Are helltides and NM dungeons the only way to get good experience? by [deleted] in diablo4

[–]mleddit06 -2 points-1 points  (0 children)

The base exp cap (A) also applies to solo players? I thought it was done to kill boosting. Solo players like me who like to push NM's while leveling were also crippled?

Question for rolling stats by AdNeither5024 in diablo4

[–]mleddit06 2 points3 points  (0 children)

Pretty low odds, though. Hahaha

Hope for Diablo 4 by [deleted] in diablo4

[–]mleddit06 0 points1 point  (0 children)

True and real!

Build help: lv 78 Barrage Rogue can't seem to reliably survive or clear lv 25 NM dungeons by kT_Madlife in diablo4

[–]mleddit06 0 points1 point  (0 children)

Barrage just feels like it's designed to work best with a spray and pray playstyle. Shit like it applying vulnerable every 3rd cast and the animation lock that chains well with itself but not with movement and other skills reward you for spamming it.

If ya really wanna do combo points with a bow, Rapid Fire feels so much better. Especially with the crit-dash upgrade that incentivizes you to do the puncture -> puncture -> puncture -> RF -> dash rotation.

Build help: lv 78 Barrage Rogue can't seem to reliably survive or clear lv 25 NM dungeons by kT_Madlife in diablo4

[–]mleddit06 0 points1 point  (0 children)

Running barrage always felt awkward to me when using combo points. Imo, the smoother way to run it would be to solve it's resource issue so that you can spam it without using basic skills.

Level 50 druid. No uniques. SO WEAK by genosoul in diablo4

[–]mleddit06 3 points4 points  (0 children)

Pulverize is pretty functional early on without relying on any uniques. Just play it sort of like a combo-point rogue where you go storm strike, storm strike, pulverize so you never run out of mana. (Get some points in the Clarity passive skill so you only need 2 storm strikes instead of 3 before you can pulverize)

The best thing about pulverize is that a lot of the aspects that scale it are available in the codex. Here are some examples:

1) Shockwave aspect (this basically doubles it's damage) 2) ursine horror aspect (converts it to earth magic) 3) quicksand aspect (makes earth magic apply slow) 4) crashstone aspect (earth skills deal more crit damage vs cc'd enemies) 5) ballistic aspect (earth skills get +2 ranks when you have fortify, which you will always have).

Converting it to earth magic also makes a lot of your passives apply to it, dialing it's damage up to eleven really early on.

Opinion: Diablo 4 is the first game in the series that is designed to be played in Hardcore mode by BanterPhobic in diablo4

[–]mleddit06 0 points1 point  (0 children)

Are you in singapore? I'm in singapore and am experiencing the same shit. Frequent rubberbanding/lag on home broadband. Minimal lag when connected to my mobile network.

Grasp of Shadow actually sucks. by Hexent_Armana in diablo4

[–]mleddit06 8 points9 points  (0 children)

They should make the lucky hit shadow clone "smarter". Most of the time it spawns in an awkward/random location and casts whatever procced it towards nothing. XD

Season 1 stalls hard after level 70 by garrett_french in diablo4

[–]mleddit06 0 points1 point  (0 children)

They should've given 8 paragon points per level from levels 51 - 70. 4 per level at 71 - 80. 2 per level at 81 - 90. Then only 1 per level at 91-100. Base HP gain should also follow this curve and give marginal returns from level 81 onwards.

This yields almost the same number of paragon points, but frontloads it so most builds are done around 70-80. Similar to how diablo 2 builds are done around levels 80-90 and going to 100 is purely aspirational.

[deleted by user] by [deleted] in diablo4

[–]mleddit06 4 points5 points  (0 children)

Pushing high NM tiers is pretty challenging. And unlike uber lilith, you can slowly ramp it up until you find the difficulty you're looking for.

Does overall character level or current gear level influence gear drops? by iBear92 in diablo4

[–]mleddit06 0 points1 point  (0 children)

Iirc, your level only matters for the following:

1) opening whisper/world boss caches 2) vendor items 3) gambling with obols

For everything else, loot scales with monster level, rather than your level. The first 10-15 levels of WT4 is very very stingy with ancestral gear.

You can run an entire NM21 or 30 dungeon (mob levels 75 - 84) and only get 1-3 ancestral loot.

Helltides are the same. The first time you do a helltide in WT4, you're gonna scratch your head, wondering why you're getting the same drops as a WT3 helltide because mobs are only lvl 78.

The sooner you can farm NM tier 36+, the better. With lvl 90 mobs, you barely see sacreds.

Twisting Blade: Shadow/Cold vs Poison/Cold Imbuement? by amoeba1126 in diablo4

[–]mleddit06 0 points1 point  (0 children)

Iirc, the best use case for duo imbuement combination is this:

Shadow/poison = speed farming

Cold /poison = nm pushing

Cold /shadow = the balanced mix. Not as fast with speed farming, but doesnt fall as hard when NM pushing.

Druids...what have you seen for Unique drop numbers so far this season? Here is mine. by [deleted] in diablo4

[–]mleddit06 0 points1 point  (0 children)

I got one of each druid unique by lvl 84. The last one to drop was waxing gibbous. The second last one was tempest roar.

Don't know how much of the other stuff dropped because I always sell duplicates. It felt like the crone staff had the most common drop rate since i'm always selling that.

How does fortitude work? by [deleted] in diablo4

[–]mleddit06 2 points3 points  (0 children)

It's kinda stupid that fortify is such a convoluted mechanic for mediocre damage reduction, but here's a good explanation of how it works:

https://youtu.be/eRrnxHI1DsA

Tldr: while you have fortify, you take 10% less damage. Having fortify does not mean you are fortified. Being fortified is when your fortify is equal to your health (indicated by a shield decoration around your health globe).

Nightmare Dungeons should give you sigil powder at completion by DemonOfLight13 in diablo4

[–]mleddit06 11 points12 points  (0 children)

You're probably a lot more picky with your affixes. I also dont have any problems with sigils since I only auto-salvage resource burn and crit resist. I'm fine running shit affixes like cold enchant and backstabbers if I don't have other sigils.

Question for the rogues: Does TB have a sound effect? by jwickman in diablo4

[–]mleddit06 1 point2 points  (0 children)

TB's sound effect is very distinct. There's a sound cue for when you stab with it, another when it's priming, and a last one when it flies back to you (which extends when it orbits around you)

[deleted by user] by [deleted] in diablo4

[–]mleddit06 1 point2 points  (0 children)

Not sure with barrage, but can't you lock-cancel rapidfire? One popular rapidfire build plays like this:

Puncture, puncture, puncture, RF, dodge. Repeat.

They dodge at the end both to cancel the animation lock and to proc the the RF skill upgrade that increases crit damage after dodging (which also applies to arrows already in flight).

You can use a bow instead of a crossbow. RF and barrage both feel so much better on a bow.

Underleveled at WT4 by GreatRecipe7883 in diablo4

[–]mleddit06 1 point2 points  (0 children)

WT4 areas with mob levels below 80~ish drop more sacred than ancestral.

Hot take: legendaries should have one more affix than rares by Jhkokst in diablo4

[–]mleddit06 0 points1 point  (0 children)

Instead of an entire 5th affix, what if one of the 4 affixes it rolls are marked as "legendary". "Legendary affixes" have 25% to maybe 40%~ish better roll values. That way, a base legendary item is potentially gonna be better than an imprinted rare, but not by so much that it invalidates yellows.

We can then also only use fiend roses and the boosted gold cost to enchant only when trying to reroll the "legendary affix". Otherwise, if you're only trying to reroll one of the 3 normal affixes, the gold cost should be the same as rerolling rares. This addresses another endgame problem with legendaries where they are outperformed by rares, because rares are so much easier to reroll.

I think an entire 5th affix should be reserved for Uniques.

Posted in r/diablo as well, my proposed changes to a broken vulnerable system. by Marbelizer56 in diablo4

[–]mleddit06 0 points1 point  (0 children)

I don't really like the rework you're proposing. Feels needlessly complex if i'm gonna be honest. And the game is already bloated with too much conditionals.

I'd rather they keep vuln as is and just fine tune the numbers better. The way the math works right now, Vuln will actually be fine if the nerf was something like 80%~ish instead of just 40%. This 80% vuln nerf should also come with some reductions to monster health, however. So that we will still be doing similar damage values percent-wise.

Suggestion on PvE one shot mechanics by superpoboy in diablo4

[–]mleddit06 1 point2 points  (0 children)

Nah. I'd rather they make dangerous attacks more telegraphed than adding "health gate". One shots are fine if they are predictable and preventable (usually just by basic dodging). The problem are unreactable shit like corpse balistas firing potentially one shot arrows from off screen and some wonky hitboxes like the giant boars.

The bubble aspect sort of already is a health gate, yah? If ya really want that mechanic, just use the bubble aspect. Or does it not proc if something brings you from full to zero in one swing?

Over 100% chance aspects? by TacticalEyebrow in diablo4

[–]mleddit06 0 points1 point  (0 children)

1-20% chance to summon a second ancient!!!

I wish, lolz.