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Messages - Euronymous

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46
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 10, 2013, 13:50:21 pm  »
Juggernaut isn't helping Barbs vs WD, it's either creating massive fury problems or costs a lot of EHP.

A new issue comes from a change (bugfix?!) of the fear mechanic on PTR. Instead of getting the insane speed boost when feared, Barbs are now feared away at their actual movement speed and thus taking a lot more hits.

I only dueled mannercookie on PTR (dueling seems really dead :/), but so far the only chance for Barbs is to go WotB+HotA. And even that isn't easy to pull off, you need an obscene amount of EHP to survive long enough to get a chance at WotB and then enough DPS to finish the WD in a small timeframe.

47
The Barbarian / Re: MannerCookie's Merciless Assault Build (Vault DE)
« on: April 08, 2013, 14:06:44 pm  »
I think i can pick up more essence @ mp 2-3 with act1 elite run. Boring and without any sense but still more de.

Made by tapatalk

You'd need 200+ Warrior's Rest runs for that which equals 18s or less per run. Just creating and leaving the game probably takes longer than that ;)

48
News / Re: PTR incoming, gogo EU vs US battles :)
« on: April 02, 2013, 19:34:30 pm  »
I'm reading this as "news on some changes next week" and then possibly PTR on a date TBA after that, but maybe that's just my glass half empty mentality when it comes to Blizzard ;)

49
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: March 24, 2013, 18:54:49 pm  »
Pls, watch the video of Mystical and Devil, pls. The only thing that i could accept for banning is War Cry rune 20% bonus resist. But now you will tell - WHAT?? You have rune with more 20% armor. Yes i have, but is still not the same.

I did, but it is not showing my proposed change. Both players already said that fury regen is very problematic without WC, but this would not be the case in a "rune only" ban.
Depending on the barbs EQ your proposal is roughly a 0%-2% EHP nerf due to diminishing returns. What's the point of this? Might as well ban no rune then.
Are you telling me that Barbs who were mostly 5-0'ing DHs before would have no chance to win anymore with a 10-15% EHP nerf?

@exe
I understand, just wanted to point out that you are wrong if you think DHs have more potential in pvp gear than Barbs.

50
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: March 24, 2013, 17:55:00 pm  »
I want to point out that you can't infer that classes are balanced just because there is that one Monk or that one DH that kills you. He might as well just be a vastly superior player that wins despite a huge handicap or a much smaller margin for error. Who says you are as good of a WD/Barb as your opponent is a Monk/DH?
Maybe you are just not used to be challenged by that particular class because usually even good players can't overcome the imbalances?
Or maybe your opponent just happens to be the perfect counter to your char because of gear/build/playstyle and you don't have the gear/build/playstyle to counter that yet?

That being said, it's hard to determine the imbalances and even harder to find a more balanced solution with the limited options we have.

@Barb discussion
Yes dh vs barb is balanced without any rules!
But... at the moment many dh play in this leaque and so far no one of them can kill a 13 mio ehp barb until they gear up.
I read that "DH need to gear up argument" way too often from Barbs. Do yourself a favor and compare the max possible rolls and the rarity of rolls on DH gear with Barb gear. You will find out that it's a lot easier to reach the gear ceiling as a DH than as a Barb. Weapon slot: DH: Hundreds of near perfect Manticores on all servers - they are expansive but if you want them you can easily buy them - Barbs: use mostly midrange spears with an upside of usually a few hundred stats, weapon dps and/or crit damage.
This continues on most other slots, e.g. good legacy nats items usually miss 20 dex/vit at most whereas barbs often lack 100 stats here or 50 stats, 20 res there.
Add in the fact that Barbs scale extremely well with gear (especially vit) and it's not hard to see that a gap, if it exists now, can get a lot bigger when Barbs obtain more and more near perfect items.

I don't agree with the ban of a fury generator either, but a slight EHP nerf seems reasonable to me. My proposal still is "Warcry (no rune)", so it's just a 20% res nerf which is one of the easiest defensive stats to obtain on gear.

51
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: March 23, 2013, 13:18:11 pm  »
1. Guys please explain me why dh can't use bat companion vs wiz.
2. Did u saw any good wd with gargantua and zombie dogs in build? It's not nerf^^

GJ:)

1. We want to protect players from using useless runes ;)
2. Yes, we did. Gargantuan is a viable option vs. DH. It's not a huge nerf like in the previous rule versions, but we believe that there is no need for huge nerfs in WD vs. DH atm.

52
General discussion / Re: Latest 'Ask the Devs' Q+A
« on: March 21, 2013, 15:45:24 pm  »
If they scale the fixed stats comparable to current ilvl63 items there will be a lot of new potential bis/pvp viable items. I wonder what they do with the drop rates though. If they just add all these items to inferno and keep the overall legendary drop rate the same it will be even harder to find good items than it is now. The way they are going with their patches I'd guess there will be another doubling ;)

Weapons:
http://eu.battle.net/d3/en/item/sledge-fist and other low lvl fists
http://eu.battle.net/d3/en/item/skycutter
http://eu.battle.net/d3/en/item/arreats-law
http://eu.battle.net/d3/en/item/nutcracker
http://eu.battle.net/d3/en/item/echoing-fury
http://eu.battle.net/d3/en/item/the-butchers-sickle

DH:
http://eu.battle.net/d3/en/item/sin-seekers
http://eu.battle.net/d3/en/item/fletchers-pride

Wiz:
http://eu.battle.net/d3/en/item/winter-flurry
http://eu.battle.net/d3/en/item/triumvirate

WD:
http://eu.battle.net/d3/en/item/homunculus
http://eu.battle.net/d3/en/item/the-grin-reaper

Monk:
http://eu.battle.net/d3/en/item/the-eye-of-the-storm

Barb:
http://eu.battle.net/d3/en/item/dread-iron
http://eu.battle.net/d3/en/item/thunder-gods-vigor

Bracers:
http://eu.battle.net/d3/en/item/slave-bonds

Belts:
http://eu.battle.net/d3/en/item/string-of-ears
http://eu.battle.net/d3/en/item/hellcat-waistguard

Pants:
http://eu.battle.net/d3/en/item/hammer-jammers

Rings:
http://eu.battle.net/d3/en/item/justice-lantern
http://eu.battle.net/d3/en/item/eternal-union

Amulets:
http://eu.battle.net/d3/en/item/moonlight-ward
http://eu.battle.net/d3/en/item/holy-beacon
http://eu.battle.net/d3/en/item/the-flavor-of-time
http://eu.battle.net/d3/en/item/ouroboros

+ all current useful legendary rings/amus are max. ilvl62 and could have higher fixed stats like 100%crit on tal rashas: http://eu.battle.net/d3/en/item/tal-rashas-allegiance


53
Rules & development / Re: Ruleversion 1.2.5
« on: March 21, 2013, 14:04:14 pm  »
Chuck, you have to put the general rules in the picture. It's first to 5 with the option to rejoin after each round. I don't like the odds for monks to reach 5 first if they go all out offense against a WD with spirit vessel and the ability to get double-kills at will with haunt.
Well it's still better than to go defensive and lose 0-5, but balanced dueling is something else for me.

54
Judge board / League finale today
« on: March 17, 2013, 15:02:46 pm  »
Blud vs. Vimer, separated by 4 points.

Is one of you guys capable of streaming or recording it? Would be an interesting watch and nice way to finish the season.

55
Rules & development / Re: Monk vs DH balance
« on: March 16, 2013, 02:58:54 am  »
Yeah that's what I thought too, I just wanted to list all the movement options. 1.5s smokescreen is probably the only one that makes sense, vault is basically no nerf and tactical advantage is way too much.

Banning sharpshooter makes a lot of sense though, the mechanic with bleed impale is broken. Dodging impale and getting the bleed is already stupid and hopefully Blizz will do something about it in the future. Dodging impale and then getting a guaranteed crit bleed that doesn't reset sharpshooter is even worse and extremely op.
On the other hand, by banning the bleed rune you get rid of both "bugs". It needs more testing, find us/yourself some Monks and just try it ;)

56
Rules & development / Re: Monk vs DH balance
« on: March 16, 2013, 01:37:20 am  »
Couple of more suggestions that are worthy to test in my opinion. They all would somehow reduce the movement advantage of DH:

- smokescreen no 1.5s rune or no runes at all
and/or
- vault no tumble rune or no runes at all
and/or
- no tactical advantage

57
Rules & development / Re: Ruleversion 1.2.5
« on: March 15, 2013, 14:56:15 pm  »
They should stop the dupers. It is not the fault of the AH buyer that an item is duped. I paid good money for it, $200.00 USD Battlenet currency (I sold a lot of items to earn it). I don't see how this is the fault of the current owner and not the person who actively cheated to dupe the item.

Dupes give players an unfair advantage over players that don't use dupes.
Right now duping isn't that big of a problem, especially for pvp items. But more and more best-in-slot pvp items are bound to get duped. This forces players that want to be competitive to either buy the dupes or pay a large premium for legit items that offer no advantage at all and are often worse than the dupes.
Dupes also affect the pvp balance a lot, it just takes a perfect duped BT set for barbarians or an insane spear to shift the powers between classes. The classes with the best dupes can get endgame items at midlevel prices where other classes might not get endgame items at all.
In the end, everyone will depend on dupers and eventually use the same duped items. Dupers would love that for sure, a competitive scene that buys all the nice best-in-slot dupes they put out ;)

Sure, it will be annoying to change your duped manticores to legit manticores, but it's for the sake of the league. You still indirectly profit from all the dupe manticores because they drive down the prices of legit manticores.


58
Rules & development / Re: Ruleversion 1.2.5
« on: March 15, 2013, 02:13:03 am  »
Thanks for the video, great news for DH. You can save money and buy a cheap legacy nats instead of your overpriced new nats and let the individual skill decide the match.

59
Rules & development / Re: Ruleversion 1.2
« on: March 09, 2013, 05:09:19 am  »
RoGH, I don't get why you would ban only weapon/offhand gearswaps because other swaps are harder to detect? If gearswapping during fights results in a ban from the league, I don't think people would take the risk to get caught on video with it.
That way you can detect swaps which affect the appearance or HP amount and that should cover most game changing swaps.

@Green Can you please stop whining about legacy nats prices? Other pvp items on these slots cost just as much if not more and also scale much higher. The potential gain on your 1080dps manticore alone is much higher than the difference between a 100m legacy nat set and a 5b set and I don't see you complaining about manticore prices. If D3 pvp ever gets popular there will probably be some kind of budget league, until then you just have to accept that it's mostly about gear.

60
Rules & development / Re: Ruleversion 1.2
« on: March 06, 2013, 03:36:02 am  »
I think it's going to be so hard to balance things out, but it might be possible. However, we can't take this approach of removing all the emblematic skills of each class. You guys have gone too far.. The rules WD vs DH are just nonsense, I wonder who the hell came out with those ideas xD. I know you guys are doing a great job, and I appreciate it, but those are so imba.

Balance can be achieved being subtle...

WD vs Barb, removing hex and maybe voodoo slam dance, and WotB might be enough
WD vs DH, removing dogs might be enough.
WD vs Wiz, removing either SW or SV.
WD vs Monk, removing either SW or SV.

And things like this... You should go step by step, in my honest opinion. Adding new rules if balance hasn't been achieved. I wonder who tested the rules and came up with these ideas because they are not realistic.

And be careful with the rules because you can't make people's gear useless... That's blizzard's job lol. So banning the use of shield, as well as banning inspiring presence, shouldn't get to the final list. If a barbarian has 3k regen on gear, then inspiring presence is banned, or something like this, but don't ban this passive straight away because some people have been gearing for this, and you just wipe their effort.

Besides, don't get personal and start offending people, for that we can all go to the official forums :).

After some further consideration I think even those measures are going too far. Why should a WD play without some signature skills in all match-ups? The first thing I'd look at is if it's possible to even out match-ups with rune changes.

These are the changes I'd like to see tested. My goal is to preserve the playstyle of our class without destroying/favoring certain sets of gear:

vs. Barb:
- Hex: no rune allowed.
- not allowed to use a shield
Barb vs. WD:
- no changes
Reasoning: The ladder and latest results shows that barbs are catching up quickly. They were behind at the beginning because they had to completely regear for pvp. No hex rune means that barbs take only 10% more dmg instead of 20% while hexed. No shield is to prevent stalemates or lame tactics like item-switching during wotb. I was an advocator of "no hex, no wotb" but right now I doubt that it's working at a high-end level, and that's where you want to balance.

vs. Monk:
- no changes / possibly no shield allowed
Monk vs. WD:
- no changes
Reasoning: It's a very close match-up. The sample size of high-end duels in this match-up is small, but good monks usually take a few rounds of witch doctors. I'd give it time and see if monks are able to come up with a better tactic or start winning those match-ups with more practice. If anything I'd ban shields for WDs so they can't start to tank monks.

vs. DH:
- Haunt: only allowed in combination with the runes "resentful spirit" or "grasping spirit"
- Zombie Dogs: no life link rune
DH vs. WD:
- no changes
Reasoning: Again, this is a close match-up that can go either way at the highest level. Witch doctors have a huge advantage vs. unexperienced DHs, but that's not what rules should be based on. Zombie dogs with no life link rune means that they can still act as a meat-shield, but won't absorb 10% of the damage dealt to witch doctors. Another important factor is that banning dogs would ban a whole WD archetype (zerodog WD), which is prevented that way. Haunt with 2s duration or slow isn't forcing the DH to cast SS multiple times.

vs. Wiz:
- not allowed to use a neck/possibly other more or less important slots, depending on the % you want to nerf WD DPS/EHP
- Zombie Dogs: no life link rune
Wiz vs. WD:
- no changes
Reasoning: Right now a huge disadvantage for Wiz. It will be tough to balance it skill-wise because pretty much any skill is extremely dangerous for Wiz. That's why I think banning a single piece of gear might be a good solution as it acts like a flat reduction of the WDs offensive and defensive capabilities. There are no amulets to build around, all WDs will take a similar hit from it. My old WD would have been nerfed by 33% in DPS and 15%EHP. The WD gets to keep his arsenal of skills but for a Wiz it feels like fighting against a mid-level WD. And if you look at the stats, a high-end Wiz like kaio is able to beat lesser WDs regularly. Zombie Dogs limited for the same reason as vs. DH, meat-shield but not damage reduction.

vs. WD:
no changes
Reasoning: Not much to say here, let WDs figure out how to beat their own.

This is what I would try at first, very subtle changes. Feel free to test them if you like.

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BlackRain , 2006 by Crip
Diablo 3 PvP, Diablo 3 PvP

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