Ptr patch 1.0.5 notes

Bliz hướng game đến mục đích tăng giá trị entertain vậy là đi đúng hướng rồi, xem ra anh em nhà ta chỉ quan tâm đến vấn đề kiếm chát là chính nhĩ ? :D
 
Tất cả patch của bliz đều hướng đến mục đích RMAH cho nó chứ chẳng quan tâm mấy đến cái entertainment đâu bác :))
 
ôi trời cái PRT phải download lại từ đầu ~8Gb huh bà con @_@

15GB chứ ko phải 8GB đâu :)) , hồi sáng dl xong hí hửng chui vô nó kêu bảo trì thế là log lại game bình thường chơi luôn :D
 
Kỳ này monk của em thọt vđ rồi :(. Lo kiếm đồ + res, amor thôi :((.
Mà mở rương vàng tính mỗi stack NV mà không tính mf nhỉ :(, dù sao có cũng hơn không
 
Ring craft mới của 1.0.5
The Hellfire Rings
The Hellfire Ring Plan is found off Squirt the Peddler in act 2. The mats from these can be found most likley in the zones the Infernal Machine takes you. The mats needed are: [Vengeful Eye]x1 [Devil's Fang]x1 [Writhing Spine]x1 [gold]x50,000
There are four version that can be crafted. The rings have the following stats

170-200 Of your stat (Dex/strn/int) or 100 vit
4 random props
Increased XP by 35% :5cool_still_dreamin
Chance to launch an explosive ball of Hellfire when you attack

Các anh Plv 100 thấy cái OP trên chắc nản phải biết =)), chưa kể Experience shrine lại được spawned ở Inferno nữa, con đường lên 100 có vẻ thoải mái hơn nhiều :7cool_feel_good:
 
white zombies, act 1 Rumford run : HP 3 mil.
first skeleton Champion : HP 15mil.
Act 3 Elites : HP 50+mil.
Siegebreaker : 120mil.
Diablo : 260mil.

extra-health Whimseyshire Elite : 1 billion.

300 resists? 1 shot
35k hp, 500 resists? 1 shot
45k hp, 700 resists, 2 shots
55k hp, 800 resists, 3 shots

"You will die"
 
nhìn máu của mob và boss kinh dị thật :8cool_cry:, vấn đề h chỉ là giết mob trong bao lâu, chứ chết thì chắc chả bao chết đc !

--------------------------------------------------------------------------------------------------------------------------

BattleTag: ShamanKing#2535
 
Capped giảm 65% chứ làm gì có immuned, với lại Elite Inferno giờ nó cũng giảm 65% CC sẵn rồi, chả hiểu ông đọc sao ra nerf được =))!!!

đọc kỹ lại đi

Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here!

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 puts a lot of limitations on 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. That seems like more micromanagement 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.

đây

---------- Post added at 00:40 ---------- Previous post was at 00:38 ----------

sao ko ai dịch cái patch note vậy ta

ko đọc được thì googletranlate đi
 
Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here!

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 puts a lot of limitations on 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. That seems like more micromanagement 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.

đây


Cái này chỉ là idea nó đề nghị bắt chước từ WoW sang chứ có phải là nó áp dụng vào D3 đâu? Đọc kĩ lại cái dev journal đi. Cái đó là overall buff cho CC chứ chả có nerf nủng j đâu.
 
Patch quá tuyệt vời, làm vài chục mil ngay :9cool_haha::9cool_haha::9cool_haha:

2RK1W.png


oki7r.png

Bác có cần thêm gold ko , em bán cho , giá bằng giá trên RMAH-15% ,giao dịch trực tiếp luôn , em muốn trốn thuế blit , gold em còn nhiều lắm nhưng mà giá thấp quá chưa muốn bán .

sell_zpsfffed3c8.jpg
 
đọc kỹ lại đi

Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here!

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 puts a lot of limitations on 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. That seems like more micromanagement 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.

đây
Ờ thì đọc kĩ lại đi:3cool_shame:
 
Back
Top