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Sep 14 2012 10:38am
Quote (sylke @ Sep 14 2012 05:33pm)
http://eu.battle.net/d3/en/blog/5891811/Dev%5FJournal%5FDefensive%5FBonuses%5Fand%5FMonster%5FDamage%5F-14%5F09%5F2012

including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity

ahhh, definom, érzem ahogy rici idegbajt kap


anyjukat :(
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Sep 14 2012 10:38am
Quote (sylke @ 14 Sep 2012 18:36)
However, we're also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is:

most ez komolyan kell?
a 30ezredik inferno nerf?


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.

tessék itt a blizzardos magyarázat, lehet ragelni
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Sep 14 2012 10:39am
Quote (sylke @ 14 Sep 2012 18:33)
http://eu.battle.net/d3/en/blog/5891811/Dev%5FJournal%5FDefensive%5FBonuses%5Fand%5FMonster%5FDamage%5F-14%5F09%5F2012

including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity

ahhh, definom, érzem ahogy rici idegbajt kap


amugy meddig fogjak buffolni a karikat? mig az utolso fogyatekos is meg tudja majd olni diablot ?? (marmint tok jo, hogy jatszhatobb lett a jatek es nemi buff tenyleg kellett az elejen de szerintem mar most is nagyon jo egyensuly van)

Inkabb a coop jateknak kene valami letjogosultsagot adni
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Sep 14 2012 10:40am
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.
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Sep 14 2012 10:40am
Quote (SummertimeClothes @ Sep 14 2012 04:35pm)
milyen szep tldrek vannak mindenhol, wd meg 1 sor 8DD


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xddd
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Sep 14 2012 10:41am
Quote (sylke @ 14 Sep 2012 18:33)
http://eu.battle.net/d3/en/blog/5891811/Dev_Journal_Defensive_Bonuses_and_Monster_Damage_-14_09_2012

including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry - Impunity

ahhh, definom, érzem ahogy rici idegbajt kap


mondjuk a war cry nerfnek nem örülök, de igazából tökmindegy ha az inferno is ilyen 25%-os nerfet kap, így is simán fogja tudni darálni act hármat dávidka
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Sep 14 2012 10:41am
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.

!!

(most először mondták ki h nem csak úgy poénból nehezebb lesz hanem reward is lesz)

This post was edited by Anarkin on Sep 14 2012 10:43am
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Sep 14 2012 10:43am
Quote (Baleee @ Sep 14 2012 05:40pm)
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.


apjuk faszát szopják le
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Sep 14 2012 10:44am
Quote (Anarkin @ 14 Sep 2012 18:41)
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.

!!


jo lesz ha buffolja a dropot, ha majd vendor itemekkel is csinalhato lesz inferno
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Sep 14 2012 10:44am
Quote (RRC @ Sep 14 2012 04:38pm)
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.

tessék itt a blizzardos magyarázat, lehet ragelni


igen, aztán majd a forumon azért megy majd a sirás hogy PLAYER 8BAN MEGBASZNAK A MOBOK, NERFELJÉTEK MÁR EZT A SZART!!!!!!!!
mert az a nyomorult, aki eddig sirt inferno miatt, az holtbiztos hogy azzal fogja kezdeni, hogy bebassza a 30 playert soloban
és a vége az lesz, hogy megint nerfelnek egy overallt infernon, hogy a player 8 könnyebb legyen

föleg igy: " allowing you to increase the level of challenge for increased rewards"
biztos nem mindenki több playerben akar majd játszani.

This post was edited by sylke on Sep 14 2012 10:45am
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