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Posts: 444
I've tried for maybe 45 minutes to an hour trying to get the key in act one but haven't found it yet.
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Let's discuss the Public Test Realm
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Posts: 816
Seems somewhat safe to estimate the organs have a drop rate 10% per MPlvl if at 10 you have 100% of drop rate. Might be weighted of course, but should be a good estimate imo.
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Posts: 1059
I just got in and whee did they make one aspect of the Demon Hunter much more fun: Spike Trap with Custom Engineering to allow 6 spike traps. In the Depths in Act 3, I can sometimes drop 1650% weapon damage for 60 Hatred in a crowded hallway. It's so much fun I'm not even sure they'll keep it around. That's a crapton of nuking power. Bola shot's additional radius was something I suggested over a month ago and makes it eminently more playable, but the 1 second delay still relegates it to novelty status, but it's at least a better novelty skill. The new defense abilities are pretty cool. I can definitely see myself running Boar on an Evasive Fire / Smoke Screen build instead of Vault (speaking of Evasive fire, the new Rune that increases armor 50% is so utterly worthless I don't know why they spent any time making the change - save all that time for replacing Chakram!).
The nerf on Trail of Cinders was understandable and necessary. It's predictably been reduced to a LOH proc skill which makes a bit more sense with the fact that it's a Discipline skill. A good compromise, in my opinion. My one rant is reserved for Sentry. They made a big deal about it and it's still completely useless. I'm sure their internal testers told them that, too, so I'm not sure why they bothered to change it at all. To have a chance, they need to completely eliminate the cooldown and make it spammable. That's non-negotiable. Then I think they might still have to jack the damage up to possibly even 300% damage (decrease duration?). The dps is laughable for the Hatred cost as it costs the same as Spike Trap - Scatter. Here's a math problem for you. Do you want 825% damage in 1 second or 88% damage in 1 second? They missed by a country mile on it and I don't even know if its fixable (e.g., Chakram). All in all, a positive change and I'm happy with it after an hour's play. |
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Posts: 909
just downloaded last night... hoping to give it a whirl tonight to see for myself
maybe do some messing around with new builds as well anyone gonna be on ptr tonight? send me a message! |
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Posts: 909
so i played for about an hour and here are my thoughts:
(all on monster lvl 3. act 3) 1. ww/cm still viable, just need to increase crit change (i think) i had some trouble with a few elite packs but other than that... still seemed feasible 2. monsters/champs that have extra health are really hard to kill because of the cc change... they don't stay frozen very long, and with only 1 or 2 monsters, its hard to crit off them 3. tried meteor shower build, and with the new nerf to the proc rate, not even close with my current gear first elite pack i ran into killed 5 times (maybe i'm not doing it right) but as soon as i change to ww/cm it went a lot smoother 4. tried to get the key from the warden in act3 and it kicked my butt... got him down to half life after 2 repairs.... half the time i was just running back to him... he sometimes killed me in 1 shot ( not very fun) |
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Posts: 444
Expanding on what @euggie said about the CM builds (meteor, WW, Storm Chaser, etc...), They still work. They're not nearly as effective as they once were, but they aren't completely dead. Of course I was only doing my trials on regular inferno, but I was mainly trying out the meteor build to see if the new proc rate still allowed the build to be useable.
I think it will definitely be viable, but you'll have to up your crit chance. I was running at 37% and meteors were coming down good, but it's not as constant as they were in the video that was linked in the other thread here. You'll definitely want to stack as much arcane power on crit. Probably an obvious statement here, but it really makes or breaks the build depending on how much you have. I had 14 at the time on PTR. If I was doing just okay with that much arcane power on crit, it should be a lot better around 30. I still have to try out the Storm Chaser build though. |
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Posts: 909
maybe the AonC is what I was lacking... i only have 10... a few others things to add 1. Lots more gold... with the same gear, I was seeing 2k drops pretty frequently... in 104, i've never seen anything more than 1k 2. storm armor + shocking aspect behaves very different in 104 than in 105... in 105 it behaves a lot like d2's lighting armor, and a shot of lighting comes down from the sky... doing the same to the near by guys when you crit... however, i don't notice any of these same things in 104... plus i can't use storm in 104, i die more frequently than while using prismatic in 104 |
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Posts: 444
So am I thinking right that you have to get 5 stacks of NV and be on monster level 10 to get a 100% chance of the organs to drop from the ubers? Because if you're on like monster level 2 and there's barely a chance of getting the organ to drop, then that's fucking stupid. I guess your video Anuiran shows that you can't get it all the time on monster level 1 without full NV though.
I just hate that you have to fight the RNG as it is for the keys, but even more so to get the organs. You get the keys and finally fight a set of ubers and don't get an organ; make you feel like you wasted a bunch of your time. Of course you can do monster level 10, if you want it to take forever, but what about the people that can't? |
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Posts: 1059
@NightCrawler9 It's supposed to be a long, hard grind to earn your reward. Yes, there are going to be players that are already powerful enough to be taking them on at MP7-10, but they're also the ones that need a perfect ring to make it an improvement over their existing gear. For the rest of the player population, it's another tangible award for those that are devoted enough to keep destroying the bosses. The 35% EXP bonus and high base stat on that ring are going to make any crafted ring worth wearing so it doesn't have to be re-roll it a dozen times.
Given the 5 NV stack requirement, the idea is that people will be simply adding the Key Warden areas to their normal farming runs as an added bonus. The keys and organs aren't meant to farmed on their own for the vast majority of players. You're supposed to simply get the ring after an extended period of consistent play. |
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Posts: 444
I understand that it's supposed to be long, I do. I just hate that you can spend a bunch of time getting the keys and not get rewarded once you do get them.
It's also part of my preference I have of D2, where when you get the keys and fight the ubers you'll always get an organ. You might get one that you already have (unless you have three sets for one game, of course) but still. |
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Posts: 938
A user on Reddit ran the numbers and figured out an estimated amount of Keywardens and Ubers you need to kill to craft a ring per power level. MP level 7 seems to be the optimal difficulty.
MP1 : Key Wardens: ~ 897 Uber Bosses: ~ 30 MP2: Key Wardens: ~ 225 Uber Bosses: ~ 15 MP3: Key Wardens: ~ 100 Uber Bosses: ~ 10 MP4: Key Wardens: ~ 56 Uber Bosses: ~ 7 or 8 MP5 Key Wardens: ~ 36 Uber Bosses: ~ 6 MP6 Key Wardens: ~ 25 Uber Bosses: ~ 5 MP7 Key Wardens: ~ 18 Uber Bosses: ~ 4 MP8 Key Wardens: ~ 14 Uber Bosses: ~ 4 MP9 Key Wardens: ~ 11 Uber Bosses: ~ 3 MP10 Key Wardens: 9 Uber Bosses: 3 |
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Posts: 909
someone correct me if i'm wrong, but can't you farm the keys on mp3 for instance, and try to kill uber on mp7? theoretically it should be possible right?
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Posts: 909
ugh, just read about the hellfire ring nerf... what a waste
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Posts: 444
What nerf? |
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Posts: 909
sorry @nightcrawler9, im referring to the fireball proc... 25k nerf... its like a 97% drop in dmg
went from truly legendary to mediocre at best not sure if i can link to reddit, but just read an article there about it |
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Posts: 444
Yeah, I just read about it on the forums.
I'm glad they nerfed it. It was stupid that it was doing that much damage in the first place. |