Diablo 3 Podcast conversation about multiplayer co-op issues in Diablo 3. What are the benefits of playing with others? Should there be more party skill bonuses? Why are the Diablo 3 clan tools so meh? The curse of the double-Unity requirement. Show features Aahzmodius, Wolfpaq, and Flux. Click through for approximate segment starting times: 0:30 […]
This show covers numerous changes made in Patch 2.1.1, then focuses intently on fixes and changes needed for the Realm of Trials and Greater Rifts. Why not more player control in selecting the level, competitive PvPvE Grifting, running lower Grifts for Leaderboard record times, etc. Featuring Rankil, N3rdwards, and Flux. Click through for approximate segment […]
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Reflects Damage too Dangerous in v1.05?Posted 2 Nov 2012 by
A fan offers some QQing about the Reflects Damage boss modifier and touches off a conversation with the always-sympathetic Lylirra.
Since monsters have a lot more health in the higher MP levels, not only do fights last longer, but players need to do a lot more damage in order to kill their targets. Of course, that means there’s a lot more opportunity for you to get hit with Reflects Damage. So, whereas before the patch, a player may have been able to kill monsters with the Reflects Damage affix no problem and with health to spare, now that fights are lasting longer that same player may not have as much success — at least, not without making some adjustments to their build or gear.
That said, we do agree that we can make some improvements. For example, we’ll be making it so that damage dealt by pets will no longer reflect back to the player. We’re also toying with the idea of changing Reflects Damage so that it has a duration and can only be activated by monsters periodically (rather than it always being active), but that’s definitely not yet set in stone.
NOOOO, don’t cave to these pussys.
Lylirra: If we feel like it’s a change that will be better for the long-term health of the game, then we’ll move forward with it. We certainly appreciate your thoughts and feedback on the matter in the meantime.
I just wish reflect dmg monsters have an aura or something so I can identify it before getting myself killed.
Lylirra: I’ll pass on the suggestion.
How about just changing it so RD can be dodged like pre-patch and all problems solved….duh
Lylirra: You could never actually dodge Reflects Damage in the live game. The bug only existed in the PTR version of 1.0.5 (which was fixed before we released the patch), so the “we fixed it” line never should been included in the live patch notes; it was, however, correctly included in the PTR patch notes.
I can take the heat for that one.
Despite having Reflect Damage being an everyday complain on General/PTR Feedback thread FOR MONTHS, despite realizing it’s a bad design, nothing was discusses by the CMs til now. I didn’t wanna complain about lack of communication but really :/
Lylirra: We certainly saw the discussions before hand and passed them along, but there were no plans for adjustments that we could communicate until now.
Have you guys noticed a similar difficulty, and do you think it’s a bad thing? After all, the whole point in Reflects Damage as a boss mod is that it’s *supposed* to be hard, and force you to change your play style a bit. So that one type of monster can’t just be buried by ever-increasing DPS.
That debate aside, I can definitely second the motion to give RD bosses an aura or some other visual representation. Perhaps a rotating halo of tiny tombstones? I haven’t had the problem so much in v1.05, but in previous versions, while MFing in very low hps and defensive gear, I regularly nuked myself by attacking RD boss packs before I saw their mods. One cast of Stampede and a trail of Ball Lightning orbs going in and my DH would shrivel in less than a second. It was a bit reminiscent of MSLEs in D2, pre-v1.10, where you had to check the mods before you opened up, especially at close range, lest you killed yourself in a blink.
And no, not all forms of nostalgia are pleasant.