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.
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.
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Everyone Hates the Same Diablo 3 Bounties: How to Fix Them?Posted 21 Apr 2014 by
Most players value Bounties entirely based on how quickly they can be completed. So while not literally Everyone hates the Same Diablo 3 Bounties, there’s pretty wide agreement on the problems. The question though, is how to fix them? More flavor? More variety? Reallocated rewards?
I’ve been asking players lately about their most/least favorite bounties, and found the answers very utilitarian. There’s some variety in favorites, though all tend towards “quickest to complete.” There’s less variety in least-favorites, with all of them ones that take a long time to complete atop the un-list.
Some least favorite quotes from a forum post I floated on this topic:
Kill the Spider Queen. It’s a huge map with lots of dead ends. And the trash mobs slow you down. Plus the boss runs away! Thanks for everything! This bounty could award a bag all for itself and I still wouldn’t do it.I only have one that’s stuck out, and that’s Blood Ties in Act 3. It’s probably one of the least efficient bounties (huge Barracks Level 1 map with lots of dead ends, plus a medium-sized Barracks Level 2 map where you have to find one specific room), but on top of that the maps are full of Fallen Lunatics and narrow hallways that make waller+groundspam become extra annoying.
The two in Act III that require you to clear Level 2, one is Barracks iirc and the other is Fortified Bunker? Mainly just because it takes a while just to find the Level 2 door.
Anything involving the Act One Spider Caves is usually atop the list since it’s the slowest bounty in Act One, and that act is the most farmed, since it’s the easiest and since people want a Ring of Royal Grandeur, which only drops from Bounty bags. (Full list of Horadric Cache-only items in the wiki.) Other unpopular bounties include anything in the Dhalgur Oasis or Desolate Sands, most of the Act Five bounties because they are lost in huge levels or else require exploration of the spread-out and sparsely-populated Panda Fort.
The Act Three Barracks is hands-down the least favorite, from the people I’ve asked, simply because it’s huge and takes forever. The Barracks is the dungeon entrance to the left, just before you leave Bastion’s Keep and go out onto the frozen tundra. There are 2 bounties there, one requiring a Level Two clear (which is insane; there must be 200 monsters in that level and I always miss a couple in some side room and have to run back through the whole level to finish it) and the other Blood Ties, which requires to you help a guard rescue another guard on level two, but requires you to explore almost the entire level.
The part that people really dread is finding level two, since level one is basically the same map as Keep Level 2, which is about the largest dungeon in the entire game. (Except we used to love farming Keep 2 for exp, and Barracks level one is just as large but with about 1/3 the monster density.)
All the other unpopular bounties are more of the same; huge levels that require a lot of time chewing through trash mobs or just looking for the target (Blood Marsh in Act Five wins that unpopular battle, since it’s enormous and tangled in design. Desolate Sands in Act Two is also huge, but it doesn’t twist and turn so you can search through the whole thing pretty quickly.)
Personally, I like the bounties with a 150 counter, since those only appear in large areas with a lot of monster density. I’ve never had a 150 counter where I had to search for things to kill to finish it out. My worst times have come on 100 count areas when I find the Purple at 60ish, and then have to wander around to find enough more. The worst one I ever got was a 100 kill counter in Stonefort, and I had to clear the entire level with what felt like 81/100 the entire time, literally to the last 3 catapults where that annoying NPC curses at you (in Story Mode), where I finally hit a big nest of Fallen that took me way over the 100 required.
(Beta bounties had some funny ones. Aside from bugs where the bounty event didn’t even spawn, the monster counter was sometimes out of synch with the enemies available. Playing with Elly we got a Unique with a 50 kill requirement in one of the Act 3 spiral stairway levels, and after clearing the whole thing and the Purple, we were at… 41/50. We had to run back up the entire level, hugging the outside edge to trigger enough ghouls to clamber over the side to get us to 50.
Better was a 50 kill bounty in the Cemetery of the Forsaken when there were only about 30 enemies there. I got that in a multiplayer game and the three of us had to spend several minutes running out into the Weeping Hollow and leading zombies and scavengers through the Cemetery Gates so we could kill them inside and add them on the 50 counter.)
Adjust Bounty RewardsThe main issue I had with bounties during the Beta was the very uneven rewards. You’d get a bounty that took 1 minute and was worth 8m exp (on Torment 1) and others that took 5 minutes and were only worth 2.7m exp. The most valuable bounties then were worth 15.2m exp, were all the “clear level 2″ type, but those varied hugely as well, in how long it took to find the level and how large it was. And it wasn’t a random-variance; it was (almost) always much faster to find Den of Evil 2, or level 2 of some goat cave, than to find Vile Cavern 2, or *shudder* Barracks level 2.
When the beta ended, I figured Blizzard would redistribute the exp rewards on bounties. Why should you only get 2.7m exp for The Butcher or Diablo, when you have to explore a full large dungeon level to find them, while many of the “kill the Unique” or “clear the Red Chest” bounties were worth double or triple the exp and were much faster to complete? (And sometimes even spawned in the same dungeon you had to explore to get to the Butcher or Diablo.)
That didn’t happen. All the bounties we see in the live game are worth approximately the same exp they were worth during the Reaper of Souls beta, and as everyone knows, they vary greatly in time required to clear. The explanation for that (other than “lazy devs?”) could be that the devs like the RNG of it. If every bounty was priced appropriately for the time it took, that would be boring. Nothing would feel like it fell above or below the value curve, and while Queen Araneae is annoying and slow, it balances out those times when you get a sixty-second “Kill the Purple” or “Cleanse the Cursed Chest” bounties, which feel fun since they’re very quick and valuable.
That said, maybe not? Would you guys enjoy Queen Araneae or Barracks two or other longer bounties more if they were worth the same exp as “clear level 2″ bounties?
Or, if the whole goal is to get the Horadric Cache, what if the bounties were weighted in value? Instead of 5 all worth the same, what if bounties scaled in value a bit, and you only had 4 bounties in acts when you got Blood Ties or Queen Araneae type slogs?
Time = Value?The point of all these complaints is that money = time, in Diablo 3 as elsewhere in life. And (almost?) everyone likes best the bounties that are quickest to do, and dislikes the ones that take longest to do. I’m surprised how uniform that opinion is; I figured there’s be more nuance with the time divided by the reward. The “clear level 2″ bounties are worth like 5x the exp of most “kill target X” bounties… but it seems like people are mostly farming Bounties to get Horadric Caches, thus the exp from individual bounties is an afterthought, compared to their main goal.
If that’s the case, perhaps we should be concentrating our fixes on the speed of clearing, rather than worrying about rewards matching the time spent?
Map Hack Return?
Something I’ve been wondering lately, in regards to this issue. (And which I always remember about 30 seconds into a bounty in the Dhalgur Oasis or the Desolate Sands.) What if we had maphack in Diablo 3? Some tool that pointed you right to the bounty target, no matter how far away it was? You get that after a few minutes in a bounty if you have terrible luck finding the dungeon or monster, as an arrow pops up to point your dumbass in the right direction, but what if you had it all the time? Would that make the bigger/slower/least popular bounties more palatable?
I’ve been asking people in-game lately, “Would you trade a passive skill slot for a maphack tool that immediately pointed you to the bounty in every zone?” I think I would, assuming I could turn it on and off.
Obviously it’s a hypothetical question… or is it? What if there was a maphack legendary item that granted that property? It could ever have RNG; it would always gave you the direction arrow, but sometimes it would roll higher quality and show the entire mini-map filled in, with the location of all shrines and/or Elites and Uniques?
That’s an item I’d hunt for. They could even put it as an Act Five Cache-only drop, just to force us to farm that act too!
Make Bounties More Fun
The last issue is the biggest one, and one I haven’t thought much about. So just to touch on it quickly… what would make Bounties more fun? We all know the few types of bounties now, and they’re just a race to finish as quickly as possible for the reward. How could that be changed up? Should we even try?As the biggest issue for everyone seems to be time/reward, there should be ways to do Bounties more quickly, other than just movement speed. What if you had to kill a Purple without killing more than 50 other enemies? (If you went over 50 you had to kill over 150, or find another purple, so it’s a time penalty.) That would reward players for being precise and not just an AoE spamming machine? (Sorry, Wizards, but there has to be something in the entire game you’re not the best at now?)
What if there were levels with 2 Purples, but no counter, so it was all about how quickly you could find them?
What if sometimes a treasure goblin (other than Snitchley) was the bounty? Or there were several goblins in the area and the bounty was to kill 3 of them?
What if some bounties were just “map the whole area” without any killing required? Just for variety and movement speed rewards?
I’m sure you guys can think of lots of other interesting and varied types of bounties, going beyond what we see in the game today. Do you want more variety? Do you want bounty rewards normalized, so the slower ones are worth more and the easy ones are worth less? How about bonus Caches? One long time popular suggestion is a 6th or 7th bonus cache awarded for clearing all 5 acts of bounties in the same game, and I can’t see any real objection to that.