#6376 9. Januar 2013 AW: Diablo 3 - Allgemein kanns sein das die die überbosse stärker gemacht haben? oO wir n grad voll ab auf mp5 und es is echt ne qual, das war vor ~2 wochen nicht so? + Multi-Zitat Zitieren
#6377 9. Januar 2013 AW: Diablo 3 - Allgemein Eure Offensive verbessert und Defensive verschlechtert, in der Form von weniger Resis/HP, kein LoH/LL oder is das EQ gleich geblieben? Merke keinen Unterschied. 1 Person gefällt das. + Multi-Zitat Zitieren
#6378 9. Januar 2013 AW: Diablo 3 - Allgemein also mein eq is geblieben abgesehen von 0.1% schutz weniger und +5k dmg und 30loh mehr oder so. + Multi-Zitat Zitieren
#6379 10. Januar 2013 AW: Diablo 3 - Allgemein kann ich nicht bestätigen. habe mein equip zwar auch verbessert aber die mp stufe ist mit dem equip auf mp7 gestiegen. mir ist nichts aufgefallen außer das sich leroic öfter um sich selbst dreht, kann aber auch an mp7 liegen. + Multi-Zitat Zitieren
#6380 11. Januar 2013 AW: Diablo 3 - Allgemein xD bei dir ist D3 sowieso besonders. Deine Level benötigen auch viel weniger EXP und dazu droppt bei dir immer die Hölle xD Jay Wilson ist doch dein RL Name oder? Bis gleich im TS mein "DemonBuddy" + Multi-Zitat Zitieren
#6381 11. Januar 2013 Zuletzt von einem Moderator bearbeitet: 14. April 2017 AW: Diablo 3 - Allgemein also das ich schnell level, das stimmt vielleicht aber drops? alles was man sieht ist so schlecht das man es nicht verkaufen kann Spoiler + Multi-Zitat Zitieren
#6382 11. Januar 2013 Zuletzt von einem Moderator bearbeitet: 14. April 2017 AW: Diablo 3 - Allgemein passt doch, einfach zerlegen alles und die essenzen sammeln, irgndwann wirds schon nützlich werden x'D Ich troll grad bisschen das d3 forum.. weil da immer wieder leute threads aufmachen, dass deren hc chars tot sind wegen nem serverausfall um 2 uhr morgens..^^ mitten unter der woche + Multi-Zitat Zitieren
#6383 11. Januar 2013 AW: Diablo 3 - Allgemein was meint ihr lohnt mehr ? für mein hexendoc : 120 resis mehr oder lieber 7-8 % dmg ? hab bis jetzt 600 resis und 130k dmg ... ps: suche noch leute zum inferno zocken , jemand lust mich zu adden ? bin so in ein einhalb stunden wieder on ... + Multi-Zitat Zitieren
#6384 11. Januar 2013 Zuletzt bearbeitet: 11. Januar 2013 AW: Diablo 3 - Allgemein + Multi-Zitat Zitieren
#6385 12. Januar 2013 AW: Diablo 3 - Allgemein oha du kannst den sound immernoch hören?^^ nachdem ich das spiel 3ma durchgezockt hatte, konnte ichs nichmehr hören... hunderte stunden lang das stumpfe gemetzel auch noch anhören da guck ich doch lieber nebenbei ne serie oder so^^ + Multi-Zitat Zitieren
#6386 12. Januar 2013 AW: Diablo 3 - Allgemein also wer den sound vom ponylvl gemacht hat, gehört meiner meinung nach geprügelt.. gibt wohl nix schlimmeres an dem spiel^^ + Multi-Zitat Zitieren
#6387 12. Januar 2013 AW: Diablo 3 - Allgemein 1.0.7 kommt aufm PTR, paar gute Sachen sind dabei. Bin auf die BoA Items gespannt Spoiler Patch 1.0.7 is currently under development and many of the changes included in that update will soon be on the PTR. Before we hit you with patch notes, though (and a new client to download), here's a preview of what's coming. Dueling Class Updates Crafting Additions Monster Power Changes Monster Affix Changes Quality of Life Improvements The Scorched Chapel: Dueling As Jay discussed in his PvP update, patch 1.0.7 will introduce dueling, allowing players to test their mettle against fellow Nephalem. Here's a quick rundown of how dueling will work in Diablo III as well as some insight into our design philosophy for the system. How it Works: To duel another player, you'll need to speak with Nek the Brawler at the inn in New Tristram Speaking with Nek will take you and your party to the Scorched Chapel, a new zone designed specifically for player combat This zone has custom geometry and features four different areas: the church, the graveyard, the river, and the lake Dueling currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or a full four-player FFA Our intent is to provide players a safe, opt-in location where they can fight one another for bragging rights (or maybe science) without the potential for griefing as it existed in Diablo II. 107Preview_D3_Blog_Thumb5_GL_254x145.jpg107Preview_D3_Blog_Thumb1_GL_254x145.jpg The game doesn't keep score and there are no objectives. We wanted dueling to be as simple and straightforward as possible, so we created a minimalist system -- we know that even without rewards and objectives, some players just want to beat each other up. Some matchups may be one-sided, and we don't expect that battles will be necessarily balanced. But that's okay, because dueling in Diablo III is more about kicking ass and taking names in a no-holds-barred sort of way, and this design certainly allows you to accomplish that. Additional Info: If you die in the dueling world, you will be resurrected in the dueling zone Death is not permanent in the dueling zone, even for Hardcore characters You don't take any durability damage while in the dueling zone When you're done dueling you can take a portal out or use your Town Portal to return to town. Stay Classy, Sanctuary In terms of class balance, we focused on improving the Wizard and the Monk this patch. Wizard The Wizard is seeing a damage buff to skills such as Arcane Orb, Blizzard, and Shock Pulse. We're also making other small changes such as allowing Illusionist to reset the cooldown of Slow Time and increasing the slow effect of Temporal Flux from 30% for 2 seconds to 60% for 3 seconds. Monk The Monk is getting a big damage buff to all Spirit Spenders. One of the most common uses for Spirit is to recast Mantra of Conviction-Overawe for the 3 second bonus. While this is totally legitimate, we want to provide alternate uses for your extra Spirit. As a result, we are greatly buffing all the damage-dealing Spirit Spenders to try and provide an alternate use for your Spirit. Although the Wizard and Monk are receiving the most changes this patch, that doesn't mean we feel the other classes are perfect. Other classes have received more substantial changes in previous patches, and we still have lots of ideas for the Barbarian, Demon Hunter, and Witch Doctor, but constantly changing class skills can often do more harm than good. Item Hunting One of the most common requests we get from players is that they'd like to find more items (through drops or crafting) that are as awesome as those that they can get from the Auction House. The Auction House has its advantages: you get to pick the exact stats that you want, it can be thrilling to find a bargain, and if you find a cool drop that your character can't use, the Auction House provides a way to earn gold to put toward an item you prefer. But it has some downsides. The biggest downside is that some players find it more rewarding to collect items from slain monsters or crafting. Patch 1.0.5 and the Infernal Machine event were successful in this regard, particularly with the Hellfire Ring reward. The Hellfire Ring is account-bound, and all the reagents to make it are also account-bound. So, you can't just go to the Auction House and buy a ring that someone else had found or made--you have to farm the reagents and ultimately craft the Hellfire Ring yourself. And as you play through the event more, you have additional opportunities to roll new Hellfire Rings with potentially better stats (or stats that are more suited to your play style and needs). New Crafting Recipes We feel like the Hellfire Ring was a good first step and would like to introduce more items like it. So, working off this design, in 1.0.7 we're adding a new set of Rare crafting recipes that will create account-bound gloves, pants, wrists, a chest piece, and an amulet. These new items will have six affixes and feature a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots. The items will also require an account-bound crafting reagent called Demonic Essence, which drops from Elite monsters in Inferno. Much like the reagents in the Infernal Machine event, the chance of getting a Demonic Essence will increase at higher Monster Power levels. Currently we are planning for a 20% chance to drop at Monster Power 0, and each Monster Power will increase the chance of Demonic Essence dropping by 15% (MP1 will be 23%, MP2 will be 26.45%, etc. up to 80.91% at MP10). These are the numbers we'll be going to PTR with and are subject to change. The Archon Armor recipe (the chest piece) can be purchased from Squirt the Peddler for 1.5 million gold. The other plans will drop randomly in the world, but also have a 50% chance to drop off the following bosses when you have five stacks of Nephalem Valor: Skeleton King Spider Queen Maghda Zoltun Kulle Ghom Cydaea Rakanoth Izual New Gems: The Marquise In addition to new items, we're also adding a new tier of gems for those who really want to push their character farther. The new tier is called "Marquise" and most of its stats are in line with the current gem progression. We also took the opportunity to modify the Ruby effect in weapons. At the moment, the Critical Hit damage bonus provided by the Emerald is a clear choice for anybody looking to do more damage with their weapon. The new tier Ruby is a significant bump up that should make it the preferred choice for those who favor attack speed over Critical Hit chance, or for those who use skills which do not benefit as much from Critical Hit such as Sentry and Hydra. Players often ask why their Sentry or Hydra doesn't inherit their Critical Hit Chance and Critical Hit Damage. The answer is that we want players to be able to build their characters in different ways, and we would rather Critical Hit Chance and Critical Hit Damage weren't always automatically the right answer. While this is not something that will change overnight, "different stats for different builds" is a high-level design goal and introducing a very strong Ruby is a step in the right direction. The current design is that these gems can be combined at the Jeweler for a substantial reagent and gold cost (3 Radiant Star gems, 20 million gold, and 1 Demonic Essence), and the designs will drop randomly from level 63 monsters around the world. Monster Power Changes Overall, we've been very happy with Monster Power. Players are playing at a variety of Monster Power levels and upping the challenge. Different builds are of varying effectiveness at different Monster Power levels and we're seeing a lot of build diversity there. We do think there are two clear areas where we can improve: making Monster Power available in Public Games, and increasing the XP bonuses for players in Inferno. Monster Power in Public Games When the Monster Power system was first introduced, we were wary of making it available for Public Games for two reasons. One, we didn't want to reduce the pool of games that players could be matched into. And two, we wanted to avoid the potential group tension that could occur if somebody joined a Public Game at a Monster Power level higher than what they're ready for. (For example, you wouldn't want a severely undergeared character to join your Monster Power 6 game and constantly die. That can be very hindering to an otherwise powerful group.) What we realized is that 1) choosing a Public Game and ending up in a game by yourself, but at the Monster Power you want is still preferable than not being able to play in a Public Game at all, and 2) undergeared characters can pretty much roadblock groups in Inferno anyway (if they really want to). We feel that the damage we're doing to public games by not supporting Monster Power is greater than the potential damage we'd be doing by increasing Public Game waiting times or exposing Monster Power groups to possible leechers. So, in patch 1.0.7 we're going to be rolling out Monster Power support in public games. You need to have the Monster Power option enabled to use it, of course--same as for making private Monster Power games. Once the feature is enabled, you can choose a Public Game and set a desired Monster Power level from the dropdown. From there, the game will work to match you into a group with the same Monster Power level selected. Experience Bonuses in Inferno We're increasing the experience reward for playing on Monster Power levels 1-10 in 1.0.7. Before I go into what's changing, though, here's a little note on design philosophy. . . . People often ask what the intention of Monster Power is. Am I supposed to just turn the Monster Power up as high as I can until I die? No, not really. Just because you're able to beat something doesn't mean that it's optimal. In fact, we think there's a real risk that if the most efficient path for XP or item farming involves playing on the highest Monster Power setting available regardless of the gameplay experience, then the game might actually become a lot less fun for a lot of people. To take an extreme example: What if we made every monster on Monster Power 10 worth 5000x more experience? In that case, killing even one monster in Monster Power 10 would be worth hours of play at Monster Power 1. But is that what's best for the game? Players who are looking to be efficient would likely play on Monster Power 10, but they'd be forced into a smaller number of defensive builds. Many players are able to kill things on Monster Power 10 already, but it might require them to use a skill build they don't enjoy as much and the game can start to feel extremely tedious as you spend a lot of time attacking a monster that takes forever to die. We don't want to overly-incentivize players into that kind of play style, and making Monster Power 10 the most efficient would undoubtedly cause this to happen. We believe that Diablo shines when you can spend the majority of your time slaughtering hordes of enemies and then having that punctuated by the occasional difficulty spike either in the form of a particularly challenging set of normal monsters (like an elite pack) or a boss. With that in mind, what we want to do with Monster Power is set the reward so that there are incentives for playing at a higher level, but not make the incentives so powerful that players feel like they need to make the game less enjoyable in order to achieve a faster reward rate. In line with all of that, we're currently planning to increase XP bonuses for Monster Power levels to the following values: MP 1: 25% (up from 10%) MP 2: 50% (up from 20%) MP 3: 80% (up from 30%) MP 4: 120%(up from 45%) MP 5: 165% (up from 60%) MP 6: 215% (up from 75%) MP 7: 275% (up from 95%) MP 8: 340% (up from 115%) MP 9: 420% (up from 135% MP 10: 510% (up from 160%) These numbers are still being worked on. We're going to monitor how things play out on PTR and make adjustments as necessary. Monster Changes And speaking of monsters, we're making some changes to a few affixes this patch: Reflects Damage We've adjusted the Reflects Damage mechanic. Monsters with this affix will now pulse a damage reflection shield on and off. While the shield is down, the monster does not reflect damage. When the reflect shield is on, the monster will Reflect Damage the way it does now on live. The shield has a strong visual associated with it so you'll know it is reflecting. (We've also made it so that pet damage is no longer reflected back to the player.) Molten and Plagued We've made changes to Molten and Plagued, too. Molten often feels like one of the more threatening ground-based damage effects, and Plagued feels a bit low. So, we're reducing the damage from Molten packs and increasing the damage from Plagued. Quality of Life Changes Finally, we're making some other quality of life improvements to the game that we hope you can all appreciate. We're removing the incrementing resurrection timer on consecutives deaths. With the removal of enrage timers in the previous patch and the emphasis on players selecting their level of challenge via the Monster Power system, long resurrection timers no longer serve a useful purpose. It will now be a flat 5 seconds in Softcore. (The resurrection timer in Hardcore remains unchanged. ) We're also increasing the base pickup radius by a small amount. The intention here is to ensure that players who are actively trying to pick up a piece of gold are able to get it. The current radius felt just slightly too small, such that even when you ran quickly past a piece of gold on purpose, you would sometimes fail to pick it up. We still want a meaningful pickup radius to be a gearing choice, so the buff to the base pickup radius is modest. Many players may not even notice. For those who are very meticulous with health globes, the new radius is still small enough that you can avoid picking up a health globe in melee range if you so choose. PTR Coming Soon. . . These are really just a few of the topline systems changes we'll be making in 1.0.7, and we hope you're looking forward to them as much as we are. This patch will be on the PTR very soon, and we encourage you to participate, test out what's new, and let us know what you think! --Wyatt Quelle: Diablo 3 + Multi-Zitat Zitieren
#6388 12. Januar 2013 AW: Diablo 3 - Allgemein hahahahaha Zum patch generell.. man merkt, dass das spiel einfach noch seine Zeit braucht, ich denke, dass wird schon + Multi-Zitat Zitieren
#6389 12. Januar 2013 AW: Diablo 3 - Allgemein Eigentlich ganz chillig und etwas spooky, wenn man den Sound rückwärts hört Diablo 3 Pony Level Music Reverse - YouTube + Multi-Zitat Zitieren
#6390 12. Januar 2013 AW: Diablo 3 - Allgemein hahaha xD stimmt.. aber ich kanns voll net ab iwie.. nervt mich halt :lol: weiß man schon iwas vom addon? vllt wird das setting dunkler..^^ würd mich freuen.. wenns wieder etwas erwachsener werden würde. + Multi-Zitat Zitieren
#6391 12. Januar 2013 Zuletzt bearbeitet: 12. Januar 2013 AW: Diablo 3 - Allgemein ich hab letzte woche extra schon den ptr client wieder installiert^^ wenns dann los geht bin ich direkt bereit freu mich schon auf pvp^^ ich finde dann fehlt ingame eig nurnoch sowas wie eine pvp ladder oder sowas. und wofür brauchen der wizz und der monk einen dmg buff? ich finde keine einzige klasse braucht sowas.... das mit den neuen crafting teilen gefällt mir extrem gut! neue farmziele^^ haha wenn man einen plan für den das neue gem tier findet, kann man den bestimmt für 100mio verkaufen oO der rest der änberungen gefällt mir auch gut^^ ich freu mich auf den patch! + Multi-Zitat Zitieren
#6392 12. Januar 2013 Zuletzt von einem Moderator bearbeitet: 14. April 2017 AW: Diablo 3 - Allgemein ich find die patchnotes auch sehr gut. die änderung am monk übrigens auch, spiele selbst einen es wird ja nur der schaden von geisteskraftverbrauchenden sachen erhöht, nicht von den erzeugenden (normale schläge etc). das halte ich auch für richtig weil damit eigentlich niemand spielt. hab hier noch ein bisschen zeuch, bei interesse könnt ihr mich ja mal adden: Antek#2500 Spoiler + Multi-Zitat Zitieren
#6393 12. Januar 2013 AW: Diablo 3 - Allgemein Hört sich für mich alles gut an, bis auf den duelling Modus, hört sich mega langweilig an und sowas wie Stats oder ein Ladder wirds scheinbar nicht geben. Tollstes + für mich ist die Anpassung von Reftlect Damage + Multi-Zitat Zitieren
#6394 12. Januar 2013 AW: Diablo 3 - Allgemein Hier kann man ein bissl nachlesen: Diablo 3: Patch 1.0.7 Preview (EN), Testrealms in Kürze | Diablo 3 + Multi-Zitat Zitieren
#6395 12. Januar 2013 AW: Diablo 3 - Allgemein Dieser Gem wird der Ökonomie aber mal sowas von viel Gold entziehen, perfekt. So eine Änderung war schon lange überfällig, gleichzeitig bereitet dieser Gem den Dupern sicher eine Freude. Mir gefallen die Patchnotes auch gut, vorallem, dass Duelle nicht in der Spielwelt stattfinden, sondern man dafür extra in eine Zone geportet wird. Neue craftbare Gegenstände sind natürlich auch gut, man benötigt wieder Rezepte, sehr viel Craft-Materialien (die ich, weise wie ich bin, schon seit Ewigkeiten gespart habe ), neue Dämonische Essenzen, die von Elite-Gegnern droppen (und somit das Farmen wieder interessant machen)...und natürlich wird das auch wieder Gold kosten, so einen Gegenstand herzustellen, was widerum eine Menge Gold aus der Ökonomie entfernt, was, wie oben bereits erwähnt, einfach dringend notwendig ist. Aber es sind die kleinen Sachen: endlich wird der Pickup-Radius leicht erhöht, ohne +Pickup-Radius muss man stellenweise das Gold wirklich aufs Pixel genau treffen, +1 oder +2 extra Radius wäre da schon genug. Kanns kaum abwarten. + Multi-Zitat Zitieren
#6396 12. Januar 2013 AW: Diablo 3 - Allgemein Hey Knut, könntest du mal deinen Monk (das Equip) posten? Wollte mal meinen Monk endlich auf 60 bringen und das Equip zusammen sammeln + Multi-Zitat Zitieren
#6397 12. Januar 2013 AW: Diablo 3 - Allgemein Antek#2500 Guck einfach auf der Diablo 3 Seite und geb die Daten an dann findest du sein Equip Antek - Community - Diablo III + Multi-Zitat Zitieren
#6398 14. Januar 2013 AW: Diablo 3 - Allgemein Jemand Interesse an diesen Handschuhen? {bild down} Preisunterschiede im AH verwirren mich etwas, deswegen wird das AH dieses mal der letzte Schritt. Falls Interesse, PM + Multi-Zitat Zitieren
#6399 14. Januar 2013 AW: Diablo 3 - Allgemein Schau das du sie vor 1.07 noch losbekommst.. danach verlieren sie sehr viel an wert vermute ich. Hattest zwar glück mit den affixen, jedoch is das bei allen fast das minimalste, was du an werten treffen hättest könnnen.. (außer bei int) Trotzdem sehr geile Handschuhe aber mit 1.07 kommen neue rezepte aller hellfire ring und mal gucken, wie die sind. + Multi-Zitat Zitieren
#6400 14. Januar 2013 AW: Diablo 3 - Allgemein naja die sollen doch accountgebunden sein oder nich? glaube die werden die preise nur begrenzt drücken, weil nur die wirklich reichen das budget haben so lange das zeug zu craften bis es besser is als das was im ah steht^^ + Multi-Zitat Zitieren