Izawwlgood wrote:Magic broadsword, imparts +1 sharpness to fists.
Heh, except who would ever make such a thing, and for that matter, why would he bother holding it in his idle animation anyways? Madness.
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Izawwlgood wrote:Magic broadsword, imparts +1 sharpness to fists.
skeptical scientist wrote:How much did how a character played in act 1 normal tell you about how they played later on in D2? I would think D2 would be similar; there were several classes that weren't much fun at the start, but got a lot more interesting later on. The best way to start the game as a sorceress or necromancer was to join up with a group. (On the other hand, martial-arts assassins were super fun in act 1.)
Izawwlgood wrote:I thought the level 13 WD was crazy effective. The dogs are tearing up anything they come in contact with, Haunt is doing crazy damage, that Fire Bomb is at worst two shotting things in a large radius, or those Fire Bats are destroying everything nearby. I'm super pumped for the WD. Lots of AoE, lots of DoTs (I <3 dots)
Gelsamel wrote:I've not played D3 at all but isn't that what they're trying to charge? How you don't have to level up to 30+ to start having all your moves?
The Mighty Thesaurus wrote:TrlstanC wrote:But, I'm still curious, did no one else ever learn about creationism in science class at some point, at least those who went to public school?
Sorry, we just learned science.
Chen wrote:The WD just felt slow at killing things.
Belial wrote:That's charming, Nancy, but all I hear when you talk is a bunch of yippy dog sounds.
Lucrece wrote:The grenades are meh. Shorter and more whimsical range than just spamming my chakrams through a crowd of mobs.
Chen wrote:I just read some of the latest patch notes and noticed they removed the Cauldron of Jordon. Was there any justification for this? Did they not like the fact you could salvage things in the field? It just seems like it adds more tedium of having to go back to town to do things. And yet in the same patch they removed the Nephalim Altars so you can once again respec in the field. It just seems confusing to me.
The Utilitarian wrote:On the topic of recent changes though: I am 100% behind the most recent (saturday) changes to the Rune system from items to an integrated advancement system.
The Utilitarian wrote:I imagine having the ability to sell any item right out of your inventory was causing people to pick up every rusty shortsword they came across, which again was likely slowing down gameplay.
Izawwlgood wrote:The Utilitarian wrote:On the topic of recent changes though: I am 100% behind the most recent (saturday) changes to the Rune system from items to an integrated advancement system.
Is this in the beta? I haven't checked in in a while.
Izawwlgood wrote:The Utilitarian wrote:On the topic of recent changes though: I am 100% behind the most recent (saturday) changes to the Rune system from items to an integrated advancement system.
Is this in the beta? I haven't checked in in a while.The Utilitarian wrote:I imagine having the ability to sell any item right out of your inventory was causing people to pick up every rusty shortsword they came across, which again was likely slowing down gameplay.
Do you mean cauldron? I don't think you could sell items unless at a merchant.
The Utilitarian wrote:The reasoning behind the removal of the Cauldron was actually supposed to be for preventing slowdown of the gameplay. The idea is, if you go to town, it's a break in the game. Everyone generally follows suits, you buy, sell, grab a pop from the fridge and then back to action. On the other hand, having your crafting and selling in your inventory meant that players were constantly stopping to flush their inventories individually and out of sync with eachother, which was causing folks to fall behind other folks at roughly the same rate you would if, for instance, in D2 you didn't have Cain to identify things and people you were playing with were occasionally stopping to manually use identify scrolls on everything in their inventories.
On the topic of recent changes though: I am 100% behind the most recent (saturday) changes to the Rune system from items to an integrated advancement system. It's fabulous to have new variations on your abilities unlocking as you level up. You have greater freedom to switch between skill versions and try things out, and you feel like you're unlocking a lot more advancement per level, so you never have a dead level, and rarely one where something interesting doesn't happen. I suppose the trade off is that actual skill unlocks come less frequently but I think I'm ok with that.
Chen wrote:This seems like an odd justification. Groups will rarely have their inventories all fill up at the exact same time, so I fail to see how its any more game breaking than people breaking things down in their inventory.
Chen wrote:Groups will rarely have their inventories all fill up at the exact same time,
Izawwlgood wrote:Chen wrote:Groups will rarely have their inventories all fill up at the exact same time,
Not that I disagree, but remember, the majority of drops are handled per person now, not 'available to all!'.
The Mighty Thesaurus wrote:TrlstanC wrote:But, I'm still curious, did no one else ever learn about creationism in science class at some point, at least those who went to public school?
Sorry, we just learned science.
Izawwlgood wrote:So are all the runes in for all the available skills? I'd be incredibly interested in checking out the variants.
Izawwlgood wrote:The new rune system, however, is a disgraceful disappointment. The old system would have allowed amazing customization, while the new system is basically just 'abilities powerup over time'. Very lame, very mindless.
Izawwlgood wrote:The new rune system, however, is a disgraceful disappointment. The old system would have allowed amazing customization, while the new system is basically just 'abilities powerup over time'. Very lame, very mindless.
mfb wrote:IIRC, there is one skill for the wizard. But you always have the option "no rune" available, so you can see how the choice works even with lower levels.
The rune system would be a bit pointless if you could choose all runes at the same time.
The Utilitarian wrote:GOD is Electrocute miles better than any of the other Signature spells.
mfb wrote:The Utilitarian wrote:GOD is Electrocute miles better than any of the other Signature spells.
And "removed" (moved to level >13) with patch 14. I noticed it when I tried to activate it again, after testing the cold beam (forgot the name).
The doubled radius for the arcane orb was removed, too. Luckily, I did not change that, so my wizard still has this rune.
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