Diablo 3 1.0.4 changelog hits as patch rolls out
While you twiddle your thumbs waiting for Diablo III to come back online after patch 1.0.4 rolls out, which is expected to happen around 1pm Pacific, why not have a gander at the full changelog? While earlier patches mostly brought small tweaks and changes,
While you twiddle your thumbs waiting for Diablo III to come back online after patch 1.0.4 rolls out, which is expected to happen around 1pm Pacific, why not have a gander at the full changelog? While earlier patches mostly brought small tweaks and changes, this is a big 'un aimed at overhauling large swathes of the game to increase 'enjoyment.'
The changelog has the full rundown. When you hit level 60 you'll get to grind out extra stat points from the new Paragon Levels system, while Nephalem Valor is tweaked so you get more shiny gear and bonuses. Blizzard has also made Legendary items less rubbish, fixed bugs, tarted up the auction house, rebalanced heaps of skills, and made loads more changes. Look, just read the changelog.
The North American server downtime to roll out patch 1.0.4 became at 3am today and should end at 1pm, while in Europe it'll kick off at 3am UTC on Wednesday and run until 1am.
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Alice O'Connor posted a new article, Diablo 3 1.0.4 changelog hits as patch rolls out.
While you twiddle your thumbs waiting for Diablo III to come back online after patch 1.0.4 rolls out, which is expected to happen around 1pm Pacific, why not have a gander at the full changelog? While earlier patches mostly brought small tweaks and changes,-
Honestly, Blizzard have heard the cries of there customers (or watched people stop playing D3).
D3 is turning into a nice casual game, hop on when you feel like it and gain the feeling of accomplishment.
My wife and I both stopped playing because were getting frustrated at the 'brick wall. We just couldn't invest the time the game required us to have for progression.
Bit late though Gw2 this weekend :)-
Right you are about what they're doing, and personally I'm kind of feeling two-fold about the changes. I love the new exp grind, that's what the game was seriously lacking and now will have. I also dig the MF changes because worrying about a MF set is not fun to me, so it's a plus I can grind my way around that. I like the fact that they're playing around with skills, changing things up a bit.
The bit I don't like so much is the across the board buffs combined with considerable nerfs done to the enemies. I'm very close at this point in time to be able to play in Act 3 without dying all the time. One of the best things about D3 for me so far has been the fact that it hasn't changed into repeating a single run of some boss kill time after time, because there's actually content to progress through still, and more importantly than that, there's a reasonable amount of challenge all across the inferno content. I'm afraid it'll come too easy and stale. Unavoidable at some point, granted, but speeding it up isn't good.
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One thing I haven't seen many people talk about is that multiplayer is actually objectively the best way to farm now, probably even with pubs. In a 4 player game mobs only have 325% HP and no bonus damage, they'll melt like butter if you just manage to keep all four people in one place. Even without particularly focusing your fire or having buff synergy, simply having 4 players means mob attention is divided which makes it easier for everyone to DPS consistently rather than kiting. It's a pretty big deal for the people who were playing exclusively singleplayer for farming efficiency before(i.e. everybody).
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holy fuck some of these items : http://imgur.com/f0g0T
also legendary rings with +25% damage to elites. damn -
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You know, what if they did some endless dungeon that just gets harder and harder per level descended, but the loot gets a little better, and you get some blurb on your profile about how far down you've gone. And if you die, you're sent back up some number of levels. Wouldn't that ensure that there'd always be some greater challenge for someone to attempt? Maybe limit use of the items there to someone within some number of Dungeon Levels of the item created. I'm just thinking of when all players everywhere have dumped in the requisite thousand hours and can cakewalk through act 4.
Although I suppose you could also think, "Job well done," and go play something else.-
I think the problem with any suggestion that involves crazy hard content is that it's not truly optional, not in Diablo. Inferno at launch proved that. People want to conquer all the content and they want to be farming at maximum efficiency. With how difficulty works in a game like this, the hardest content will always require you to play with the most unfun poopsocker builds after a millenia of grinding. And if that's how you get the best loot, well, that's what people are going to do, and they won't have any fun in the process.
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