The Ring of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)
Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:
I got 5 RORGS with very minimal effort and so can you!!
How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.
What to do:
Do not kill any mobs except those required for objectives. Do not kill goblins. Do not open chests including resplendent chests. Do not destroy breakables (pots, barrels, looting bodies etc). Do not pop fortune shrines. Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.
First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.
As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.
Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.
First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)
Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what difficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.
Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.
It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).
I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:
I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.
My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.
I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class!
1. Current Monk Issues
This is really at the forefront of the monk issues.
Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.
Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.
Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.
Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.
Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.
Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.
This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.
- It is a natural and safer way to lose weight
- Weight Lifting Supplements Celebs Use
- 12 Foods That Burn Belly Fat
- I saw such a change in my skin honorees course…
- Official 2013 OTF Dungeons and Dragons Thread!!
- My first Mat! Eilonwy, Blizzard/Fireball Sorc, lvl 85
- Need help with new cold tree build.
- Etdlahq Memorial Bar - your shelter from forum…
- Travincal tourney (RFO) interest and discussion…
- WTB Radiant Star Rubies
- Gambling Legendaries in v2.0.4: share your RNG
- The Very Vanilla Homemade Mafia Game - Signups
Diablo 3′s Seven Design PillarsPosted 29 Jan 2013 by
When Jay Wilson announced his departure from Diablo 3 I read over a bunch of old interviews with him, both to update the wiki article and to refresh my memory on Diablo 3′s development. This interview with GamaSutra from right around the time of the game’s launch last year, had some good stuff, but I especially wanted to highlight the Seven Design Pillars and reflect on how they were incorporated and executed in the game.
Here’s the quote from the interview:
Jay Wilson: No, not really. I certainly had a PowerPoint that I put together, which described high-level pillars of the project, and was seven things that we considered to be the core of the game.
Do you remember what those were?
Jay Wilson: Those seven things were: approachable, powerful heroes, highly customizable, great item game, endlessly replayable, strong setting, and cooperative multiplayer.
We basically said these are the pillars we have to live by. Each one has a description of what they mean. And any time that we have a question about what the game should be, we just look back at those pillars. And that was our goal. That was how we set the project up.
We had some others, too, that were more [about] what we’re adding to the project. And they were more feature-based, so for example, the PvP mode was one. The bigger focus on RPG elements was one, because we wanted it to be a more story-based game, without getting in the way of the action. So there were a few more like that.
Let’s take those one by one, shall we? But first a vote. You can pick as many options as you like, so click all of the Design Pillars you think D3 did a good job living up to.
They certainly succeeded with this one, though many of our most heated pre-game arguments were about “dumbed down” vs. “accessible.” (For instance, decisions they made regarding skill points, manual stat points, freespecs, skill runes, simplified item modifiers, and more.) I often felt (and argued) that the devs were overly simplifying the game and risking a loss of depth and complexity, and as best I recall comments were often largely in disagreement with me and in support of JW and crew.
It’s a debatable issue; I think the game was very well done on approachability in say, Normal difficulty, but that it didn’t ramp up enough on complexity (retaining very basic itemization, lacking of meaningful monster changes to resistances/immunities, etc) in higher difficulties.
2) Powerful Heroes
I think they did well on this. The custom resources and skills designed to always work, removing D2′s “you’re out of mana so now you’re helpless” issue (which went away with good gear in the late game, but made the early going quite a chore for the untwinked). If there’s a complaint here it’s a lack of balance and equivalence… perhaps now that JW, Barb fan #1, has moved on, we can see some long overdue nerfs to the one far and away most OP build in the game, while other chars get some buffs to match?
I don’t see why anyone would argue this; all you Barb players have already spun2wun your Paragon 100s and grown bored with the silly double tornado build. You’re probably hoping for a big nerf that would give you an excuse to play a “real” class, huh? *ducks*
Click through for points 3-7, and hit the comments to offer your own opinions.
3) Highly Customizable
This one can also be argued both ways. The Freespecs skill system allows for huge variety, as any build can change completely in a blink. On the other hand, most players feel there aren’t enough viable different builds, and there’s plenty of argument that freespecs actually reduce diversity and customization, since everyone just ends up changing to do more of less the same thing, rather than working to find ways to make different builds viable, as you did in old fashioned games like D2 where you couldn’t just change all your skills around.
You could also point to the very generic item system as creating a lack of customization, since there aren’t any items that really have unique properties and open up whole new builds or styles for any characters. Likely we’ll see much more variety in those areas in D3X, but we can only review the game we have at this point, and in Diablo 3 there’s a terrible lack of item diversity, with virtually every character and all five classes seeking the same few mods on all of their gear. During development we saw mods such as +%spell damage, faster cast rate, elemental damage types that did more than change color, attributes that were useful to all classes, and much more that was simplified away before release.
4) Great Item Game
On this one I think there’s fairly general agreement that the initial product fell very far short. Even aside from the pathetic state of Legendary and Set Items at release (still fairly lacking with a handful of legendaries sought by every class and 90% of no use at all), all five classes use the same few offensive mods, leech and LoH work on everything (ranged, spells, etc), more complicated D2 mods like Crushing Blow and Open Wounds (which stopped monster life regen) are nowhere to be seen, cold damage and stun and other CC (from weapons) is irrelevant, the elemental types are identical in function (but not color), the same offensive mods work on every type of item, etc.
The devs did a nice job creating and modeling so many different item types, but they fell way short on making them actually work in different ways.
5) Endlessly Replayable
Everyone’s got a different opinion on this, but I’m still enjoying the game. Plus I let enough natural light past my rose-tinted D1 and D2 glasses to remember that those games were FAR more repetitious than anything in D3.
The lack of diversity in items and builds cuts into this one a bit; I sometimes wish I were playing HC (as Xanth keeps urging me) just so I’d have a reason to reroll a character one day. On the other hand, it’s nice to be able to change around my character’s skills and gear to set them up for fast farming MP0, or more sturdy hunting on MP2, or key farming on MP5+.
This question seems to revolve more around the game world though, and that’s open to argument. D3 obviously gets quite repetitive, especially once you’re farming and feeling like 5 or 6 levels in Act 3 is the only place worth doing it, but that’s still 4 or 5 more levels than were worth farming in D2. My opinion is that D3 didn’t do a great job on making the areas feel different and new endlessly, though it’s a big step up from the old, more-static system of D2.
6) Strong Setting
This was hard to miss on, as Diablo and Diablo 2 had created such an archetypal world in Sanctuary, with a grim, dark, gothic feeling (even when expressed in very bright deserts and neon-colored monsters). I think D3 did a pretty good job of this, though I’ve never felt the level of immersion and creepiness that I did in most of D1 and much of D2.
I think a lot of that is due to D3′s very subtle music, compared to the much louder and more present and immersive tracks Matt Uelmen created for the previous games. It’s hard to say, though. D3′s got some great level art and visuals; I clearly remember leaning in really close to the monitor to try to get a better look at all those chained skinned titan things when I first worked my way down the tower levels in Act 3.
7) Cooperative Multiplayer
And we end on a low point, since this is one area where they failed quite noticeably. Yes, you *can* play D3 with other players, and the auto-party options with friends are nice, and them (finally) enabling Monster Power in public games in v1.07 should help as well.
That said… I’ve never felt the sort of online community on Battle.net or in games that I did with previous Diablo titles. The initial chat channel implementation was terrible, in-game chat has always been bad, the Auction House’s efficiency turns trading into a soulless automated activity, the four player limit keeps games small and quick, the lack of proper experience or item rewards scaling in parties discourages co-op, the lack of game names or a proper game creation system is lame, the matchmaking quest system doesn’t work well everyone endlessly creating “Kill Azmodan” games and then doing everything but, and the problems go on and on.
All of those features/changes probably seemed like good ideas on the drawing board, and most of them are clearly technological improvements, but they conspired to create the same Battle.net ghost town effect that Starcraft 2 has suffered. I don’t know if more or less tech is the answer — the simple IRC-style chat rooms we had in Diablo I in 1996 gave vastly more social value than every B.net 2.0 feature combined — but on this design pillar at least I think the devs came up very short.