a HUGE part of the game that they just made irrelevant.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 09:16:55 AM
I think the long term fix would be to tie the barrel/vase/etc drop rate to the amount of monsters in the zone. That way, the safe areas drop nothing while the high pop areas drop rewards.

I don't believe the barrels should ever be tied to MF/GF. That would just encourage the clear-gear concept which is just manipulation.


Title: Re: Patch Notes
Post by: apocrypha on June 19, 2012, 09:30:42 AM
See, I specifically remember some Blizzard person (might even have been Jay Wilson) talking in an interview about the first time they got a unique item from a barrel in D2 and how awesome it was and how it changed the way they saw barrels and how they wanted to keep that feeling in D3.

We're just over 1 month after release and the biggest emotion I feel about the game now is... disappointment.  :heartbreak:


Title: Re: Patch Notes
Post by: Miasma on June 19, 2012, 10:47:11 AM
I am displeased that I no longer have a reason to smash barrels and vases.  This is diablo ffs.  Just another avenue of fun taken away because they turned my offline single player game into a shitty, poorly thought out bastardization of an mmo.


Title: Re: Patch Notes
Post by: Furiously on June 19, 2012, 11:16:11 AM
What's it do to clouds and pinatas in whimseyshire?


Title: Re: Patch Notes
Post by: Mrbloodworth on June 19, 2012, 11:17:27 AM
They are making adjustments, not on the merit of balance and fun, but on the Auction hall.

Some, had seen this coming.


Title: Re: Patch Notes
Post by: Ingmar on June 19, 2012, 11:20:13 AM
They'd be making these same changes without the AH - they did this same kind of thing in D2 - they'd just be making them slower because they wouldn't have the instant feedback of prices, what's getting listed, etc.


Title: Re: Patch Notes
Post by: Malakili on June 19, 2012, 11:20:51 AM
I know the pitchforks are already out, but as far as I know this has already been hotfixed and I am still finding stuff in barrels.  Is there another patch coming which is nerfing it further?  It seems like there is a bit of an overreaction here.


Title: Re: Patch Notes
Post by: Mrbloodworth on June 19, 2012, 11:21:19 AM
They'd be making these same changes without the AH

Highly unlikely.


Title: Re: Patch Notes
Post by: Ingmar on June 19, 2012, 11:24:04 AM
They would absolutely be nerfing the shit out of farm spots and techniques. The only thing the AH does in that respect is possibly help them find them faster.


Title: Re: Patch Notes
Post by: Malakili on June 19, 2012, 11:24:35 AM
They'd be making these same changes without the AH

Highly unlikely.

Another person who forgot how many patches Diablo 2 had before they got it right and thought the game was just spit out as 1.09 or later?

Maybe that is unfair, ok ok.  But seriously, to hear you guys talk Diablo 2 was perfect from the start and the only reason Diablo 3 is getting patches is because Blizzard forgot how to make games between then and now.


Title: Re: Patch Notes
Post by: 01101010 on June 19, 2012, 11:55:26 AM
What's it do to clouds and pinatas in whimseyshire?

They are treated the same as any other chest. The official forums had some people bitching and crying about rendering the staff useless now and wanting their 2million back for their inferno staff. It was delicious to read for about 3 minutes before the air grows foul with the screams of many Bothans.


Title: Re: Patch Notes
Post by: Shatter on June 19, 2012, 12:06:31 PM
Anyone try out Act II, III or IV Inferno since patch?  How much easier is it?  Also read that repair costs are now beyond retarded, like 20K + repair costs for all rares. 


Title: Re: Patch Notes
Post by: Miasma on June 19, 2012, 12:21:56 PM
Official forums seem to think it was a huge nerf to acts 2-4 but it could be bullshit.  Some are saying the repair costs are so high that even if you don't die you spend more on repairs than you collect, I'm hoping that's bullshit.

I don't think that repair cost increase will last a week once people start having to pay it.


Title: Re: Patch Notes
Post by: Job601 on June 19, 2012, 12:28:27 PM
Official forums seem to think it was a huge nerf to acts 2-4 but it could be bullshit.  Some are saying the repair costs are so high that even if you don't die you spend more on repairs than you collect, I'm hoping that's bullshit.

I don't think that repair cost increase will last a week once people start having to pay it.

I just don't get it.  When did a more punishing death penalty ever make a game more fun?

On the other hand, people wanted a gold sink to keep prices down.  Here's a gold sink.


Title: Re: Patch Notes
Post by: Segoris on June 19, 2012, 01:10:27 PM
So the game moved from +attack speed as the best gear affix to ignores durability loss, awesome!  :why_so_serious:


Title: Re: Patch Notes
Post by: Sjofn on June 19, 2012, 01:15:08 PM
That's far too sensible!


In other news "Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session"

Why only the duration of your gaming session? These are the same farmer/botters that Blizzard supposedly wants to get rid of. They're certainly the ones I want Blizzard to get rid of.

Why aren't they permanently added to my block list? Bizarre.

I assume your block list has a cap on how many people can go on it, and in theory by the time you play again, that bot will have a new nonsense name it is spamming with, so why clog up millions of ignore lists with nonsense names or some shit.


Title: Re: Patch Notes
Post by: 01101010 on June 19, 2012, 01:54:05 PM
So the game moved from +attack speed as the best gear affix to ignores durability loss, awesome!  :why_so_serious:

Ding! Farming gear just went there... Seriously, you now have to farm to pay your repair bills but in doing so incur more durability loss? Good grief. I guess it is a way for Bliz to make people quit playing and thus stablize the servers better...


Title: Re: Patch Notes
Post by: Segoris on June 19, 2012, 02:30:56 PM
It seems the new hot item for crafting is 5affix glove patterns, roughly 40-50% of the mats, 30-40% of the gold cost for slightly less profit than 6 pattern


Title: Re: Patch Notes
Post by: Shatter on June 19, 2012, 02:36:59 PM
I was waiting for this patch to move to Act II Inferno...just played a bit and 3 deaths cost me 13K.  Mobs can still hit hard but definitely less life but easier then before however someone trying to proceed through Act II without gear farming too much prior will be raped by the repair dude. 


Title: Re: Patch Notes
Post by: Phred on June 19, 2012, 03:46:00 PM
They have no idea what the customer base is here, do they ?

Actually I think they do, and I like the change. People were fighting into areas where they'd have chests, switching gear, and then looting the chests. That's the kind of stupid farmer bullshit you get that has nothing to do with the actual game. It's the same crap you saw with people farming vases in Inferno Royal Crypts.

So you like people to be forced to play the way you want?


Title: Re: Patch Notes
Post by: Phred on June 19, 2012, 03:47:18 PM
I would bet on them re-upping the drop rates for objects in the game.  They just swung a big hammer to avoid botting and farming vases, their ultimate solution is to just have magic/goldfind stop working on them. Now that this change is in, rates for drops in them will likely go back to where they were.

I wouldnt hold my breath.


Title: Re: Patch Notes
Post by: Paelos on June 19, 2012, 03:55:43 PM
So you like people to be forced to play the way you want?

Tell you what. You convince me that reloading the same area in Inferno with no monsters and just cracking open vases over and over again is actually playing the game, and that such behavior would exist without the AH/RMAH, and then yeah I'll admit I'm forcing people to play the way I want.


Title: Re: Patch Notes
Post by: Xuri on June 19, 2012, 04:19:51 PM
Cracking open vases (and barrels) is the most fun in the entire game. I would subscribe to an MMO where the only purpose was to smash barrels, using a multitude of different weapons and abilities.


Title: Re: Patch Notes
Post by: Phred on June 19, 2012, 04:23:57 PM
That's far too sensible!


In other news "Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session"

Why only the duration of your gaming session? These are the same farmer/botters that Blizzard supposedly wants to get rid of. They're certainly the ones I want Blizzard to get rid of.

Why aren't they permanently added to my block list? Bizarre.

Because in their infinate wisdom Blizzard made the block list too small so you would be constantly removing names of banned players. I guess the theory is that either the reported account will be banned within 24hrs (lol right) or the spammer will have recycled the character to avoid block lists.



Title: Re: Patch Notes
Post by: Merusk on June 19, 2012, 04:30:51 PM
The theory is that the spammer will get banned or simply move to a new name within that timeframe.  WoW's rightclick>report does the same thing.

The perma-ban list is short because it's stored serverside, like everything else, so giving 100 slots to everyone is wasted space on the database.


Title: Re: Patch Notes
Post by: Amaron on June 19, 2012, 04:32:43 PM
Patch is amazing.  Pretty much every class can progress much easier than before.  The people who were just zerg dieing with crappy gear that had good offensive stats are whining like mad which is great.   You can now get great gear in act 1 with magic find.  Crafting heavily improved.  The nephalem valor change is amazing.  Once people fix their crappy gear and realize they aren't forced to do high acts anymore I think a lot will change their tune.

Even the IAS thing is really justified.  Considering everything great in this patch the idea of whining about them overdoing a hotfix to a serious chest exploit is just..  :facepalm:

People were selling spots to cleared pony maps for crying out loud.

They can fix NEW Legendary IAS but not existing versions of the item?  Weak.  How is someone supposed to know if they are buying an old or a new version of Inna's Glory or whatever?

If it says "Increased Attack Speed" it's broken.  That affix is weapon only.


Title: Re: Patch Notes
Post by: Salamok on June 19, 2012, 04:41:42 PM
Cracking open vases (and barrels) is the most fun in the entire game. I would subscribe to an MMO where the only purpose was to smash barrels, using a multitude of different weapons and abilities.

Personally I think the nerf to chests is worse than barrels and vases.  I switched to farming Act IV hell to avoid the repair bills and it sucks total ass when you go into one of those little sanctuary/chapel event type rooms where the "big" reward is a huge glowy chest and you end up collecting more from the vases in the room than you get out of the damn chest.  I think I had an exquisite chest or some shit that dropped 120gp and a white mask, glad they went through the effort to craft an entire area of the dungeon to hold that piece of shit.  Also super tired of clicking on weapon racks that drop nothing.

All that said I am feeling the loot buff that the elite packs in Hell Act IV quite nicely.  Treasure Goblins with 5 stacks of NV are pretty sick now that they are actually dropping level appropriate gear.


Title: Re: Patch Notes
Post by: Trippy on June 19, 2012, 04:55:19 PM
Patch is amazing.   Pretty much every class can progress much easier than before.    The people who were just zerg dieing with crappy gear that had good offensive stats are whining like mad which is great.   You can now get great gear in act 1 with magic find.   Crafting heavily improved.   The nephalem valor change is amazing.    Once people fix their crappy gear and realize they aren't forced to do high acts anymore I think a lot will change their tune.

Even the IAS thing is really justified.    Considering everything great in this patch the idea of whining about them overdoing a hotfix to a serious chest exploit is just..  :facepalm:

People were selling spots to cleared pony maps for crying out loud.

They can fix NEW Legendary IAS but not existing versions of the item?  Weak.  How is someone supposed to know if they are buying an old or a new version of Inna's Glory or whatever?

If it says "Increased Attack Speed" it's broken.   That affix is weapon only.
Stop putting so many fucking spaces after your periods.


Title: Re: Patch Notes
Post by: Amaron on June 19, 2012, 05:03:24 PM
Stop putting so many fucking spaces after your periods.

Sorry I'm not sure what's causing that.  I usually only double space.


Title: Re: Patch Notes
Post by: Ingmar on June 19, 2012, 05:19:23 PM
Cracking open vases (and barrels) is the most fun in the entire game. I would subscribe to an MMO where the only purpose was to smash barrels, using a multitude of different weapons and abilities.

You should try DDO.


Title: Re: Patch Notes
Post by: Arinon on June 19, 2012, 05:35:54 PM
Anyone try out Act II, III or IV Inferno since patch?  How much easier is it?  Also read that repair costs are now beyond retarded, like 20K + repair costs for all rares. 

I ran through my normal route which is basically everything in Act 3 past Siegebreaker.  I lost about 15% of my damage from IAS changes but didn't notice it that much.  Attacking slower is just not as fun though.  I'd rather they adjusted damage some other way.  IAS still seems like the number two stat pretty much everywhere but weapon so I don't think they are going to get the gearing adjustments they say they want out of people.  I'm seeing different mobs in some places than I have before and a lot of the insta-kill mobs have been nerfed to the point that you have time to react, which is awesome.  And needed given the repair changes.  I'm at the point where I need about 8-9 million to upgrade a slot and it looks like a repair from yellow will run me about 45k now, that's four times more than pre-patch.

You can still exploit the shit out of the tower maps and get into your magic find easily except for spider lady.  She's a bitch now, solo at least.  So as a DH it's a wash, less risk but harsher penalties for sucking.  What I'm more excited about is seeing how my monk performs.  All this shit should make melee chars stuck in Act 2 very happy.

They can fix NEW Legendary IAS but not existing versions of the item?  Weak.  How is someone supposed to know if they are buying an old or a new version of Inna's Glory or whatever?
If it says "Increased Attack Speed" it's broken.   That affix is weapon only.

My Inna's Glory with "Increases Attack Speed by 5%" would disagree.  I do see that those pants, and I assume other legendaries, have both the working and broken versions on the AH.  Dumb.



Title: Re: Patch Notes
Post by: Amaron on June 19, 2012, 06:02:13 PM
Someone on reddit dug up the NPC damage:

Quote
I just took a quick look at the data files and here's how the base damage for act 2-4 inferno mobs (monster levels 62 and 63) has changed:
62: 52807.09375 -> 33686
63: 113486.9609375 -> 63615
Each type of monster does a certain percentage of the base damage for its level. Monster type A might do 75% of the base damage and monster type B might do 150% of base damage, so the numbers above won't necessarily translate into exact damage numbers in-game, but they should show how much of a relative nerf the later acts got.

People who are switching to lower acts and just farming elites with 5 NV are having great success too.


Title: Re: Patch Notes
Post by: Sjofn on June 19, 2012, 06:33:02 PM
Cracking open vases (and barrels) is the most fun in the entire game. I would subscribe to an MMO where the only purpose was to smash barrels, using a multitude of different weapons and abilities.

We had a friend where that was basically how he played DDO, as near as I could tell.


EDIT: Whoops, I see Ingmar has already made the DDO reference. WELL TOO BAD, I AM TOO


Title: Re: Patch Notes
Post by: Ashamanchill on June 19, 2012, 10:00:40 PM
When we played DDO,my buddies and I would compete over smashing those damn barrels. I'm pretty sure it pissed off the rest of our group when the tank and one of the dps ran of to see who could destroy that box in the corner, but tough shit! They shouldn't have made it so fun!


Title: Re: Patch Notes
Post by: Sjofn on June 19, 2012, 11:43:34 PM
Yeah we would be going through a dungeon and notice our friend (he was a bard, and he tumbled EVERYWHERE) had tumbled to some other section by himself because OH GOD GIANT PILE OF CRATES SMASH SMASH SMASH

It was cool, though, I was usually busy feeling ALL THE PRESSURE to disable all the traps FUCK I ROLLED A ONE AGAIN CHRIST


Title: Re: Patch Notes
Post by: Lantyssa on June 20, 2012, 06:50:19 AM
He was a Bard.  Not like he was useful against monsters. ;D


Title: Re: Patch Notes
Post by: Outlawedprod on June 20, 2012, 07:08:41 AM
Supposedly this was reported before 1.0.3 went live and still works.  Wonder just how many items it works with.
http://www.twitch.tv/actionpigeon/b/321542902


Title: Re: Patch Notes
Post by: Paelos on June 20, 2012, 07:55:03 AM
Mallet walls?


Title: Re: Patch Notes
Post by: 01101010 on June 20, 2012, 08:01:30 AM
Genius. WHY DON'T I THINK OF SHIT LIKE THIS?!?  :awesome_for_real:

But yeah, they need to fix that...  :oh_i_see:


Title: Re: Patch Notes
Post by: Musashi on June 20, 2012, 08:25:24 AM
Items shower like rain in inferno act 1 clears.  Patch is amazing.


Title: Re: Patch Notes
Post by: apocrypha on June 20, 2012, 09:08:28 AM
Spent an hour playing earlier, started right at the beginning of Act 1 because I felt like it, got to SK. No deaths, ~15k repair bill but 2 full bags of blues & yellows including several lvl 60 req ones.

Chests, barrels, corpses etc still occasionally have some gold in them and VERY occasionally a crappy item but don't bother going 0.1 second out of your way to open any of them.

Will give Act 2 a go later, if I get time.


Title: Re: Patch Notes
Post by: Paelos on June 20, 2012, 10:15:37 AM
Loved the patch last night. Act one is much more fun with less horrible combo-breaking monster packs. They still exist and I ran into one late in the act (molten, arcane, horde, fast) that crushed me as a solo melee. But then I moved on to Act 2.

Act 2 is easier, but not easy by any stretch. We could kill the packs in our trio, but we were going to pay the price for it. Not necessarily a death zerg, but it reminded us that our gear isn't there yet. Simply put, we need more damage to compliment our survival stats. They've lowered the bar a bit there, but they made it so the mob's health is an issue. It's a balancing act instead of the brick wall it was before.

Example, we killed 5 packs in Act 2 before I quit. Back before the patch in the same gear, we'd never killed anything.


Title: Re: Patch Notes
Post by: Nonentity on June 20, 2012, 04:03:36 PM
Items shower like rain in inferno act 1 clears.  Patch is amazing.

..except the overall quality of the loot dropping has lowered dramatically. I could reasonably do act 3 with a few deaths on tougher elite packs and get some decent loot, but my inventory just fills with sub-level 60 loot now. It's really depressing.

I know that I generally run with a bunch of poopsockers, but they've basically resigned to just auction house trading to make their money since the drop rates are now so bad.


Title: Re: Patch Notes
Post by: 01101010 on June 20, 2012, 04:23:16 PM
My RNG for elites in Act I as a barb really must suck ass. Each of the 6 elites packs I cam up against had arcane and waller in them. Now they went down far easier than they did before but I still got perished a few times due to the shitty affixes I was getting. Loot was a lot more blues, but like Nonentity, most were sub 60 with a few 52-54 items. Just a gripe..but nothing earth breaking.


Title: Re: Patch Notes
Post by: Typhon on June 20, 2012, 04:29:33 PM
And ?  What the fuck is it to you ?

In a single player game, nothing. In this game? Everything. With the inclusion of the AH and RMAH, we (unfortunately or fortunately) have to look at item inputs globally. Too many items in the system cheese the game and make it ridiculous.

I agree with you so very often this one took me completely by surprise.  The system not being cheese?  That ship has sailed.  Running around killing mobs and smashing pots = Diablo?  Smashing pots is now a stupid activity and it makes me sad.  I don't play the AH, I play the game. 


Title: Re: Patch Notes
Post by: Count Nerfedalot on June 20, 2012, 05:17:33 PM
Blizzard's plan with this kind of stuff is very simple. They crush it to nothing so the behavior is immediately stopped. Then, in the next couple of patch passes, they add in a more moderate fix after some reflection time.

I'm having trouble remembering Blizzard making any second or third passes that moderated the initial overkill nerf.  Can you remind me of them?  It's possible that my brain was so seared by SOE/Verant's practice of overkill/stupid panic fix followed by YEARS of neglect that I never recognized a more rational approach from Blizzard.  Of course, this isn't the Blizzard we used to know so past performance does not guarantee future returns!  :why_so_serious:


Title: Re: Patch Notes
Post by: Arinon on June 20, 2012, 07:50:18 PM
Items shower like rain in inferno act 1 clears.  Patch is amazing.
..except the overall quality of the loot dropping has lowered dramatically. I could reasonably do act 3 with a few deaths on tougher elite packs and get some decent loot, but my inventory just fills with sub-level 60 loot now. It's really depressing.
After a bit more time playing this is my exact experience as far as loot goes.  I see waaay more 51-60 gear and it's coming at the expense of quality items.  They even lowered the floor on items from Act 3 as a bunch of item types I haven't seen for ages are popping up again.


Title: Re: Patch Notes
Post by: Paelos on June 20, 2012, 08:02:11 PM
I agree with you so very often this one took me completely by surprise.  The system not being cheese?  That ship has sailed.  Running around killing mobs and smashing pots = Diablo?  Smashing pots is now a stupid activity and it makes me sad.  I don't play the AH, I play the game.  

I think it's dumb that "fixed" it so barrels are meaningless. It's not good gameplay. I do think there's an obvious fix that involves putting more stuff in barrels where mobs are around, and less in areas where they are not.

My point about the AH inputs was about people exploiting areas and flooding the game with cheap crap. Maybe you don't play the AH, but if there were lvl 63 items available for a few thousand gold, would you not be tempted? Would it not to some degree mess with the game's structure?

EDIT: I agree with you that the current economy is shitty, but I don't think it's beyond repair.


Title: Re: Patch Notes
Post by: Shatter on June 20, 2012, 08:26:50 PM
http://us.battle.net/d3/en/forum/topic/5888889794?page=58#1154

We agree, and we're already looking into reducing the durability hit players take from normal wear-and-tear. This way, players who never die aren't getting hit with a giant repair fee every 3-4 hours

http://us.battle.net/d3/en/forum/topic/5889190051?page=2#35

Oh... I guess me.No one is going to like additional repair costs. I'm not sure how any feedback would be "Great, I really love paying more for repair costs." however, we have seen enough feedback and data to show that the ratio is pretty good as long as people aren't throwing their character's corpses against enemies. Death has meant nothing for a very long time now. It's going to take some getting used to and just understanding that death is no longer something that just happens, it should be something you're really fighting to avoid, and potentially being smarter about tackling content you can actually tackle.That said, we think the normal wear and tear is maybe too high. Just fighting is probably too expensive, and we're looking at potential adjustments there.


Title: Re: Patch Notes
Post by: Job601 on June 20, 2012, 08:30:34 PM
After playing with this patch for a night, I think the incentives are working the way Blizzard wants them to, although I don't necessarily think that makes it good gameplay.  Before I was slowly working through Act 3 Inferno with a very defensive build; the boss enrages made it so that I couldn't possibly kill them (Ghom in particular) so I had to adjust to a more balanced build.  I could still make progress through Act 3, but I was dying enough that the repair costs were making it not worthwhile.  So I went back to Act 2 tonight and played straight through with 5 stacks, getting tons of rares, almost all junk.  After playing with them I don't think they'll backtrack on the repair costs (although I hope they do) -- I still made plenty of gold playing content I was sufficiently geared for.  So, yay for punishing me into obeying the gearcheck?


Title: Re: Patch Notes
Post by: Llyse on June 20, 2012, 08:31:47 PM

..except the overall quality of the loot dropping has lowered dramatically. I could reasonably do act 3 with a few deaths on tougher elite packs and get some decent loot, but my inventory just fills with sub-level 60 loot now. It's really depressing.

I know that I generally run with a bunch of poopsockers, but they've basically resigned to just auction house trading to make their money since the drop rates are now so bad.

Really? I thought that the patch increased drop rates in Act2/3... that's no good for the poor if drop rates are worst in Act2/3 now that it's easier to progress.

Also fuck them for not handling repair costs for normal wear and tear.


Title: Re: Patch Notes
Post by: Amaron on June 21, 2012, 01:14:47 AM
Really? I thought that the patch increased drop rates in Act2/3... that's no good for the poor if drop rates are worst in Act2/3 now that it's easier to progress.

Also fuck them for not handling repair costs for normal wear and tear.

It seems like they made it possible for better pieces to drop but in return they destroyed the drop rates of everything else.   The thing that hurts most is you get way less level 59 pieces.   Those pieces could at least be good on armor.    You get a lot more 51~54 pieces now.   It might of been roughly ok but combined with the nerf to barrels/chests you're basically getting shafted now.

Really just Blizzard business as usual.   Promise a great patch but in reality they were just sugar coating it and keeping the bad parts hidden.


Title: Re: Patch Notes
Post by: Setanta on June 21, 2012, 02:19:44 AM
Took my barb out into Act 1 inferno where it struggled pre-patch.

Changes don't do it for me - this game is not fun.

Aussie ping (230) plus arcane/fast/jailer/something-else-as-if-it-matters = repair bill. Shitty drops didn't make up for it - there was nothing I could use for game progression or even a sense of achievement. How the fuck did Blizzard forget that they are designing a game for entertainment? I have a job, I don't need another one.

Of 21 people that were active on my friends list there is now exactly one person that logs in regularly. Blizzard need to pull their heads out of their arses and get over their stupid ideas on what fun is. So what if people throw glass cannons at packs/mobs or smash vases. Why the hell should the rest of us pay for it with stupid patches?

I sat and watched my barb on my character select page and then realised this game is as much fun as ship-spinning in Eve.

The only good thing about this game is that it cured my compulsion to log into WoW. Blizzard then killed any desire to log into this game.

/rant off


Title: Re: Patch Notes
Post by: 01101010 on June 21, 2012, 03:23:57 AM
Like I said before, repair costs for normal wear and tear should not equal the vendor loot in your bag. In that vein, if I wanted death to really matter, I'd play hardcore a lot more.


Title: Re: Patch Notes
Post by: Xanthippe on June 21, 2012, 08:09:12 AM
As I recall the devs said they don't want to shoehorn people into playing just one way. That if someone finds a build they love to play that feels broken, that's ok, they won't necessarily fix it. And so on.

Yet that seems to be exactly what they are doing with patches, is shoehorning people in to playing how they want them to play.

I like the game up to inferno. I like to feel very powerful, kill massive numbers of mobs fast, and which means I like my games easy.  (I liked it more when I could find things in jars and logs.) I don't like farming; I don't like playing games that feel like jobs. (I realize some people do like that.) I don't like mechanical play much, although sometimes it's relaxing like solitaire.

I don't understand why Blizzard has to throw out the baby with the bathwater when it comes to tuning their games. I don't understand why they can't address botting in a different way rather than getting rid of jars, removing chests, and otherwise making Diablo less Diablo-like. I'm not competing against anyone, so I don't really care that PlayerBob has awesome ilvl 63 gear while I have lvl 54 gear. I don't care if people want to spend $$ on armor on the RMAH or if they want to spend hours smashing jars - I won't play that way and I'm not competing against those who do.

I have a 60 WD and a 60 monk, neither of which I enjoy playing much. Currently leveling a wizard, and will also likely level a DH and a barb. Inferno just doesn't hold my interest, and the changes they're making matter little.  Raising the drop rate for hell/infernoAct I but stealth nerfing it for infernoIII/IV, while raising repair costs to a ridiculous level? I'll continue to stay out of inferno.

I've gotten my money's worth but I don't much care for Activision Blizzard.


Title: Re: Patch Notes
Post by: Paelos on June 21, 2012, 08:13:50 AM
I agree, their decisions are getting tougher to understand. The patch is good, and I like what they are doing, but losing the small things like barrels and fun skills with ridiculous risk/reward builds? That's not a good gameplay decision and their playerbase doesn't like that. I'm always in favor of making the game for the customer you have, not the customer you want.


Title: Re: Patch Notes
Post by: Slayerik on June 21, 2012, 08:15:10 AM
Xanth, you know you want to play hardcore like we talked about. You can level up with me :)


Title: Re: Patch Notes
Post by: Xanthippe on June 21, 2012, 08:20:01 AM
Almost tempted.


Title: Re: Patch Notes
Post by: Slayerik on June 21, 2012, 08:24:12 AM
Almost tempted.

No better person to roll with! I gots money! I shall shower you with gifts so we can plow everything!


Title: Re: Patch Notes
Post by: Miasma on June 21, 2012, 08:34:31 AM
I can't stand most of the new changes, I don't want to play anymore.  I don't know why smashing barrels and looting bodies and chests was so fun to me but it was, now it's pointless, I don't even bother clicking on them anymore.  Enrage timers don't belong in diablo, if I want to take ten minutes to kill a boss and I'm having fun dancing around why I shouldn't I be able to?  The new repair costs turns a game where you are supposed to have fun wading into throngs of enemies into worrying about the bill when you get back to town.

I was one of the people stuck with only being viable in act one inferno with act two being painful to impossible.  With the nerfs I guess I survive somewhat longer in act two now but it's nowhere near worth trying with the repair costs, I'd go bankrupt even if I somehow not die since it takes so long for me to kill things (I'm melee so I'm getting wailed on the whole time).

I'm just going to strip my monk down to his birthday suit, sell it all and hope they pull their heads out of their asses a few months from now.  I think the gear will be much cheaper by then and I'll be able to re-equip at a profit.  Probably after MoP releases.

All I'm doing now is reading the official forums and reveling in the hate, I find it cathartic.


Title: Re: Patch Notes
Post by: Lakov_Sanite on June 21, 2012, 08:46:08 AM
http://us.battle.net/d3/en/forum/topic/5889089807

Is the wording poor or does this mean if you buy the full game you are restricted to the starter version for 72 hours after purchase?


Title: Re: Patch Notes
Post by: Slayerik on June 21, 2012, 08:48:50 AM
Wow, WTF.


Title: Re: Patch Notes
Post by: 01101010 on June 21, 2012, 08:49:11 AM
As I recall the devs said they don't want to shoehorn people into playing just one way. That if someone finds a build they love to play that feels broken, that's ok, they won't necessarily fix it. And so on.

Yet that seems to be exactly what they are doing with patches, is shoehorning people in to playing how they want them to play.

I like the game up to inferno. I like to feel very powerful, kill massive numbers of mobs fast, and which means I like my games easy.  (I liked it more when I could find things in jars and logs.) I don't like farming; I don't like playing games that feel like jobs. (I realize some people do like that.) I don't like mechanical play much, although sometimes it's relaxing like solitaire.

I don't understand why Blizzard has to throw out the baby with the bathwater when it comes to tuning their games. I don't understand why they can't address botting in a different way rather than getting rid of jars, removing chests, and otherwise making Diablo less Diablo-like. I'm not competing against anyone, so I don't really care that PlayerBob has awesome ilvl 63 gear while I have lvl 54 gear. I don't care if people want to spend $$ on armor on the RMAH or if they want to spend hours smashing jars - I won't play that way and I'm not competing against those who do.

I have a 60 WD and a 60 monk, neither of which I enjoy playing much. Currently leveling a wizard, and will also likely level a DH and a barb. Inferno just doesn't hold my interest, and the changes they're making matter little.  Raising the drop rate for hell/infernoAct I but stealth nerfing it for infernoIII/IV, while raising repair costs to a ridiculous level? I'll continue to stay out of inferno.

I've gotten my money's worth but I don't much care for Activision Blizzard.

I agree with you, save for the issue of having Auction Houses. Pretty much the only way to get gear, necessary for progressing through Inferno mode, is through that avenue. Granted, I don't give a shit what douchebagplayer69 is wearing, but I do care that my ability to progress further in the "end game" is hampered by my lack of gear or ability for it to randomly drop for me - to that end I am forced to use the AH get pieces of gear as the means to my ends. Once you get to that point, gold generation takes on more importance given that shit with ilvl63 top-o-line gear runs millions and tens of millions.

Blizz knee jerk reaction is nothing more than the same modus operandi from them... chasing people that find flaws to manipulate, and clearing the entire table that relates to that flaw...


Title: Re: Patch Notes
Post by: Merusk on June 21, 2012, 08:57:15 AM
Wow, WTF.

Botters/ Goldspammers/ AH Bots get banned, buy a new account immediately and begin botting/ spamming within the minute it takes to buy it on the next battle.net account in their arsenal of free-email accounts.   It's their (again, poorly executed) attempt to limit that.

Their reactions are almost as if they've never done this before.


Title: Re: Patch Notes
Post by: Lakov_Sanite on June 21, 2012, 09:10:26 AM
Well this has nothing to do with the trial edition. What they are saying is that when you drop $60 for the full edition you may need to wait up to 72 hours for it to be authorized....


Title: Re: Patch Notes
Post by: Malakili on June 21, 2012, 09:12:36 AM
Well this has nothing to do with the trial edition. What they are saying is that when you drop $60 for the full edition you may need to wait up to 72 hours for it to be authorized....

That seems pretty rough.  Hell, if I bought a new game I couldn't play as soon as I got it installed, I'd be pretty damn pissed.  Especially bad for casual people who pick up the game only to wonder why they are capped out after the first hour of play and don't quite understand the reasoning behind what is doing on.


Title: Re: Patch Notes
Post by: Miasma on June 21, 2012, 09:23:44 AM
Holy hell that is insane.  It also explains all the bugs people were having where they logged on to find out they and their minions had been rolled back to level 13.  I guess they didn't think about people who had already recently bought the game and levelled past 13...


Title: Re: Patch Notes
Post by: apocrypha on June 21, 2012, 10:04:11 AM
Had a completely free day today.. perfect for playing Diablo 3 with a nice, fresh new patch. Except I found I had no desire whatsoever to do so.

Oh well. I got 200 hours out of it and I learned that Blizzard are no longer an automatic-purchase company for me. I think I got my money's worth.


Title: Re: Patch Notes
Post by: Paelos on June 21, 2012, 10:39:47 AM
Holy hell that is insane.  It also explains all the bugs people were having where they logged on to find out they and their minions had been rolled back to level 13.  I guess they didn't think about people who had already recently bought the game and levelled past 13...

No, it's not just insane. It's completely unjustifiably criminal. If you purchase a product you are entitled to all portions of the product you purchased. Subjecting paying customers to these restrictions is beyond defensible in my book. That's ridiculous. I'm furious at them for this decision and I've already started my email onslaught.

I've had enough of the stupid decisions to prevent botting and this one broke my back. This is big business protectionist bullshit that has no place in gaming, and Blizzard should be ashamed for treating their customers like that.


Title: Re: Patch Notes
Post by: Ironwood on June 21, 2012, 11:21:22 AM
What have you done with the Paelos that's been posting for weeks and can I see the body ?

Good Show.


Title: Re: Patch Notes
Post by: Xanthippe on June 21, 2012, 11:38:05 AM
The General Forum is burning up. Posts are being deleted as fast as they are being put up.


Title: Re: Patch Notes
Post by: Shatter on June 21, 2012, 11:54:37 AM
 :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn:


Title: Re: Patch Notes
Post by: Paelos on June 21, 2012, 12:19:05 PM
What have you done with the Paelos that's been posting for weeks and can I see the body ?

Good Show.

I'm a fan to a point. But with Blizzard it's about making games fun for your customers. If you fail at that, I will roast you.


Title: Re: Patch Notes
Post by: Ironwood on June 21, 2012, 12:21:29 PM
They failed from day one with this shite.

It just took the latest bit of value destruction for you to see it.  They Do Not Give a Fuck about customers.  This is entirely the short-term gain mindset that rules our economic world at the moment.  Since Starcraft II, it's been all Activision, all the time.  It's just taken a while for it to filter through.

Ahem.


Title: Re: Patch Notes
Post by: Paelos on June 21, 2012, 12:44:25 PM
Perhaps. I don't hate the game, though, and I do see a lot of potential there beyond just the normal kneejerk reactions you get on the official forums about anything.

However, my patience has worn thin, and the idea of holding paying customers hostage is unbelievable to me.


Title: Re: Patch Notes
Post by: Mrbloodworth on June 21, 2012, 12:48:00 PM
:popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn: :popcorn:

QFT.


Title: Re: Patch Notes
Post by: Amaron on June 21, 2012, 01:10:39 PM
Well this has nothing to do with the trial edition. What they are saying is that when you drop $60 for the full edition you may need to wait up to 72 hours for it to be authorized....

I can't really blame them for that.   The ease with which people are allowed to get away with credit card fraud is kind of disgusting.


Title: Re: Patch Notes
Post by: Outlawedprod on June 21, 2012, 01:12:53 PM
BTW for those of you who like to break pots even though they drop junk now.  Breaking them causes durability loss.

http://us.battle.net/d3/en/forum/topic/5888889794?page=58#1154


Title: Re: Patch Notes
Post by: disKret on June 21, 2012, 01:36:31 PM
http://us.battle.net/d3/en/forum/topic/5889089807

Is the wording poor or does this mean if you buy the full game you are restricted to the starter version for 72 hours after purchase?

Its not poor wording. Huge wtf. You are paying for full product and playing in demo?


Title: Re: Patch Notes
Post by: Xanthippe on June 21, 2012, 03:14:32 PM
Well this has nothing to do with the trial edition. What they are saying is that when you drop $60 for the full edition you may need to wait up to 72 hours for it to be authorized....

I can't really blame them for that.   The ease with which people are allowed to get away with credit card fraud is kind of disgusting.

I'm trying to figure out what goldfarmers are doing with digital versions and credit cards.

Are they ordering then cancelling, using stolen cards, or what?



Title: Re: Patch Notes
Post by: Rokal on June 21, 2012, 03:26:42 PM
BTW for those of you who like to break pots even though they drop junk now.  Breaking them causes durability loss.

http://us.battle.net/d3/en/forum/topic/5888889794?page=58#1154

:why_so_serious:


Title: Re: Patch Notes
Post by: Lantyssa on June 21, 2012, 03:41:03 PM
Are they ordering then cancelling, using stolen cards, or what?
Using stolen card numbers.  It's something that plagues the MMO industry.

I don't know why they wouldn't just wait three days then use the account for whatever.  It might catch a few, but most people aren't going to notice only three days later.


Title: Re: Patch Notes
Post by: kildorn on June 21, 2012, 04:08:24 PM
A 72 hour waiting period would only make sense if they were using it to contact the buyer via their bank or some shit. It does nothing to actually halt fraud on it's own. The only real way to combat the fraud would be to ramp up support staff and monitoring and try to make it a market where you'd never want to risk buying (punish the buyer as much as the seller), because the seller's barrier of entry is so low as to not exist.


Title: Re: Patch Notes
Post by: Outlawedprod on June 21, 2012, 04:08:36 PM
http://us.battle.net/d3/en/forum/topic/5889189098?page=1
Quote
So I didn't tell my wife, but I quit my job last week to farm and sell on the RMAH.  Without explicitly stating how much I was making a day - we would have lived VERY comfortably.  

However, with the introduction of this new patch I will not be able to  farm as fast as I used to due to my damage dropping dramatically.  Not only that, but if I do fight things that can be sold - the prices are dramatically decreasing because the itemization is really poor right now.  Nobody wants to buy on the RMAH right now.

I will not be able to get my job back and I will not be able to live off the RMAH anymore...  Blizzard please fix your game or my life is ruined.  My wife will probably leave me.


Title: Re: Patch Notes
Post by: Rasix on June 21, 2012, 04:09:20 PM
 :roffle:


Title: Re: Patch Notes
Post by: Paelos on June 21, 2012, 04:10:31 PM
I don't care what the rationale is. If your system is so fucked up that you can't tell the good from the bad without a 72 hour period, stop selling that way. Otherwise, you're just fucking up your own customers.

I can't imagine Steam putting a 72 hour limit your downloads. It's madness.


Title: Re: Patch Notes
Post by: Outlawedprod on June 21, 2012, 04:31:36 PM
http://us.battle.net/d3/en/forum/topic/5889189098?page=3#55
Quote
Ok guys, just wanted to update everyone.

I was pumping myself up to break the news to my wife after dinner.  I really wanted to do it.  But over dinner she told me that her Father is in critical condition.  This may sound weird and scumbaggy, but her father is loaded and she is the only heir.  So we won't be hurting financially.

I think what I will do is wait for this whole father thing to blow over before telling her because she is already very devastated.  I'm just going to leave early each morning and pretend to go to work.  I'll probably just hang out at a Starbucks and use their internet connection to play for a few hours before going back home.

This has been a very terrible week for my wife and myself.


Title: Re: Patch Notes
Post by: Malakili on June 21, 2012, 04:52:16 PM
http://us.battle.net/d3/en/forum/topic/5889189098?page=3#55
Quote
Ok guys, just wanted to update everyone.

I was pumping myself up to break the news to my wife after dinner.  I really wanted to do it.  But over dinner she told me that her Father is in critical condition.  This may sound weird and scumbaggy, but her father is loaded and she is the only heir.  So we won't be hurting financially.

I think what I will do is wait for this whole father thing to blow over before telling her because she is already very devastated.  I'm just going to leave early each morning and pretend to go to work.  I'll probably just hang out at a Starbucks and use their internet connection to play for a few hours before going back home.

This has been a very terrible week for my wife and myself.

Obvious troll is obvious.


Title: Re: Patch Notes
Post by: apocrypha on June 21, 2012, 11:18:36 PM
So is this supposed drop in item prices only affecting the RMAH then? Because after a friend and I hit the same old Act II wall last night we went and had a look on the AH to try and gear up a bit and could find almost nothing worth the 10's of millions of gold for the minor upgrades. It felt like our only options were to grind Act I for 100's of hours to get some better gear or to spend real cash - neither of which are going to happen.

Oh and the AH "interface improvements" we were promised are just grouping of the various categories of item property such that you now can't just find a stat alphabetically. Well done Blizzard, you managed to make the AH UI worse!  :uhrr:


Title: Re: Patch Notes
Post by: Setanta on June 22, 2012, 03:23:17 AM
List of exploits that remain after patch 1.03: http://us.battle.net/d3/en/forum/topic/5889888966

 :awesome_for_real:


Title: Re: Patch Notes
Post by: Lantyssa on June 22, 2012, 06:36:14 AM
So is this supposed drop in item prices only affecting the RMAH then?
The Gold AH will only increase in price.  People either buying gold or farming it will always drive prices up.


Title: Re: Patch Notes
Post by: Xanthippe on June 22, 2012, 07:07:05 AM
So is this supposed drop in item prices only affecting the RMAH then?
The Gold AH will only increase in price.  People either buying gold or farming it will always drive prices up.

Only if the pool of items doesn't increase. The supply continues to increase because they are never destroyed.

I predict prices will fall because people will quit before farming 10s of millions of gold. When they do farm, they will find items which drives the supply higher.


Title: Re: Patch Notes
Post by: Lakov_Sanite on June 22, 2012, 07:34:05 AM
Yeah I don't see how item values can continue to rise when there are literally thousands more introduced each day.


Title: Re: Patch Notes
Post by: Slayerik on June 22, 2012, 07:48:41 AM
Another reason I love hardcore, the AH is reasonable because people die and lose their uber equip. And no RMAH.


Title: Re: Patch Notes
Post by: Lantyssa on June 22, 2012, 08:28:23 AM
"Auction House trash" will continue to accumulate.  As people still have difficulty getting "good" items to drop, those will remain high in price.


Title: Re: Patch Notes
Post by: Ice Cream Emperor on June 23, 2012, 03:50:35 PM

But what will be considered 'good' will also change, based on increased supply of items - an item that was awesome on the second day of the game is now generally considered mediocre, and priced accordingly. It's just a matter of the ratios involved, and how gold inflation interacts with item inflation.


Title: Re: Patch Notes
Post by: calapine on June 26, 2012, 11:15:10 AM
Quote
Diablo III Patch v.1.0.3.10235

Classes
Witch Doctor
Bug Fixes
Zombie Charger
Skill Rune – Zombie Bears
Fixed a bug where Zombie Bears were unable to attack targets on slopes
Zombie Bears should no longer become stuck on objects with which they shouldn't have collision
 

Items
General
Equipped items will now take "wear-and-tear" durability damage at half the previous rate
Please note that durability loss as the result of normal combat is different from the 10% durability loss characters will incur when they die. Equipped items have always suffered durability loss while fighting, and we are simply slowing the rate at which the loss occurs.
Bug Fixes
Fixed a bug that was causing Unique monsters to not drop the appropriate amount of loot when slain
Fixed a bug with linking items with 3 gem sockets
It is no longer possible to create fake achievement links
 

Bug Fixes
General
Fixed a bug that was causing the "Switch Hero" button to occasionally disappear after leaving a game while in town
Fixed several gold and leveling exploits
Fixed several game and service crashes (for Mac and PC)

Re underlined part: Blizzard should have done that in the same patch they increased repair cost. Now they are in damage control mode and have to placate players.


Title: Re: Patch Notes
Post by: Paelos on June 26, 2012, 11:17:18 AM
Fixed a bug that was causing Unique monsters to not drop the appropriate amount of loot when slain


That's...ominous.


Title: Re: Patch Notes
Post by: Segoris on June 26, 2012, 11:29:20 AM
Fixed a bug that was causing Unique monsters to not drop the appropriate amount of loot when slain


That's...ominous.

My thought as well. I'm curious if it is another nerf but they don't want to mention any decreases at this time.

Re underlined part: Blizzard should have done that in the same patch they increased repair cost. Now they are in damage control mode and have to placate players.

Even if they did do that in the previous patch they'd still be in damage control mode, just slightly less so.


Title: Re: Patch Notes
Post by: Malakili on June 26, 2012, 11:30:05 AM
Fixed a bug that was causing Unique monsters to not drop the appropriate amount of loot when slain


That's...ominous.

I thought as well.  Fixed a bug where players were getting loot they wanted.  :why_so_serious:


Title: Re: Patch Notes
Post by: Tebonas on June 26, 2012, 11:30:56 AM
If they decided they still drop too much that would really be hilarious! If seen from afar.  :why_so_serious:


Title: Re: Patch Notes
Post by: Hutch on June 26, 2012, 02:36:30 PM
Please forgive if this has already been linked somewhere.

A Diablo forum-goer responds to the recent patch. (http://us.battle.net/d3/en/forum/topic/5889888966)

 :awesome_for_real:


Title: Re: Patch Notes
Post by: taolurker on June 26, 2012, 04:04:43 PM
It was a page before this one, in this thread.


Title: Re: Patch Notes
Post by: Ice Cream Emperor on June 26, 2012, 04:58:15 PM

So I cancelled out of the updater because the download bar appeared to be stuck at 0% -- and now the launcher cycles through a variety of error messages which all sum up to 're-download our entire game for the third time, sucker'. It's one thing to code a patching procedure that fails 75% of the time -- but it's quite another to have it fail so inelegantly and indeptly that it repeatedly corrupts the game installation.

And I still cannot get over the fact that they gave me the UK patch because my language in Windows is not set to US English. Add it all up and it just boggles the fucking mind.


Title: Re: Patch Notes
Post by: Ingmar on June 26, 2012, 10:20:57 PM
The way that is phrased it sounds like they weren't dropping enough.


Title: Re: Patch Notes
Post by: Setanta on June 27, 2012, 02:01:19 AM
I had to laugh at Blizzard for being totally fucking useless...

1) Log in after losing another (Aussie) night to server downtime.
2) Start up D3... hmmm no patch... I'm sure there was a patch supposed to happen.
3) Sign in (US where I play) "Patch is available, game will close and patch"
4) No patch
5) Rinse and repeat.

WTF?

Hmmm... go to my account page

Blizzard has set all my games to European downloads because THERE ARE KANGAROOS IN EUROPE apparently! Australia went all "fuck you Asia" and buggered off to hang out with the surrender monkeys and Pommies.

Seriously? You useless gits want to import our killer wildlife to Europe? Ok, they might have dragged you into a war or two, but holding a grudge this long and inflicting Aussies on them?

So anyway, uninstalled D3, reset my downloads to US (because hell, we might as well be little America except without the civil liberties) and downloaded the US version. Problem solved.

Interestingly I had to download my Blizz games just before the release of D3. I just checked the downloads, they are all US versions. Looks like Blizz changed them on my account page on D3 release, because SC/BW, D2, WC3 were all Euro as well, only WoW and SC2 still read US.

Blizzard are about as sane as an emu on acid I swear


Title: Re: Patch Notes
Post by: Tebonas on June 27, 2012, 03:52:10 AM
Does that mean Austria was moved to the Asian cluster as an exchange program initiated by the geographically challenged?  :awesome_for_real:


Title: Re: Patch Notes
Post by: Miasma on June 27, 2012, 06:26:35 AM
Does that mean Austria was moved to the Asian cluster as an exchange program initiated by the geographically challenged?  :awesome_for_real:
As a twist it would be hilarious if someone moved Australia to Europe because they confused it with Austria.


Title: Re: Patch Notes
Post by: Outlawedprod on June 27, 2012, 07:00:50 AM
RIP Zoltan Kulle infinite quest turnin xploit.


Title: Re: Patch Notes
Post by: 01101010 on June 27, 2012, 07:39:29 AM
RIP Zoltan Kulle infinite quest turnin xploit.

I missed this... what was this about? Now that it is gone, I reckon it is fair game to mention?


Title: Re: Patch Notes
Post by: Outlawedprod on June 27, 2012, 01:59:14 PM
RIP Zoltan Kulle infinite quest turnin xploit.

I missed this... what was this about? Now that it is gone, I reckon it is fair game to mention?

They nerfed the ZK quest turnin XP in the previous patch but it introduced a new bug that made it even better than the old method.  People were dual boxing this with scripts for mad powerleveling.
http://www.youtube.com/watch?v=Ap60Q_jn91c


Title: Re: Patch Notes
Post by: Ice Cream Emperor on June 27, 2012, 02:48:53 PM

Yeah, I mentioned this one before somewhere. You can do it with any two-part quest, as far as I can tell -- though possibly there is something about the ZK one that makes it more effective/straightforward.


Title: Re: Patch Notes
Post by: Yegolev on June 27, 2012, 06:37:05 PM
Booooring.


Title: Re: Patch Notes
Post by: Outlawedprod on June 27, 2012, 06:38:13 PM

Yeah, I mentioned this one before somewhere. You can do it with any two-part quest, as far as I can tell -- though possibly there is something about the ZK one that makes it more effective/straightforward.


The ability to exploit turnins with multiple people per kill did exist before.  The main difference with this one is you needed to only kill once for infinite turnins. That was not possible before 1.0.3.  The best you could do before was party of 4 kill once and alt turns in 4x.  It's just funny that in their need to fix levelling exploits they created a worse one.


Title: Re: Patch Notes
Post by: Miasma on June 28, 2012, 11:53:48 AM
No patch but they put in a hotfix (http://us.battle.net/d3/en/blog/6214196/) that basically doubles the rate of ilvl63 drops in all acts and buffs ilvl61-62 drop rates too.  Also seem to have gone back to guaranteeing two rares with five stacks of NV on bosses.


Title: Re: Patch Notes
Post by: Rokal on June 28, 2012, 12:47:43 PM
No patch but they put in a hotfix (http://us.battle.net/d3/en/blog/6214196/) that basically doubles the rate of ilvl63 drops in all acts and buffs ilvl61-62 drop rates too.  Also seem to have gone back to guaranteeing two rares with five stacks of NV on bosses.

:thumbs_up:

Those are great changes. I don't know if they'll bring me back as I'm pretty bored of the campaign, but it's nice to see them making substantial improvements.


Title: Re: Patch Notes
Post by: Ingmar on August 06, 2012, 09:05:40 PM
This has an armory thing now:

http://us.battle.net/d3/en/blog/6821782/


Title: Re: Patch Notes
Post by: Hutch on August 07, 2012, 06:25:31 AM
This has an armory thing now:

http://us.battle.net/d3/en/blog/6821782/

http://us.battle.net/d3/en/profile/Pelton-1464/ (http://us.battle.net/d3/en/profile/Pelton-1464/)

I see that the progression tracker doesn't take your fallen heroes into account  :oh_i_see:


Title: Re: Patch Notes
Post by: Slayerik on August 07, 2012, 08:35:07 AM
Yeah :(


Title: Re: Patch Notes
Post by: waffel on August 08, 2012, 05:22:55 PM
http://www.youtube.com/watch?v=-OVJa-5d90k

D3 explained using D2's ending!


Title: Re: Patch Notes
Post by: Paelos on August 08, 2012, 07:18:04 PM
I got a good chuckle out of the gold farmers.


Title: Re: Patch Notes
Post by: Xanthippe on August 09, 2012, 11:25:19 AM
 :heart:


Title: Re: Patch Notes
Post by: waffel on August 09, 2012, 07:25:24 PM
This has an armory thing now:

http://us.battle.net/d3/en/blog/6821782/

And with the Armory comes parsing.
And with parsing comes:
http://www.diabloprogress.com/rating.stat_elite_kills

Bots. Bots everywhere.


Title: Re: Patch Notes
Post by: Mrbloodworth on August 10, 2012, 07:09:16 AM
http://www.youtube.com/watch?v=-OVJa-5d90k

D3 explained using D2's ending!

Quote
noithing is the matter with the RMAH. the kid who made this video is just a minimum wage baddie.

 :ye_gods:


Title: Re: Patch Notes
Post by: KallDrexx on August 10, 2012, 09:42:14 AM
1.0.4 blog post (http://"http://us.battle.net/d3/en/blog/6923456/104_Systems_Preview-8_10_2012")


Title: Re: Patch Notes
Post by: Rokal on August 10, 2012, 09:58:41 AM
Summary:

-No monster health bonus in co-op
-No MF/GF averaging in co-op
-Nerfing champion/rare mobs and removing enrage/health regen
-Removing invuln affix and nerfing other affixes
-Increasing drop rates on normal mobs
-Increasing weapon dps max on 61 and 62 weapons
-Lowering repair costs

Legendary and class changes still to come.


Title: Re: Patch Notes
Post by: Lakov_Sanite on August 10, 2012, 10:10:36 AM
I'm not sure they understand why people stopped playing.


Title: Re: Patch Notes
Post by: Paelos on August 10, 2012, 10:35:20 AM
I'm not sure they understand why people stopped playing.

They are fixing the things they can in the interim while they tackle the issue of itemization. I think it's one of the biggest things to fix while also the easiest to screw up completely.

Personally, I think all the changes are good, especially the removal of enrage timers. Currently, there is almost no incentive to kill regular mobs for loot. With the increase to their drop rates, and the decrease in elite health/abilities, it should provide a smoother curve.


Title: Re: Patch Notes
Post by: trias_e on August 10, 2012, 10:47:48 AM
The only thing that would make me want to play again is the skill revamp.  We'll see how far they go with it, could be fun to try out some new builds once that hits.  Everything else in that list is just kinda....meh. 


Title: Re: Patch Notes
Post by: Miasma on August 10, 2012, 10:56:28 AM
I'm glad they're getting rid of or reducing some of the dumber shit they did.


Title: Re: Patch Notes
Post by: Yegolev on August 10, 2012, 10:59:43 AM
Quote
At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.

(https://dl.dropbox.com/u/85916/wilder_do_tell.jpg)


Title: Re: Patch Notes
Post by: Typhon on August 10, 2012, 11:05:16 AM
I'm glad they're getting rid of or reducing some of the dumber shit they did.

agree.  really glad they are giving me a reason to play with friends (my preferred style of play is co-op)


Title: Re: Patch Notes
Post by: Mrbloodworth on August 10, 2012, 11:18:58 AM
Quote
We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible.


(https://dl.dropbox.com/u/85916/wilder_do_tell.jpg)


Title: Re: Patch Notes
Post by: Rokal on August 10, 2012, 11:23:37 AM
They're all good changes but I can't say any of them make me want to play the game again. Maybe by the time 2013 rolls around and new game releases/expansions have slowed, they'll have made more significant changes to the itemization.


Title: Re: Patch Notes
Post by: Paelos on August 10, 2012, 11:28:28 AM
I did get my first set drop last night ever! So that was exciting.


Title: Re: Patch Notes
Post by: Shatter on August 10, 2012, 11:41:09 AM
Those changes are a decent start...if it were 2 months ago.  Im guessing Aug 28 as their patch day?  :P


Title: Re: Patch Notes
Post by: Soulflame on August 10, 2012, 11:48:55 AM
I agree that those changes are a good start, but who knows when the patch will hit.  Additionally, they may not be enough to keep me actually playing.

Although getting rid of Invulnerable minions is really awesome.


Title: Re: Patch Notes
Post by: 01101010 on August 10, 2012, 12:02:50 PM
I am through waiting for this game to get it right. I expect blowjobs and lollipops while I wait for the devs to implement the fun and I have received neither. It was fun at first, then the fuse burned out. I have no qualms about purchasing it, but it hardly lasted as long as it should have... at least in my mind.


Title: Re: Patch Notes
Post by: waffel on August 10, 2012, 12:19:44 PM
Well, they're trying. Slowly. But they're trying.

I'm not sure if the people that have stuck it out this long and continue to play every day enjoy the game, or are just new to gaming and don't know any better.


Title: Re: Patch Notes
Post by: Setanta on August 10, 2012, 08:17:49 PM
So after all this time of telling us that D2 had it wrong, they are heading (slowly) back to what D2 was.

I wish I could say that it's a positive patch, but I'm soured on D3/Cataclysm and would rather read a book than play D3 again.


Title: Re: Patch Notes
Post by: Xanthippe on August 11, 2012, 05:43:35 AM
So after all this time of telling us that D2 had it wrong, they are heading (slowly) back to what D2 was.

I wish I could say that it's a positive patch, but I'm soured on D3/Cataclysm and would rather read a book than play D3 a Blizzard game again.

FIFMe


Title: Re: Patch Notes
Post by: Ironwood on August 11, 2012, 06:15:05 AM
Also me.

It's such a shame.



Title: Re: Patch Notes
Post by: Margalis on August 11, 2012, 06:27:13 AM
So after all this time of telling us that D2 had it wrong, they are heading (slowly) back to what D2 was.

The people saying that had never made a game as good as D2.

A lot of what they said appeared to make sense, but either the execution failed or while it made sense on paper it just didn't work in reality. The runes are a good example of this, on paper you have a billion combinations and you can't get stuck in a skill tree the way you did in D2, but in reality the game is less sticky and playing a second of the same class is pointless.

I remember reading early interviews with the D3 people and thinking if it aint broke don't fix it. They seemed to have some clever change for each "problem" in D2, which made me nervous. When all they do is list problems it makes me think they missed the appeal of the game.



Title: Re: Patch Notes
Post by: Lantyssa on August 11, 2012, 06:43:37 AM
They forgot their own innovation which was take what works and iterate the hell out of it, not scrap everything and re-write it from scratch.


Title: Re: Patch Notes
Post by: Feverdream on August 11, 2012, 07:10:25 AM
Wow.  Those patch notes definitely look like a shift in the right direction.

I'm a little sad as I notice I'm just not that excited about them, though.  I so looked forward to D3, and like many others ended up frustrated and disappointed.  In six months or so I could see myself going back to D3...maybe...as a very part-time game when I'm in the mood for mindless demon-slaying and loot hunting.  I loved that aspect of D2.

They just dropped the ball so hard on D3 that it's hard to motivate myself to consider playing again.


Title: Re: Patch Notes
Post by: Llyse on August 12, 2012, 05:42:04 PM
I'm glad they're getting rid of or reducing some of the dumber shit they did.

agree.  really glad they are giving me a reason to play with friends (my preferred style of play is co-op)

All good stuff but 2 months too late. Not even sure I would reinstall to try the skill revamp.


Title: Re: Patch Notes
Post by: statisticalfool on August 13, 2012, 11:24:45 AM
Wow.  Those patch notes definitely look like a shift in the right direction.

I'm a little sad as I notice I'm just not that excited about them, though.  I so looked forward to D3, and like many others ended up frustrated and disappointed.  In six months or so I could see myself going back to D3...maybe...as a very part-time game when I'm in the mood for mindless demon-slaying and loot hunting.  I loved that aspect of D2.

They just dropped the ball so hard on D3 that it's hard to motivate myself to consider playing again.

I think the problem revolves around that even if I wanted to come back to play for a little bit, what would I do? Grind out some gold in order to hope to buy an inflated piece of gear from the AH?


Title: Re: Patch Notes
Post by: Paelos on August 13, 2012, 11:29:01 AM
In general, gear prices have dropped a lot. There are several pieces that are ridiculous because they are BIS pieces, but you can put together a functional set of Act 1 inferno gear for less than a million gold. Also, you can make a million gold in about 4-5 hours of playing if you farm with gold gear at the hell levels.

The barrier in Act 2 is still there, but I've found it's not anywhere near as ludicrous to pick up gear for that test. I'm about halfway through it atm.


Title: Re: Patch Notes
Post by: Salamok on August 14, 2012, 09:27:48 AM
GF gear isn't cheap either.  The economy is seriously f'd up and this will be a huge detriment to anyone who took a break prior to getting decently far into inferno. 

I will say that as the economy spins wildly out of control crafting is now becoming viable as buying 100k lottery tickets might be a cheaper route to that 20mil upgrade.  Although from what I have seen the odds of getting 4 decently rolled and desirable affixes on a 6 affix pattern are probably worse than 1 in 200.  They need to let MF boost stat rolls when crafting or something, start getting some of this gold out of the economy.


Title: Re: Patch Notes
Post by: Xanthippe on August 14, 2012, 09:33:02 AM
Or just fiddle with the drop formulas to increase the proportion of useful drops. Higher supply of decent drops ought to lead to lower prices.


Title: Re: Patch Notes
Post by: Salamok on August 14, 2012, 09:37:55 AM
Or just fiddle with the drop formulas to increase the proportion of useful drops. Higher supply of decent drops ought to lead to lower prices.
True but they need an exit strategy for all the gold that has been amassed.


Title: Re: Patch Notes
Post by: waffel on August 14, 2012, 09:48:11 AM
Or just fiddle with the drop formulas to increase the proportion of useful drops. Higher supply of decent drops ought to lead to lower prices.
True but they need an exit strategy for all the gold that has been amassed.

............... ladder reset............  :awesome_for_real:


Title: Re: Patch Notes
Post by: Salamok on August 14, 2012, 10:32:57 AM
Or just fiddle with the drop formulas to increase the proportion of useful drops. Higher supply of decent drops ought to lead to lower prices.
True but they need an exit strategy for all the gold that has been amassed.

............... ladder reset............  :awesome_for_real:
has my vote!  :popcorn:


Title: Re: Patch Notes
Post by: Amaron on August 21, 2012, 01:28:53 AM
1.04 tonight:

http://us.battle.net/d3/en/forum/topic/6368188147

Quote
All level 60- 62 damage affixes have had their Minimum and Maximum top-end damage values increased

Level 63 items will still roll the highest potential damage values in the game, but the damage difference between level 60-62 items and level 63 items just won’t be as dramatic as it was before

Note: This will only impact items created or dropped after patch 1.0.4

That solves one of the bigger problems with loot at least.


Title: Re: Patch Notes
Post by: Paelos on August 21, 2012, 09:15:46 AM
I'm damn excited actually. I'll post my experiences here as they go instead of in the "THIS GAME IS A TURD" thread.

Here's some of the smaller things I'm really happy to see on that patch list:

•Auctions can now be cancelled at any point so long as they do not have any active bids
•Number of "Preferred Stats" allowed per search increased from 3 to 6
•Stat increases which come from slotted gems are no longer taken into account when searching for equipment
•The listing price of unsold and cancelled auctions will now display in the Completed tab
•The frequency of follower dialog has been reduced
•Drop rate on quivers has been reduced
•Destructible objects now have a chance to drop items again
•The maximum stack size of gems has been increased from 30 to 100
•Moon Clan Ranged monsters should now run away for shorter distances
•It should now be significantly easier to dodge Triune Berserker Power Hits



Title: Re: Patch Notes
Post by: Phred on August 21, 2012, 09:21:05 AM

•Destructible objects now have a chance to drop items again


Man way to call it. Never expected that to be changed back but then I didn't expect them to go into full mea culpa mode so soon either.


Title: Re: Patch Notes
Post by: apocrypha on August 21, 2012, 09:21:47 AM
This is the patch that might get me to try D3 again.


Title: Re: Patch Notes
Post by: Malakili on August 21, 2012, 09:25:38 AM
This is basically why I never went into full  "This game is terrible, down with Blizzard" mode over Diablo 3.  The core gameplay always seemed pretty good to me, and this sort of stuff (itemization and end game) is something Blizzard has traditionally had to take a while to get right in their games. 


Title: Re: Patch Notes
Post by: Xanthippe on August 21, 2012, 10:55:45 AM
Reading the blue posts is why I went into full "down with Blizzard" mode over D3 (but also WoW, after Cataclysm launched).

This patch is in the right direction, and I may try it again (if I ever get tired of Minecraft), but I am really really really really really sick of developers who blame people for not finding fun because they aren't playing their game right.


Title: Re: Patch Notes
Post by: Merusk on August 21, 2012, 01:40:58 PM
This is what happens when you build for the customers you want instead of the customers you have.


Title: Re: Patch Notes
Post by: Paelos on August 21, 2012, 01:54:49 PM
This is what happens when you build for the customers you want instead of the customers you have.

This patch or the original game? If you mean the original game, I'd agree. If you mean the patch, I think you're nuts.


Title: Re: Patch Notes
Post by: Merusk on August 21, 2012, 02:15:06 PM
Was a response to Xanth, so more for the original game than the patch.  The whole "sick of developers..." line.


Title: Re: Patch Notes
Post by: Cheddar on August 21, 2012, 03:07:21 PM
Oh, its LIVE!  I am excited, gonna pop in shortly and get some shinies.

Especially the weapon change.  Thank God.


Title: Re: Patch Notes
Post by: waffel on August 21, 2012, 03:29:11 PM
http://www.reddit.com/r/Diablo/comments/ylaf7/post_your_first_104_legendaries_here/

I haven't played in over a month but looking at those screenshots gives me a woody.


Title: Re: Patch Notes
Post by: MuffinMan on August 21, 2012, 04:14:10 PM
Well well well, let's see how long it's going to take to redownload the client so I can mull it over.


Title: Re: Patch Notes
Post by: Cheddar on August 21, 2012, 07:00:52 PM
Had a blast tonight.  Yellows dropped left and right (smash barrel and get yellow? WIN!)

Made 600k off a run through book run from drops alone.  Debating on switching back to my pet focused Witch Doctor.  Be fun to see how a high vit/damage WD's pets do with this.


Title: Re: Patch Notes
Post by: Ingmar on August 21, 2012, 08:07:20 PM
My pets feel MUCH more powerful now. Maybe enough to make me bother with Inferno, they stood up to Hell Diablo just fine, I only had to resummon a couple times in the fight, and none at all while building up my stack.


Title: Re: Patch Notes
Post by: Malakili on August 21, 2012, 08:17:28 PM
Found a Windforce (Legendary) bow in Act 3 Inferno. 1200 dps and some nice stats, ended up being a nice upgrade for me. 

The jump to inferno should be a lot easier now, lower end "good" gear seems a lot more plentiful in this patch.


Title: Re: Patch Notes
Post by: Ingmar on August 21, 2012, 09:28:14 PM
Pushed myself forward a few steps in Inferno, and it isn't nearly as annoying (with my spec/gear).


Title: Re: Patch Notes
Post by: Rokal on August 21, 2012, 09:42:43 PM
lower end "good" gear seems a lot more plentiful in this patch.

I ran through act 1 tonight and this is the impression I also walked away with. Boosting the amount of rare/magic items that drop, and increasing the min/max damage 61 and 62 weapons can have means that I'm finding a lot of items that are actually decent.

Before the patch playing Diablo 3 felt like sifting through trash. You hoped to find some okay items amongst all the garbage that you could then sell to buy good items in the AH. Now it feels like I'm finding mostly okay items, and I'm hoping for good items amongst them. This makes me feel like progressing through Inferno while completely ignoring the AH is a realistic goal. I didn't even feel compelled to sell the items I found tonight in the AH, as it felt like the good items were already in reach without resorting to the AH.

The Paragon system also makes a pretty big impact in how worthwhile playing feels. Even if I did a run through Act 1 and got nothing useful, I'd still feel like I was closer to hitting the jackpot than I was before I started playing that night.

If they can fix the 1-59 itemization, I'll probably take the other classes deep into Inferno which is more than I expected to be able to say about the game if you had asked me in June.

Edit: I did reach Paragon 1 tonight. If anyone is wondering, that net my Barbarian 3 STR, 2 VIT, 1 DEX, and 1 INT. Not a massive boost, but definitely significant if you put the hours in to get to 100.


Title: Re: Patch Notes
Post by: Hawkbit on August 22, 2012, 01:19:57 AM
I didn't see anything in the patch notes, but this is the first time in months that I can play without everything on screen stuttering.  Until now the game has been nearly unplayable since the 1.01 patch.  So, there's that.

Lots of lower level loot dropping, much more than normal for my 25 barb.  None of it was usable, but it's a step in the right direction at least.


Title: Re: Patch Notes
Post by: Amaron on August 22, 2012, 04:12:19 AM
The lower mob damage is great.  I can finally play my monk without going defensive on every single fucking ability/passive.  The weapon change is amazing too.   I played act 1 for a bit and I was actually seeing not horrible weapon drops.


Title: Re: Patch Notes
Post by: Ironwood on August 22, 2012, 04:21:41 AM
Logged in and played my Barb.

For Five minutes.

It still feels ... empty.  Didn't help that I also felt really, really, really underpowered and going to the AH to browse was just a morale mistake.

Ah well.  You can't say I didn't try.  Well, you can.  But fuck you anyway.


Title: Re: Patch Notes
Post by: apocrypha on August 22, 2012, 06:00:02 AM
Lol, I just did exactly the same thing, except I lasted about 15 mins.

I wasn't feeling particularly underpowered, in fact I was ploughing through Act 1 Inferno no problems, it just felt boring very fast.


Title: Re: Patch Notes
Post by: Setanta on August 22, 2012, 06:03:47 AM
Logged in and tried to do an inferno butcher run.... server crashed.

Fuck you Blizzard


Title: Re: Patch Notes
Post by: Paelos on August 22, 2012, 06:12:57 AM
My friend I was duoing with picked up a Andariel's Visage legendary helm last night. It was raining loot on us. Blues and yellows everywhere.

That being said, I can definitely see how they switched the elemental damage of elites. Lightning and desecrator are much more terrifying now than previously.


Title: Re: Patch Notes
Post by: Ironwood on August 22, 2012, 06:36:55 AM
Ahhh, is that what they did ?

Lightning fuckers killed me and I wondered why.


Title: Re: Patch Notes
Post by: ezrast on August 22, 2012, 06:53:00 AM
On the other hand, lower levels are even more lulzy than they were. Hydra alone is all I need to cast to deal with 90% of monsters in early nightmare.


Title: Re: Patch Notes
Post by: Ingmar on August 22, 2012, 11:24:01 AM
I got at least 2 ~850 dps weapon drops in Act 1 Inferno which is light years beyond what I was seeing in general before. And my dogs actually lived through a plagued/molten/vortex/jailer!


Title: Re: Patch Notes
Post by: Paelos on August 22, 2012, 11:26:51 AM
I think Vortex/Descrator/Molten/Electric may be my new "Most Dangerous Game"


Title: Re: Patch Notes
Post by: Lucas on August 22, 2012, 01:02:00 PM
Hmm, guess I made the right choice :P Played the game for only a few days following its release, then stopped because of my usual huge backlog of unfinished games, and now I started again after 1.0.4 . Still feels new and shiny  :grin:


Title: Re: Patch Notes
Post by: Ragnoros on August 22, 2012, 10:44:36 PM
Might just be my imagination, but it seems like they did some nice QoL changes that missed the notes. First is some work on the ice crystals for frozen elites, as they now show a little blue aura that indicates the explosion radius. Likewise the little novas from molten elites, they are now much bigger and pronounced. Harder to forget you are standing in one after winning and die. Noticed one other thing, but forgot what it was. I'll edit if i remember...

Edit: Good patch is good. I am having fun on my necro witchdoctor again!


Title: Re: Patch Notes
Post by: Shatter on August 23, 2012, 05:39:28 AM
After spending the last 2 days playing Act II I honeslty notice little difference other then the difficulty.  I still havent seen shit for drops although I do see better stats on some items but I have vendored everything.  I still havent had a drop I can use and still get level 51 items doing Inferno level.  As a wizard they have upped dmg in different areas which again makes it a little easier but I feel like the game was post patch as it was prepatch in terms of what Im doing and getting, etc.  Im playing Inferno, getting drops I vendor and waiting for GW2.  I dont expect all my drops to be uberrific but after a good 10-12 hours of playtime since patch I would like to see 1 decent item...but c'est la vie. 


Title: Re: Patch Notes
Post by: Paelos on August 23, 2012, 06:22:29 AM
I'm seeing a lot more drops, including 60-63 stuff out of Act 2, but I'd agree that we're still knee deep in the RNG portion of usefulness. They haven't addressed that yet.


Title: Re: Patch Notes
Post by: Salamok on August 23, 2012, 08:34:18 AM
After spending the last 2 days playing Act II I honeslty notice little difference other then the difficulty.  I still havent seen shit for drops although I do see better stats on some items but I have vendored everything.  I still havent had a drop I can use and still get level 51 items doing Inferno level.  As a wizard they have upped dmg in different areas which again makes it a little easier but I feel like the game was post patch as it was prepatch in terms of what Im doing and getting, etc.  Im playing Inferno, getting drops I vendor and waiting for GW2.  I dont expect all my drops to be uberrific but after a good 10-12 hours of playtime since patch I would like to see 1 decent item...but c'est la vie. 

This is my exact same experience.  I will say I am seeing a ton more rare drops but since 99.99% of them are still unsellable crap it results in just more cockteasing.  I suppose my expectations/current gear are too high since I never really stopped playing, I don't really give a crap if a few more 800+ weapons drop when the upgrade I need is 1kdps + 900 LoH + IAS.  All of the upgrades I need still cost 10's of millions and the only reliable way to get them is to farm for days on end. 

I have not yet tried out any new builds though so maybe that is the spice I need to refresh my appetite.


Title: Re: Patch Notes
Post by: Paelos on August 23, 2012, 08:36:59 AM
I think the new builds have adjusted what happens to be the "it" prefixes outside of your standard DPS/AR stats.


Title: Re: Patch Notes
Post by: Genev on August 23, 2012, 09:14:16 AM
The game is actually playable now on my Wizard /swoon
Before the patch, there was no real use playing her, and even on my Demon hunter it could get real dodgy real fast, and the game simply wasnt fun.
The Paragon levels, while nothing special, at least give me the illusion im not mindlessly grinding stuff for no reason, except maybe to try and get loot which wouldnt drop.

I'm noticing that my lightning Hydras are packing more of a punch, and while there are some hard combos still in the game, there's nothing unkillable like there was before. I'm still fairly sure i won't buy any expansions when they come out, but in the meantime, i have something to occupy myself with inbetween TSW (and GW2 soon)

I only used the AH to buy a lvl 60 weapon on either character when i hit 60


Title: Re: Patch Notes
Post by: Shatter on August 24, 2012, 04:48:55 AM
I added another 8 hours of play last night and still got nothing of any real value so that a good 20 hours of play since 1.04 and I've gotten shit for loot which again is exactly what I was getting pre-1.04.  Thankfully GW2 is out tonight and I dont have to log back in to D3 again.  Far as Im concerned 1.04 simply made the game a little easier...thats it. 


Title: Re: Patch Notes
Post by: Genev on August 24, 2012, 05:02:32 AM
I got a bunch of yellow upgrades \o/

People also seem to have become nicer, linking items in chat and if they are an upgrade, freely giving them to you.


Title: Re: Patch Notes
Post by: Paelos on August 24, 2012, 06:32:37 AM
The new barbarian rend build is ridiculous. If you are not doing it yet, do it. I'm running Bash as my main attack to generate fury, ground smash to pull in all the mobs, and then rend with the lifesteal to own stuff. Add in WW as they are rended and stunned with the smash, along with my Wrath Berserker, and it's all over in a matter of seconds.


Title: Re: Patch Notes
Post by: MrHat on August 24, 2012, 07:13:14 AM
The new barbarian rend build is ridiculous. If you are not doing it yet, do it. I'm running Bash as my main attack to generate fury, ground smash to pull in all the mobs, and then rend with the lifesteal to own stuff. Add in WW as they are rended and stunned with the smash, along with my Wrath Berserker, and it's all over in a matter of seconds.

Sprint with tornados was too addictive.  Any other build feels like running in molasses.


Title: Re: Patch Notes
Post by: Tarami on August 25, 2012, 08:21:10 AM
So I played Inferno act 1 for the first time since the weeks after release... result: Trolley-loads of rares, zero legendaries. One side-grade, no upgrades. Two or maybe three items that might get sold on AH but probably not. No 1H weapon above 800 DPS. Earned about 500K and two paragon levels.

Bottom line, like others I can't really tell any difference in terms of loot. The vendor trash might have higher stats but it's still vendor trash.

Edit:
Lightning Hydra is now rather awesome, to the point where Wizard devolves to throwing it down and just dodging.



Title: Re: Patch Notes
Post by: Cheddar on August 25, 2012, 08:50:20 AM
I mostly do group play- are drops better in groups?


Title: Re: Patch Notes
Post by: Genev on August 25, 2012, 08:53:40 AM
I mostly play in group, i dont think the drops are better, it's simply that as a group you usually advance faster so there's more in the same amount of time played (unless you're really fast on your own, which im not) and a higher chance of getting something good somewhere in there.

Also, in group plays other people have stuff drop, and occasionally they link it and are willing to give you, or trade you.

I've gotten a few upgrades, and tons of trash, also finally managed to advance in Inferno and in A4 now.


Title: Re: Patch Notes
Post by: Yegolev on August 28, 2012, 07:20:18 PM
HOW ARE CRIMINALS TREATED IN YOUR LAND?


Title: Re: Patch Notes
Post by: Polysorbate80 on August 29, 2012, 09:07:52 AM
HOW ARE CRIMINALS TREATED IN YOUR LAND?

How odd, in the Order they're merely forced to play this game...


Title: Re: Patch Notes
Post by: Maledict on August 29, 2012, 09:37:05 AM
HOW ARE CRIMINALS TREATED IN YOUR LAND?

I hate that guy with the passion of a thousand suns. He's offensively stupid.

Mind you, the male wizard voice over is equally adept at completely ruining any atmosphere so I guess I deserve what I get. anyone who, when facing the entire army of Hell and their legions, simply says "We'll slaughter them like we did Be'Lial" has got a bit of an ego problem.


Title: Re: Patch Notes
Post by: Fabricated on August 31, 2012, 05:22:10 AM
The Monk is the coolest of the bunch, bar none.

I tend to use the templar when playing solo but that's because I like the enchantress less.


Title: Re: Patch Notes
Post by: Paelos on August 31, 2012, 09:03:25 AM
The enchantress voice is so beyond awful. "Oh I was merely curious!"

STFU.


Title: Re: Patch Notes
Post by: Salamok on August 31, 2012, 09:55:23 AM
The enchantress voice is so beyond awful. "Oh I was merely curious!"

STFU.
Leah has her beat with her sarcastically whining "Don't worry about me!" all the time.  I just want to reply with "I wont, you no life bar having annoying twit".


Title: Re: Patch Notes
Post by: Fabricated on September 01, 2012, 11:23:39 AM
I hate Leah so much I was legit happy when she turned into Diablo and I killed her.

Listening to her babble about the inn she wanted to open made me sick.


Title: Re: Patch Notes
Post by: KallDrexx on September 01, 2012, 03:46:03 PM
Listening to her babble about the inn she wanted to open made me sick.

Why do you hate entrepreneurship  :why_so_serious: