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Messages - Euronymous

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31
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: May 08, 2013, 01:30:51 am  »
Firebats would have to be banned in all match-ups. It's unfortunate that they buffed it since it is really fun to use and requires some skill in contrast to Haunt and Spirit Barrage.
That single ban should be enough vs. Barb/Monk/DH.

Wiz is so weak defensively that just one out of Spirit Barrage/Haunt/Firebats/Leaping Spiders is enough to rape them with little effort.

32
Rules & development / Re: Natalya legacy set
« on: May 07, 2013, 11:51:34 am  »
I retract my legacy Natalya problem since I went roughly even with Myst in the VC tournament (was 3:2 Myst). I now have a problem with 4 piece Blackthorne DH (with 50B+ gear) lol. Also, I am having issues with overly tanky WDs either the kind that have 200k+ hp (like Chucknorris) or 100k+ hp with elite damage taken -25%+ and some ranged damage reduction (like Ender and Asmodai). It really bugs me that defensive play is the meta-game now.

The WD that won that tournament posted some vids:
Ender vs. Zee and Mystical
http://www.twitch.tv/gardettos/b/399858417
http://www.twitch.tv/gardettos/b/399875756

The guy has max. 1b gear and isn't even using his Horrify most of the time and beats two of the top server DHs :D
Just shows you how OP WD is vs. DH.

33
General discussion / Re: Blue Items League
« on: April 28, 2013, 13:42:28 pm  »
With the lack of players willing to put a lot of gold/money into pvp gear atm a budget league would certainly be interesting.
When I think back to D2 budget leagues often had a list of legendaries that are allowed. Something like that could work in D3, supply of low-mid items is high and they are dirt cheap. List could look something like
"Mempo only without Crit and Mainstat/Vit affixes", "Echoing Fury only with one of socket or crit damage or mainstat/vit affixes" and so on.
Should be paragon0 for that too, the disadvantage of low paragon (which has nothing to do with pvp) would become too big if all use similar gear. A lvl60 char takes like an hour now and it allows players to play more than their main char.

34
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 28, 2013, 13:25:40 pm  »
I'm pretty sure most players want to kill their opponent at full strength and be at their full strength when they start a round.
I don't get any satisfaction out of killing my opponent at low health, with their key abilities on cooldown and/or spawning right next to them.
The time that it takes to heal in town or rejoin the game is negligible in comparison to the duration of your average round. The rejoining is indeed an advantage for skills like Spirit Vessel or Wrath of the Berserker, but without the rejoining it will just lead to a) costing more time because players wait for their CDs to reset before saying go or b) in your weird dueling format, players switching to full tank/full regen until their CDs are reset.

I also see little benefit in gear and skill swapping. It's just an excuse for having bad, one-dimensional gear or is used to correct your mistakes when you realize that you started the round with wrong gear and/or skills.
Your style plays better for you now because most of your opponents don't gear and skill swap. This is a competitive environment and season 1 showed what happens if both players start swapping.
Duels are already too long and often stalematish right now. This would prolong the duels even further because players will run away and reset with regen, HP bonus and tank gear every time they are in danger. It would obviously shift powers a lot, favoring the player with higher mobility.
Even with no WotB, wanna know how Barb vs. WD would play out?
Barb runs in defensive gear for 20s, attacks with 2h in his 7s of Ignore Pain. WD does the opposite, when Barb pops Ignore Pain the WD switches to full defensive and then goes to full offense when Ignore Pain runs out.
Again, I fail to see the benefit of this, it's just annoying. Most players don't want that but are forced to swap if their opponent swaps.

Cheers,

35
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 26, 2013, 15:50:10 pm  »
New rules that are yet to be decided ;)
Old rules didn't really balance the match-ups, especially vs. Wiz and with the changes to life regen and some skills new rules are required.

36
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 26, 2013, 15:09:30 pm  »
Looking for Wizards and DHs to test new rules vs. WD. I'm on PTR now Euronymous#2637 (checking every 15mins or so).

37
Rules & development / Re: Inspiring presence for 1.08
« on: April 24, 2013, 11:28:21 am  »
I suggest a ban of Brooding and Aid Station vs. Wizards, it's too easy to run hide from them and reset to full HP in 25s max.
For WDs I suggest that they have to choose between Blood Ritual and Jungle Fortitude in all match-ups. Their offensive abilities will also need some restrictions depending on the match-ups, Spirit Barrage + Haunt + buffed Firebats is impossible to deal with for any class.

Battle scars and boar are allready banned, now you think about forbid brooding and aid station.
Forbid +Globe heal too, then i am complete nacked vs Wizzard :))
Dh is allready forced to be very defensive vs good Wizzards + to stack like me, a shitload of HP and Lightning resists to survive a SA shot.

Well, you still have HP globes and regen on gear which is btw. all that Wizards have in any match-up. (note: 2% that's like Inspiring Presence in 1.07, 4% that's like the OP Inspiring Presence on PTR ;))
As long as other classes have the regen advantage Wizards will never win. They don't have the damage to 1-2 shot you if you're geared correctly and their sole mobility skill has a 16s cooldown.

/edit
The discussion in that PTR feedback thread is so stupid. HC pve players think the 4% inspiring buff is for them as a measure against lags and disconnects, lol.

38
Rules & development / Re: Inspiring presence for 1.08
« on: April 24, 2013, 02:49:21 am  »
I suggest a ban of Brooding and Aid Station vs. Wizards, it's too easy to run hide from them and reset to full HP in 25s max.
For WDs I suggest that they have to choose between Blood Ritual and Jungle Fortitude in all match-ups. Their offensive abilities will also need some restrictions depending on the match-ups, Spirit Barrage + Haunt + buffed Firebats is impossible to deal with for any class.

39
Rules & development / Re: Inspiring presence for 1.08
« on: April 24, 2013, 01:56:26 am  »
http://us.battle.net/d3/en/forum/topic/8691259453?page=1

Thanks for the feedback! Based on discussions we’ve seen from players testing Inspiring Presence on the PTR, we’re going to go ahead and change Inspiring Presence back to its previous values. In a future PTR build, it will return 2% of your maximum Life per second instead of 4%. This is being done to keep it in line with other Life regeneration skills.*Edit* I should note that we're keeping the part where it will buff your allies.

 ;)

40
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 16, 2013, 09:17:21 am  »
Quote from: Wyatt Cheng
Good discussion!I should mention that PTR builds are snapshotted off our current "work in progress" and sometimes picks up some changes and not others. In this case, the Disintegrate change was picked up, but the Ray of Frost change was not. Ray of Frost got a comparable damage buff as well, which will be seen in the next PTR build (along with the Witch Doctor Firebats damage numbers)

Another buff for Wiz in store :)

41
General discussion / Re: PTR UP
« on: April 16, 2013, 09:05:45 am  »
Was expected, I hope it's in the patch that adds the damage buff to Fire Bats.

42
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 13, 2013, 03:40:07 am  »
http://us.battle.net/d3/en/forum/topic/8569858822
Bug will get fixed before 1.08 release. Good job with the vid myst!

43
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 10, 2013, 21:50:26 pm  »
PTR is bugged, the flat elite reduction in the chapel (30% for ranged, 35% for melee classes) apparently does not work. Can't do any testing there right now :(

44
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 10, 2013, 17:54:36 pm  »
Yes, Monk vs. DH is the sole clear mismatch I think at this point. Wizards have to be looked at again now with the new teleport mechanic.

45
Rules & development / Re: Ruleversion 1.2.6 [Open Discussion]
« on: April 10, 2013, 17:28:21 pm  »
PTR league should just be "no rules" except for the general rules like "no item swapping". None of the other rules (from WD perspective) result in more balanced duels at this point, so it's better to start from scratch in my opinion. There are also two changes on PTR (fear mechanic (not confirmed if intentional), wiz tele) that affect most matches, especially for WD (echoing + horrify) and DH (Nat helm).

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