Diablo III / Diablo II Battle.net Thread

[quote name='jmbreci']Looks like a fun afternoon....AH is down and while I am authenticated I cannot get in.[/QUOTE]

It's been going up and down for me but not reliable at all.

On another note. Anyone have any basic recommendations for Barbarian builds moving forward into higher difficulties? So far I haven't had any trouble but I haven't put near the time some of you vets have. I am only in ACT IV of normal. I've primarily been focusing on getting +Strength and + Vitality items with life regen/life on hit/resist items.
 
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How do you break the authenticator on a patch and have it slip through? Seriously....that's horrible QC. That should be the first thing checked after ensuring a non-athenticator logon works. Seriously......QC 101 there.

Sorry, had to gripe and get that out of my system...
 
[quote name='Pookymeister']Damn, i was trying to farm act 1 inferno and had valor going on and the server shutdown. Sweet[/QUOTE]

I was doing the exact same thing. Finally get full stacks and see that the server will be shutting down.
 
I'm so sick of this shit, this coming from someone who has defended blizzard's decisions. All I wanted to do was relax for a while and play some D3 after work, but no.
 
Retrieving Hero List... #firstworldproblems

One may not simply retrieve the character list!

Battle.net is down for maintenance. Please try again later.
(Error 33)

:wall:
 
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Awesome, I try to log in and it tells me there is an update and its gonna kick me out and install it automatically. When launcher comes back up, it tells me game is up to date. I try to log in again and it tells me there is an update. Rinse & Repeat 5x thus far.
 
http://us.battle.net/d3/en/status - Once again, for those who insist on repeatedly trying to login. It's easier to hit a refresh key ;)

I'm happy. The vendor finally decided to sell me some wonderful +dmg +attack speed rings right before the servers went down. I will be heartbroken if they are not there though. +10-14 dmg and +14% attack speed if I remember right. Mmmm . . . getting closer to being a well equipped wizard!
 
Shoot, I thought it was because I had a European client and was connecting to the American servers. I un-installed the game and tried downloading the US version. Guess i'll just re-install the Euro one.
 
[quote name='Sway']http://us.battle.net/d3/en/blog/6018173/Game_Design_Update-5_28_2012#blog
With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience.

As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes -- as well as give some insight into some more changes that are coming up.

Before we get to that, though, we thought it'd be fun to share a few interesting stats we've collected since Diablo III's release:
On average players have created 3 characters each
80% of characters are between levels 1 and 30
1.9% of characters have unlocked Inferno difficulty
54% of Hardcore players chose a female character
The majority of Hardcore deaths (35%) occur in Act I Normal
The most common level 60 build in the game is only used by 0.7% of level 60 characters of that class (not including Passive diversity)
The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart

When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion -- through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches.

Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence.

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

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

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

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

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

One problem we’ve seen -- and intend to correct quickly -- is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.

Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.

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

Some interesting information concerning why they balanced what they did and what's to come. Might want to hold off upgrading the Blacksmith/Jeweler and combining gems.[/QUOTE]

fuck me, last night just fully upgraded my jeweler.
 
[quote name='IRHari']fuck me, last night just fully upgraded my jeweler.[/QUOTE]

Why would you be upset with that? The way I read it is that they are going to jack the prices up fro leveling up the blacksmith and jeweler. Now if you had just converted a bunch of gems that is another story.
 
[quote name='Fearia']http://us.battle.net/d3/en/status - Once again, for those who insist on repeatedly trying to login. It's easier to hit a refresh key ;)

I'm happy. The vendor finally decided to sell me some wonderful +dmg +attack speed rings right before the servers went down. I will be heartbroken if they are not there though. +10-14 dmg and +14% attack speed if I remember right. Mmmm . . . getting closer to being a well equipped wizard![/QUOTE]

I dunno, that page says the game is up right now, but logging in only greets me with Error 37.
 
WoW has taught many of us very well that patch/maintenance Tuesdays are a complete and total waste of time for users. Never ever plan to play on those days...ever.
 
So looking to buy a good weapon. Is the Big White DPS number at the top the end result of the bottom modifiers calculated already? IE. if it says +225 blah dmg, +35% dmg, +atk speed 25% etc it's all part of the Big White DPS already?
IE. a 1000 dmg with life on kill/life steal is better vs a 1000 dmg with +%dmg, +atk speed?
 
[quote name='SEH']Just found my first set item. Got Natalyas Redemption doing Inferno Butcher runs.[/QUOTE]

Nice. I really wish they'd put more low level sets in like they had in D2. Hopefully they come back in an expansion.
 
just beat the game, freaking short

i thought it was 5 acts so i was rushing through heaven. figure there would be a plot twist at the end to extend the game for another act. was wrong :(

is fun though, getting ready to start nightmare :)
 
I've only found about half a dozen Blacksmith Plans in Inferno, none of which seem to be particularly great. I wish it was easier to tell which ones were trained via Blacksmith and which ones were taught to the Blacksmith.

I'm also on the final quest in Act IV Inferno with two bosses left. When I went from Boss 2 to where I'm at now I found a couple of decent items that net me a fair amount of gold. Also finally learned the Inferno level Staff of Herding recipe now that I'm far enough to buy it. Contemplating whether or not to spend the 1.7 million to upgrade my Staff to Infernal Staff.
 
[quote name='Pookymeister']So looking to buy a good weapon. Is the Big White DPS number at the top the end result of the bottom modifiers calculated already? IE. if it says +225 blah dmg, +35% dmg, +atk speed 25% etc it's all part of the Big White DPS already?
IE. a 1000 dmg with life on kill/life steal is better vs a 1000 dmg with +%dmg, +atk speed?[/QUOTE]
Yes, which is why you need to look at base damage if it has IAS as a modifier. I made a post on this before, but the gist is two like DPS items can have completely different base damage stats -- by a lot. Always, always go for the higher base if your build is based on crits. If you only care about speed for on hit LL, then go for a fast weapon with IAS. The only stats you can go wrong with are %LL and LL on kill. Both are totally worthless. Also, my understanding is %dmg is already rolled into the base damage so you're seeing the end result of that modifier. It's not necessarily a bad stat because it boosts the base higher than it would have been, but unless the item is affix capped it shouldn't be considered a wasted stat.


So Stormshields are ranging from 4-40 mil; not bad at all. I'm wondering just how far I could take a 2H build with proper resists, because so far I'm halfway through act 2 which tons of barbs bitch about as a roadblock. I'm dying again, but I can still kill champs just fine given all CDs are up. Is Belial supposed to be the big cockblock of the act? I mean, with WotB running and full rage I'm pushing 80k DPS. I'm thinking if I can finally find a good helm and chest to knock me up to 5k armor and 700 all resist I'd be golden. Some of the act 3-4 rares are trickling down to under 500k now as well, so a market crash is probably coming soon with more people farming act 1. Kind of makes me sad that here we are nine years later and Blizzard is making the same resist gear mistakes they did with WoW. They never learn.
 
For me the biggest cock block of Act 2 was the final act boss simply because the first two phases were a colossal pain in the ass for me as a Wizard. Third phase is cakewalk for me since I can let my Hydra do all of the damage. Other than him, I had issues with leapers, soul rippers and any champion/rare leapers/rippers, which as a barbarian you likely hate those flying bug shitters just as much. (I also have much hatred for small confined areas I have to fight in as a Wizard)
 
[quote name='Draekon']For me the biggest cock block of Act 2 was the final act boss simply because the first two phases were a colossal pain in the ass for me as a Wizard. Third phase is cakewalk for me since I can let my Hydra do all of the damage. Other than him, I had issues with leapers, soul rippers and any champion/rare leapers/rippers, which as a barbarian you likely hate those flying bug shitters just as much. (I also have much hatred for small confined areas I have to fight in as a Wizard)[/QUOTE]
Yeah, then I'm going to push for act 3 tonight. The bugs are likely what Blizzard was talking about with spiky damage because they're clearly broken and hit way too hard. It's not even their projectiles, it's when you're in melee range that they just crunk me for 20k from a single attack. They die in one hit but they also constantly run from me so I said fuck it and run past them. Sidearm usually takes them out anyway if I'm lucky.
 
Finally feel like I'm geared up to the point where I can run through Act I Inferno with my DH without dying too often. I ended up beefing up my life and throwing a ton into resists, and also a bunch of IAS. The only casualty was that I had to almost completely sacrifice critical chance/damage, which is obviously not ideal for a DH. Hopefully once I grind a bit more I won't have to choose between the two.

I'm running through the rest of Act I today and am going to farm the Cursed Hold for a while to gear up for Act II.

Question for those of you who farm Inferno - Do you bother with MF at all, or do you just let your NV stacks take care of it? I was wearing a bunch of gear with MF on it in Hell, but it feels like I can't afford it now.
 
My helm and belt are probably the last surviving MF items I have left. I was at 140 MF and now I'm down to maybe 50 without buff. I'm honestly not sure if the gear makes any difference at all, because it seems to me that a full stack of NV guarantees rares off elites/champs/bosses. Maybe I'm just at the sweet spot and I've been dreading swapping it out because I lose 33% alone from it. So I guess the answer is get it if you can, but the buff should compensate having none at all. I still pull 2-4 rares off each boss and almost always 1-2 from packs once I have 2 stacks or more going.
 
Ideally I would like Magic Find. However gearing a magic find set is second to me after beating Inferno. I get plenty of decent stuff with just plain old Nephalem Valor, this is especially true if you have a full stack of 5. Once you hit 5, it seems to flip a switch that makes rares drop like candy.
 
Just a heads up for those farming Inferno Act One. Set it to the quest where you have to kill the Jailer. At the start, go to the Northern Highlands waypoint and run along the Western edge. Like 75% of the time a dungeon called The Wactchtower will spawn. Inside are usually 3-5 rare/champion mobs, as well as a resplendent chest. Its great for getting NV stacks (and if there aren't enough mobs to get to five stacks, you can always hit up the outside of Leorics Manor as its very close by which guarantees one rare/champion mob).

After that, then I usually hit up the Jailer and Butcher.
 
:drool:
2hepM.jpg

At first I was like, I'm not that far off if I swapped out some perks for armor boost and got a better 2H. Then I realized Warcry isn't active. . .

All his gear is 130+ STR/VIT with 55 AR on average. Gloves, amulet, rings, and weapon all have IAS/crit/crit damage combos.
 
Any diablo 3 players using "Mobile Intel 4 Series Express Chipset Family" graphics? I did the bypass to get the game to work but FPS is just to low 15-30 in lowest settings. (lowest resolution possible). Any other tips to get the game to work faster?

I'll be buying a new computer next month. I just couldn't wait not playing the game so im just trying to make the most of what i have. hehe! thanks!
 
[quote name='SEH']Just a heads up for those farming Inferno Act One. Set it to the quest where you have to kill the Jailer. At the start, go to the Northern Highlands waypoint and run along the Western edge. Like 75% of the time a dungeon called The Wactchtower will spawn. Inside are usually 3-5 rare/champion mobs, as well as a resplendent chest. Its great for getting NV stacks (and if there aren't enough mobs to get to five stacks, you can always hit up the outside of Leorics Manor as its very close by which guarantees one rare/champion mob).

After that, then I usually hit up the Jailer and Butcher.[/QUOTE]

Thanks for the tip. I just beat the Butcher and was about to start farming that sequence, I'll be sure to try that.

Edit: First rare which dropped for me in The Watchtower was a ~750 DPS bow with +16 IAS, 225 VIT, and 110 strength for good measure. Extra thanks for the tip. ;)
 
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[quote name='SEH']Just a heads up for those farming Inferno Act One. Set it to the quest where you have to kill the Jailer. At the start, go to the Northern Highlands waypoint and run along the Western edge. Like 75% of the time a dungeon called The Wactchtower will spawn. Inside are usually 3-5 rare/champion mobs, as well as a resplendent chest. Its great for getting NV stacks (and if there aren't enough mobs to get to five stacks, you can always hit up the outside of Leorics Manor as its very close by which guarantees one rare/champion mob).

After that, then I usually hit up the Jailer and Butcher.[/QUOTE]
Wow, mind. . .blown. I was running into the issue where sometimes I couldn't find elites/champs to kill and the jailer was dying with 4 stacks. Any tricks for getting to the jailer faster? From my experience the closest WP starts down in level two, just before you go outside where the vendor event can spawn. I'm totally on this tonight though, because before my butcher runs were taking 15-20 minutes but if I can skip searching for elites it should go quick.

FYI for those that don't know, timed dungeons you just need to find the exit quick for the chest and then go back for the elites. You get maybe three minutes, so make sure you're using at least one defensive to get past trash. Swapping abilities will reset your buff though, so make sure it's something you already use.
 
[quote name='bvharris']Thanks for the tip. I just beat the Butcher and was about to start farming that sequence, I'll be sure to try that.

Edit: First rare which dropped for me in The Watchtower was a ~750 DPS bow with +16 IAS, 225 VIT, and 110 strength for good measure. Extra thanks for the tip. ;)[/QUOTE]

No problem man. My friend showed me that the other night. We spent probably 4-5 hours farming that and ponies in Hell. Got three Legendaries and a shit ton of AH fodder. Unfortunately I'm now broke because he was being a chizzler with the staff, so I had to make my own SOH and had to waste 750k getting it to the Hellish version. Still not sure if I want to blow 1m on the Infernal version.

[quote name='Jodou']Wow, mind. . .blown. I was running into the issue where sometimes I couldn't find elites/champs to kill and the jailer was dying with 4 stacks. Any tricks for getting to the jailer faster? From my experience the closest WP starts down in level two, just before you go outside where the vendor event can spawn. I'm totally on this tonight though, because before my butcher runs were taking 15-20 minutes but if I can skip searching for elites it should go quick.

FYI for those that don't know, timed dungeons you just need to find the exit quick for the chest and then go back for the elites. You get maybe three minutes, so make sure you're using at least one defensive to get past trash. Swapping abilities will reset your buff though, so make sure it's something you already use.[/QUOTE]

Yeah, I think HOA Level 2 is the closest WP. If anyone does find a closer one though, let me know as that would save a large chunk of time.
 
Word. BTW, I found a nice exploit/bug if you happen across an elite with shared HP. If you cleave them down and happen to kill all three in the same blow, you get triple the NV buff. Finished a butcher run in about ten minutes last night thanks to that little boost.
 
Inferno is so fucking hard. While my Monk is far from pro... he can hold his own him Hell. I need some good 1 handed weapons with IAS! My current weapons do 450 and 550 damage... though they both add 100 dex and 100 vit.
 
There is a Halls of Agony 3 waypoint but it won't show up for you when you start a new quest. I just start from Leoric's Manor and just run through the first two Halls of Agony, picking up an easy and quick 3-5x Nephalim and then get the remaining two (if needed) in the Jail area (usually one on each end). Finally just head straight to the Butcher all in about 15 minutes.


Though I plan to Farm Act 3 & 4 now instead.
 
Hey, I didn't see a dedicated thread for this, so forgive me if there already was one. But does anyone have any extra Guest Pass codes? I have a friend who wants to try it out, and I'm out of codes. PM me if you got one. Thanks!
 
Is it better to sword & board with the Barb or go with a two-handed weapon? I'm currently using an 1100DPS two-hander, but I'm wondering if I'd be better of with a nice sword and shield.
 
[quote name='navalg1337']Any wizards or DH in inferno here? I made a video on a method I read at another site and it's not bad actually.[/QUOTE]


I already knew about that for a while (Even posted a ways back about having a 5 minute Archon after fighting him). However, for Inferno you will need the DPS to be able to burn everything down quick enough so you don't end up dieing.


EDIT: I was talking about something completely different that had to do with artificially inflating your Archon time and then farming the remainder of Act 4 with it on. I killed him pretty similarily, but no Nephalem Valor doesn't really help drops on him. I think I would rather farm champions.
 
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[quote name='TravistyOJ']Hey, I didn't see a dedicated thread for this, so forgive me if there already was one. But does anyone have any extra Guest Pass codes? I have a friend who wants to try it out, and I'm out of codes. PM me if you got one. Thanks![/QUOTE]

Shouldn't be that much longer till it goes open for all right?
 
[quote name='NamPaehc']Shouldn't be that much longer till it goes open for all right?[/QUOTE]

Considering the game still has server problems for paying people, I doubt they would go free trial for all until they iron all that out.
 
[quote name='SEH']Is it better to sword & board with the Barb or go with a two-handed weapon? I'm currently using an 1100DPS two-hander, but I'm wondering if I'd be better of with a nice sword and shield.[/QUOTE]
The answer really depends on your gear. If you're pushing 500 AR unbuffed, 8k armor, and 40K+ HP then you can afford to stay 2H and have fun. Otherwise, it's tank up and never die but be bored while holding down left mouse and melting your revenge key.

Honestly, I've decided to tough it out as 2H because I still haven't hit a roadblock. I might die way more, but it's too much fun. I think eventually once I have my gear straightened out I might grab a stormshield and 600+ LoH 1H for tanking with friends. For right now though, I want to solo this game no matter what.
 
Alright guys, before I break down and buy this game I have a question. I share a 6/1 mb connection with several other people. If, lets say, someone is watching netflix and someone else is browsing on the internet, would that cause some serious lag if I were playing on my own?

I ask because I'm not exactly sure if the server is just checking to see that I'm online or if it's relaying information that would impact gameplay if it got interrupted by a slow connection.
 
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