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.
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.
- The Noodle Compound Bed and Breakfast
- Bombs Away: Wizard Meteor Buffs Coming Soon
- Tournament: Envious of the Green and Gold
- [1.13d SC FAM FTS] ISO Oculus, Shako, Cold skillers…
- Walk before you can Crawl(ers): Ray of Frost bug
- Movie Review thread.
- Socketing Tiamat's Rebuke, Baranar's Star
- Common Core
- So, I'm quitting. What to do with items.
- Things you love because they kick arse!
- Etdlahq Memorial Bar - your shelter from forum…
- OT: Days of our Lives aka the Beacon's Billboard
Ironborn #10: Crafting Legendary/Set Items in RoSPosted 23 Dec 2013 by
Crafting in D3 has its ups and downs – sometimes you’ll get a good roll and other times you’ll wonder why you bother. Thankfully, crafting in RoS is significantly improved, making it a more reliable way to get gear upgrades. Today, I’ll discuss how craftable set and legendary items serve as an intermediate class of gear in the beta, and how they might benefit self found players in the expansion.
Crafting Rares Isn’t Really That Important
With Loot 2.0, rare items have gotten a helpful boost to their stats. They now have narrower stat ranges and cool new affixes. If that weren’t enough, enchanting in RoS knocks out one useless stat on each rare – so a slight tweak from the Mystic makes more of your items upgrades.
But you really won’t need to craft rares, since they drop like candy in RoS. Instead, you’ll most likely salvage them to enchant items, or to create craftable legs and sets.
Craftable Leg and Set Items Are Their Own Tier of Gear
You can think of the new craftable leg and set items as falling between rare items and found legendary and set items, both in terms of power and difficulty to acquire. Though they cost a unique crafting material to create, they have special affixes not found on rares. Plus, unique mats are moderately farmable, so it takes less time to get them than to stumble across found-only legendary and set items.
In the beta, the crafting plans for these fall mostly from Horadric Caches you get for completing all bounties in an act in Adventure Mode. For now, the unique stats on these items make them worth pouring mats into the crafting machine (see examples below).
How Hunting Unique Materials Works
The special mats required to use legendary and set recipes drop mostly from unique monsters. In D3C, these purple-text monsters only appeared five to ten percent of the time in their respective spawn location, but in RoS they appear about five times as often or more. At the same time, they only drop their unique crafting material around a quarter of the time or less.
This means in order to craft a legendary or set item, you must 1) find the crafting recipe, 2) go to the location where the monster spawns, 3) hope that it spawns and 4) hope it drops its unique crafting mat when you kill it. From what I’ve played, the drop rates on unique mats seem a tad low. A third chance of dropping sounds about right.
The Big Picture: Crafted Legendary and Set Items As An In-Between Gear Class
One of the frustrations self found players have in the base game is with gear progression. When you max out your rare items, there’s little to do in the game except hope for a legendary or set item to drop. Crafted legendary and set items seem to be Blizzard’s answer to that problem.
- Crafted legendary and set plans drop less often than rares, but more often than found-only legendaries and set items
- The unique items required to craft them are somewhat farmable, even if you can’t always depend on a unique monster appearing, or the fact that they’ll drop their unique mat
- The special affixes on crafted legs and sets are better than those on rares, but not quite as good as those on found-only legendary and set items
Add it together and you can see why the devs took this approach. These items are better than rares, and give you something to work toward while waiting for the best stuff in the game to drop.
I don’t know yet whether crafted legendary and set items will unlock new builds, or what plans you can find when playing on higher difficulties. But the idea behind them seems potentially very cool.
Crafting For Every Player
I hope the devs design crafting to work as well for the guy who pours his mats into one character, as the guy who distributes mats evenly across many characters. The former will hit a gear wall sooner, and he needs a crafting goal beyond just collecting a few unique mats.
It’s possible the devs will create crafted legs and sets that rival their found-only counterparts in terms of power. These items may become long-term goals for people who invest lots of time in one character – but they may require multiple unique crafting mats.
What do you all think of crafted items as a class of gear between rares and found-only legs and sets? Do these recipes sound boring or interesting? And does hunting them down sound like fun or a chore?
Ironborn is a column exploring self-found play and related topics by Waterfiend, who will be crafting like a madman when RoS hits. Got an idea for a column? Share it in the comments!