Ale je to problém a to mám odehráno 630 hodin a trojnásobek zabitých elites, než ty.Reve píše:Milacek: Tak to je blbost...pokud nehraje "no AH mod" a nejses uplna lama tak to neni problem dobrat
Mr_Perfect:Toze vynechas 3-4 packy za celou hru to ti myslim na zazitku moc neubere
Patch 1.0.4.
Re: Patch 1.0.4.
no tak to je asi problem mezi klavesnici a zidliMilacek píše:Ale je to problém a to mám odehráno 630 hodin a trojnásobek zabitých elites, než ty.Reve píše:Milacek: Tak to je blbost...pokud nehraje "no AH mod" a nejses uplna lama tak to neni problem dobrat
Mr_Perfect:Toze vynechas 3-4 packy za celou hru to ti myslim na zazitku moc neubere
- Mr_Perfect
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- Currenly, I'm playing:Diablo 2: Resurrected
- BattleTag:LordDeZhul #2115
Re: Patch 1.0.4.
Reagoval jsem zejména na toto: Dost lidí (včetně mě) to "dohrála" tak, že A4 proběhli se zoufalou snahou vyhnout se přeboostovaným packům a skočit na Diabla. .... Proto jsem psal, že jsem stucknutej v A4. O 3-4 packách za celou hru jsem nikde neřekl ani slovoReve píše: Mr_Perfect:Toze vynechas 3-4 packy za celou hru to ti myslim na zazitku moc neubere
Re: Patch 1.0.4.
pokial ide o Barbara, ktory pouziva revenge su Invulnerable minions uplne najlepsi lebo vzdy ked sa spawnu mi obnovia zivot naplno a na 2 rany idu k zemi(3 act inferno), jednoznacne najhorsia kombinacia je vezenie+laser+fear+mrazenie, to clovek nema vobec pod kontrolov...a beha tam ako kok...:-)Bubaak píše:Timhle tempem odstanovani prekazek to bude s prstem v nose. Ja treba parim jen par hodin za tyden a konecne jsem se prokousal do 3 Aktu a nestojim o to dojet to pristi tyden.. Nejvic me stve to uzdravovani. Bud na ten pack pri progresu mas a nebo ne. Takle si ho nakrajis na trikrat a jsi za nim. Invulnerable minions jsou extra neprijemni, ale to je na tom prave to dobre!!! (Na HC budou ale asi spise fakt na preskoceni.) Zruseni prumer MF a GF - konecne!!
Re: Patch 1.0.4.
to si asi pletes invulnerable s tema klonama na ktery si ted zaprase nemuzu vzpomenout jak se jim rika ))
Re: Patch 1.0.4.
myslí Illusionist, ale jinak s ním plně souhlasím, pro Barbra je to nejhorší kombinace
- Abbottaker1
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Re: Patch 1.0.4.
Najdi si v mych prispevcich pasaz, kde rikam, ze se mi nelibi ze odstrani enrage a dohealovani, a pak pochopis, ze dalsimi prispevky uz jen reaguju na zmeny ktere nastanou. Smir se s tim, ze nastanou, tak je sumak tady litovat toho, ze monstra dosekas na 3-10 pokus, tak to proste bude, basta. Co rikam je, ze doufam, ze se ty monstra aspon dohealujou trosku o nejake % a nenajdes je tak jaks do nich seknul. A nerikej, ze te taky nenastve, ze zarves, kdyz uz ma elitky jen 1% hp, tzn. ze je to nepopularni, neslovickarmeR-2 píše:No ale tento způsob je jediný správný, nebo bys jako skupinku osekával, mezi tím umíral a pomalu by pak umřela ona na Tvůj 3,4,5....pokus...??? Proč? Když zabijou Tebe a Ty se probereš na 100% a jdeš na ně znova, tak ať mají zase 100%. Když na ně nemáš, musíš prostě na chvíli zastavit a až to půjde půjdeš dál.Abbottaker1 píše: a tim se vyhnout nepopularnimu, ze ho dosekas skoro do konce a zdechnes a je v plnych
Zahraj si HC a tam to nemusíš řešit vůbec = tam buď hraješ a žiješ, nebo jsi mrtev a je úplně jedno co dělají mobové, protože Ty jsi skončil.
Já vás tady některé nechápu, je fakt tak děsně důležité mít Inferno v kolonce celé splněno? Proč prostě nehrát, zkoušet to, měnit techniku postupu a tím se postupně propracovávat, prostě si tu hru užívat.
Re: Patch 1.0.4.
http://eu.battle.net/d3/en/blog/5630067 ... 15_08_2012
Další info, tentokrát o zajímavém buffnutí barbarových skillů.
Jsem zvědavý na ostatní classy.
Další info, tentokrát o zajímavém buffnutí barbarových skillů.
Jsem zvědavý na ostatní classy.
Re: Patch 1.0.4.
snad už přijdou samé pozitivní změny, ty změny barbara mi přijdou v pohodě
Re: Patch 1.0.4.
A další info, tentokrát Wizard. Už se třepu na DH
http://eu.battle.net/d3/en/blog/5630068 ... 16_08_2012
http://eu.battle.net/d3/en/blog/5630068 ... 16_08_2012
Re: Patch 1.0.4.
Už se těšim na to co udělaj s Mamut hydrou Píšou tam, že uvažujou nad tim, že by to byla chodící hydra to by bylo super
Re: Patch 1.0.4.
no konecne bude k necemu forst hydra, ktera se beztak stane ihned nejpouzivanejsi
Re: Patch 1.0.4.
nemohl by prosím někdo překopírovat text pro barbara? V práci se tam nedostanu (firewall atp.) a umírám touhou si to přečíst
Re: Patch 1.0.4.
One of our primary goals with class changes in patch 1.0.4 is to help improve build diversity. Of course, this has been a goal for the Diablo III development team since launch, but our approach this patch has been a little different. For 1.0.4, we're taking a good look at some of the most unpopular skills for each class, figuring out why they aren't being used in your builds, and then seeing how we can make them better — either by redesigning how they work or just buffing the hell out of them.
For barbarians, we focused on improving the following areas:
* Bash and Cleave are not very attractive compared to Frenzy
* Many of the damage-oriented Fury Spenders don't do enough damage to justify the spot on your bar
Fury Generators
Frenzy:
It’s easy to see why Frenzy is the most popular Fury Generator right now. It generates a solid amount of Fury, it has the highest single-target damage of any Fury generator, and it has the highest single-target healing using Life on Hit. The bonus attack speed also provides good combat mobility as well as the option to focus all your damage on a single target or distribute it between multiple targets as needed. We're going to buff Bash and Cleave to be viable alternatives to Frenzy for people who would like to try a different play style.
Bash:
From a design perspective, Bash should be the definitive choice when it comes to maximizing your Fury generation. That’s not the currently the case, and given the current state of the game, this means attacking the problem from two sides. First, we need to make Fury a more attractive resource to build up (which also means making Fury Spenders more attractive, which I talk about below). Second, we’re going to increase the amount of Fury generated by Bash from 6 to 8, as well as the amount of weapon damage done by Bash from 150% to 165%. The goal is to make Bash not only a very compelling option if you decide you want to focus on Fury generation, but also an appealing single-target alternative to Frenzy if you don’t enjoy its mechanics (like having to manage Frenzy stacks). Currently, Frenzy surpasses Bash in single-target damage as soon as you have your third stack of Frenzy, and it feels like the breakpoint should be around the fourth stack instead. These changes should help better balance the appeal of the two skills.
Cleave:
Looking at the three basic Fury Generators (Frenzy, Bash and Cleave), the role of Cleave is fairly straight-forward: it should be the clear winner when there is more than one target to hit. In a single-target situation, however, Cleave will always perform worse than Bash and Frenzy. While this is intended to a degree, the amount of single-target damage you currently have to give up feels too great to make the trade-off worthwhile. At an extreme, if Cleave did almost exactly the same damage as Bash or Frenzy, but had the ability to hit a second target when one was around, Cleave would definitely become that “clear winner.” So, to make it more appealing to some players, our goal is then to find that sweet spot between where Cleave is now and doing the same single-target as Frenzy and Bash. We’re going to increase both the damage and proc coefficient on Cleave to close the gap when fighting a single target.
Fury Spenders
For many players, using Hammer of the Ancients, Seismic Slam, or Rend just doesn’t seem worth it. To make these skills more attractive, we're going to straight up buff their damage across the board. How much? Well, we noticed that more players use Battle Rage than any of these other Fury Spenders, but Battle Rage is less exciting to use and doesn’t quite evoke the same visceral joy. So, we used Battle Rage and Frenzy as our starting point. We basically asked ourselves the question "How much damage would Hammer of the Ancients have to do in order to make Frenzy + Hammer [of the Ancients] as appealing as Frenzy + Battle Rage?" Players who really want to go the extra mile for the most damage could go so far as to combine all three skills together, so we kept that in mind as well.
Hammer of the Ancients vs. Battle Rage was a simple starting point, but we used similar approaches with Seismic Slam, and Rend. The basic idea was: Fury generation isn’t attractive to players because Fury spending isn’t attractive to players, so what do the numbers need to be to fix that? To continue using Hammer of the Ancients as an example:
* We're increasing its base damage from 200% to 325%
* We're increasing the damage for Rolling Thunder from 155% to 275%
* We’re increasing the damage for Smash from 270% to 406%
And to provide another example, here’s what we’re doing with Rend:
* Weapon damage increased from 210% over 3 seconds to 700% over 5 seconds
* Lacerate weapon damage increased from 271% over 3 seconds to 903% over 5 seconds
* Bloodbath weapon damage increased from 60% over 3 seconds to 100% over 5 second
With these improvements (Whirlwind and Seismic Slam will be receiving similar tweaks to improve their viability), we hope to see Fury Spenders become more appealing for all levels of play.
But What About…
I'll close by adding that there are no changes planned for either Sprint or Battle Rage, so all you crazy double tornado barbarians will still be able to log in after 1.0.4 goes live and continue with your current build. Or, you can try out some of the new toys we’re adding. Either way, we hope you have fun and are looking forward to 1.0.4!
For barbarians, we focused on improving the following areas:
* Bash and Cleave are not very attractive compared to Frenzy
* Many of the damage-oriented Fury Spenders don't do enough damage to justify the spot on your bar
Fury Generators
Frenzy:
It’s easy to see why Frenzy is the most popular Fury Generator right now. It generates a solid amount of Fury, it has the highest single-target damage of any Fury generator, and it has the highest single-target healing using Life on Hit. The bonus attack speed also provides good combat mobility as well as the option to focus all your damage on a single target or distribute it between multiple targets as needed. We're going to buff Bash and Cleave to be viable alternatives to Frenzy for people who would like to try a different play style.
Bash:
From a design perspective, Bash should be the definitive choice when it comes to maximizing your Fury generation. That’s not the currently the case, and given the current state of the game, this means attacking the problem from two sides. First, we need to make Fury a more attractive resource to build up (which also means making Fury Spenders more attractive, which I talk about below). Second, we’re going to increase the amount of Fury generated by Bash from 6 to 8, as well as the amount of weapon damage done by Bash from 150% to 165%. The goal is to make Bash not only a very compelling option if you decide you want to focus on Fury generation, but also an appealing single-target alternative to Frenzy if you don’t enjoy its mechanics (like having to manage Frenzy stacks). Currently, Frenzy surpasses Bash in single-target damage as soon as you have your third stack of Frenzy, and it feels like the breakpoint should be around the fourth stack instead. These changes should help better balance the appeal of the two skills.
Cleave:
Looking at the three basic Fury Generators (Frenzy, Bash and Cleave), the role of Cleave is fairly straight-forward: it should be the clear winner when there is more than one target to hit. In a single-target situation, however, Cleave will always perform worse than Bash and Frenzy. While this is intended to a degree, the amount of single-target damage you currently have to give up feels too great to make the trade-off worthwhile. At an extreme, if Cleave did almost exactly the same damage as Bash or Frenzy, but had the ability to hit a second target when one was around, Cleave would definitely become that “clear winner.” So, to make it more appealing to some players, our goal is then to find that sweet spot between where Cleave is now and doing the same single-target as Frenzy and Bash. We’re going to increase both the damage and proc coefficient on Cleave to close the gap when fighting a single target.
Fury Spenders
For many players, using Hammer of the Ancients, Seismic Slam, or Rend just doesn’t seem worth it. To make these skills more attractive, we're going to straight up buff their damage across the board. How much? Well, we noticed that more players use Battle Rage than any of these other Fury Spenders, but Battle Rage is less exciting to use and doesn’t quite evoke the same visceral joy. So, we used Battle Rage and Frenzy as our starting point. We basically asked ourselves the question "How much damage would Hammer of the Ancients have to do in order to make Frenzy + Hammer [of the Ancients] as appealing as Frenzy + Battle Rage?" Players who really want to go the extra mile for the most damage could go so far as to combine all three skills together, so we kept that in mind as well.
Hammer of the Ancients vs. Battle Rage was a simple starting point, but we used similar approaches with Seismic Slam, and Rend. The basic idea was: Fury generation isn’t attractive to players because Fury spending isn’t attractive to players, so what do the numbers need to be to fix that? To continue using Hammer of the Ancients as an example:
* We're increasing its base damage from 200% to 325%
* We're increasing the damage for Rolling Thunder from 155% to 275%
* We’re increasing the damage for Smash from 270% to 406%
And to provide another example, here’s what we’re doing with Rend:
* Weapon damage increased from 210% over 3 seconds to 700% over 5 seconds
* Lacerate weapon damage increased from 271% over 3 seconds to 903% over 5 seconds
* Bloodbath weapon damage increased from 60% over 3 seconds to 100% over 5 second
With these improvements (Whirlwind and Seismic Slam will be receiving similar tweaks to improve their viability), we hope to see Fury Spenders become more appealing for all levels of play.
But What About…
I'll close by adding that there are no changes planned for either Sprint or Battle Rage, so all you crazy double tornado barbarians will still be able to log in after 1.0.4 goes live and continue with your current build. Or, you can try out some of the new toys we’re adding. Either way, we hope you have fun and are looking forward to 1.0.4!
- Mr_Perfect
- Gorebelly
- Příspěvky:202
- Currenly, I'm playing:Diablo 2: Resurrected
- BattleTag:LordDeZhul #2115
Re: Patch 1.0.4.
Taky se už nemůžu dočkat na DHNekronaut píše:A další info, tentokrát Wizard. Už se třepu na DH
http://eu.battle.net/d3/en/blog/5630068 ... 16_08_2012
edit: postava, kterou jsem zpočátku zavrhoval se nakonec stala mou primární a nejvíc zábavnou..
Re: Patch 1.0.4.
třeba Smoke Screen na 10 secNekronaut píše:A další info, tentokrát Wizard. Už se třepu na DH
http://eu.battle.net/d3/en/blog/5630068 ... 16_08_2012
Re: Patch 1.0.4.
to Nekronaut: díky moc!
Re: Patch 1.0.4.
U DH se moc těšim co udělaj s Bola shotem, používám ho pořád a nezdá se mi nějak slabej tak sem zvědavej čim ho boostnou.
Re: Patch 1.0.4.
u bola shotu zrusit ten waiting time a bude to