Diablo 3 inviciwizard exploit fixed
A Diablo III hotfix has resolved the issue of invulnerable wizards, though it seems the bug may have been in the game for at least a month.
Cloned items were a nuisance in Diablo II but the addition of a real-money auction house to Diablo III makes trading serious business--actual business, in fact. Anything which disrupts the market will inspire far more fury when people can earn actual cash money, so Blizzard should be extra vigilant. No surprise, then, that the recently-publicised invulnerable wizard bug has been hotfixed out, though it may have been exploited by players for quite some time.
"We are currently rolling out a hotfix for a recent bug regarding invulnerable Wizards," Blizzard said in the wee small hours of the morning. The developer urges players to formally report any exploitable bugs or hacks they may find.
However, while the bug has only recently received widespread attention, it may have been around for far longer. A YouTube video seeming to demonstrate the bug was uploaded on June 22, so people could have been exploiting this for at least a month--they simply didn't spread the knowledge around everywhere.
Inspired by how soon this was fixed after it went public, one player has already shared an old Barbarian exploit which gives huge amounts of life leech, hoping Blizzard will act quickly.
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Alice O'Connor posted a new article, Diablo 3 inviciwizard exploit fixed.
A Diablo III hotfix has resolved the issue of invulnerable wizards, though it seems the bug may have been in the game for at least a month.-
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Anyone with what's currently considered decent gear is basically invincible in Inferno. There isn't anything special about it.
Being able to kill shit quickly is what matters and this glitch has no impact on that. They best they could do is built a super-glass cannon that used this glitch to avoid repair costs, but between the gear & the wizards skills it's not going to have any noteworthy impact on their ability to farm.
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If there were people abusing this for the past month, it wasn't many or the news would have broken sooner. The mainstream public didn't have it for longer than 24 hours, which really isn't enough to impact the AH in any measurable way. There are a lot of people who are already legitimately farming that efficiently.
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Now they need to fix the Barb glitch with Furious Charge and cutscenes.
http://www.youtube.com/watch?v=ofA0D9rwunY
http://www.youtube.com/watch?v=btAwg-Ib8EE -
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I never said farm him.
I said there is no reward for spending all your time and efforts gearing your character up to be able to progress to the end of the game and kill the last boss on the hardest difficulty.
Even if they made it so the first time you kill him and get the achievement you get one guaranteed level 63 rare and maybe a 50% chance at a set or unique item, you'd have a goal to work towards.
The way the game is now, there is almost no point to progressing, you can just keep farming act 2 forever until you get sick of it.
My issue is they messed up loot and drops, not gameplay. The gameplay is fun.-
They are going to add first-time bonuses back to the Nightmare/Hell bosses at least, and I suppose it would be nice if the Inferno bosses had an extra nice progression reward. If you got a free legendary/set piece or something for it though people would feel obligated to get rushed through the content for the cash influx to gear themselves properly for earlier acts.
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The desire to rush through content is completely up to the individual though. The climax of the game is a huge let down they way it is setup now. If someone wants to rush through and kill Diablo for loot, then go back to Act 1, where is the harm in that? At least straight players like mnok would have something of a goal to work towards other than a banner and the end credits.
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The incentive system has a big effect on people's enjoyment of the game. Everyone hated the loot table before 1.0.3 because they felt compelled to progress to later acts well before it was actually fun to play there. The same thing would happen with your suggestion - the incentive of a free legendary would be sufficient to get me to play a cookie cutter ultra-defensive progression build until I could get it, but I wouldn't have much fun in the process. Or I would get someone to rush me through and now I've undermined the accomplishment of beating it properly.
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People only feel compelled to rush to a harder area because there is no good loot dropping where they are currently, and this takes place throughout the game. That is a flaw within the game. You should be rewarded for killing bosses, and finishing difficulties. There is a strong feeling of cheapness to the game in that you buy specific items for specific class builds in order to be able to progress efficiently. Farming champion packs and elites all day with full MF and NV stacks can yield nothing of value. At least if you could kill a boss and know there is even a 1% chance at a specific legendary drop, killing him would be more meaningful. Hopefully they address the loot issues in future patches.
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