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, ko biết đợi tới chừng nào nữa. Giờ đang có 7.9%
ôi trời cái PRT phải download lại từ đầu ~8Gb huh bà con @_@
, hồi sáng dl xong hí hửng chui vô nó kêu bảo trì thế là log lại game bình thường chơi luôn 
.
, chưa kể Experience shrine lại được spawned ở Inferno nữa, con đường lên 100 có vẻ thoải mái hơn nhiều 

, vấn đề h chỉ là giết mob trong bao lâu, chứ chết thì chắc chả bao chết đc !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!!!
sao ko ai dịch cái patch note vậy ta
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
Patch quá tuyệt vời, làm vài chục mil ngay
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Ờ thì đọc kĩ lại điđọc 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
