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Messages - ricebowl

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61
League information / Re: 2v2 Friendly Fire League?
« on: March 12, 2013, 22:32:08 pm  »
Wizards and witch doctors will be really gimped in group play.  They rely on auto-target long range attacks to win.  How dumb would it be for a haunted enemy to die then pass the haunt to your teammate and have him die?  It's absurd.  Wizards are weak enough as it is, nobody is going to want to play with one.  Storm armor is basically the only thing making them semi-viable as it is.

It'll just be a barb/monk/dh fest. 

62
Rules & development / Re: Monk vs DH balance
« on: March 11, 2013, 23:01:07 pm  »
For me this duel is balanced too if monk use his companion. If not... this is his problem:P Only 1 monk that i have still problems is SIN - cannot take him from long distance because of his companion and I must go close. He have enough hp&ress to hold my 3 dodged-dota and after that I'm out of dyscypline without legacy nat so i'm dead:P

If you have problems guys try companion and after that we can think about possibly nerfs. And don't talk about nerfs if you have 50k hp against DH:P

If you use boar, it'll counter his pet completely.  Then you'll have the upper hand 100% of the time.

63
Rules & development / Re: Ruleversion 1.2
« on: March 11, 2013, 22:59:50 pm  »
Except nobody would ever want to team up with a wizard or witch doctor. 

64
Rules & development / Re: Ruleversion 1.2
« on: March 11, 2013, 22:34:53 pm  »
I want to ask few questions before I say my two cents regarding the new rules. I am sure that many people like me were waiting for the first season to finish for the new rules. I don’t know if they question which I have were asked but here they are. (I have read only the first 10 pages of the topic.)

1) For me it is extremely important to know what will be done with the bonus/reduce from elite “bug” be done? I am pretty sure that blizzard will not fix that nonsense that heroes are elites and what I was thinking is that the old D2 rule is suitably here. I am sure that all high end D2 players remember that in PvP mode it was allowed to have only 1 item to absorb damage or in other words - 1 raven or dwarf or wisp. I think that it is appropriate in D3 that we have 1 item for bonus vs. elites and 1 item for damage reduce from elites. In this way there we be much more variety and item choice and from that some of the new rules will be useless and there will be no need of such high restrictions on some chars like WD.

2) Regarding Near Death Experience & Spirit Vessel I want to ask if a players kill a monk or a doctor with that passive were they granted 2 points? (For obvious reason a players die 2 times so 2 points must be given for the winner.)

3) Is the old D2 rule of no potions active in PvP mode for D3?


Regarding the new rules which I was waiting:

1) Regarding “The Demon Hunter is not allowed to play the “bunker – style”. This style is defined by laying “Turrets and/or “Spike Traps” and not coming out from the range of these traps.” how is that defined?

Simple example – If I play agents such style barb who only rend and moves and don’t use any active skills at all I as a DH will not move outside my bubble because of the poor style of the barb. Why should the DH be penalized for that? Overall I don’t have a problem with such type of players because of the high life regen compensation from the skill but now I will receive a game loss because of that.

Second example – Against WD. When the doctor has used haunt for sure I will not move outside the bubble because that’s the reason for me to use that skill so that I can reduces the doctor effect of that skill.
I can give more examples but how that rule will be defined at all because based on the situation both sides can have their deferent point of view (just to clarify a DH which is using only turret no traps)?

2) Regarding “In duels versus the “Wizard” the skill “Companion” with the rune “Boar” is not allowed.” That’s pointless, a high end player already have 700-900 to all. That rule is for players with bad items which can lose an important skill for those 15% bonus. Such rule is against the overall balance.

3) Regarding “In duels versus the “Wizard” the skill “Preparation” with rune “Battle Scars” is not allowed.” Yet again a pointless rule…  We need Blizzard to fix the mage not such type of rules…

For sure the DH needs nerfs, not some illogical restrictions.

4) Regarding “In a mirror match Barbarians cannot use a shield.” I am sure that’s some kind of joke especially in a mirror match… Both sides must be able to choose whatever style they wish. Such rule is not towards balance for sure.

5) Regarding “In duels versus the “Demon Hunter” and “Witch Doctor” the passive skill “Inspiring presence” is not allowed” If the “bug” with bonus/reduce from elites is removed this is yet again against balance.

Also I don’t see exact explanation regarding skill selection before duel. The obvious choice is that the judge tells each player before the duel there class only and both players enter the chapel with their first choice of skill selection, no skill change before the end of first round.

Hmm already my post is too long and would like to see some answers.

1.  How is this a bug in any way?  It has been intentional from the very start of the game that players count as elites, according to one of the gargantuan runes.  Since every class has access to SoJ, I don't see a problem here at all.  DHs and monks depend on SoJ greatly to boost their resource pools.  Monks can't really generate spirit through attacking in PvP.  If I couldn't use SoJ on my monk, there would be almost no point in dueling because I would lose way, way too much spirit regen and damage.
2.  This is nonsense.  NDE simply gives 35% more EHP.  Spirit vessel gives invul + 15% EHP.  Should we also make barbs who take an armor passive worth 2 points too, since that increases their EHP as well?
3.  Potions have a cooldown and add gear diversity.  There will be a rule to prevent gear swapping so you won't be able to abuse it with gear swapping +globe healing.  But I agree that it can sometimes be overwhelming in high amounts.  Perhaps a rule that only allows one +globe healing piece?

1.  It's a very loose definition that is obviously being worked on right now.  I can understand the idea behind it but execution will be difficult.
2.  It's because the boar can absorb storm armor procs which is the biggest source of the wizard's damage in addition to making the DH much tankier.  Banning skills should be the last option, but here I believe it is appropriate because wizards have a hard time as it is.
3.  No real opinion on this one.
4.  I think this is to prevent stalemates.  Maybe make it so that shields are allowed only if both agree to it beforehand?
5.  This is to prevent lingering stalemates once again, because barbs have so much mobility.  They can kite around the map forever until they get to full hp.

65
Rules & development / Re: Monk vs DH balance
« on: March 11, 2013, 21:04:41 pm  »
In my opinion, the best option a Monk has against a DH is Wave of Light - Explosive Light. The trick is to listen to when a DH uses smokescreen, then wait 1-1.5 seconds, then press Wave of Light. Due to the travel time of the wave, you might actually catch the DH if they are in range and 1-shot them. The problem with this is that:

A) it assumes you have really good timing
B) it assumes the DH is near or in a straight line from you
C) it assumes the waves which go in several directions actually go in the direction of the DH
D) it assumes you hit the DH through their dodge chance
E) it assumes you critically hit the DH with your critical hit chance

Once you get past all those assumptions, it is quite easy to kill a DH lol! You can also try to use blinding flash but again, it is luck based and highly dependent on if the DH stays near you while invisible.

The best option is to actually use SSS teleport rune and teleport on top of where you think they'll be after smokescreen ends and pray they don't double dodge.

66
Rules & development / Re: Monk vs DH balance
« on: March 09, 2013, 22:02:44 pm  »
Another problem is that if the DH simply dodges a hit for the .5 seconds out of smokescreen, all that effort is wasted.  Those windows are few and far in-between and if you get RNG dodged twice in a row you're bound to lose.  There's no way to heal against crit chemical burn over and over either.

If a DH can RNG dodge all of monks skills, including the only CC, blinding flash, I think getting rid of chemical burn would be the best choice to even the matchup as far as actually landing skills go.  It's unfair for monks to have the roll the dice on every skill and CC while the DH gets guaranteed DoT crits from afar.

68
Rules & development / Re: Ruleversion 1.2
« on: March 06, 2013, 05:36:29 am  »
Can we ban the chemical burn rune on impale in Monk Vs. DH?

I think possible ban of Sharpshooter might even things out

Crit chemical burns are like crit haunts except the DH is 10x more mobile and invincible than a WD.  Chemical burn is the issue.

But chemical burn can miss(basic dmg no DoT), and i must aim perfect to hit u:)

You don't have to "aim perfect" to hit me.  Impale has a high travel speed and you can cast it while under smokescreen (aka while you're running at 60% increased movespeed from tactical advantage).  The dot does upwards of over 70k on crit even if the projectile gets dodged.  It's utter bullshit, just like haunt, except DH's can go invulnerable and kite 100x more effectively.

69
Rules & development / Re: Ruleversion 1.2
« on: March 06, 2013, 02:57:19 am  »
Can we ban the chemical burn rune on impale in Monk Vs. DH?

I think possible ban of Sharpshooter might even things out

Crit chemical burns are like crit haunts except the DH is 10x more mobile and invincible than a WD.  Chemical burn is the issue.

70
Rules & development / Re: Ruleversion 1.2
« on: March 06, 2013, 02:55:16 am  »
I would like to ban tempest rush vs barbs. No way to catch them when they run away for minutes then trying to 1 shot you. If they cant 1 shot you it will be a looong game...

As a monk(who do not use TR in pvp) I can say that the situation is exactly the same with trying to catch a barb on sprint. All barbs I dueled cast rend and then run away using sprint.

Exactly.  I find it very humorous that a barb of all classes is complaining about hit and run tactics.

71
Rules & development / Re: Ruleversion 1.2
« on: March 06, 2013, 00:36:02 am  »
Can we ban the chemical burn rune on impale in Monk Vs. DH?

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