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Emner - nex0r

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16
Diablo 3: Reaper of Souls / 1.0.8 heller ikk imorgen desværre ..
« Dato: April 30, 2013, 06:25:07 pm »
1.0.8 is Not This Week
No official date yet.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
No patch planned for tomorrow. Just standard maintenance.


Sadface :(

17
Blær og Tud / Bedst will i eu ! :)
« Dato: April 29, 2013, 04:34:39 pm »
Var hurtig i morges på ah og fik køb den her lækre sag  :)


http://gyazo.com/4eaa8b6d0d22812b22cce93a2a7591e8

bedste i eu :)


Sælger min gamle will


http://gyazo.com/1d56402ce0304996f84dade3bfd6889d

18
Blær og Tud / Demonic Farming mp10 hota + CM
« Dato: April 27, 2013, 06:12:19 pm »
https://www.youtube.com/watch?v=1g5rqaUnakc




En lille inspirations film om hvordan man kan farme demonic's hurtigt og effektivt ;)


http://www.diabloprogress.com/hero/nex0r-2922/progamer/3675656 ( CM wizard )

http://www.diabloprogress.com/hero/chinabox-2367/Simon/16886705 ( hota barb )

19
Teams, Clans & Communities / End game farmers !
« Dato: Marts 18, 2013, 09:28:10 pm »
Hej alle ..

Efter jeg er kommet tilbage til d3 står jeg og mangler folk at farme med.. søger folk som kan farme mp 8-10 ..

Add mig ingame og vi tager en snak eller snak med mig på ts .. er stort set altid på..

20
Teams, Clans & Communities / Starter på d3 igen..
« Dato: Marts 13, 2013, 12:51:16 pm »
Efter en pause på noget tid er jeg startet igen på d3..

Har lavet mig en CM wizzard og kører mp10 runs for det meste..

http://www.diabloprogress.com/hero/nex0r-2922/progamer/3675656

I er velkommen til at add mig hvis i vil kører nogle runs.. ser gerne man kan kører mp10 :)

nex0r#2922

21
Diablo 3: Reaper of Souls / Patch 1.0.7 NV stacks
« Dato: Januar 13, 2013, 11:07:39 am »
Ser ud til at man kan kører videre fra act til act med NV stacks .. PERFEKT!


Citér

@wooozy: NV stacks will persist across Acts with 1.0.7 :)

22
Blær og Tud / ny natalya's ring ..
« Dato: December 29, 2012, 01:05:32 am »


20.000 mere dps til mig :)

/EDIT: Nu med billedet indsat - Domino

23
Diablo 3: Reaper of Souls / Opdatering på PvP
« Dato: December 27, 2012, 08:01:32 pm »
Ser ud til at ventetiden bliver lidt længere end forventet..

Citér

We've been working really hard on the features, content, and systems for PvP in Diablo III and I wanted to take some time to provide an update on where we're at. Of course, our goal has been to release our Team Deathmatch mode as soon as possible, but we don't want to put anything out there before it's ready. Right now, Team Deathmatch isn't where we want it to be, and I want to provide some insight into where we are at in the development process.

The State of PvP
Our original intent with PvP for Diablo III was to provide more formal support for the dueling community that existed in Diablo II. We wanted to give players some kind of structure that would not only make it easier for you to duel with one another, but also allow you to have duels that were team-based. This is how our Team Deathmatch mode emerged, and it's been instrumental in making a lot of improvements to Diablo III. But in continuing to develop this mode, playtest it, and put it in front of other developers within the company, we've found that it falls short of our expectations for a high-quality Blizzard experience.
Putting people into an arena and letting them hurl fireballs and swing crazy-ass swords at one another always has an element of fun to it. I imagine it's no surprise to anyone reading this blog that people like battling each other in video games, so if you had the chance to play Team Deathmatch at one of the BlizzCons where we featured it you might not understand why we'd say that we don’t feel the current mode is good enough.

Well, Here's Why…
For us it comes to a few issues, one of which is depth. Simply fighting each other with no other objectives or choices to make gets old relatively quickly. We've brought a lot of people in to try out Team Deathmatch and, while some found it entertaining, most of our testers didn't feel like it was something they'd want to do beyond a few hours. Without more varied objectives, or very lucrative rewards, few saw our current iteration as something they'd want spend a lot of time in.
Another is class balance. Like Diablo II, Diablo III was designed to be a PvE-first kind of game, where we never compromised on player abilities in the name of future PvP balance. We want to be able to carry over as many of the crazy runes, items, and skills as possible, with their crazy effects, and alter them as little as possible. In a casual PvP mode, something equivalent to a WoW Battleground, this would be fine, but Team Deathmatch felt very hardcore, and it put a laser focus on class balance in a way that we didn’t think would be good for the game as a whole.
Certainly, we've gotten a lot of benefits from the development of Team Deathmatch, especially in the areas of controls and combat model tuning, but at this point we don't believe it's the experience we feel it needs to be in order to ship, so we will be shelving it for now and exploring other options.

What's Next
So, our core problem is that our Team Deathmatch mode doesn't feel like a great addition to Diablo III. It's not up to the quality that Blizzard gamers expect or that we feel you deserve, and it doesn't really fit with our goals for the rest of the game. The question now is what are we going to do about it?
First and foremost, if our original goal was to support dueling, then we're not achieving that goal very well if we don’t actually give players a way to duel in-game. You’ve been asking us for dueling for a while, so we're going to add it to the game soon. Dueling is currently scheduled to release with patch 1.0.7, which is set to hit sometime after the new year. (We'll be providing details about that feature very soon, so stay tuned.)
But as I mentioned before, we are going back to the drawing board on a new replacement for Team Deathmatch, something that feels more appropriate for Diablo III. And as we stated previously, regardless of when we release it, it'll be a free addition to the game. Team Deathmatch provided us with the foundation that we needed and served us well. Hell, it may even still be added in some form in the future. For now, though, we're going to first be looking at new modes that play up to the strengths of the character classes, focus on objectives beyond just defeating other players, and possibly even integrate PvE elements and rewards.

Keepin' It Real
We wanted to be upfront and honest with the community about where this particular project is at. It's certainly not ideal, and I know some of you got to play Team Deathmatch at BlizzCon and are probably thinking, "It seemed good enough! Just give us that." I also know how I feel whenever a game or game feature I'm looking forward to is delayed, but, as with all things Blizzard, we want to be sure that the features we add to Diablo III are actually worth it and will make the game better.
While we don't have further information to share right now about our plans for additional PvP modes, we look forward to posting more about dueling in the next few days.


24
Diablo 3: Reaper of Souls / Patch 1.0.6a live - desværre ikke patch 1.0.7
« Dato: December 12, 2012, 02:31:18 pm »
Vi alle sammen går og venter mere eller mindre på noget nyt i diablo 3 men det kom der desværre ikke i den her patch..

Citér
Diablo III patch 1.0.6a is now live in the Europe. Check out the full patch notes below to learn about all the latest changes.
 Important: Please note that you will not be prompted to download patch 1.0.6a until the patch is live in your home region. If you are logging in from an American or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is Europe, you will be unable to log into The Americas or Asia using Global Play after patch 1.0.6a is live until those regions have also patched.
 
Diablo III Patch 1.0.6a – v.1.0.6a.13644
 
The latest client patch notes can be found here.   
Bug Fixes
 •Fixed an issue that could occur when attempting to upgrade from the Diablo III Starter Edition

Vi må vente og se hvad der sker de næste par uger med PVP og den nye patch.. kunne være en lækker julegave ! ;)

26
Diablo 3: Reaper of Souls / Patch 1.0.7 inden for de næste par uger!
« Dato: November 28, 2012, 08:23:34 am »
Det lader tilsyneladende til at vi får at se patch 1.0.7 allerede inden for de næste par uger. Patch 1.0.6 havde kun et par mindre bugfixes, som bla skulle være med til at bekæmpe tradescamming, mens de større ændringer kommer i patch 1.0.7!

Citér
Citér
While a few of the posts here appear to be dripping with the sweet nectar of well-honed internet sarcasm, I did want to jump in really quickly to say that while patch 1.0.6 was a only minor patch for Diablo III, it was a necessary one that helped us address some important bug fixes as well as implemented the ground work for upcoming improvements to Battle.net.

Patch 1.0.7 is planned to be a larger patch than 1.0.6, and will contain much more than just bug fixes. Many of the changes we've discussed in these forums recently are currently scheduled for 1.0.7, and we are looking forward to sharing more details with you concerning it in the coming weeks. :)


og...

Citér
We’re not quite to the point where we’re prepared to delve into the details surrounding patch 1.0.7 and what’s being included just yet. We’re still busy working behind the scenes on a variety of changes, and we want to ensure which changes will be making it into patch 1.0.7 before we formally announce anything.

Hang in there, we have some good stuff on the way!
Kilde

Er I lige så spændte på at se hvad patch 1.0.7 tilfører spillet? :)

27
Demon Hunter / [TOPIC GUIDE] At bygge en god Demon Hunter?
« Dato: November 27, 2012, 01:07:13 pm »
Efter jeg er kommet paragon lvl 100 har jeg ikke haft den vilde lyst til at sidde og kører alkaizer run 24/7, derfor vil jeg gerne hjælpe andre med at bygge en god demon hunter op.

Er du casual gamer og er dit "mål med spillet" at hygge dig på Monster power 1-4 eller er du mere hardcore gamer som gerne vil lege med evt uber lvl 9-10 eller speedfarme MP 1-6.. For at jeg kan hjælpe jer bedst muligt vil jeg smadder gerne høre lidt om jer og hvad I holder af ved at spille Demon Hunter og hvad I synes er sjovest :) Så hvis I kort besvarer disse få punkter når I har lavet et indlæg her på Demon Hunter boardet så vil det være meget lettere at hjælpe jer:
  • Hvad farmer du nu?
  • Har du et mål mht dps, health, resist du går efter?
  • Hvad er dit mål at komme til at farme?
  • [Link til din karakter så jeg kan se hvad du bruger lige pt]
  • Er der nogle skills du holder mere af end andre?

Ser frem til at hjælpe jer :)

28
Blær og Tud / Ny manticore ;)
« Dato: November 05, 2012, 12:15:48 am »
Så fik jeg min nye manticore :)




310.000 dps uden ss ! ;)

29
Blær og Tud / Vild ring :)
« Dato: November 03, 2012, 04:03:46 pm »
Droppede sgu lige idag :)





Er til salg for den rigtige pris :)

30
Diablo 3: Reaper of Souls / Dev Journal: Defensive Bonuses and Monster Damage
« Dato: September 14, 2012, 06:07:38 pm »
Så har vi har til aften fået en noget større omgang tekst smidt i hovedet af Blizz, men det er godt nok spændende læsning!

Citér
Dev Journal: Defensive Bonuses and Monster Damage
by Wyatt Cheng 14 Sep 2012 17:00 BST


We're taking a close look at defensive skills vs. incoming monster damage in 1.0.5. We’re going to be changing a few defensive skills for each class, including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity. However, we're also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is:
  • Reduce the effectiveness of select defensive skills
  • Reduce monster damage by more than the mitigation lost by these skills
  • Putting both changes together, players actually take less damage than before


Why are we doing this? The reason is not complicated. High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forego these "mandatory" skills will find themselves more survivable than what you would currently experience on live. Overall, these changes result in a huge buff in the player’s favor. Just how mandatory are these skills?

As it is now, Energy Armor is used by 83% of level 60 wizards. Also, take a look at the distribution of the War Cry skill on level 60 barbarians:


In developing Diablo III, defensive skills were made potent because we wanted to ensure they would be attractive. In some regards, we were too successful. Many players feel compelled to grab every defensive skill available to them, which can take away from some flexibility in using different build options.

This also creates problems for a class that may have less defensive skills. When one class has massive defensive buffs, abilities like Mortar, Arcane Enchanted, and Plagued can feel pretty modest, and at the same time feel overly punishing to a class without them. We’re all in favor of people being able to build their character for survivability, but there needs to be a balance.


So the stated goal is to make sure the combination of the defensive skill nerf combined with the reduced damage from monsters still results in an overall buff to players. Let's bust out some math! As previously mentioned, Energy Armor is one of the skills being impacted. The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%.

The benefit of these skills is greater at higher levels of Armor and Resistance, so let’s assume very high numbers of each. Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy:

  • In 1.0.4 this translates to 9900 Armor (75.86% mitigation) and 1120 Resist (78.05% mitigation) with Prismatic Armor, for a total mitigation of 94.70%
  • In 1.0.5 this will be 8100 Armor (72.00% mitigation) and 1000 Resist (76.05% mitigation) with Prismatic Armor, for a total mitigation of 93.29%
  • If a monster hits for 50,000 damage, then the damage taken by the wizard will go from 2650 damage to 3355 damage.
  • This means incoming damage would have to be less than 79% of the current value (2650 /3355) in order for it to feel the same after 1.0.5.

Based on this it’s clear that in order to ensure 1.0.5 is a net buff for all wizards we’d have to reduce incoming monster damage by at least 21%. Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).


Let’s do another example with the barbarian. War Cry Impunity is being reduced from 50% resistances to 20%.

  • A barbarian with 800 resist before War Cry against a level 63 enemy translates to 1200 Resist (79.21% mitigation) with Impunity in 1.0.4
  • In 1.0.5 this will be 960 Resist (75.29% mitigation) with Impunity
  • If a monster hits for 20,000 damage after Armor, then the damage taken by the Barbarian will go from 4158 damage to 4942 damage
  • This means incoming damage would have to be less than 84% of the current value on live ( 4158/4942) in order for the game to feel the same.

As it happens, we’re going to reduce all damage in Inferno by at least 25%. Players who want to be the toughest damage mitigators in the game can continue to use defensive skills and get a sizable bonus for doing so. Players who want to use other skills can do so without sacrificing such a massive amount of survivability. Class builds that don't currently use heavy mitigation skills such as Smoke Screen-focused demon hunters or Gargantuan-tanking witch doctors will find their survivability has gone up considerably due to reduced incoming monster damage.


Here's a quick rundown of what's changing in terms of defensive skills in 1.0.5.

Barbarian:
  • War Cry - Impunity: Bonus resistance reduced from 50% to 20%.
  • Leap - Iron Impact: We’re adjusting the design of this skill. Rather than providing 300% armor for 4 seconds, it’s going to provide 100% armor per target hit for 3 seconds. So if you don't hit any targets, you won't get any armor. If you hit 5 targets, you'll actually get 500% armor. We are making this change because the intended fantasy of Iron Impact is a barbarian who leaps into the thick of battle and is super tough. The way the skill plays out on live it is essentially an Ignore Pain that can also move you. For the most part it is better than Ignore Pain, making not only Ignore Pain unattractive, but also the other Leap Attack runes. In 1.0.5, if you want a defensive cooldown - grab Ignore Pain. If you want to leap into the thick of battle and be super tough, take Iron Impact.

Demon Hunter:
  • In the case of the demon hunter, the class is a bit too binary. If you're playing a glass cannon Smoke Screen build, then you're invulnerable most of the time, and when you make a mistake, you die instantly. If you're using Shadow Power - Gloom with a legacy Natalya's set, then you have near constant uptime of 65% damage reduction, but if you're not using the legacy Natalya's set, Shadow Power - Gloom is a luxury.
  • Independent of the general defensive skill nerf, we had already decided to buff Shadow Power to last longer. The primary purpose of Shadow Power is to give you a short window of time during which you can unload some damage to recoup some Life. Unfortunately the 3-second duration makes this awkward to use. We are changing Shadow Power from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds. This should be a modest buff to the skill as well as making it a lot more pleasant to use. All of the runes are scheduled to see similar changes, such as Blood Moon going from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds. Each rune effect is slightly smaller, but for 5 seconds instead of 3 seconds, resulting in an overall buff over the duration of the effect.
  • Taking into account the across-the-board nerf to defensive skills, Gloom will become 35% damage reduction for 5 seconds.
  • This developer journal is focused primarily on defensive skill changes, but because the change to Gloom is significant, I want to mention that we are looking at concrete mechanics changes to the demon hunter to introduce new play styles. Many players have mentioned that outside of Gloom, demon hunters seem to lack defensive options. More importantly, demon hunters would like some different play styles, and we agree! Here are a few changes we are adding for demon hunters in 1.0.5 to open up new ways to play:
    • We are adjusting some runes and passives to provide ways to increase survivability that scales with your Life, Armor, and resistances.
    • We are changing the Spider, Boar, and Wolf companion pets to be actual pets that can tank for you like a Gargantuan or Zombie Dog.
    • We are putting a short cooldown on Sentry, but you can have two out simultaneously. On top of that, the Custom Engineering passive will let you have a third Sentry turret! This opens up a whole new play style for the Demon Hunter of establishing a "nest" that you can draw enemies into.

Monk:
  • The strongest monk defensive skill is One With Everything. We've mentioned it before and it bears repeating - this is something we would like to fix someday, but we're going to take our time. Changes to One With Everything heavily impact existing monk gear. We still plan on addressing this in the future but will do so in a way that does not invalidate the gear monks have invested in.
  • Resolve: Damage reduction reduced from 25% to 20%.
  • Seize the Initiative: Changed to grant 50% of your Dexterity as Armor. This will result in anywhere from 750 to 1250 armor for most monks (depending on your Dex) which is comparable to the mitigation lost by other classes. The reduction to Resolve and Seize the Initiative should mean if you want to be a “super-tanky monk” you can still take all three defensive skills, but it should be a lot easier to pick some other passives without feeling like you’re going to blow up at the first Elite pack you encounter.

Witch Doctor:
  • Jungle Fortitude is being reduced from 20% to 15% damage reduction.

Wizard:
  • Energy Armor: Armor increase reduced from 65% to 35%.
  • Energy Armor - Prismatic Armor: Resistance increase reduced from 40% to 25%.
  • It’s worth noting that we’re going to provide additional alternative defensive options for the wizard such as adding flat melee damage reduction to Ice Armor and creating a Familiar variant that provides passive Life regeneration.


Alright, so let's recap. Defensive skills are taking a hit in 1.0.5, but incoming damage from monsters is also being reduced. Taken together, the changes mean Inferno is going to be easier. For some of you this is totally cool; you welcome an easier Inferno because it’s about efficiency and not difficulty. For others, you may be skeptical but you're at least intrigued at the possibility that you'll be able to drop some defensive skills and discover some new builds. However, for others, Inferno is currently already too easy. Maybe you don't use any defensive skills; maybe your gear is so good you dropped War Cry - Impunity weeks ago. For this last group you may be wondering "Another Inferno nerf? But I crave more of a challenge, not less!"

For people in this last group, 1.0.5 is bringing the "Monster Power" system. The details of this system will be outlined as we get closer to 1.0.5, but in short this is a callback to the Diablo II ”players X” option, allowing you to increase the level of challenge for increased rewards. Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways.

We’re going to lock comments here, and ask that you instead head to this forum thread to let us know what you think.
Wyatt Cheng is a Senior Technical Game Designer for Diablo III, and he’s annoyingly excited about Netrunner being re-released as a Living Card Game. It’s really starting to get on everyone’s nerves.


Selvom det er en ordentlig smørre at komme igennem vil jeg anbefale jer at læse det hele, måske mere end en gang :) For det kommer da godt nok til at ske ændringer med vores kære spil. Heldigvis ser det ud til at de er positive ændringer! :)

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