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Lion Wrecker

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posts postados por Lion Wrecker

  1. Então os amarelos dá pra você usar aqueles filtros e ordenar por preço...

    Agora é interessante você dar uma pesquisada em outras classes ao menos pra saber quais stats são interessantes... é claro o basico vai ser sempre o atributo primario + vitalidade + alguma coisa... + tem suas particularidades...

    Falando de wizard por exemplo um caso classico é de espadas com dano alto e sem nenhum tipo de dano elemental (com engaste pra gema de DC é claro), são perfeitas pra serem usadas pra arcanista DPS.

    Tinha tanto item que tive que criar mais 2 chars mulas pra esvaziar o stash... Vou dar uma pesquisada agora sobre as outras classes e seus stats mais valorizados.

    Peguei level 60 com o DH, fiquei muito mais animado de jogar depois disso, ele ta "fortão", to ganhando um gold legal com ele, mas o que atrapalhava era a falta de espaço no stash.

    Valeu ae cara.

    Acabei de ver aqui, mais tarde vai haver uma manutençao no jogo que vai durar em torno de 2h... Será que é o 1.07 pintando ai? :D

  2. Tem esse glossário completo aqui (em inglês):

    http://www.diablofans.com/topic/77606-diablo-iii-urbandictionary/

    Mas basicamente a gente usa:

    Classes:

    DH - Caçadora de Demônios

    Wiz - Arcanista

    WD - Feiticeiro

    Barb - Bárbaro

    Monk - Monge

    Itens:

    DPS - Dano por Segundo

    EHP - Pontos de Vida Efetivo (envolve Vida, Armadura, Resistências e Esquiva)

    Str, Dex, Int e Vit - Força, Destreza, Inteligência e Vitalidade respectivamente.

    Gear ou Equips - Seus itens equipdos no personagem

    CC - Chance de Critico

    CD - Dano Critico

    AS - Velocidade de ataque (seja da arma ou do personagem)

    IAS - Aumento da velocidade de ataque (está em % nos itens)

    AR ou All Res - Resistência a todos os elementos

    Res - Alguma resistência específica

    Socket - Engaste

    1H e 2H - Arma de uma mão e arma de duas mãos

    DW - Usar duas armas de uma mão

    MS - Velocidade de movimento

    LoH - Vida na hora do golpe

    LoK - Vida após o abate

    LS - Roubar Vida (descrita nos itens como "X,XX% do dano causado é convertido em vida")

    LR ou Life Regen - Regeneração de vida

    APoC - Acertos criticos concedem XX de Poder Arcano (Arcanista)

    LpSS - Vida por Ponto de Espirito Gasto (Monge)

    Existem outras siglas para cada personagem.

    Skils:

    AoE - Habilidades que atingem em área, ou seja, vários inimigos.

    DoT - Dano por tempo, por exemplo a Assombração do WD.

    Aqui existem dezenas de siglas referente as habilidades, não vou citar todas. xP

    Jogo, Mapa, etc:

    WP - Marco de Senda

    TP - Teleportar para um aliado usando a bandeira, ou usar o seu Portal da Cidade para voltar até ela.

    e - Elite

    g - Goblin (não lembro que nome ele tem em português)

    Char - Personagem, Herói.

    KW ou W - Craviculário, os elites que tem as chaves para a Maquina Infernal

    Uber - Maquina Infernal

    HC - Modo Hardcore

    SC - Modo que não é Hardcore :o

    ilvl - Nível do item

    plvl - Nível de Excelência do seu personagem

    Se eu esqueci de algum importante lembrem aí. ^_^

    Poxa cara, valeuzão, vai ajudar bastante :D

    Edit: Ae galera, acabei de achar um preview do patch que está pra sair

    Patch 1.0.7 is currently under development and many of the changes included in that update will soon be on the PTR. Before we hit you with patch notes, though (and a new client to download), here's a preview of what's coming.

    Dueling

    Class Updates

    Crafting Additions

    Monster Power Changes

    Monster Affix Changes

    Quality of Life Improvements

    The Scorched Chapel: Dueling

    As Jay discussed in his PvP update, patch 1.0.7 will introduce dueling, allowing players to test their mettle against fellow Nephalem. Here's a quick rundown of how dueling will work in Diablo III as well as some insight into our design philosophy for the system.

    How it Works:

    To duel another player, you’ll need to speak with Nek the Brawler at the inn in New Tristram

    Speaking with Nek will take you and your party to the Scorched Chapel, a new zone designed specifically for player combat

    This zone has custom geometry and features four different areas: the church, the graveyard, the river, and the lake

    Dueling currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or a full four-player FFA

    Our intent is to provide players a safe, opt-in location where they can fight one another for bragging rights (or maybe science) without the potential for griefing as it existed in Diablo II.

    The game doesn't keep score and there are no objectives. We wanted dueling to be as simple and straightforward as possible, so we created a minimalist system -- we know that even without rewards and objectives, some players just want to beat each other up. Some matchups may be one-sided, and we don't expect that battles will be necessarily balanced. But that's okay, because dueling in Diablo III is more about kicking ass and taking names in a no-holds-barred sort of way, and this design certainly allows you to accomplish that.

    Additional Info:

    If you die in the dueling world, you will be resurrected in the dueling zone

    Death is not permanent in the dueling zone, even for Hardcore characters

    You don't take any durability damage while in the dueling zone

    When you're done dueling you can take a portal out or use your Town Portal to return to town.

    Stay Classy, Sanctuary

    In terms of class balance, we focused on improving the Wizard and the Monk this patch.

    Posted Image Wizard

    The Wizard is seeing a damage buff to skills such as Arcane Orb, Blizzard, and Shock Pulse. We're also making other small changes such as allowing Illusionist to reset the cooldown of Slow Time and increasing the slow effect of Temporal Flux from 30% for 2 seconds to 60% for 3 seconds.

    Posted Image Monk

    The Monk is getting a big damage buff to all Spirit Spenders. One of the most common uses for Spirit is to recast Mantra of Conviction-Overawe for the 3 second bonus. While this is totally legitimate, we want to provide alternate uses for your extra Spirit. As a result, we are greatly buffing all the damage-dealing Spirit Spenders to try and provide an alternate use for your Spirit.

    Although the Wizard and Monk are receiving the most changes this patch, that doesn't mean we feel the other classes are perfect. Other classes have received more substantial changes in previous patches, and we still have lots of ideas for the Barbarian, Demon Hunter, and Witch Doctor, but constantly changing class skills can often do more harm than good.

    Item Hunting

    One of the most common requests we get from players is that they'd like to find more items (through drops or crafting) that are as awesome as those that they can get from the Auction House. The Auction House has its advantages: you get to pick the exact stats that you want, it can be thrilling to find a bargain, and if you find a cool drop that your character can't use, the Auction House provides a way to earn gold to put toward an item you prefer. But it has some downsides. The biggest downside is that some players find it more rewarding to collect items from slain monsters or crafting.

    Patch 1.0.5 and the Infernal Machine event were successful in this regard, particularly with the Hellfire Ring reward. The Hellfire Ring is account-bound, and all the reagents to make it are also account-bound. So, you can't just go to the Auction House and buy a ring that someone else had found or made—you have to farm the reagents and ultimately craft the Hellfire Ring yourself. And as you play through the event more, you have additional opportunities to roll new Hellfire Rings with potentially better stats (or stats that are more suited to your play style and needs).

    Posted Image New Crafting Recipes

    We feel like the Hellfire Ring was a good first step and would like to introduce more items like it. So, working off this design, in 1.0.7 we're adding a new set of Rare crafting recipes that will create account-bound gloves, pants, wrists, a chest piece, and an amulet.

    These new items will have six affixes and feature a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots. The items will also require an account-bound crafting reagent called Demonic Essence, which drops from Elite monsters in Inferno. Much like the reagents in the Infernal Machine event, the chance of getting a Demonic Essence will increase at higher Monster Power levels. Currently we are planning for a 20% chance to drop at Monster Power 0, and each Monster Power will increase the chance of Demonic Essence dropping by 15% (MP1 will be 23%, MP2 will be 26.45%, etc. up to 80.91% at MP10). These are the numbers we’ll be going to PTR with and are subject to change.

    The Archon Armor recipe (the chest piece) can be purchased from Squirt the Peddler for 1.5 million gold. The other plans will drop randomly in the world, but also have a 50% chance to drop off the following bosses when you have five stacks of Nephalem Valor:

    Skeleton King

    Spider Queen

    Maghda

    Zoltun Kulle

    Ghom

    Cydaea

    Rakanoth

    Izual

    Posted Image New Gems: The Marquise

    In addition to new items, we're also adding a new tier of gems for those who really want to push their character farther. The new tier is called "Marquise" and most of its stats are in line with the current gem progression.

    We also took the opportunity to modify the Ruby effect in weapons. At the moment, the Critical Hit damage bonus provided by the Emerald is a clear choice for anybody looking to do more damage with their weapon. The new tier Ruby is a significant bump up that should make it the preferred choice for those who favor attack speed over Critical Hit chance, or for those who use skills which do not benefit as much from Critical Hit such as Sentry and Hydra.

    Players often ask why their Sentry or Hydra doesn't inherit their Critical Hit Chance and Critical Hit Damage. The answer is that we want players to be able to build their characters in different ways, and we would rather Critical Hit Chance and Critical Hit Damage weren’t always automatically the right answer. While this is not something that will change overnight, "different stats for different builds" is a high-level design goal and introducing a very strong Ruby is a step in the right direction.

    The current design is that these gems can be combined at the Jeweler for a substantial reagent and gold cost (3 Radiant Star gems, 20 million gold, and 1 Demonic Essence), and the designs will drop randomly from level 63 monsters around the world.

    Monster Power Changes

    Overall, we've been very happy with Monster Power. Players are playing at a variety of Monster Power levels and upping the challenge. Different builds are of varying effectiveness at different Monster Power levels and we’re seeing a lot of build diversity there.

    We do think there are two clear areas where we can improve: making Monster Power available in Public Games, and increasing the XP bonuses for players in Inferno.

    Posted Image Monster Power in Public Games

    When the Monster Power system was first introduced, we were wary of making it available for Public Games for two reasons. One, we didn’t want to reduce the pool of games that players could be matched into. And two, we wanted to avoid the potential group tension that could occur if somebody joined a Public Game at a Monster Power level higher than what they’re ready for. (For example, you wouldn’t want a severely undergeared character to join your Monster Power 6 game and constantly die. That can be very hindering to an otherwise powerful group.)

    What we realized is that 1) choosing a Public Game and ending up in a game by yourself, but at the Monster Power you want is still preferable than not being able to play in a Public Game at all, and 2) undergeared characters can pretty much roadblock groups in Inferno anyway (if they really want to). We feel that the damage we’re doing to public games by not supporting Monster Power is greater than the potential damage we’d be doing by increasing Public Game waiting times or exposing Monster Power groups to possible leechers.

    So, in patch 1.0.7 we're going to be rolling out Monster Power support in public games. You need to have the Monster Power option enabled to use it, of course—same as for making private Monster Power games. Once the feature is enabled, you can choose a Public Game and set a desired Monster Power level from the dropdown. From there, the game will work to match you into a group with the same Monster Power level selected.

    Posted Image Experience Bonuses in Inferno

    We're increasing the experience reward for playing on Monster Power levels 1-10 in 1.0.7. Before I go into what's changing, though, here’s a little note on design philosophy. . . .

    People often ask what the intention of Monster Power is. Am I supposed to just turn the Monster Power up as high as I can until I die? No, not really. Just because you’re able to beat something doesn’t mean that it’s optimal. In fact, we think there’s a real risk that if the most efficient path for XP or item farming involves playing on the highest Monster Power setting available regardless of the gameplay experience, then the game might actually become a lot less fun for a lot of people.

    To take an extreme example: What if we made every monster on Monster Power 10 worth 5000x more experience? In that case, killing even one monster in Monster Power 10 would be worth hours of play at Monster Power 1. But is that what’s best for the game? Players who are looking to be efficient would likely play on Monster Power 10, but they’d be forced into a smaller number of defensive builds. Many players are able to kill things on Monster Power 10 already, but it might require them to use a skill build they don’t enjoy as much and the game can start to feel extremely tedious as you spend a lot of time attacking a monster that takes forever to die. We don’t want to overly-incentivize players into that kind of play style, and making Monster Power 10 the most efficient would undoubtedly cause this to happen.

    We believe that Diablo shines when you can spend the majority of your time slaughtering hordes of enemies and then having that punctuated by the occasional difficulty spike either in the form of a particularly challenging set of normal monsters (like an elite pack) or a boss. With that in mind, what we want to do with Monster Power is set the reward so that there are incentives for playing at a higher level, but not make the incentives so powerful that players feel like they need to make the game less enjoyable in order to achieve a faster reward rate.

    In line with all of that, we’re currently planning to increase XP bonuses for Monster Power levels to the following values:

    MP 1: 25% (up from 10%)

    MP 2: 50% (up from 20%)

    MP 3: 80% (up from 30%)

    MP 4: 120%(up from 45%)

    MP 5: 165% (up from 60%)

    MP 6: 215% (up from 75%)

    MP 7: 275% (up from 95%)

    MP 8: 340% (up from 115%)

    MP 9: 420% (up from 135%

    MP 10: 510% (up from 160%)

    These numbers are still being worked on. We're going to monitor how things play out on PTR and make adjustments as necessary.

    Monster Changes

    And speaking of monsters, we're making some changes to a few affixes this patch:

    Posted Image Reflects Damage

    We've adjusted the Reflects Damage mechanic. Monsters with this affix will now pulse a damage reflection shield on and off. While the shield is down, the monster does not reflect damage. When the reflect shield is on, the monster will Reflect Damage the way it does now on live. The shield has a strong visual associated with it so you’ll know it is reflecting. (We’ve also made it so that pet damage is no longer reflected back to the player.)

    Posted Image Molten and Plagued

    We've made changes to Molten and Plagued, too. Molten often feels like one of the more threatening ground-based damage effects, and Plagued feels a bit low. So, we’re reducing the damage from Molten packs and increasing the damage from Plagued.

    Quality of Life Changes

    Finally, we’re making some other quality of life improvements to the game that we hope you can all appreciate.

    We're removing the incrementing resurrection timer on consecutives deaths. With the removal of enrage timers in the previous patch and the emphasis on players selecting their level of challenge via the Monster Power system, long resurrection timers no longer serve a useful purpose. It will now be a flat 5 seconds in Softcore. (The resurrection timer in Hardcore remains unchanged. :D)

    We're also increasing the base pickup radius by a small amount. The intention here is to ensure that players who are actively trying to pick up a piece of gold are able to get it. The current radius felt just slightly too small, such that even when you ran quickly past a piece of gold on purpose, you would sometimes fail to pick it up. We still want a meaningful pickup radius to be a gearing choice, so the buff to the base pickup radius is modest. Many players may not even notice. For those who are very meticulous with health globes, the new radius is still small enough that you can avoid picking up a health globe in melee range if you so choose.

    PTR Coming Soon. . .

    These are really just a few of the topline systems changes we’ll be making in 1.0.7, and we hope you’re looking forward to them as much as we are. This patch will be on the PTR very soon, and we encourage you to participate, test out what’s new, and let us know what you think!

    Fonte: http://www.diablofans.com/news/1495-patch-107-preview/

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  3. Fala ae galera :cool:

    Joguei/fechei o jogo na semana que saiu mas depois tinha outras coisas pra jogar e deixei de lado, tirando isso, o jogo na epoca não era tão divertido por causa da dificuldade instana.

    Voltei a jogar essa semana, e fiquei muito supreso (positivamente) com a jogabilidade. O drop foi aumentado, a dificuldade foi balanceada... Consegui até dropar um item lendario (que está a venda inclusive :P)

    Curti muito a atualização 1.04 ou 1.5 que permite escolher monstros com mais life (MP1, MP2, MP3, etc...) Estou jogando com DH level 55, jogando em MP4 e ta muito divertido o jogo :D

  4. Jogar online, é uma experiencia muito divertida, independentemente da plataforma, da mesma forma que terao os "Ratos" tb terao os inexperientes.

    Estou me acostumando com a jogabilidade de fps nos controles, mas já da pra encarar a maioria dos jogos no modo hard contra IA, quando estiver melhor chamo a galera pra umas partidas :)

  5. Mas a Steam já está aceitando cartão nacional?? porque vi gente falando que só aceita boleto e outros tipos lá que esqueci. Tb estou no aguardo do novo DMC e quero o Test Drive Ferrari challenges legends (acho que é esse o nome), flws jhows...

    Está aceitando cc nacional sim, to comprando jogos a rodo por causa disso...

    Será que sexta já começam as promoções de natal? Quero aumentar minha biblioteca de games do Steam :D

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