Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.
When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.
In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.
Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing Remember the great forum crash of 2003? That was not pretty.
So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.
The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.
One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.
Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.
Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.
With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.
There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.
Thread Starter -Points: 15 -You have started 5 Threads
Topic Raiser – Points: 45 -You have started 20 Threads
Town Cryer – Points: 90 -You have started 50 Threads
Confabulator – Points: 91 -You have started 80 Threads
Primary Source – Points: 1 – Somebody out there liked one of your posts.
Greater Rifts (GRs, initially known as Tiered Rifts) are a higher level of Nephalem Rift, meant to provide a greater challenge and greater rewards for players geared well enough to take them on. Greater Rifts are timed, and *must* be completed within 15 minutes to earn rewards. All treasure in Greater Rifts, with usually a legendary item or two, comes from the Greater Rift Guardian (GRG) which is an upgraded version of the regular Rift Guardians.
Difficulty: Greater Rifts are numbered as a measure of their difficulty. A level 1 Greater Rift is very easy, equivalent to Normal difficulty (or less.) Greater Rifts scale up quickly though, and will become challenging for any player ability. Level 8 is equivalent to about Torment 1, Level 15 is equivalent to about [Torment 3, and Level 25 is approximately the same as Torment 6. There should be an infinite number or Greater Rift levels since each one merely increases the hit points and damage of the monsters by some percentage.
Shrines: There are virtually no shrines or pylons in Greater Rifts. Pylons are seen occasionally, but their bonuses last only 15 seconds (instead of the usual 30) and Blizzard specifically said that Conduit Pylons would not be found in Greater Rifts since they are so powerful they would skew the entire rift Leaderboard system.
No Respecs: Characters can reallocate their Paragon Points while in a Rift, but can not access their inventory or skill menus (respec) while in a Greater Rift. It is possible to return to town mid-GR, and players can respec and make repairs then, though it’s not recommended since the GR is a timed race. This is a feature designed to limit exploits via equipment or skill changes, so players can’t change gear or skills to be more effective against a single target before they reach the Greater Rift Guardian for instance.
Rewards: Items and gold do not drop in Greater Rifts, and there are no chests or other clickables. All treasure comes from defeating the Greater Rift Guardian, who drops a huge amount of stuff, about double that of a normal Rift Guardian, and has a very high probability of dropping at least one legendary item. (Note that the lack of gold and chests hurts the effectiveness of legendary items such as Goldwrap and Harrington Waistguard that proc up in effectiveness via gold pickups or chest/clickables opening.)
Progress Bar: The progress bar in a Greater Rift increases gradually from killing trash mobs, but jumps up by larger amounts for Elite kills. (Elites drop objects that look a bit like gooey health orbs, which count for big boosts in the progress bar when collected.) This is a feature designed to keep players from simply rushing past Elites to more quickly finish the rift by killing trash mobs, as can be done in normal Nephalem Rifts, and players will fill their progress bar more quickly by killing Elites than by skipping them, except in very rare long Elite battles.
Accessing and Process
- # Get a Greater Rift Keystone level 1 from completing a Nephalem Rift. – Drop rate still being determined.
- Use the GR Keystone to open a portal to a Greater Rift at the regular Nephalem Obelisk next to Orek.
- Kill all the mobs in the Greater Rift before the timer runs out.
- No regular or champion mobs drop loot in Greater Rifts.
- The Rift Guardian will drop loot regardless if the timer has run out or not.
- If the Rift Guardian is killed before the timer runs out he will drop a Greater Rift Keystone.
- The Keystone’s level is determined by how quickly the Greater Rift was cleared. The quicker, the higher the GR key fragment.
Progress Bar and Rift Speed
The progress bar in a Greater Rift looks the same as the bar in a normal Nephalem Rift, with two added slider needles, displayed above and below the bar. The total bar coloured in orange, and the icon above it show your current progress towards completing the rift. The icon below it and any colour in blue shows how fast you need to progress to complete the rift in time.
When players are battling through a Rift that’s just at the limit of their killing power, they will often see their progress dropping behind and the bar showing blue, before they kill a couple of Elites in a row and see the bonus from Elites shoot them back up ahead of schedule.
- Muscle Care Off
- 2014 Summer MFO Results Thread
- Help Maintain Normal Blood Pressure
- Cisco Certification Training 640-554
- Please Merge U.S. N, E, and W Clans
- Official 2013 OTF Dungeons and Dragons Thread!!
- Improve your muscle with GMAX
- Does not require dieting
- Popular Cisco 640-554 Exam Study Guides
- Etdlahq Memorial Bar - your shelter from forum…
- Are apples good for muscles
- 1.07 News, Info and Gossip
Diablo 3 Patch Monster Changes: Reflects DamagePosted 17 Jan 2013 by
Aside from all the new crafting recipes, one of the most awaited-changes in Diablo 3 patch v1.07 is the nerf/change to how the Reflects Damage monster modifier works. The official description goes thusly:
This info seems to be correct based on my testing thus far, but I’m not the best one to speak about it, since my two main chars of late don’t find the affix very impactful.My Monk was originally built for MP5 key runs and while I’ve lately repurposed him to more general MP1 or MP2 farming, he’s still skewed way towards the EHP end of the survival continuum and thus he does not take visible injury from Reflects Damage. (Especially since the version of my characters the PTR copied over is from last weekend, and my Monk is thus missing several new DPS-boosting item upgrades I acquired on Tuesday.)
My other main char (of late) is a Demon Hunter, and she doesn’t have any problem with RD either, since any pre-v1.07 RD encounter has a binary result. Either she gets Gloom active before her first volley of shots hits the boss and cruises through, or she doesn’t get Gloom active and dies in an instant. There’s not much in between, really.
So, playing on the PTR my Monk hasn’t noticed any difference from Reflects Damage other than the visual, and often not even that since it’s far from noticeable enough. The visual is a bunch of orange swords swirling and orbiting around the monster and moving a bit like sparks of light coming off of a rotating disco ball.
Two things about these screenehots. 1) I took several shots of each encounter and the ones in this post had RD the *most* visible. 2) I took these while standing back to get a clear view. While actually playing it’s much harder to pick up, especially if you’re using big flashy visual skills, like um… all of them, really.
The RD visual is okay on dark levels, like the endless staircase levels of Act Three, but on brighter levels it’s much harder to see. I got it on a Golgor unique tonight while playing my Monk, and literally didn’t notice it on the boss, since the little swords blended into his huge bright-yellow belly. Only when he was dead and exploded and I’d moved on to slaughtering his minions did it notice it around one of them.
So my take on the new Reflects Damage after seeing it in-game on maybe a dozen bosses so far. I think the “fix” to the mechanic is okay. It doesn’t totally nerf the property and characters who want to go full on glass cannon should still find it dangerous. (And those almost the only players who were dying so fast and complaining so loudly anyway.) But, I think the graphic is *much* too subtle and doesn’t serve the intended purpose of providing a clear warning of the danger of RD. The orange swords blend into the glowing aura ground effect, they hardly show up on bright levels or around some bright monsters, etc.
Furthermore, the mechanic conspires to make the effect harder to notice since there’s nothing visible around the monsters that aren’t currently flashing the RD effect. There needs to be a much more visible graphic, and something to demarcate monsters that aren’t currently active with it, but may be soon. Good start and good idea, but the execution needs some work. Which is fine; it’s on the PTR for a reason, after all.