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16
Diablo 3: Reaper of Souls / Vote - Hvilken er din favorit Diablo 3 follower?
« Dato: November 20, 2012, 04:24:00 pm »
Tænkte det kunne være interessant at høre hvorfor man vælger en follower frem for en anden.
Og specielt om der er nogen der måske kunne overveje at skifte follower hvis der i den kommende expansion skulle komme en ny.

Jeg bruger selv Scoundrel grundet hans multishot, som gør at han kan bruge omgivelserne til at skade mobs.
Har tidligere brugt Kormac grundet hans healing skill, men er ikke så vigtig for mig mere.

17
Blær og Tud / Domino, the Savior
« Dato: Oktober 22, 2012, 03:45:36 pm »
Tænkte jeg vil poste dette billede af TheDomino på ÉN hans vanvittige redningsaktion ved über bosserne



Og selvfølgelig klarede han det :)

Takker!

18
Monk / AlKaizer Style Monk
« Dato: September 27, 2012, 05:30:07 pm »
Så er jeg sgu ved at prøve et nyt build af.
Vi kan kalde det Alkaizer Styler Monk

Buildet ser sådan her ud:

Primary: Fists of Thunder m. Lightning Flash
Secondary: Tempest Rush m. Slipstream
Defensive: Breath of Heaven m. Blazing Wrath
Techiques: Sweeping Wind m. Cyclone
Defensive: Serenity m. Peaceful Repose
Mantra: Mantra of conviction m. Overawe

Passive Skills
Slot 1: One with Everything
Slot 2: The Guardian's Path
Slot 3: Seize the Initiative

Tanken med buildet er at kunne lave runs lidt som en WW barb.

Det vigtigste er at have en høj spirit regen og så ellers LOH, Damage Dealt converted to life og Spirit Spend converted to life.
Ved lidt mere end 10 spirit regen burde kunne gøre det og så skulle man gerne kunne blive ved med at køre med tempest rush.

Buildet ligger op til at bruge en to hånds daibo og 2 sojs for derved at få så høj regen så muligt.

Jeg har endnu ikke fået testet buildet fuldt ud, men lige så snart jeg har fået mine to sojs, så er jeg klar til at teste det fuldt ud.

Her kan buildet ses: Tempest Monk

19
Diablo 3: Reaper of Souls / Hvorfor er "The Black Soulstone" Sort?
« Dato: September 12, 2012, 12:39:56 pm »
Jeg har været igang med at læse "Book of Cain" og kom til at tænke på hvorfor er det lige at The Black Soulstone er sort?

Jeg prøvede derfor at google om der måske var andre der havde gjort sig nogle tanker om dette og er faldet over et interessant post på den officielle D3 side.

Citér
I've a feeling I've came up with an idea no one thought about yet.

From The Book of Cain, about the Black Soulstone:
A vessel capable of harnessing the essences of both Angels and Demons. Zoltun Kulle would then use this Black Soulstone, filled with rage and hope, fear and valor, as a substitute for his own black and empty heart.

I asked myself one question: why is the Black Soulstone actually black, if it is supposed to keep both demonic and angelic essences? Because it currently holds only demonic essences!

But still, why black? Personal theory starting now: Mephisto had a blue one, Diablo a red one, Baal a yellow one. Each Evil had a color corresponding to it's nature. So why is it black? Because it holds the combined essences of the "dead" Evils. If each Evil has a corresponded color, then the sum of their colors have to give the Black color of Tathamet, the opposite of white "Anu".

Now we come to the Black Soulstone trailer. Azmodan tells Leah that he knows that the Black Soulstone is the key... and that he will not fall to the trap as the rest of the Evils did. Key to what? If the Black Soulstone holds the combined essences of the dead Evils (Duriel, Andariel, Baal, Mephisto, Diablo) and if the last two Evils (Azmodan, Belial) were to join them inside the Black Soulstone it would mean that the Stone holds the full essence of Tathamet. If one powerful individual were to... Insert the Black Soulstone inside one's body, the way to resurrecting Tathamet would be clear. But can really Tathamet be brought back? I doubt it. The best result would be a combination of the Evils. But who would be dominant?

Diablo would be.

If this theory is true, how did the essences of the Evils got caught inside the Stone in the first place? It was arranged. It was masterminded by Diablo, who seeks to gain supreme power at the cost of the rest of his brethren. And how would he become dominant? Through Leah. If Leah (because of being conceived after Diablo got inside Aidan) has a little fragment of Diablo inside her, he may use it to his advantage. It also explains why Azmodan is talking to Leah as if talking to an equal.

But why Azmodan wants to prevent it? Because he would loose his identity, he would become a less significant part of a greater whole. He is the Lord of Sin and pride is one of the gravest sins.

The image of a "three-headed" Diablo (seen in the first DIII cinematic) gives some credibility to the theory that the essences of the Evils got somehow combined.


Synes bestem det er en god antagelse at farven skyldes at den kun indholder demons og ingen engle.
Andre der har tænkt på noget?

Kilde: I Cracked the Black Soulstone

20
Off Topic / Garmin Forerunner 110M sælges
« Dato: September 10, 2012, 09:31:03 pm »
Tænkte der måske var en der kunne bruge dette super nice løbeur.


GPS løbeur sælges. Uret kan måle puls og løbehastighed via GPS'en. Købt i Spejder Sport for ca. 1år siden. Uret har fået en meget fin lille ris, men det er ikke noget man ligger mærke til. Puls sensoren er brugt 2 gange og fungere upåklageligt med uret!
Alt originalt udstyr og emballage medfølger.

Puls Sensoren der medfølger koster alene 399,- så hvis du vil gøre et godt køb, så er det nu du skal slå til.

Nypris 1300kr

D3X pris: 650 kroner

Så kommer der lige det ønskede billede til Duckie :)

21
Diablo 3: Reaper of Souls / Developer Journal: Crowd Control Changes
« Dato: September 10, 2012, 09:14:08 pm »
Ved ikke om det er blevet postet, men tænkte det måske kunne være interessant læsning :)


Shortly after Diablo III launched, I remember watching Jay play his barbarian. He was having a blast, killing monsters left and right, casting their giblets to the wind with every successful strike. But, something was bothering him. He was annoyed because Ground Stomp — one of his favorite abilities — got worse as he progressed to higher difficulty levels, and that his character felt weaker despite having better gear and more stat points.

We all agreed that the game needed to get harder at higher difficulty levels, but Jay didn’t like the way that it was getting harder. Specifically, he didn’t like that we diminished crowd control (CC) effects. We had discussed CC effects many times during development, and we felt the system we had got the job done, but Jay felt we could do better.

Before release, we’d designed the game so that CC skills would have diminished durations at higher difficulties — for example, most CC skills have their effectiveness reduced by 65% in Hell and Inferno. Jay has never been a fan of the way Ground Stomp and other CC skills become less powerful as a result of diminishing effects, but he also knew that a system to limit CC was required to add challenge at higher difficulties. While we’ve wanted to improve CC for some time now, we had bigger fish to fry first (like adding the Paragon System and improving Legendary items), so we made a note to revisit CC effects in a future patch.

Fast forward to present day as we prepare for patch 1.0.5. Before I talk about what we’re doing to buff CC skills while still allowing the game to get harder, first, let’s go over some of the reasons why we diminish the effects of CC in Diablo III:
  • Monsters need time to do their thing to threaten you.
  • While infinite CC rotations can feel awesome, if CC becomes too powerful, it can trivialize most major mechanics and the game can become boring.
  • Players in co-op have the potential to synchronize CC.


Of course, there are side effects to diminishing CC. One of the bigger issues we've seen is that, when it comes to mitigating incoming damage, CC skills rarely hold up against other options as you progress through Nightmare, Hell, and Inferno. While a skill like Ground Stomp mitigates damage, let's you control the battlefield, and is really fun to use, the duration reduction at higher difficulties is really noticeable, making the skill far less effective. Ignore Pain, on the other hand, mitigates damage by reducing how much of it you take, regardless of difficulty level. It may not be as exciting to trigger, but it's more reliable in those later levels since its power isn't diminished.

The following graphs show a few examples of how CC skills become less widely used as players progress from levels 25, 45, and 59 (the levels you're likely to be at Act III Normal, Act III Nightmare and Act III Hell).


It's no surprise that as the effectiveness of a CC skill starts to diminish, its relative value (especially against skills that provide self-buffs) starts to diminish as well. This can make you feel less powerful as a player, but it also starts to push people into a narrower set of builds. After all,if one skill's power depreciates over time and another skill's power doesn't, the skill that retains its power can become much more appealing.

Trial and Error

Crowd controlling monsters is not only tactically valuable, but we think it's really fun, too. Our goal was to recapture that feeling in the higher difficulties. We wanted players to feel strong and heroic when using their CC skills, no matter what level they are, and we came up with a few ideas on how to accomplish that.


Idea #1: Reduce the Duration of CC effects in Co-Op Games
The first solution we came up with was to reduce the duration of CC effects in co-op games only, and allow full durations in single-player. While this would provide a great experience for solo players and help reduce the issue of infinite CC rotations in group play, the obvious downside is that CC skills would still feel weak in co-op games.
There are already a few mechanics (such as On Kill triggers) that discourage players from teaming up with their friends, and we don’t want to pile on "my CC is less effective" as yet another reason to avoid co-op. So, we tossed that idea out and went back to the drawing board.

Idea # 2: Make Diminishing Effects Not as Strong
We also discussed making all CC effects shorter from the start, but make them not diminish (this would apply for both single-player and co-op games). For example, we talked about making Ground Stomp always last for 2 seconds, even when you first get it at level 1. Sure, it's not as good at first, but at least it doesn't get worse with time.
Of course, this means that we’d have to make CC less powerful across the board. Although it solves the original problem of CC skills feeling weaker over time, it creates the new problem of "my CC skills never feel powerful," which is arguably worse.

Idea #3: Diminishing Returns
Another idea we considered was implementing diminishing returns the way World of Warcraft does. So, your first stun gets full duration, the second stun is cut in half, the third stun is cut by 75%, and for the fourth stun and beyond you get "IMMUNE."

While this works for WoW, it just doesn't seem like a good fit for Diablo III. Not only does it feel really weird to get an "IMMUNE" message, but it also limits you in co-op games when the order in which you and your teammate use CC can matter a great deal.

Let's say you have a 5-second stun and your partner has a 1.5 second stun. If you go first, the monster is stunned for 5 + 0.75 seconds = 5.75 seconds total. If your partner goes first, the monster is stunned for 1.5 + 2.5 seconds = 4 seconds total. The order the stuns were applied changed the total stun duration by 1.75 seconds! That seems like more micromanagement burden than we want to place in a fast-paced action game like Diablo III.

Additionally, there are currently a few methods of CC which are already very potent. For example, certain wizard and monk builds can maintain extremely heavy CC on enemies. As we examined CC, we realized we wanted to make CC skills feel good on their own, while still allowing these dedicated builds and combinations to be successful. In effect, we want to buff the baseline usage without hurting the players who have figured out certain potent combinations (though in the big picture we are still keeping an eye on that). This was yet another reason not to adopt the WoW diminishing returns system.


As you can see, every one of the solutions we discussed had a pretty noticeable downside, and we were kind of left hanging. We went over the solutions together and Jay basically said, "I know WHY we reduce the durations, but I still don't like it. Keep working on it."

Developer, Assemble!

As we started to wrap up development for patch 1.0.4, I decided to get a fresh perspective on the situation and hit up some designers on the World of Warcraft and StarCraft II. One of the great things about working at Blizzard is being able to tap the creativity of other developments teams, while still being able to do what is right for the Diablo franchise. Although they work on a different game, many of the designers around the company have been playing the heck out of Diablo III, and I figured they would be able to offer me some deeper insight into what they thought worked and what did not.

After tossing out ideas for a while, we had a small epiphany:What if we used diminishing returns, but developed a different set of rules for Diablo III?

What if monsters just never went immune? And what if, instead of reduced % durations, the durations were reduced based on the length of the CC, so that it didn't matter which order the CC effects were applied when playing co-op?

Here's the system we arrived at:

How It Works:

    • Monsters have a "CC resistance"that is stored on a per-monster basis.
      The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
    • Monsters lose 10% of their CC resistance every second that they are not CC’d.
    • Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
      • 35% in Normal
      • [50% in Nightmare
      • 65% in Hell
      • 65% in Inferno

    What This Means For the Player:

      • From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
      • You will never get an "Immune"message due to diminishing returns.
      • Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
        • As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)
      • If two players are in a co-op game, the order in which they apply their stuns doesn't generally matter, so you shouldn't feel totally "screwed over"by the other person applying their stun before yours.
      • A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.

      A Free Demonstration

      Let's provide some examples to show how this new system can play out in real scenarios.

      Example 1:
      • A wizard freezes an Elite monster in Inferno difficulty for three seconds using Frost Nova. The monster is stunned for the full 3 seconds and now has 30% CC resistance (+10% resistance per second for 3 seconds = 30% CC resistance).
      • The moment the freeze ends, a witch doctor casts Horrify which fears the monster for 4 seconds. Since the monster has 30% CC resistance, it’s actually only feared for 2.8 seconds (3 seconds * 70% CC effectiveness = 2.8 seconds). The monster now has 58.4% CC resistance (30% from the first 3-second freeze + 28.4% from the 2.8-second fear).
      • A monk casts Blinding Flash applying a 3 second stun blind. The monster is blinded for 2.75 seconds (8.4% CC resistance off of 3 seconds) and the monster now has 35.9% CC resistance (which we could round off as necessary).
      • After 5.84 seconds (freeze + fear duration), the monster is no longer CC’d. Suppose nothing happens for 5 seconds. During this time, the monster loses 50% of its CC resistance and is now at 8.4% CC resistance (58.4% - 50% = 8.4% CC resistance).

      Example 2:
      • A monk with the Pandemonium rune is in Nightmare difficulty and casts Seven-Sided Strike on a single enemy, resulting in a lot of possible 7 second stuns.
      • The first hit stuns the monster and lasts for a full 7 seconds, but adds 70% CC resistance.
      • The second hit also successfully stuns the monster, and lands 0.4 seconds later after the first hit. The 70% CC resistance is lowered to 50% because the game is currently on Nightmare difficulty, and Nightmare difficulty has a CC resistance cap of 50% —so the stun is 3.5 seconds long.The 3.5 second stun gets applied, even though it is fully redundant with the existing 7 second stun.Since the new stun is shorter than the amount of time left on the current stun, no additional CC resistance is added. In effect this second stun has no effect at all.

      Example 3:
      • A party of four monks attempts to stun-lock an Elite monster in Inferno difficulty. They are all using Blinding Flash with the Self-Reflection rune, which blinds an enemy for 4 seconds.
      • The first monk casts Blinding Flash and the monster is blinded for 4 seconds. It also now has 40% CC resistance.
      • The second monk also casts Blinding Flash, but times it to land the instant the first one ends. It lasts 2.4 seconds and increases the CC resistance to 64%.
      • Both blinds wear off 6.4 seconds later. The third monk lands his Blinding Flash immediately afterwards, which lasts 1.44 seconds. This increases the monster’s CC resistance to 78.4%
        It’s now been 7.84 seconds, and the fourth monk wants in on the action. She uses her Blinding Flash. Even though the monster’s CC resistance is technically at 78.4% by now, it’s capped at 65% because of its CC resistance caps in Inferno. So, the 4-second blind actually lasts for 1.4 seconds. This adds another 14% CC resistance, bringing the final to 92.4%. (The effective resistance is still at the 65% cap, but the 92.4% is tracked under the hood for the stun resistance to wear off.)
      • The poor monster has now been blinded for a total of 9.24 seconds, and the monks are out of Blinding Flash. :(
      • The next blind will occur when the first monk’s Blinding Flash comes off cooldown. Since Blinding Flash has a 15 second cooldown, and only 9.24 seconds have passed, the party has to wait for another 5.76 seconds. During this time, the monster loses 57.6% CC resistance, leaving it at 34.8%.
      • The first monk uses his Blinding Flash as soon as it comes off cooldown. The 4-second blind is reduced to 2.61 seconds (4 seconds * (100% - 34.8%) = 2.61 seconds), and the monster’s CC resistance is back up to 60.9%.


      Example 4:

      Scenario 1

      • Player 1 applies a 1 second stun, it lasts 1 second. Monster has 10% CC resistance.
      • Player 2 applies a 6 second stun, it lasts 5.4 seconds. Monster now has 64% CC resistance.

      Scenario 2
      • Player 1 applies a 6 second stun, it lasts 6 seconds. Monster now has 60% CC resistance.
      • Player 2 applies a 1 second stun, it lasts 0.4 seconds. Monster now has 64% CC resistance.


      (Scenario 1 & 2 demonstrate that this system allows consecutively chained CC effects to be applied in any order. In both cases, the total stun duration is 6.4 seconds.)


      We feel these changes should make CC abilities much more appealing (especially in those later difficulty levels), and are currently targeting them to go out with patch 1.0.5. While that patch is still a ways away, we encourage you to experiment with the math in the meantime, ask us any questions you may have about how the new diminishing returns system will work, and share your feedback!

      Wyatt Cheng is a Senior Technical Game Designer for Diablo III. His favorite Iron Chef is Hiroyuki Sakai. A la cuisine!

      22
      Diablo 3: Reaper of Souls / Patch 1.0.4 Preview: Demon Hunter
      « Dato: August 17, 2012, 09:11:58 am »
      Synes ikke i skulle snydes :)

      Citér
      Patch 1.0.4 Preview: Demon Hunter
      Hungering Arrow is currently the best-performing Hatred Generator for demon hunters. With its high theoretical damage output, strong Hatred generation, and straightforward mechanics, it's an easy go-to skill to have on your bar.

      As with other classes, when there's a single skill (or set of skills) that is much stronger or more worthwhile to use, it curbs potential build diversity. To help open up some other options, we're taking a look at Hatred Generators and Spenders, as well as some of the demon hunter's more iconic abilities like Rain of Vengeance and Sentry, and will be upping the damage on all of them.


      Hatred Generators
      Four skills are intended to compete with Hungering Arrow as a Hatred Generator: Entangling Shot, Bola Shot, Evasive Fire, and Grenades. While each of these skills offer some unique utility options (Entangling Shot slows enemies, Bola Shot has an AoE component, Evasive Fire provides an escape route, and Grenades can bounce off walls), their damage just isn’t competitive enough when compared to the theoretical damage of Hungering Arrow and its rune variants.

      In the case of Grenades, the skill has some minor mechanical and control issues that keep its unique ability to bounce off walls from really shining through. It can be difficult to get the grenade projectiles to where you want them, and using the skill doesn’t always feel very smooth. We explored some alternate targeting methods over the course of 1.0.4's development cycle to help improve this, but we weren't happy with anything we came up with. Most often, we found that by introducing targeting that allowed Grenades to bounce off a wall in a satisfying way, it would often make it so you couldn’t hit a monster you directly clicked on. Unfortunately, we haven’t found a great solution yet, so the Grenades skill isn't going to get as much love this patch. However, we do want to revisit the skill in the future.

      As for the other three Hatred Generators, rather than nerfing Hungering Arrow to be less powerful, we’re instead bringing up the damage values for all three skills to make them more attractive. To use Bola Shot as an example:

      • Damage to the primary target is being increased from 130% to 160%
      • Damage for Thunder Ball and Acid Strike is also being increased from 130% to 160%
      • Damage for Imminent Doom to the primary target is being increased from 182% to 216%

      With these changes, Hungering Arrow will still do more theoretical damage against a single target, but Bola Shot damage will become a viable DPS alternative and it will also do AoE damage. Entangling Shot and Evasive Fire are receiving boosts to their damage as well, so they should be much more compelling choices when it comes to Hatred generation. Much like Bola Shot, they won't compete directly with Hungering Arrow in terms of raw theoretical damage to a single target, but the DPS loss won’t be as great in order to gain the utility they offer.


      Hatred Spenders
      Our general philosophy for resource-spending skills (and this applies across all classes) is if you take the time to spend your resource, we want you to feel like you got a good return for it. Elemental Arrow is currently the most popular Hatred Spender in the demon hunter's arsenal and a good example for what works — given how quickly you can fire off each arrow, you can deal a lot of damage to nearby enemies. Unfortunately, many of the other Hatred Spenders fail to meet this benchmark in terms of DPS output, so we're buffing them up to match.

      To give you an idea of what kind of increases you’ll see in 1.0.4, let's use Chakram and Cluster Arrow as examples.


      Chakram:
      • We're increasing its damage from 150% to 170%
      • We're increasing the damage for Twin Chakrams from 100% to 114%
      • We're increasing the damage for Serpentine from 203% to 230%
      • We're increasing the damage for Razor Disk from 165% to 187%
      • We're increasing the damage for Boomerang from 188% to 230%
      • We're increasing the damage for Shuriken Cloud from 30% to 34%

      Cluster Arrow:
      • We're increasing the initial bomb damage from 200% to 225%
      • We're increasing damage for Maelstrom from 145% to 165%
      • We're increasing damage for Loaded for Bear from 290% to 304%


      Iconic Abilities
      Just like Hydra for the wizard, Rain of Vengeance is intended to be a trademark spell for the demon hunter. We want it to be one of those buttons on your bar that you look forward to pushing — not only because it's visually very fitting for the class, but also because it packs one hell of a punch.

      While the skill is where it needs to be visually, mechanically it lacks the "oomph" that most iconic class abilities possess. Its damage is just far too low to compete with other skills available.

      To bring Rain of Vengeance up to the level it needs to be, we made some pretty notable changes. Not only did we buff the damage, but Rain of Vengeance is one of the skills being converted to a strict X% weapon damage over Y seconds format, as alluded to in the Systems Preview. As a result, the new base skill is quite potent:

      Current: 75% weapon damage for 5 seconds
      1.0.4: 715% weapon damage over 5 seconds

      (Anathema now also uses the "X% weapon damage over Y seconds format." Meanwhile, Dark Cloud, Beastly Bombs, Stampede, and Flying Strike are receiving straight boosts to their damage. )

      Sentry is also a very distinctive spell that doesn't get used very often. It's interesting mechanically, and it has some nice potential for team play, so we'd like to make it more attractive. The solution was pretty simple for this one: we took its damage, and then we doubled it.
       

      Be sure to check out our other class previews for patch 1.0.4:


      Wyatt Cheng is a Senior Technical Game Designer for Diablo III. While living in Texas, a scorpion once crawled out of his shoe. :(


      Endnu et lovende preview :)

      23
      Diablo 3: Reaper of Souls / Patch 1.0.4 Preview: Witch Doctor
      « Dato: August 17, 2012, 08:44:51 am »
      Så er patch previewet af Witch Doctor også kommet.

      Citér
      Out of the five Diablo III classes, witch doctors are receiving the most attention in patch 1.0.4. The goal for this patch, like for many of the other classes, was simple: identify the unpopular or hard-to-use skills, figure out what’s not working, and then make them better. In some cases, skills only needed slight tuning — a little more damage here, or some increased durations there. In other cases, more significant changes were required. For the purpose of this preview, we'll focus on the bigger changes, which can be broken down into the following categories:
      • Pet survivability
      • Vision Quest design flaws
      • Splinters and Zombie Bears are way more appealing than most other skills


      Pets
      One of the core play styles for the witch doctor (and indeed the reason many people chose to play a witch doctor to begin with) is to have pets. Unfortunately, while witch doctor pets do pretty well in Normal difficulty, their survivability has been virtually non-existent in Nightmare, Hell, and Inferno. From our perspective, this isn’t acceptable, so we’re making some significant buffs to pets in 1.0.4. The goal of these buffs is to make pets not only more viable in those later difficulties, but also more enjoyable for players who prefer to base their builds around them.

      From a design perspective, we want your pets to be durable enough so they can tank for you, but we don't want them to just be automatically immortal. The cooldown on summoning pets is there for a reason. Speaking more specifically, we'd like for there to be times when your pets have died, your cooldowns haven't refreshed yet, and you have that period of increased tension as you wait for the situation to stabilize again. On the other hand, we'd also like for there to be noticeable improvements for players who put thought and effort into their skill and gear selections to make their pets as strong as possible.

      Trial and Error:
      One of the first things we tried internally was to have Zombie Dogs scale their Life directly with their owner's Life (Zombie Dogs already inherit Armor and Resistances from their owner). This had mixed results. For example, if the player stacked a large amount of Life, Armor, and Resist, it was possible to have Zombie Dogs tank most of Act I and parts of Act 2  in Inferno. As much as it made sense to have Zombie Dogs scale directly with your gear, it actually inhibited a completely different playstyle: players who wanted their witch doctor to be more of a glass cannon, but still have their Zombie Dogs able to tank. And with that we went back to the drawing board.
      The next time around we gave the Zombie Dogs a base amount of Life, and in addition to this base value, they would also receive 35% of their owner’s Life. So, you had a Zombie Dog that could scale with your gear, but if you were built as a glass cannon you’d still have that base amount of Life to fall back on. To help with general survivability, we also gave Zombie Dogs some innate passive Life regeneration. This test was much more successful. The Zombie Dogs could survive through most parts of Act I and Act II of Inferno just fine and died only occasionally to really difficult encounters. In Act III and Act IV, however, they could take maybe one or two hits, but the outcome was always the same: dead Zombie dogs. We tried increasing the bonus to 100% of their owner's Life — and even to 150% at one point, just to see what would happen — but it was to no avail. The incoming damage just scaled up too high in those later Acts.

      So, we made some more adjustments to their scaling, we gave them more passive regeneration, and we made pets resistant to even more AoE effects (such as Plagued, Frozen, and Mortar). The result was positive, but not perfect: Zombie Dogs could now tough out Acts I and II of Inferno, but they were still melting in Acts III and IV.



      The Final Product:
      Our final iteration was to give Zombie Dogs their own version of the wizard skill Force Armor, which limits the amount of damage a wizard can take in a single hit up to 35% of their maximum Life. Much like the rationale for reducing damage for AoE effects, pets take more damage from melee than players. Pets also don't back off when they’re low, make use of doorways, or avoid big attacks.

      When translating "Force Armor" over to Zombie Dogs, we wanted to make sure they could still scale with the player's Life, Armor, and Resistances. So, rather than a flat 35%, the damage cap per hit is based on inherited Armor and Resistance values, and rather than scaling with the total Life, the mitigation amount is calculated on the base health of the Zombie Dogs, allowing additional Life to actually scale exceptionally well.
      This might be a bit confusing, so let's set up an example using a level 60 witch doctor. Let’s say this witch doctor has 32,000 Life, 45% mitigation from Armor, and 30% mitigation from Resistances. (For clarity, this means that 55% of incoming damage gets past the player’s Armor, and 70% of the incoming damage gets past Resistances.)
      The base Life of a level 60 Zombie Dog is 10,000 Life
      With scaling, each Zombie Dog will have 21,200 Life (10,000 [base] + 32,000 * 35% [scaling])

      The maximum damage the Zombie Dog can take in a single hit will be 3850 Life (10,000 [base] * 55% [damage not mitigated by armor] * 70% [damage not mitigated by Resistances])
      Ignoring passive Life regeneration, this means each Zombie Dog will always be able to take at least 5.5 hits (21,200 [Life] / 3850 [damage])
      Once you factor in some passive Life regeneration and healing from health globes, Zombie Dogs can do reasonably well in Inferno. Players who decide to go with a glass cannon build while using Zombie Dogs will have pets that can tank for short periods of time. Meanwhile, players who build with some survivability and choose pet-oriented passives like Fierce Loyalty, Zombie Handler, and Jungle Fortitude will find their pets to be extremely durable and very capable of handling all Acts of Inferno.


      Vision Quest
      As it stands now, without Vision Quest, many builds feel like you never have quite enough Mana.
      Don't get me wrong: feeling like you always want more Mana can be a good thing, otherwise the resource system isn’t really doing its job. Even so, there are two major issues with Vision Quest that we want to address. The first is that it can feel very "feast or famine" when you're using it; sometimes you have near limitless Mana and at other times you're starved for resources. Second, and perhaps more importantly, it forces you to keep four skills on cooldown in order to be useful. This can be frustrating for a witch doctor who wants to use a cooldown skill strategically, but ends up casting the spell early for the Mana regeneration benefits.
      Let’s use Big Bad Voodoo as an example. Big Bad Voodoo might be ready to go, but you need it on cooldown for Vision Quest to stay active. So, you cast the skill with only a handful of enemies on the screen. Then, no more than 20 seconds later, you come across a nasty Elite pack. While this would be a great moment to drop a Big Bad Voodoo to help you kill everything in sight (and ultimately avoid being killed yourself)….the skill is, of course, on cooldown. This can be a very aggravating experience! This isn't a dilemma we want players to face on a regular basis, so Vision Quest is getting redesigned for 1.0.4.


      What’s Changing:
      We're keeping the focus of the skill on Mana regeneration, but we're going to shift the way you get that regeneration away from needlessly spamming cooldowns to attacking and doing damage. The first thing we're doing is increasing the baseline Mana regeneration of all witch doctors from 20 Mana per second to 45 Mana per second. Not only does this help to alleviate the "feast or famine" effect, it also acts as a big buff to witch doctors who choose to skip Vision Quest. As for Vision Quest itself, it will increase Mana regeneration by 30% for 5 seconds after dealing damage with Firebomb, Corpse Spiders, Poison Dart, or Plague of Toads. One of the fun things about this set up is that you can combine it with a Spider Queen (Corpse Spider rune) or a Pyrogeist (Firebomb rune) and they’ll keep Vision Quest active for you the entire time they’re out.

      Of course, Vision Quest going down to 30% can seem scary. Base Mana regeneration is increased, and the new mechanics actually allow for Vision Quest to have a very high uptime, but is it enough?

      As we continue internal testing, one of our checks to determine how well Vision Quest is performing is to see if a level 60 player can still summon hordes of stampeding Zombie Bears. While we can't accommodate every skill and build combination out there, the goal for Vision Quest is that a player who has chosen the right passives and gear will still be able to summon waves of stampeding bears for at least a few seconds. The new Vision Quest is a lot less "feast or famine" than before, which means some players won't be able to spam Zombie Bears for quite as long, but the tradeoff is you’ll have a more consistent stream of Mana coming in, and (more importantly) you'll have your cooldown-controlled skills available to use strategically for maximum effect. A more reliable Mana stream, being able to use your cooldowns, and having the option to use other active and passive skills seems like a better design for the class as a whole for the long term.



      Skill Options
      In case you're wondering, we’re not touching Splinters or Zombie Bears this patch. While these are the two most popular witch doctor skills right now, it’s probably not just because people love the sound of Splinters or the look of Zombie Bears (though both of those are pretty cool). Instead, their popularity is likely due to how attractive these skills are, both in terms of damage output and overall feel. To help compensate and open up more build options, we’re buffing a lot of other skills to make them as appealing as Splinters and Zombie Bears.
      Speaking of how a skill feels, the reason players avoid many of the lesser used witch doctor skills has to do with the skill feeling  "slow." For example, Firebomb, Plague of Toads, and Corpse Spiders all have animation timing issues which are being improved for 1.0.4. In general, all of these skills will cast faster, which will make the class feel snappier and more responsive. We're also doing a straight damage increase on many skills including (but not limited to) Acid Cloud, Firebats, Firebomb, and Spirit Barrage.
       
      That wraps up the witch doctor, and all of our class previews! We hope you're excited about these changes and look forward to hearing your feedback.


      Be sure to check out our other class previews for patch 1.0.4:


      Wyatt Cheng is a Senior Technical Game Designer for Diablo III. He doesn't always fold on a K-10 offsuit.


      Det ser jo alt sammen meget spændende ud :) Glæder mig til patchen kommer :)

      24
      Diablo 3: Reaper of Souls / Important Security Update - Blizzard
      « Dato: August 10, 2012, 09:14:19 am »
      Blizzard har været udsat for en sikkerhedsbrist, og alle spillere på den nordamerikanske server opfordres til at skifte deres passwords.

      Blizzard beder alle læse meddelelsen.

      Citér
      Players and Friends,

      Even when you are in the business of fun, not every week ends up being fun. This week, our security team found an unauthorized and illegal access into our internal network here at Blizzard. We quickly took steps to close off this access and began working with law enforcement and security experts to investigate what happened.

      At this time, we’ve found no evidence that financial information such as credit cards, billing addresses, or real names were compromised. Our investigation is ongoing, but so far nothing suggests that these pieces of information have been accessed.

      Some data was illegally accessed, including a list of email addresses for global Battle.net users, outside of China. For players on North American servers (which generally includes players from North America, Latin America, Australia, New Zealand, and Southeast Asia) the answer to the personal security question, and information relating to Mobile and Dial-In Authenticators were also accessed. Based on what we currently know, this information alone is NOT enough for anyone to gain access to Battle.net accounts.

      We also know that cryptographically scrambled versions of Battle.net passwords (not actual passwords) for players on North American servers were taken. We use Secure Remote Password protocol (SRP) to protect these passwords, which is designed to make it extremely difficult to extract the actual password, and also means that each password would have to be deciphered individually. As a precaution, however, we recommend that players on North American servers change their password. Please click this link to change your password. Moreover, if you have used the same or similar passwords for other purposes, you may want to consider changing those passwords as well.

      In the coming days, we'll be prompting players on North American servers to change their secret questions and answers through an automated process. Additionally, we'll prompt mobile authenticator users to update their authenticator software. As a reminder, phishing emails will ask you for password or login information. Blizzard Entertainment emails will never ask for your password. We deeply regret the inconvenience to all of you and understand you may have questions. Please find additional information here.

      We take the security of your personal information very seriously, and we are truly sorry that this has happened.

      Sincerely,
      Mike Morhaime

      Kilde: Blizzard Security

      25
      Til dem som ønsker at tilføje en lille kommentar, har spørgsmål eller bare har lyst give et lille skulderklap til min Ekspedition Mont Blanc blog, så er det tråden at gøre det i :)

      26
      Blogs / Ekspedition Mont Blanc - Europas Top
      « Dato: Juni 26, 2012, 09:32:06 pm »
      Så er det ved at være oppe over igen!
      Sidste års failure, hvor vi ikke nåede toppen på Mont Blanc, skal nu ændres til en kæmpe succes.
      Vi starter turen på fredag kl. 02.00 fra Randers kører herefter til Geneve, hvor vi lige tager et par dage med sol, vand og hygge.
      Vores tanke er at tage videre til Chamonix omkring den 5 eller 6. juli, hvor de sidste forberedelser til vores topforsøg gøres og så håber vi at toppen nås et sted mellem d. 10-15. juli.

      Til årets bestigning er der blevet investeret i lidt nyt udstyr, regnskabet ser sådan ud indtil nu:

      Vandrestøvler

      2.199kr

      Fiber Jakke

      1.399kr

      Letvægtstelt

      4.199kr

      Letvægts kogegrej

      899kr

      Sovepose til -30 grader

      2.999kr

      Det var det mest basale og i alt er det løbet op i 11.695kr, heldigvis har jeg en del udstyr fra sidste år, så det har været en del billigere denne gang :)

      Frem til afgang på fredag vil det stå på pakning af alt hvad der skal med på den lille tur og skal ikke plage jeg med alle detaljerne ;)

      Jeg vil lige som sidste år prøve at ligge nogle billeder op løbende så i kan se hvad jeg går og fortager mig :) og forhåbentlig vil der komme nogle fede billeder ud af det igen i år.


      På vej til toppen af Mont Blanc du Tacul


      Vores soveplads på vej mod toppen af Mont Blanc

      Opdatering følger ;)

      27
      Jeg har problemer med at få Quick Join til at virke efter patch 1.03 er kommet på banen.
      Jeg kan på inden måde joine mine venners games, selvom det er slået til i options.

      Desuden er der problemer med chat funktionen. Det er ikke alle der vises og den husker heller ikke længere hvem jeg sidst har skrevet med.

      Andre der har oplevet dette og måske kender til et mulig fix?

      28
      Diablo 3: Reaper of Souls / Diablo III i postkassen
      « Dato: Maj 14, 2012, 11:51:12 am »
      Fik her til morgen en mail fra Blockbuster om at mit Diablo III nu var afsendt og jeg havde nok forventet først at få det imorgen, men nu er det lige dumpet ind af brevsprækken :)

      Så vil høre hvordan det gå ved alle jer andre?
      Er der kommet noget i postkassen?
      Glæder mig til i nat ;)

      29
      Efter en mindre snak om Diablo Lore sammen med Domino og hans jagt på alle ingame Lore books, så blev vi enige om at poste denne tråd.

      Først en lille guide til hvordan World maps er opbygget:

      (click to show/hide)

      *****************************************************
      ***Spoilers, Sidste Chance***
      *****************************************************

      I spoileren herunder bliver det vist hvor og hvad man kan finde i de 4 første maps i betaen.
      Det glæder både opbygningen af maps og hvad de forskellige områder kan indholde, så hvis du gerne ikke ønsker en total afsløring af hvad du kan finde i betaen og i det kommende spil, så LAD VÆR med at læse videre!

      (click to show/hide)


      Kilde: A Full Guide to the First 4 Overworld Maps

      30
      Feedback / Det nye Nyhedsbrev + Just-Eat Rabatkode
      « Dato: Marts 20, 2012, 03:02:29 am »
      Da jeg modtog det nye Nyhedsbrev her i nat, kiggede jeg længe på mailen og tænkte, at jeg normalt ikke plejer at modtage nyhedsbreve fra Diablo3x.dk.
      Men det jeg fandt var et rigtig godt designet og skrevet nyhedsbrev, men som om ikke nok var nok så indholdt det en rabatkode til Just-Eat.dk
      Det gode ved nyhederne i brevet var det bredde overblik, de gav over det sidste stykke tid der er gået.

      Jeg vil blot sige til Crewet, som i de sidste par måneder, har arbejdet røven ud af deres bukser.
      Tusind Tak for det rigtig flotte nyhedsbrev, som jeg er sikker på også må have taget noget tid at lave.
      Tak fordi I vil lægge så stort et stykke arbejde i denne Fantastiske Side - Det er helt bestemt Danmarks Stort Diablo III Community i har skabt.

      Når er sagt, så vil jeg læse det gode nyhedsbrev igen og så bare sige Tak.

      Her får i lige HTML versionen af Nyhedsbrevet:
      Diablo3x Nyhedsbrev

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