I suspect this game will have some staying power for us because it’s a really easy thing we can do while still holding a conversation. I also expect the game to get better over time.
But my solo time is almost certainly going to be used on Baldur’s Gate 3 as soon as that drops.
Seasons are usually more impactful than this, but they take way longer to start. Diablo 3 launched in May 2012, the first season was in August 2014. I rather have this that that.
I got some pretty badass necro gloves. Howl from Below. First unique I’ve gotten that is build worthy and makes a direct impact on how I play my boner. That combined with the heart that auto-pops a corpse skill every second fundamentally changed things which is fun. So much so that I don’t see how I will ever actually swap the gloves out unless I find an Ancestral version. The unique aspect is too powerful.
My eternal realm necro has spent all his 85 levels looking for that. And the scythe that lets you pop up to 5 corpses per pop, which goes so well with it.
Interesting. I got that, didn’t think it sounded that great, and sold it. I do find that necro uniques seem to be fairly nice though. My HOTA barbarian doesn’t use any uniques and other than 2 of the uber uniques, there aren’t any I even want. There are 2 that are usable, but decent rolls on a yellow piece are just as good or better.
I would say one unique trait of the Diablo internet community is they measure value in terms of calendar days of playing and not hours of playing. People either complain about things taking too long or not having enough to do and this is essentially a single player game.
Tried to do the Nightmare capstone at level 40. We survived until the Curator, got him halfway down a couple of times and then decided we’d rather go back and level up for a while and try again later. But we did pick up a lot of higher level items which should help when we unlock them.
Just so anyone else doesn’t make the same mistake I did and screw themselves completely: Finishing the season quest gives you an “Invoker of Varshan” which you use to summon the boss to fight him again. YOU MUST USE THIS IN WORLD TIER 1. This will drop the invoker of Varshan recipe. If you use it in world tier 2 as i did you get the recipe for “foul invoker of varshan” which REQUIRES the Invoker of Varshan, which you no longer have and do not have the recipe for. The only solution is to do the whole quest again on a new character.
Whoever designed the lighting storm effect for nightmare dungeons should be fired. In an action RPG where the end goal is to fly around levels exploding everything in sight you design a mechanic that forces the player to very slowly move through the level for the stupid fucking dome to follow them. Just terrible terrible design.
Did they hotfix this? We completed the season campaign on WT2 and we got an Invoker of Varshan recipe, which we used to craft more and now we have three Invokers of Varshan. Hope I’m not missing something…
Agreed. The jewelry in particular makes my head spin. I hit a certain point at the end of the night where I don’t have the mental capacity to try to figure it out.
Eh. There are a lot, but for any given class you basically just worry about:
Rank of core skill on gloves
Cooldown reduction on helm + amulet
Armor % and (applicable) DR %
(applicable) Damage
Resource generation
Movement speed
6 isn’t that much.
And when I say applicable I basically mean a barb will use DR from close more than a sorcerer would. The thing I didn’t realize until pretty late, and which is a big deal, is that damage numbers fall, basically, into two pots. Additive and multiplicable. Vulnerable, crit, and overpower are separate multipliers and everything else goes into one pot.
This one is almost always a trap, it just gets added into the giant bucket of other damage modifiers and hardly does anything. I’d say crit, crit damage, vulnerable damage and lucky hit chance are the most important ones.
Agree. I could have explained that clearer in my post. Lucky hit is situational too. For my barb it’s definitely crit chance > crit damage > vulnerable damage > close/core ~= slowed/crowd controlled ~= lucky hit > healthy / injured >> basic = overpower
You can also want ranks of stuff on your helm or amulet and max health.
What I was poorly explaining is that while there are like 40 types of +damage or +defense, most of them mean the same thing to you. Barb wants close vs distant and necro the opposite, and for those specific classes it’s equivalent to every non-crit/vulnerable modifiers.
So I’m 74 now and theres really no way to replace these gloves. When combined with that auto pop heart its just too powerful regardless of level.
I did find another pair of unique gloves called Fists of Fate Anyway, it’s unique is “Your attacks to between 1-210 (200-300)% damage”. No clue what build that is worth gambling on.
Also, I have figured out that the PVP zones have like 3x the mob density of the rest of the overworld. Feels way more like D3 in that regard. No open spaces to run through, just swarms and swarms of mobs. Unfortunately they nerfed overworld XP but its a great place to farm gold and loot.
At 210% at max its not worth using at all. At 300% it averages out to 150% damage though, which would be good for any build. Even so I am not sure a max roll is worth giving up normal gloves, which come with a lot of key item properties and can even take offensive aspects.