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  #71  
Old 06-29-2012, 06:22 AM
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Originally Posted by Renevent View Post
This is good news! I love playing d3, but l'm not in inferno yet. Is the increased drop rate significant enough? Has anyone farmed before and after the increase? Does it feel like you get better drops?
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  #72  
Old 06-29-2012, 06:31 AM
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This is good news! I love playing d3, but l'm not in inferno yet. Is the increased drop rate significant enough? Has anyone farmed before and after the increase? Does it feel like you get better drops?
As I said above your post, you people (no offense in this, dunno how else to type it, heh) don't get the most important fact - the drops mean nothing when the items themselves also have to roll for stats after identification, including shit like Monk-only fists having INT (totally useless), Wizzard's wands having STR/DEX, etc. The itemization is broken in this game and until it's fixed, they can increase the drops by 100000% (exaggeration of course) and it won't matter, because you still have % from % chance for something with a huge range of different stats = close to none. =/
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  #73  
Old 06-29-2012, 11:33 AM
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Originally Posted by Fisk View Post
This is good news! I love playing d3, but l'm not in inferno yet. Is the increased drop rate significant enough? Has anyone farmed before and after the increase? Does it feel like you get better drops?
Sadly, even with the increase I've really seen no difference in Act I inferno farming And there very definitely are packs that are impossible in Act I. Yesterday morning I found 3 blue packs and 1 yellow with minions in Act I Inferno and I couldn't defeat a single group :P

I think the frustration comes in that even with a 5 stack of valor and an MF of over 150% I still received yellow drops that were significantly under level 60. In over a week (yes, I know it's only a short time against what others have farmed) I've only had 1 drop worth selling (i.e. that sold for some real gold) and two minor upgrades. At this rate, I'll be farming Inferno Act I for about 2-3 months probably, before I can progress in Act II.
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  #74  
Old 06-29-2012, 01:24 PM
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Oh, thats no good then. Still, its a step in the right direction. I'll keep playing until inferno and see what happens. Guess I'll be bored by my barb then, and continue with one of my other chars.
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  #75  
Old 06-29-2012, 01:55 PM
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On my Monk I can defeat just about every single pack I come across, there's a rare combination that can kill me (Horde, invulnerable minion, arcane enchanted, and molten) but for the most part things die within the first few seconds of me coming across them even sooner then that sometimes.

I have 202% MF with valor and drops have been interesting, mostly rings which is great since they sell for a lot. I like the new drop rates but I hope they continue to improve the farmig game more.

My monks build is somewhat typical but I keep trying to find a more preferable build.
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  #76  
Old 06-30-2012, 07:31 AM
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Originally Posted by Renevent View Post
Unfavorable stats on items is nothing new in these types of games though, isn't it? Even in TQ you can roll swords with int and staffs with str couldn't you?
I agree that having random items with crazy and maybe useless combinations of stats is not a problem at all.

But D3's items seem to be only about a very, very few stats - only DPS and +STR/INT/VIT (or whatever stats are called) and resists are important.

No one seems to care about life leech, mana leech, knockback, +skill, stun chance, cast on hit, thorns, charges, slow/freeze, poison, ignite, fast cast, attack speed and all that other stuff that made D2 items so diverse. All that stuff seems not to matter in D3 - that's the real problem imho.

EDIT: Extra Credits did a video on the topic of introducing ever more powerful items: http://penny-arcade.com/patv/episode/power-creep

Last edited by hooby; 06-30-2012 at 01:40 PM.
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  #77  
Old 06-30-2012, 02:15 PM
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I only ever remember IAS, mana/health leech, and Vit being important in Diablo 2.

I personally stack chance to freeze on hit and I'd like to stack +life on hit but that gear is simply too expensive for me.

Knockback sucks as melee character though I imagine fear is better for ranged.
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  #78  
Old 06-30-2012, 02:41 PM
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I only ever remember IAS, mana/health leech, and Vit being important in Diablo 2.
Which explains why you are actually enjoying D3 and think it's a good game
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  #79  
Old 07-01-2012, 12:15 PM
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Quote:
Originally Posted by hooby View Post
I agree that having random items with crazy and maybe useless combinations of stats is not a problem at all.

But D3's items seem to be only about a very, very few stats - only DPS and +STR/INT/VIT (or whatever stats are called) and resists are important.

No one seems to care about life leech, mana leech, knockback, +skill, stun chance, cast on hit, thorns, charges, slow/freeze, poison, ignite, fast cast, attack speed and all that other stuff that made D2 items so diverse. All that stuff seems not to matter in D3 - that's the real problem imho.

EDIT: Extra Credits did a video on the topic of introducing ever more powerful items: http://penny-arcade.com/patv/episode/power-creep
When building primary + vit are the key stats, but once at 60 it flushes out a bit..

Primary + vit + resist all become the three you tend to search for on the AH, and then when you look at what is returned to you in your search, you further break them down by looking for stats against your class. For me as a DH I'm looking for additional damage%, crit damage, crit%, and attack speed (not necessarily in that order).
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