# Diablo 3 May 15th!

**URL:** <https://boards.straightdope.com/t/diablo-3-may-15th/615860>\
**Category:** The Game Room\
**Created:** [March 15, 2012, 2:13pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860 "2012-03-15T14:13:28Z")\
**Posts on this page:** 20\
**Page:** 20

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**Author:** ![Maeglin](https://avatars.discourse-cdn.com/v4/letter/m/8baadc/32.png) [@Maeglin](https://boards.straightdope.com/u/Maeglin)\
**Post date:** [June 5, 2012, 6:22pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/383 "2012-06-05T18:22:09Z")

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> [@Cubsfan](#):
>
> I found my first legendary the other day. A lvl 33 Mighty Belt. Nothing too amazing. I went to look on the AH to see what it was going for and there were 46 pages just of this belt.
> 
> 46 pages of a single legendary.
> 
> Made me feel alot less legendary.
> 
> I really think they are blowing it on the set items. I realize there are some here but they are mega rare. Even more so than legendaries I believe. I can’t imagine how anyone would ever be able to put a full set together in 100 years without using the AH. Putting together sets was one of my favorite pastimes on D2 and I loved teh quirky, class specific bonuses alot of them gave you.

I am very happy that not everyone wears the same damn legendary to make a build work. No more Burizons, no more equipping every character with Sigon’s, no more shako required for any sorc build. This is a step in a very positive direction. They should have just done away with legendaries altogether. I suspect they kept them around for nostalgia and bragging rights alone. Getting a great rare with just the right configuration of mods is much, much rarer than any legendary with fixed mods.

The class-specific bonuses were never nearly as good as wearing one or two pieces The weird extra abilities opened the door for execrable and broken builds that turned on abusing some mechanic not found anywhere else. The aforementioned Buriza crossbow is perhaps the best illustration of this problem which D3 has largely corrected.

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**Author:** ![Mogle](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/mogle/32/12021_2.png) [@Mogle](https://boards.straightdope.com/u/Mogle)\
**Post date:** [June 5, 2012, 6:26pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/384 "2012-06-05T18:26:37Z")

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> [@Chronos](#):
>
> I think what they need to do to make legendaries appealing is to give them mods which simply don’t exist on random items. In D2, for instance, it was not possible to get Crushing Blow randomly, which meant that those uniques and runewords which had it were valued, even if they were otherwise unimpressive. Or if that’s not feasible, at least give them mods which don’t ordinarily show up in that item slot: An amulet that adds cold damage (hello, Eye of Etlich), say, or a weapon that gives faster run speed, or the like.

They do actually, for example, [Inna’s Glory](http://eu.battle.net/d3/en/item/innas-glory) got Movement speed and Attack speed(though it is bugged right now), neither is normally available on pants. [Andariel’s Visage](http://eu.battle.net/d3/en/item/andariels-visage) is a helmet with Attack speed and [The Inquisitor](http://eu.battle.net/d3/en/item/the-inquisitor) is a cloak with Movement speed.

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**Author:** ![Yeticus\_Rex](https://avatars.discourse-cdn.com/v4/letter/y/a698b9/32.png) [@Yeticus\_Rex](https://boards.straightdope.com/u/Yeticus_Rex)\
**Post date:** [June 5, 2012, 6:28pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/385 "2012-06-05T18:28:14Z")

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Any of you AH sellers have like a quick and dirty price setting equation based on level, number of attributes, sockets, etc.? Or is there a quick and dirty way to find the lowest price for like items to make your item more appealing and more likely to sell? I do have items to sell, I just don’t feel like spending the time to research the value, but my stash is quite full of good rares.

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**Author:** ![Kiros](https://avatars.discourse-cdn.com/v4/letter/k/439d5e/32.png) [@Kiros](https://boards.straightdope.com/u/Kiros)\
**Post date:** [June 5, 2012, 7:01pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/386 "2012-06-05T19:01:30Z")

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I usually just do a couple of searches based on level of item and the stats that make it “stand out” to find what similar items are being priced at. Quantity and time left on those auctions are also factors. I tend to underprice most of my sales because I place a pretty high value on actually moving the items and getting cash in hand, especially when the market can shift so drastically over a couple of days. The searching usually takes 30-60 seconds per item, and if it turns out that I’d be pricing it under about 3-5k, I just vendor it (we’re talking largely about level 55+ rares that vendor for over 1k, anyways).

A quick farm run of the last part of Act 1 Inferno will normally get me 2-3 items worth selling out of the 50+ items that will drop, almost always the rares but occasionally a blue.

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**Author:** ![Maeglin](https://avatars.discourse-cdn.com/v4/letter/m/8baadc/32.png) [@Maeglin](https://boards.straightdope.com/u/Maeglin)\
**Post date:** [June 5, 2012, 7:09pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/387 "2012-06-05T19:09:15Z")

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> [@Kiros](#):
>
> I usually just do a couple of searches based on level of item and the stats that make it “stand out” to find what similar items are being priced at. Quantity and time left on those auctions are also factors. I tend to underprice most of my sales because I place a pretty high value on actually moving the items and getting cash in hand, especially when the market can shift so drastically over a couple of days. The searching usually takes 30-60 seconds per item, and if it turns out that I’d be pricing it under about 3-5k, I just vendor it (we’re talking largely about level 55+ rares that vendor for over 1k, anyways).
> 
> A quick farm run of the last part of Act 1 Inferno will normally get me 2-3 items worth selling out of the 50+ items that will drop, almost always the rares but occasionally a blue.

This is exactly what I do. The only class I know really well is Wizard, so it is pretty easy for me to figure out how much I would pay for some Wiz item at a given level. For other classes, if the item has +vit and +class stat I will try to sell it, or perhaps it has another universally desired property like +IAS. Then I spend a total of 30 seconds looking for comparables before settting the price. I also tend to lowball because I want the cash sooner rather than later.

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**Author:** ![RyJae](https://avatars.discourse-cdn.com/v4/letter/r/9d8465/32.png) [@RyJae](https://boards.straightdope.com/u/RyJae)\
**Post date:** [June 6, 2012, 12:12pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/388 "2012-06-06T12:12:57Z")

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> [@Left\_Hand\_of\_Dorkness](#):
>
> Complaints that, less than a month after the game’s come out, you’re not able to make it through inferno seem to me to be missing the point. The default expectation is that you’re not able to make it through this difficulty, so if you’re not able to, that’s okay. That’s on purpose. It’s supposed to be nearly impossible.

As a Barbarian I have finally made it into Act II with success. I know how to kite, use choke points, cooldowns, and the environment to help me win. That being said, I am wearing exactly one item I was able to find in Act I. I was able to kill the Butcher in Act I inferno without moving I had so much dps and resist/armor on. Yet Act II would stomp me into little tiny bits the first white mobs I would see.

I farmed Act I for over 100k kills, 8 million gold, 1000 chests opened, four legendary, and one set item. All for gold to “buy” my way into Act II. That is the problem, all that farming wasn’t for an item to progress it was for gold to purchase from the AH items I needed, not wanted, needed to progress.

My final build is a bit different than above, just in the passives, I use both armors and superstition now. That leaves me with

78% damage reduction/armor  
850-900 resist  
40k hp  
14k dps

And now champ packs etc will still cause me holy heck but at least I can progress without being instakilled by anything on my monitor. This is fun! I just wish it didn’t require millions in gold, farming for drops good, farming to buy AH items bad.

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**Author:** ![Frylock](https://avatars.discourse-cdn.com/v4/letter/f/ce7236/32.png) [@Frylock](https://boards.straightdope.com/u/Frylock)\
**Post date:** [June 6, 2012, 12:21pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/389 "2012-06-06T12:21:01Z")

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> [@RyJae](#):
>
> And now champ packs etc will still cause me holy heck but at least I can progress without being instakilled by anything on my monitor. This is fun! I just wish it didn’t require millions in gold, farming for drops good, farming to buy AH items bad.

For you, does farming for loot to sell in the AH count as farming for drops or farming to buy AH items, in terms of fun? Or is it its own thing?

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**Author:** ![RyJae](https://avatars.discourse-cdn.com/v4/letter/r/9d8465/32.png) [@RyJae](https://boards.straightdope.com/u/RyJae)\
**Post date:** [June 6, 2012, 12:44pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/390 "2012-06-06T12:44:39Z")

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> [@Frylock](#):
>
> For you, does farming for loot to sell in the AH count as farming for drops or farming to buy AH items, in terms of fun? Or is it its own thing?

It isn’t even close, I don’t want to have to use the AH. I like farming for items that I can use. The one item that dropped in Act 1 I use is a ring, I would prefer to have more items to progress that I personally farmed for, I don’t know personal achievement in a game isn’t much but it is all D3 has going for it imho. And a drop feels better than a buy (or sale)

The good thing is, I kept hearing Act II had the same drops as Act I while it may drop a lot of 54 and ups, I have found worthy gear\* which gives me hope that I can farm Act II for gear to progress into III\*\*!  
\*Worthy being higher level, but so far 3 drops none I personally could use..yet heh!

\*\* The curve isn’t as drastic from all accounts I have read, but I have a personal goal of wearing more personally farmed items.

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**Author:** ![Left\_Hand\_of\_Dorkness](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/left_hand_of_dorkness/32/7156_2.png) [@Left\_Hand\_of\_Dorkness](https://boards.straightdope.com/u/Left_Hand_of_Dorkness)\
**Post date:** [June 6, 2012, 12:59pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/391 "2012-06-06T12:59:53Z")

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> [@RyJae](#):
>
> It isn’t even close

If it isn’t even close to fun, why are you doing it? Pretend the game ends at Hell and start a new character.

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**Author:** ![MJinks](https://avatars.discourse-cdn.com/v4/letter/m/da6949/32.png) [@MJinks](https://boards.straightdope.com/u/MJinks)\
**Post date:** [June 6, 2012, 1:06pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/392 "2012-06-06T13:06:01Z")

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I’ve read that the loot is based on a tier system. Act 2 has a higher tier of loot than Act 1 and Act 3/4 are on the highest. So if you can find a good spot to farm in Act 3 (Siegebreaker with full NV stack) then you have the potential of getting the best loot in the game.

I’ve been levelling a Barbarian over the last few days because I got so tired of kiting with my WD. I just want some action. Even if it’s only 11 seconds of action every 30 seconds that’s still a much higher ratio than you’ll get with a ranged class, heh. Level 53 at the moment.

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**Author:** ![RyJae](https://avatars.discourse-cdn.com/v4/letter/r/9d8465/32.png) [@RyJae](https://boards.straightdope.com/u/RyJae)\
**Post date:** [June 6, 2012, 1:11pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/393 "2012-06-06T13:11:50Z")

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> [@Left\_Hand\_of\_Dorkness](#):
>
> If it isn’t even close to fun, why are you doing it? Pretend the game ends at Hell and start a new character.

I am progressing now, Act II loot is worthy of going into III. Why should I eliminate a fourth of the game (more so in actuality) because someone decided Act I shouldn’t have gear good enough for progression? I am having fun now, that rare could in fact be an upgrade it is like opening a gift with high hopes!

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**Author:** ![MJinks](https://avatars.discourse-cdn.com/v4/letter/m/da6949/32.png) [@MJinks](https://boards.straightdope.com/u/MJinks)\
**Post date:** [June 6, 2012, 1:14pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/394 "2012-06-06T13:14:57Z")

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> [@Left\_Hand\_of\_Dorkness](#):
>
> If it isn’t even close to fun, why are you doing it? Pretend the game ends at Hell and start a new character.

I don’t mean to speak for him but I think what he means is that farming for gold to use the AH isn’t anywhere near as fun as farming for items you’ll use. You can still get enjoyment out of improving your character or progressing through the game though.

Personally I enjoy pushing characters to their limit. I’m not happy with killing Diablo, I want to be able to kill him in under a minute without moving out of any of his attacks. I want to be able to slaughter anything that looks at me without having to run away while doing it. I want the enemies of Hell to quiver at the mention of my name. I’m willing to grind and farm in order to become this god among men but it’d be nice if I could have as much fun as possible while getting there.

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**Author:** ![Maeglin](https://avatars.discourse-cdn.com/v4/letter/m/8baadc/32.png) [@Maeglin](https://boards.straightdope.com/u/Maeglin)\
**Post date:** [June 6, 2012, 2:11pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/395 "2012-06-06T14:11:08Z")

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> [@MJinks](#):
>
> I don’t mean to speak for him but I think what he means is that farming for gold to use the AH isn’t anywhere near as fun as farming for items you’ll use. You can still get enjoyment out of improving your character or progressing through the game though.
> 
> Personally I enjoy pushing characters to their limit. I’m not happy with killing Diablo, I want to be able to kill him in under a minute without moving out of any of his attacks. I want to be able to slaughter anything that looks at me without having to run away while doing it. I want the enemies of Hell to quiver at the mention of my name. I’m willing to grind and farm in order to become this god among men but it’d be nice if I could have as much fun as possible while getting there.

I’m tearing up here. Beautiful.

This is why for me, having a fun build is so much more important than cranking up character sheet DPS. Getting elite gear can be necessary to support fun but not strictly optimal builds, but fun builds make farming much more enjoyable. Right now I’ve got

Magic Missile (Seeker)  
Teleport (Fracture)  
Arcane Orb (Tap the Source)  
Mirror Image (Mocking Demise)  
Magic Weapon (Force Weapon)  
Energy Armor (Force Armor)

Arcane Dynamo  
Critical Mass  
Illusionist

This works because I have a fairly high crit chance (~30%), fairly high crit damage (~125% or so), over 500 life per hit, and 30 arcane power returned on crit. Critical Mass and Illusionist mean that I always have either Teleport or Mirror Image up. When the duration of Mirror Image is up, the images explode in an AoE stun that conveniently gives me a nice life on hit self-heal. I spam a big spending skill (Arcane Orb) because I get so much arcane power returned on crits. And after a few Magic Missiles to charge up Arcane Dynamo, I can crit with Orb to something like 400% of my base weapon damage. I can run into battles, confuse and stun the mobs with images, and teleport pretty much as often as I want, which in turn tosses up more images. In the thick of a fight, there is pretty much never any cooldown on my images or teleport.

Some flavors of champ pack are a pain in the ass. But I rarely get one-shotted thanks for high resists and Force Armor, so I usually have time to port out of a bad situation. When I do have to kite, I can fire off Magic Missiles pretty fast without aiming and restore most of my life. I run with very low life (25k), so this does not take very long.

This build is very fun for me to play and punches way above its character sheet DPS. IF anyone is looking for a funky high level Wiz build and as some crit items lying around, give it a spin.

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<div class="post-metadata">

**Author:** ![RyJae](https://avatars.discourse-cdn.com/v4/letter/r/9d8465/32.png) [@RyJae](https://boards.straightdope.com/u/RyJae)\
**Post date:** [June 6, 2012, 2:47pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/396 "2012-06-06T14:47:40Z")

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Looks like 1.0.3 which will be released at a later date will solve my complaints. Yah!

[http://us.battle.net/d3/en/blog/6262208/Patch\_103\_Design\_Preview-6\_6\_2012#blog](http://us.battle.net/d3/en/blog/6262208/Patch_103_Design_Preview-6_6_2012#blog)

Other than repair costs going way way up I can get behind this upcoming patch.

Now you can farm for your gold, soon we can farm for our gear!

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**Author:** ![Left\_Hand\_of\_Dorkness](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/left_hand_of_dorkness/32/7156_2.png) [@Left\_Hand\_of\_Dorkness](https://boards.straightdope.com/u/Left_Hand_of_Dorkness)\
**Post date:** [June 6, 2012, 3:29pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/397 "2012-06-06T15:29:34Z")

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> [@RyJae](#):
>
> Looks like 1.0.3 which will be released at a later date will solve my complaints. Yah!
> 
> [Diablo III](http://us.battle.net/d3/en/blog/6262208/Patch_103_Design_Preview-6_6_2012#blog)
> 
> Other than repair costs going way way up I can get behind this upcoming patch.
> 
> Now you can farm for your gold, soon we can farm for our gear!

Can you post the patch notes? They’re blocked for me.

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**Author:** ![Autolycus](https://avatars.discourse-cdn.com/v4/letter/a/22d042/32.png) [@Autolycus](https://boards.straightdope.com/u/Autolycus)\
**Post date:** [June 6, 2012, 3:32pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/398 "2012-06-06T15:32:48Z")

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This site has the patch preview as its top news link: [http://www.diablofans.com/](http://www.diablofans.com/). I really like the style of the blue post and think it’s a step in the right direction for the game.

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<div class="post-metadata">

**Author:** ![RyJae](https://avatars.discourse-cdn.com/v4/letter/r/9d8465/32.png) [@RyJae](https://boards.straightdope.com/u/RyJae)\
**Post date:** [June 6, 2012, 3:37pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/399 "2012-06-06T15:37:19Z")

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> [@](#):
>
> The ilvl (item level) of an item determines the statistical budget for its power. The way the game is currently set up, Act I drops ilvl 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies. For a lot of people they would rather do something frustrating or boring in Hell Act IV (such as having Tyrael fight for them or breaking vases) for a chance at a “top-tier” upgrade, rather than fight hordes of monsters in Inferno Act I. We’re shifting to a philosophy where the best items in the game can drop from many different places, so a wider variety of play styles are viable. If you would rather chain-pull elite packs in Act I rather than 3 minute cat-and-mouse in Act IV, we’d like you to be able to do that and know you can still find the best items in the game.  
> Nothing would explain it as well as just sharing the intended drop rates coming in the next patch, so here they are. Note that the drop rates vary slightly by item type; the table below represents an approximate aggregated rate of all item types:

And below it says the new drop rate %'s (starting in hell you can start getting up to ilvl 62 at 2% starting in Act I inferno you have a 2% chance at the best (ilvl 63) etc

> [@](#):
>
> As previously mentioned, we’re going to be reviewing Legendary items in a future patch. Legendaries won’t change in 1.0.3, but it’s still something we’re actively working on. When we’re done, high level Legendaries should be flat out better than blue items, they’ll carry a good amount of power with them, and they should also be distinctive or memorable in the benefits they provide. We’ll be able to share more information on the specific changes we’re making after 1.0.3 launches.

> [@](#):
>
> It’s no secret that our goal for the end-game item hunt is players hunting monsters packs, building to five stacks of Nephalem Valor, and then killing a boss. While we’re seeing a lot of that occurring, what we’re missing is people feeling like it’s worthwhile to continue onward after killing a boss. To help hit that goal we’re lowering the number of guaranteed Rare items on bosses when you have your full five stacks of Nephalem Valor from two guaranteed Rares to one guaranteed Rare (you still have a very good chance at multiple rares, it’s just no longer guaranteed). In exchange, all champion and rare packs will now drop a bonus guaranteed Rare item when you have your full five stacks of Nephalem Valor. The change benefits players with more overall drops, and a reason to push to continue progressing.

> [@](#):
>
> We’re removing the bonus monster damage per additional player in a coop game. Our design goal is for players who prefer to play solo to be able to play solo, and players who prefer to play in groups to be able to play in a group. We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends. In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo. Since the variety and breadth of game mechanics essentially dictate that solo vs. group play will never be 100% equal, our goal is to make them as close as possible but err on the side of coop in cases where we need to make adjustments. The inherent logistical requirements when forming up with other players and attempting to work together effectively warrants some added benefits.

I like this, now I can group with friends again!

> [@](#):
>
> Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we’re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place. Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.

> [@](#):
>
> Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended gameplay – it definitely is not. To help solve the issue we evaluated a number of new death mechanics, such as just allowing the resurrection timer to increase even higher, disallowing resurrection during boss fights, or putting a debuff on you when you resurrect (such as reduced combat effectiveness). Ultimately we felt that increasing repair costs was the best solution that preserves the fast paced style of the game. Repair costs on level 60 items are going to go up a lot. Our goal is the next time a player is graveyard zerging a boss, it should occur to them that “this is probably not an efficient way to go about things”. We’re currently evaluating repair costs between 4x and 6x their current values. In the face of increasing costs, we recommend listening to the Hardcore players out there as they probably have some helpful advice on how to minimize repair costs. Following this change zerging a boss will still be possible, but our intent is that it won’t be optimal, and players who are seeking to be as efficient as possible will adjust their item hunting routes accordingly.

> [@](#):
>
> We’re fixing a number of bugs with Attack Speed, mainly related to the stat not working on some items, but we’ve also decided we need to reduce the effectiveness of Increased Attack Speed overall. Many players have commented that Increased Attack Speed is such a dominant stat they feel it’s required. While we don’t have an issue with there being important stats, Increased Attack Speed in particular has secondary effects on mobility in combat, resource generation and resource consumption. We want there to be options and considerations for how you gear up, and one uber trump-everything stat can really work against choice and options. There are two different solutions we’re considering to reduce the effectiveness of Increased Attack Speed. The first is to simply reduce the value on all the items to their desired values. In general our desire is to never change items as that makes them feel less concrete, but the upside is you would still be able to look at an item and know exactly what you are getting. The other approach is to change the formula used for attack speed aggregation so that stacking attack speed from multiple slots suffers from diminishing returns. The downside of that approach is that it introduces yet another hidden modifier on an item property (and many people dislike hidden modifiers), and complicates the already difficult decision of item gearing. We’re currently leaning toward the first solution, to simply reduce the value on items, but we’d be interested to read people’s thoughts on the problem.

This is interesting because they have said they will not change in game items only future drops, I think they may have to go back on there word or those 20% attack speed bonus items will be worth a small fortune.

The rest is about the pricing/gems/bs etc

For the current (todays actual patch) it is minor and all below

> [@](#):
>
> General  
> When logging into Diablo III, the “Cancel” button which appears in the login checkbox will now be grayed out for 30 seconds after a [Battle.net](http://Battle.net) account name and password are entered. This is to reduce server load during the login process.
> 
> Auction House  
> Damaged items can now be sold on the auction houseOnce sold, damaged items will be repaired automatically when moved from the purchasing player’s Completed tab to their stashPlease note that unsold damage items will not be automatically repaired when returned to the seller’s stash  
> Description messages for several auction house-related errors have been added
> 
> Mac  
> Several Mac performance improvements have been made
> 
> Bug Fixes  
> General  
> It is no longer possible to skip entire Acts in a multiplayer game  
> Classes  
> BarbarianActive Skills Fixed a bug that was allowing certain barbarian skills to continuously trigger each other’s critical strikes, to the point of causing the player to crash. To address this crash, the following skill and skill rune combinations can no longer be triggered by each other’s critical strikes:
> 
> Battle Rage (Skill Rune – Bloodshed)  
> Cleave (Skill Rune – Rupture and Skill Rune – Scattering Blast)  
> Hammer of the Ancients (Skill Rune – Thunder Strike)  
> Wrath of the Berserker (Skill Rune – Slaughter)
> 
> Followers  
> Monsters who are charmed by the Enchantress’s skill “Mass Confusion” can no longer kill event NPCs

No more Act IV farming for those who didn’t go through the other acts? Or no more new additions to the farming, that is to be seen I guess.

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<div class="post-metadata">

**Author:** ![Maeglin](https://avatars.discourse-cdn.com/v4/letter/m/8baadc/32.png) [@Maeglin](https://boards.straightdope.com/u/Maeglin)\
**Post date:** [June 6, 2012, 3:38pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/400 "2012-06-06T15:38:04Z")

</div>

> [@Left\_Hand\_of\_Dorkness](#):
>
> Can you post the patch notes? They’re blocked for me.

No patch notes yet. This is coming later on in the month. It just a substantive discussion of what people think are the most burning issues and how they are addressing them. It is generally very thoughtful. I have not digested all of the implications yet so I hesitate to try to summarize. Give it a read on your home computer when you have a chance.

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<div class="post-metadata">

**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [June 6, 2012, 4:24pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/401 "2012-06-06T16:24:54Z")

</div>

> [@Bone](#):
>
> This isn’t true. Monsters gain 75% hitpoints for each new player. Their damage is the same.

True about the increased health, not true about the damage. Damage is increased currently in cooperative mode, and [will be changed in the upcoming patch](http://us.battle.net/d3/en/blog/6262208/Patch_103_Design_Preview-6_6_2012#blog).

> [@Blizzard](#):
>
> You Into the Group Thing?  
> We’re removing the bonus monster damage per additional player in a coop game.

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<div class="post-metadata">

**Author:** ![Chronos](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/chronos/32/134_2.png) [@Chronos](https://boards.straightdope.com/u/Chronos)\
**Post date:** [June 6, 2012, 4:31pm UTC](https://boards.straightdope.com/t/diablo-3-may-15th/615860/402 "2012-06-06T16:31:16Z")

</div>

So, no word on when they’re going to fix the commodities auctions, then. Frankly, I can’t imagine what the problem with them could be that wouldn’t affect other auction types.

Meanwhile, a couple of questions. First, I found an extra Plans: Staff of Herding a few days ago. Is there any possible use I can get out of this, or should I just dump it? I already have a staff, and the plans can’t be traded.

Second, how does shield blocking work? It looks like there’s a chance for blocking to happen, and if it does, then it reduces the damage by the “blocking amount”. But the blocking amounts all seem pitifully small: What difference does it make if you occasionally take a few hundred less damage, when your life total is a few tens of thousands?

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