Your Wizard just shouldn’t be getting hit that much. You’ll want to work on your kiting. By Act 2, so many things can kill you in under a second even with amazing gear on a Wizard that you need to get your ability to avoid attacks nearly perfect. Act 2 basically forces you to correct all the “flaws” in your play. That video of the little kid being chased by the birds is 100% accurate.
I stopped at Belial, as even getting there had been the opposite of fun in my opinion, and I just didn’t have the will to sort out phase 2.
KevinC
6182
I’m going off of Blizzard’s own statements quoted several pages back. Their statement was that the AH is very convenient and everyone has access to it, thus the loot tables needed to be designed with AH usage in mind.
nomaar
6183
That’s debatable. I personally haven’t seen much of a difference. I used to get a piece of junk after junk in Diablo 2, just like I do now, interspersed with a few good pieces and once in a blue moon a real good one. And don’t turn around and tell me “that’s what Bashiok said.” I know the quote you’re talking about and he denied it meant that loot drops were made shittier because of the AH.
KevinC
6184
I’m not trying to debate anything, really, I’m just going off of what Blizzard themselves have said.
Bashiok’s response:
(emphasis added)
Funny that is the exact same build I have going and I haven’t looked at a forum or talked to anyone about builds. Are we all pretty much forced to use these skills?
meeper
6186
I think resist are what I’m lacking here. I’ve focused on strength/vitality gear for so long that my resists are in the 3-5% range (doubled if I use War Cry).
My primary weapon is a 1H spear that does something around 350 DPS, but I’ve got a great shield that boosts strength/vitality by ~100 each and is 20% chance to block 1-2k dmg.
StGabe
6187
I think if good drops were more common then the end game economy would be terrible. IMO design goal is to have an interesting end-game economy with diverse, rare items, and the idea of an RMT AH is just a natural progression of that. If they succeed in creating an interesting economy, people are going to do a lot of RMT trading even if they have to do it on their own.
Originally Posted by Supper’s Ready
[I]Build:
Ignore Pain / 7 seconds
Wrath of the Berzerker / +100% damage
Revenge / 30% chance
War Cry / 50% additional resistance
Frenzy / damage buff
Battle Rage / +30% damage
Nerves of Steel
Tough as Nails
Inspiring Presence
[/I]
Maybe that’s why I’m having issues. I’m using frenzy with sidarm, hammer instead of pain, leap with stun instead of battle rage, and wrath with the time extender. I’ll change things up some but stunning D was a lifesaver and I was in wrath mode almost the whole battle.
Edit to add: http://us.battle.net/d3/en/calculator/barbarian#WRiPkV!VbX!cZaZcc
Come on now. Whether he denies it or not, can you think of any viable alternative method of interpreting that statement?
FWIW, I don’t think the AH implementation is the core issue I have with loot. It’s the terribly straightforward and streamlined nature of it.
KevinC
6191
That’s another issue as well, for sure. Perhaps if there were more affixes to be excited about, the other would feel less of a problem.
KevinC
6192
Especially given the content of the post he’s replying to.
Fozzle
6193
This is the real issue. There are certain affixes that work better then others not because of play style, but because under the hood skill-A has diminishing returns, while skill-B doesn’t, forcing you to use item drops that match the skill, not the play style. An example of whacky affixes is how much better life per hit works versus the diminished life on damage skill. Once a balance sweep happens, I am hopeful that gear and skill options will open up a bit. As it stands It isn’t gear or the AH that ruins Inferno mode, but rather poor scaling and balancing of several abilities for each class.
KevinC
6194
I’m a little surprised at all the flat values. They smartened up a bit by having offensive abilities tied to a percentage of weapon damage, but there’s several abilities that have level-based scaling which obviously isn’t going to work (WD pets, crystal skin, galvanizing ward, etc). Why these things aren’t tied to a % of your health pool? It’s not even consistent… the DH passive for life regen is a % of health per second, but the Wizard’s is not. For a game that was in development so long, it’s strange to see those sorts of inconsistencies.
Same hold trues for items, like you mention. A perfect example are gems… compare a ruby to an emerald for socketing a weapon. Rubies start out pretty spectacular but the scaling is just awful. Early on I could easily increase a weapon’s DPS by 30%+ with a ruby, now I’m lucky if I can squeeze a percent or two out of it. Emeralds, on the other hand, with the +% to Crit Damage, scale wonderfully. And why are there not cool/different gem effects for socketing them into shields/jewelry?
Other than scaling issues, I think there’s a ton of room for more interesting items. While they do have (very minor) stats like “Reduce hatred cost of Cluster Arrow by 3” or “Gain Arcane Power on Crit”, I think they could do much more. Considering how you can typically only gain these affixes a handful of item slots (and thus not able to stack them), I think the effect should be much larger. Dropping the hatred cost of Cluster Arrow from 50 to 47 hatred does nothing for me. Giving Cluster Arrow a % chance to fire two arrows instead of one or a new unique effect… well, now I might actually think about working it into a build. I think cool affixes should be used to further customize your build outside of Runes. I loved finding an incredible item in D2 that made me think of a new build to try.
Isn’t the majority of the skill system only a few months old?
KevinC
6196
I thought it was only the implementation (runes via levels, not items) that was new.
Fireball projectiles (morloks, goat shamans), arcing projectiles (lacuni, subjugators), special ranged attacks (heralds of pestilence, wasps), special melee attacks (fallen champions, oppressors) etc. are all dodgeable perfectly.
Spears and arrows are only dodgeable if you’re moving when the projectile is released.
WTF?
I link this again too, in regards to trouble with dodging things:
Which is probably related to:
DeepT
6200
I like frenzy with the 20% chance to stun. It really helps on some mobs, although other times it seems to not work at all. I think it is bugged. There are immune mobs, and when it procs, it says immune. There are others that it simply doesn’t seem to proc at all.
I have wondered of the 20% damage boost might be better, but when you can stun-lock some mobs (even on inferno) it seems better to stick with the stun mode.