Diablo - Blizzard's Appear Offline Mode Spotted in a Hearthstone Update


Blizzard's Appear Offline Mode Spotted in a Hearthstone Update

Posted: 11 Jul 2017 10:14 AM PDT

Seriously, It's Time For Blizzard to Rethink Bounties

Posted: 11 Jul 2017 02:47 PM PDT

Not only are they insanely boring, but pale in comparison to the rewards you get spending your time in rifts or anything else. Not to mention a bunch of them are broken (I'm looking at you, plague of burrowers) but having to slog all the way to Diablo, or Malthael and then sit through an overly long boss fight just to go on four more wild goose chases is just awful.

submitted by /u/Thorrissey1
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Two things about Rise of the Necromancer that seem really...lazy.

Posted: 10 Jul 2017 11:55 PM PDT

  1. Bloodsong Mail. Legendary chest piece. "While in the Land of the Dead, Command Skeletons gains the effect of all runes and deals 100–125% additional damage." Great, except that that includes the rune Kill Command: "Now commands your skeletons to explode, dealing 215% weapon damage as Poison to enemies within 15 yards." So they just blow up, and the other runes are meaningless. How was this overlooked??

  2. The cooldown icon for Final Service (the necromancer cheat death passive) uses the Demon Hunter's Marked for Death icon. This is so lazy, Blizzard couldn't even give it it's own icon?

submitted by /u/TheGoryElk
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"No."

Posted: 11 Jul 2017 07:13 AM PDT

I love the Necromancer's voice lines.

submitted by /u/abzvob
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Necro skeletons and mages are beyond buggy, and Rathma's is useless because of it.

Posted: 10 Jul 2017 11:13 PM PDT

There are so many bugs with these minions it makes using Rathma's impossible. Let me just say, I was so incredibly excited for the necromancer as I am a huge fan of pets. Pet Doctor was my main before the necro, and now I would like to main a pet necro, but it's proving futile.

  1. Skeletal warriors don't have health, they have a fixed number of hits they can take, 22-24, before they die, regardless of damage. 1 tick of damage counts as 1 hit. So, if you are fighting any kind of monster with poison affixes, poison clouds (ghom), frozen (aoe ticks) fire breath, arcane, molten, desecrator, hell even a freaking environmental fire trap can kill them INSTANTLY. Fighting these, you might has well have no skeletal warriors, because they die in .5 seconds.

  2. Mages will randomly just wander around, not attacking anything, even with dozens of monsters surrounding them. I have no idea what causes this but it happens to me on a regular basis. Monsters everywhere, skeletal warriors fighting, mages just stand there and do nothing. Happens at least 5-6 times a run, if I'm lucky. Dozens of times if I'm not.

  3. Mages sometimes do not appear when you summon them. This has happened less frequently, but often enough to be infuriating. As you can see in this and this, I have 10 skeletal mages summoned, as per the counter at the top. But when I summon them, they literally just do not appear. Essence is spent, counter goes up, no skeletal mages. You can see their auras of frost, and these will run around like minons, but nothing is there and nothing attacks, so they are not just invisible. Broken.

  4. Bloodsong mail, the legendary chestpiece, gives command skeletons all runes while in Land of the Dead and increases their damage by 100-125%. This sounds awesome, except for the fact that that includes the rune where they explode a la WD sacrifice zombie dogs. So forget having powerful warriors during LotD, they just blow up. Was even one modicum of thought put into this power?

  5. This actually doesn;t have to do with minions, but rather Army of the Dead. This skill...sucks. On T13, it doesn't even tickle enemies. My minions are wiping out mobbs, this is a 120 second cooldown, and the 2 piece bonus of the Rathma's set. I expected it to be a hugely damaging burst to drop after it's been succesfully cooled down by minions, and yet I could do more damage if I tickled them with a feather. Regular mobs, mind you, not elites. Elites, it does nothing. What an absolute disappointment this skill is, especially as the part of the Rathma's set. Useless.

Please, Blizzard, I am begging you, please take care of these bugs and PLEASE think about the 2 piece bonus of Rathma's. It would be fine if AotD was useful as a burst skill, but right now I use it as an afterthought, because it just doesn't do anything to the monsters I fight. I love the necro so much, I love pet builds so much, I love everything the Rathma's set COULD be. Please, throw us a bone here (pun fully intended).

Edit: Forgot to include picture link.

submitted by /u/TheGoryElk
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Pools of Reflection per GR Completion visualized

Posted: 11 Jul 2017 02:40 PM PDT

A short submission on how many Pools of Reflection are consumed by the turn-in / quest completion XP reward of a Greater Rift at given GR and Paragon levels.

Introduction

Many players like to collect Pools of Reflection between killing the Rift Guardian and closing the Greater Rift to earn extra Paragon XP. If you assert that the bonus XP content of these pools is worth the time needed to find them (under which circumstances this is true is not immediately discussed here), how many should you collect? If you're doing Greater Rifts at a level where you occasionally die, you'll likely not want to look for much more pools than are consumed from closing the rift, since on average you'll lose an increasing part of that. On the other hand, stacking less pools than are consumed makes no sense either, the ones beyond the first will have equal expected payoff and it takes the same amount of time to get them (unless you had bad luck and all the convenient spots didn't provide further pools). So that specifies the question - how many Pools of Reflection are precisely consumed by the GR completion at given GR and paragon levels?

Prerequisites & Derivation

We approach this question by recognizing that

number of pools = bonus XP for GR / bonus XP per pool (1) 

and evaluate the numerator and denominator separately.

The XP reward for closing a rift grows by +5% per level, multiplicatively, from 70 onwards. It is increased by +25% if bonus XP from pools of reflection are active during the turn-in, but since we assume this condition to be always met for this consideration, we don't need to single out this factor. Of that increased amount, another 25% is granted that's taken from the bonus experience stored from pools of reflection. I did some testing with several GR levels to fit an acceptable base XP value for the range of GR level 70+ and conclude that the bonus XP drained from your reserve due to turning in the GR at a given GR level G >= 70 can be satisfyingly accurately expressed as

bonus XP for GR ~= 90,555,620 * 1.05^G (2) 

with less than +- 0.0001% relative error that can most likely be attributed to iterative rounding.

The bonus XP granted by each pool is calculated as 10% of the XP of your current paragon level (i.e. the xp from the beginning of your current paragon level to the next one). For the formula how to calculate this for a given paragon level, see here (3).

Putting this together, we see that the number of pools is a bivariate function of your paragon level and the GR level of the GR that is being closed. We can imagine this as a landscape where the height is the number of pools, and longitude and latitude are GR and paragon levels, respectively.

It is inconvenient to display the results as huge tables for every possible combination of GR & paragon level. Instead, let's visualize this landscape through a proper contour map. To obtain the contour lines corresponding to each whole number of pools, the equation obtained by inserting (2) and (3) into (1) need to be solved for either G or l.

Results

This

is the resulting contour map. Locate the point corresponding to your case by its coordinates, and judge the number of pools depleted at your case by its location relative to proximate contour lines, the associated values of which are listed in the key to the right.

For example, assume you're paragon level 1200 and - for some reason - were able to farm GR level 120.toosoon? At that point, you're between the contour lines 4 and 5, so you can completely harvest between 4 and 5 pools by turning that in - great! So if you take 4 pools, you could've gotten some more bonus XP out, and if you take 5, not all will be consumed by the turn-in.

Discussion

The map just tells you, if you want to fully bolster the GR turn-in by Pools of Reflection, how many this will take. It makes no statement on how many, if any, you should collect, in any practical scenario. That's a more broad question difficult to answer precisely and universally. Some general thoughts on this:

Whether you should spend time collecting pools of reflection depends on how the XP per time spent doing so compares to what you'd do in that time otherwise.

The XpT of collecting pools depends on three factors:

  1. time needed to find the next pool
  2. the bonus xp in that pool -> solely dependent on your current paragon level
  3. the expected portion of that lost due to risk of death before its depletion.

#1 gets longer the more pools you already found in that game, since you'll start looking at the most convenient spots and transit to less convenient ones. That's what makes it sometimes not worth to get all the pools that would be depleted despite their value in regard to #2 and #3 being identical. #2 is the reason why people will generally give the advice that you shouldn't bother actively looking for pools until you got some level. #3 is what makes the time before turning in that huge GR bonus such a good opportunity to get pools, because that expected loss portion is almost zero (assuming the chances of you dying on your way back to town to be very low).

The XpT of what you'd do otherwise, to which it must be compared, is very circumstantial. Basically, if you're XP farming at very high efficiency (e.g. you got in a public group with players whose paragon is significantly higher than you but they play with you anyways and blast through everything), you should rather not diminish that efficiency by forcing your party to look for pools in between those high & speed GRs. On the other hand, if you are pushing gems with a group of equipollent players that XpT is lower, so if your paragon is sufficiently high it's worth to get pools before turn-in. If someone in your party is shortly afk between rifts, that XpT is zero, so unless you're synchronizing your toilet breaks (which is actually very efficient) you can spend that time very reasonably already looking for pools, so you get there faster after the next RG is killed.

The counter-intuitive aspect of this is that the XpT of pool searching does not depend on what you're currently doing otherwise in any way other than varying your risk of death. You'd think that, when you're with a really strong group speed farming and netting lots of XpT, having pools stacked up is more important (since the xp bonus is multiplicative). That would be correct if the pools were time-dependent like shrines. But the way it is, getting pools is better while playing at a lower XpT than vice versa.

So I guess the results are relevant mostly for when you're pushing relatively high GRs for gem ups, but want to grab some free paragon XP is on the way.

Just some food for thought. I don't mean to extend this to a full when-to-get-pools guide.

Conclusion

A pretty neat contour map with loads of over-specific information inside it that would take a confusingly huge bunch of tables to list otherwise, but isn't really crucial to gameplay anyways. Save it as a quick lookup reference if you like, that's what I'll be doing.

If you have any questions, please ask.

Cheers!

EDIT: How will double XP weekend affect this? If it doesn't apply to turn-in XP but only monster kills, not at all. Otherwise, a *2 multiplier to XP corresponds to a log_{1.05}(2) = 14.2 higher GR level, so you'd just look just 14.2 GR levels higher than the GR you're actually doing. Fun fact, that's - for the exclusive sake of XP farming - the equivalent of a 1.17^14.2 = 9.3 multiplier to damage, or +830% damage bonus.

submitted by /u/MarioVX
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How can I find normal people to play with?

Posted: 11 Jul 2017 05:10 PM PDT

Hi

I am playing on and off since vanilla and i have some trouble to find normal people to play with.

My clan is basically dead and my only rl friend that is still playing only has time every couple of weeks.

I tried to use communities but it seems every community is just a gr100+ finding group.

I would not discribe myself as casual but I cant keep my interest for this game up alone.

So what is the best way to find people to play with?

Edit: I play Softcore on EU for PC

submitted by /u/XytronicDeeX
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Has any other dungeon crawler ever had such an incredible sense of scale?

Posted: 11 Jul 2017 11:34 AM PDT

I love how powerful you feel when you literally just sweep your powers across the screen and take out dozens of enemies at a time. I can't think of any other game (except for like Dynasty Warriors) that fulfills the fantasy of being totally unstoppable like D3.

submitted by /u/casedawgz
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Please help with my problem (Blizzard keeps deleting my tech support thread on official forums)

Posted: 11 Jul 2017 01:48 PM PDT

For some reason Blizzard keeps deleting my thread asking for help with an error on Diablo III in the tech support section(Wtf Blizzard). So I'm copy pasting it here in hopes you guys can help.

Every time I enter a greater rift since the hotfix yesterday my game locks up and I have to force close it. Note that the stream I'm watching while playing doesn't stop. Neither does my music or anything, The system carries on like normal and there is no crash event in windows or anything to suggest it crashed. It doesn't even say Diablo 3 has stopped working or whatever it just closes from task manager fine. The only thing I found is the D3Debug.txt file with errors. It's so big and full of errors that I can't paste it so I had to upload it to my Google Drive here is a link to it and a short snippet from the log as I can't copy paste all of it.

https://drive.google.com/open?id=0B4ePKNlHQgLqTFRkQXRkdU9GSlk

https://pastebin.com/jnw7m4LM

Anyone got an idea why this happens?

This seems to be the main error.

WARNING: W 19:30:27.079668 [BGS] |event=rapidxml_parse_error|what=expected <|where=0000000004964800 (src\low\rapidxml\bgsxml.cpp:14) 2017.07.11 21:31:16.469842800

EDIT: Seems my thread got nuked by the automatic spam filter for some reason and wasn't deleted. I jumped to conclusions in my frustrations. Apologies.

submitted by /u/ReAp_Mr_K
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New player, seems like I should just be able to skip this whole quest line!

Posted: 11 Jul 2017 05:55 PM PDT

http://imgur.com/a/xeTtb

Got the crown that I'm searching for from killing the blacksmith's sick wife, is that just a silly coincidence?

submitted by /u/nazguel3536
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Inarius NovaLancer (Post-Hotfix) - GR80 5:42 Clear

Posted: 11 Jul 2017 07:29 AM PDT

"The Butcher's Cleaver" lost it's transmogrification?

Posted: 11 Jul 2017 09:55 AM PDT

I started playing again after a few months. Now i realize that my Butcher's Cleaver hasn't it's skin.

submitted by /u/Xepton
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Tricycle Necromancer. Built for the right lane.

Posted: 11 Jul 2017 08:50 AM PDT

Weekly Blog celebrating the Top 50 Challenge Rift clears! and stocking Caches for the new season may result in a 132 crafting mat headstart...

Posted: 11 Jul 2017 06:24 PM PDT

Bone Spirit?

Posted: 11 Jul 2017 09:48 PM PDT

I have been playing the Necromancer since beta and still do not know where Bone Spirit fits into a build. Is it just for really high GRs? I am missing something? Are there some builds utilizing it? It is the only skill in D3 that I can't figure out its use.

submitted by /u/manatee_tamer
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I'm just a filthy casual, but what is the best EXP farming technique or route as of right now?

Posted: 11 Jul 2017 09:27 PM PDT

Necro Solo GR 70 Free Set Build (Rathma) - NO Para, NO Ancients

Posted: 11 Jul 2017 08:50 PM PDT

Challenge rift and season start interaction

Posted: 11 Jul 2017 01:03 PM PDT

Does anyone know how the challenge rift will operate with regard to season 11? I see a possibility that will give a bit of an advantage to season start that I'm not sure will be possible. If I do the challenge rift from this week and next week, can I collect the bags out of the mail on my fresh season toon next week and get some mats right away?

submitted by /u/iglet007
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Fastest TXIII rift build right now?

Posted: 11 Jul 2017 04:34 PM PDT

As title says... What do you think is the fastest build for TXIII right now? (around 1k paragon).

submitted by /u/Chronos69
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Experienced Seasonal players -- what's the competition like?

Posted: 11 Jul 2017 10:27 AM PDT

Looking at maybe actually playing the season seriously this season. I know I'm not very impressive in non-seasonal with my 850 para and less than primal gear, but I'm more than a little discouraged to even bother with non-seasonal now.

I've been trying to research how the seasons work from an experiential standpoint -- but I'm not entirely certain I follow it all.

Pre-season: Decide on class (I'll be playing DH, never played it before and my friend makes it look fucking godlike) & build (no idea what I want to run), and delete one of my non-seasonal mules to open up a character slot.

1: The level-to-70 phase. IIRC there are guides on youtube on how to do this in 2 to 4 hours without getting power-leveled.

2: Completing your Haedrig's Gift set. I basically achievement hunt to be awarded free gear, right? This set might not be the one I am going to attempt to run as my final end-game build.

3: I finish off the Haedrig's build with appropriate legendaries, then use it to farm Keys for Grifts for Blood Shards & spend my DBs on upgrading rares in order to upgrade & shard my way into my actual build.

4: I farm bounties (ugh) and legendaries to re-roll my actual build into ancients.

5: I farm gem levels for my legendary gems (which I should have gotten by now from grifts) and augments. I push excess gems for +350 augments on my ancient items.

6: I now push higher grifts for gemups, farm radiant pools for Paragon. From here on out it's basically just a Paragon farm and grift fishing for leaderboard spots, right?


Questions, provided I didn't miss anything:

  • The only phase of this that I know how to maximize for time is farming bounties for rerolls & nephelem rifts for grift keys. Are there other phases of the game that are easily pubbed to increase efficiency? If so, are there easily accessible guides as to etiquette and expectations?

  • Is it worth trying to place in the top 100 spots for my class if I have a job?

  • Should I bother researching a speed-farm build for my class in addition to a grift pushing build in order to save time, or is this just optional? Does the time it takes to gear a speedrun build out-weigh the advantages it gives me?

  • Is it worth finding a clan to play in? Does it pay off and save time? I've only ever played solo, occasionally pairing with a select few players.

submitted by /u/EvilSqueegee
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Anyone else put off by having to keep stop and picking up items all over the place? Especially in speed runs.

Posted: 11 Jul 2017 07:55 PM PDT

I tried lowering difficulty to see if i can get more farming done. But it feels like i'm picking shit off the floor half the time anyway.

submitted by /u/kkdd1
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Well...at least not all is lost for Bone Armour Necromancers after the hotfix...

Posted: 11 Jul 2017 03:48 PM PDT

At least we've got two level 50+ gems to use for imbuing...

Here's what I've managed to scrounge up for the Inarius set. I call it the Auramancer, since it uses four different "aura" type effects to deal damage, etc.

Managed to cleared GR63 solo but died a few times. It's nothing fantastic, but I enjoy this set more than the others. I've just finished up doing GR65 with some friends and haven't yet tested the current build in solo, so imagine it will be a bit easier.

Have other Inarius set users managed to stay with the set or have you all jumped ship?

submitted by /u/Guesty_
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