Author Topic: Diablo III: Reaper of Souls  (Read 35992 times)

Offline Tatsujin

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Re: Diablo III [Releases May 15, 2012]
« Reply #400 on: April 21, 2012, 03:45:06 AM »
Enjoying it so far, though the limited skill set is kinda aggravating. My friend picked a monk, so he's got these huge knockback moves. Then my wizard ends up Arcane Orbing like single mobs in his wake.
Wizards don't have access to most of their destructive and tactical abilities till later levels - similar to D2.


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Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #401 on: April 21, 2012, 03:59:32 AM »
Yeah. That's what it felt like. And their early runes are incredibly boring. Magic Missile now does... more damage!


Offline Tatsujin

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Re: Diablo III [Releases May 15, 2012]
« Reply #402 on: April 21, 2012, 04:06:07 AM »
Yeah. That's what it felt like. And their early runes are incredibly boring. Magic Missile now does... more damage!
Blizzard stated that Skill Runes will always be more beneficial than without activating one. The later SR will be more valuable when you start unlocking other abilities and their SR. Also, you might want to look over the SR's that you can't unlock and try and build a combo inside your head. :P I've already built a lot of combo sets for a barbarian.


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Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #403 on: April 21, 2012, 05:13:51 AM »
Well, the first monk rune unlocked teleports you to the target. The second Turns Lashing Tail Kick into an AoE, and the third adds additional beams that shoot out when you use Deadly Reach.

The first Wizard rune is straight damage to Magic Missile, and the second adds additional slowing to Chilling Beam (or whatever it's called.) Which is useful, certainly. But... compared to teleporting or hitting additional targets?

Not too worried about the class, but "I CAST MAGIC MISSILE AT THE DARKNESS!" kinda pails in comparison to some of the other stuff.

Offline Tatsujin

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Re: Diablo III [Releases May 15, 2012]
« Reply #404 on: April 21, 2012, 06:59:22 AM »
Well, the first monk rune unlocked teleports you to the target. The second Turns Lashing Tail Kick into an AoE, and the third adds additional beams that shoot out when you use Deadly Reach.

The first Wizard rune is straight damage to Magic Missile, and the second adds additional slowing to Chilling Beam (or whatever it's called.) Which is useful, certainly. But... compared to teleporting or hitting additional targets?

Not too worried about the class, but "I CAST MAGIC MISSILE AT THE DARKNESS!" kinda pails in comparison to some of the other stuff.
That can be a Blizzard issue. I haven't looked over Wizards for the last few patches. What I can tell you thou' is that they're much better in shape now before Patch 12 or 11. They were horrible and extremely weak to play with. You had to reach level 11 or 12 to gain access to better abilities - in most cases. You needed the help of other players to reach that level, too. I've kinda didn't like their playstyle before. Now, they're much easier to play with and can handle things their own way.

--

Few things I wanted to throw out:

Diablo 3 Class Skills. Work around with this and try to come up with something you think it will benefit your character. Just know that whatever you want to come up with will certainly not be your default play style from Nightmare, Hell and especially Inferno.

Barbarian - Tank (1)
Barbarian - Tank (2)

The above examples are based for Hardcore characters. I have room for as much as 2 abilities to play around with as the other 4 are primary sources for maximum survivability. Now, if I play softcore, this is what would my build look like and I'll explain it:

Barbarian - Berserker (1)

In that build, I have most of my abilities generate as much rage as possible. You can see my "main" attack is Seismic Smash as my other abilities generate more rage passively or chance on hit. I can dispatch Seismic Smash faster dealing enormous amounts of damage to enemies infront of me and those in long range. Cleave isn't the best ability in this build since my rage generation is going to be literally -insane- and Seismic Smash is main frontal cone AoE attack, besides Overpower.

Barbarian - Maximum Damage (1)

This build focuses more on dispatching single targets very fast while at maximum fury. In case more enemies surround me, I can cleave through them and Leap out of there. Leap can also give me an advantage to be in the middle of enemies. I also have Revenge which works well for multi-groups combined with Cleave. The only rage spender I have in that build is Wrath of the Berserker. Note - look over my passive abilities.

Barbarian - Tactical Semi-Tank (1)

This build is more of an "attention" grabber and disturbs enemies. Rend works very well with this as you can lower your enemies health at a steady pace. You're not playing to "kill" shit in front of you, instead - you're playing as a tactical player while your other teammates have a build that annihilates enemies faster. I can switch out Rend for something like This Build which allows me to control enemies at a farther range. I have the ability to slow enemies, stun them, release Ancients, pull any other enemies running towards my teammates to me. This build works very well with all ranged players but not very good with Monks and other Barbarians. This is definitely not the best build to play with as a single player.

Barbarian - Projectile / Knock-Back (1)

Another build which I like verses enemies that are hard to kill in melee or it could be very dangerous to just "jump in there and smash everything apart!". I can, for example, pull few enemies to me with Ancient Spear which grants me a lot of fury, then release it through Seismic Smash would would inflict heavy damage and knocks all targets back. Or otherwise, I dispense all of my fury through one simple attack from Weapon Throw (look at SR) to inflict a devastating attack.

Barbarian - Treasure Hunter (1)

This one works very well with Magic Find. So ..

Obviously, there are many ways, hundreds of ways to make similar builds or change just few things to make it match the style you prefer it to be. You can change few things in any of my builds to match something you think is better or for whatever reason.

I need to go do something else ... mm.



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Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #405 on: April 21, 2012, 09:45:04 AM »
It wasn't too bad I guess. Mostly just kinda boring when competing against massive cleaves or teleports.

Didn't really care for the Witch Doctor. Maybe it picks up on higher difficulties, but it felt by far the slowest killing.

Offline Havoc10K

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Re: Diablo III [Releases May 15, 2012]
« Reply #406 on: April 21, 2012, 09:52:07 AM »
May 15th is my gf's Birthday... I got bad news for her.
I lol'd

I still don't like many build aspects, it's very "grab the strongest spell and abuse it" policy, I pretty much had enough of this kind of gameplay these past few years. I would very much like it if someone finally started making games where you can do many different builds that when managed properly will be equally good for every class, you had that in D2 where you could use different abilities that complimented each other in every properly made build, you could have 3 characters of the same class with different builds that were equally strong. Nowadays it's just pew pew pew.

Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #407 on: April 21, 2012, 10:07:14 AM »
I don't know if that's really a problem. I went through the demo with all five classes, and generally picked different skills than my friend did with his five.

There wasn't really any one skill I felt I had to take, and none of them outright replace each other. I tried out different skill combinations to see what worked well together, but there are plenty of "valid" combinations.

I'm not sure the classes are equal at low level, but I'm pretty sure they could all solo through 1-13 and do it with more than one skill set. And some of the skill problems are just an issue with being capped at 13. You'll get a skill, but can't rune it because the rune doesn't unlock till 14 or higher. Since it competes with abilities you CAN rune in the demo, they don't always stack up well.

Offline Havoc10K

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Re: Diablo III [Releases May 15, 2012]
« Reply #408 on: April 21, 2012, 10:25:13 AM »
On that note, i'm still unable to connect to Diablo 3 :P
Starts to feel like a waste of space and time.

Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #409 on: April 21, 2012, 12:36:10 PM »
Yeah, it was down last time I tried. When the one time you get to play the game is the part where they test to see what it takes to bring down the servers, it's probably not the greatest part of beta.

Offline Takeshi

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Re: Diablo III [Releases May 15, 2012]
« Reply #410 on: April 21, 2012, 12:41:59 PM »
On that note, i'm still unable to connect to Diablo 3 :P
Starts to feel like a waste of space and time.
Using EU servers? I just tried both EU and Asia and couldn't. Then I tried US and I connected immediately.
Scratch that, doesn't work for me neither now.
« Last Edit: April 21, 2012, 12:44:24 PM by Takeshi »

Offline Havoc10K

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Re: Diablo III [Releases May 15, 2012]
« Reply #411 on: April 21, 2012, 02:38:27 PM »
I try to attempt connection nearly every hour, tried 14 times since installation (I usually sleep at night)
I'm thinking this IS a waste of time.

Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #412 on: April 21, 2012, 02:45:46 PM »
They brought the servers down at 8am PST, just so you know.

Offline Havoc10K

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Re: Diablo III [Releases May 15, 2012]
« Reply #413 on: April 21, 2012, 02:47:12 PM »
Oh, haven't bothered to read that, I agree, putting up an open beta and closing down the servers is pretty damn stupid.
Still, i tried yesterday half day and didn't work anyways, I'd say, they are trolling.

Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #414 on: April 21, 2012, 03:04:18 PM »
I beat it seven times yesterday. ;)

You're playing the stress test, it was practically guaranteed to be down during part of it. The whole point is so this doesn't happen on the 15th of May.

Offline Havoc10K

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Re: Diablo III [Releases May 15, 2012]
« Reply #415 on: April 21, 2012, 04:44:20 PM »
It will happen, seen it so damn often.
The worst time I had with release overload was with Lich King, people were literally waiting in queues for hours and kicked out from the servers after 10-15 minutes making gameplay literally a pain in the ass.

Offline zherok

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Re: Diablo III [Releases May 15, 2012]
« Reply #416 on: April 21, 2012, 04:52:02 PM »
Classic-era WoW was worse... Ugh.

I missed most of WotLK, so I couldn't really compare it personally to Classic (although I don't remember BC being that big a deal) but... yeah unless they were up and down for weeks at a time it doesn't even come close. Servers have come a long way.

That said, yeah I wouldn't be surprised if Diablo 3 wasn't the most stable thing on launch day.

Offline Havoc10K

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Re: Diablo III [Releases May 15, 2012]
« Reply #417 on: April 21, 2012, 05:02:15 PM »
It's Blizzard, I wouldn't be surprised if on launch day, everyone who bought the game, will not have problems with it at all.

Offline Chiyachan

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Re: Diablo III [Releases May 15, 2012]
« Reply #418 on: April 21, 2012, 06:02:06 PM »
Someone preorder it for me? :D
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Offline TMRNetShark

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Re: Diablo III [Releases May 15, 2012]
« Reply #419 on: April 21, 2012, 06:59:44 PM »
I haven't even completed it once yet... that's stress testing for ya!