argent
(argent)
November 28, 2021, 4:19pm
483
difficoltà? ieri ad HC incubo, atto2 un soj .
djnat
(djnat)
November 28, 2021, 4:20pm
484
Sur e Ber possono droppare soltanto in Hell. Per il SoJ non mi stupisco, visto che in assoluto il mob che abbia maggior probabilità di dropparlo è Andariel ad incubo.
Alcor
(Alcor)
November 28, 2021, 5:55pm
485
Può essere che abbia avuto solo culo, ma te lo dico quando ho girato un po' hell, son ancora a incubo Liv...boh tipo 68
Hasky
(cazzo guardi?)
November 30, 2021, 10:03am
486
Ma già che c'erano non potevano modificare ste cacchio di percentuali di drop?
E' assurdo che si possa giocare 20+ anni e non riuscire a fruire di tutto quello che il gioco offre: che senso ha mettere nel gioco la runeword Breath of the Dying se poi la possono effettivamente craftare in 3 al mondo?
Io sto serenamente giungendo alla conclusione che Ice non la farò mai e che mi dovrò accontentare di una più sobria Silence (sobria per modo di dire...).
Piuttosto, come funzionano le runeword ladder only? Se non sono ladder e metto le rune non mi si attiva?
Ma soprattutto: se trovo un arco normale (aka, bianco) con bonus a bow/crossbow, castonato (vabbè grigio, non bianco), e ci sbatto una runeword, mantengo il bonus alle skill o lo perdo?
Sto gioco deficita di archi decenti, per non parlare dell'early game.
djnat
(djnat)
November 30, 2021, 1:35pm
487
Breath of the dying in realtà è molto semplice se giochi online, perchè le Zod in trade si trovano abbastanza facilmente e non valgono tanto (per dirti, attualmente una Zod vale un quinto circa di una Ber) avendo molto meno mercato di altre HR.
La Vex è una runa che fai in trade vendendo 2 set 3x3 di keys.
Le runeword davvero dure da fare sono Infinity, Enigma, Last Wish, perchè richiedono 2 HR+ ciascuna e delle basi di craft diciamo "impegnative".
Le runeword ladder only non esistono più. Ora tutte le runeword sono sempre disponibili in game in qualsiasi modalità tu giochi.
Se l'arco è "normale" o "superiore" con i socket (ovvero non blu, non giallo, ma grigio) puoi farci la runeword a patto che il numero di socket sia giusto, e mantiene le proprietà della base di craft, quindi anche l'eventuale skill bonus che trovi, ad esempio, sugli archi da amazzone.
In realtà di archi buoni per livellare ce ne sono a tonnellate, è in endgame che le scelte sono molto limitate perchè o usi Windforce o usi la runeword Faith.
Ice è una runeword bella ma la build per usarla è una roba estremamente scomoda e poco efficiente che deve proprio piacerti per volerla giocare (stiamo parlando di un'amazon con le frecce congelanti, ovvero un personaggio che ciuccia una quantità di mana abnorme a regime e che quindi campa con 3 file di pozze mana nella cintura).
djnat
(djnat)
December 2, 2021, 11:37pm
489
E' uscita LA patch.
2.3 up!
GAMEPLAY Players now have a “Game Difficulty Scale” available in the options menu for offline games, which provides the same function as the /players debug command Players can now enable “Force Move,” an option available in the control settings which can allow the player to command their character to move to a specific location without targeting monsters Players can now enable “Quick Cast,” an option available in game settings which can allow the player to use abilities with hotkeys without having to select the skill in the UI Players can now enable the “Active Skill Bindings” bar. This additional bar shown above the standard HUD represents the skills (up to 16) players have mapped for their character. ACCESSIBILITY & GRAPHICAL IMPROVEMENTS GAMEPLAY A visual indicator has been added to show when a character’s attack misses an opponent in PvP (please reference the options menu to enable “Miss Text”) Pets, Summons, and Mercenaries will now warp to a player’s location if they are far away from the player’s character Pathing has been improved for player summons CHAT & SOCIAL Players can now use the TAB key to cycle through all channels in-game and in lobby The text color for Whispers now shows as a different color than system messages Battle.net Real ID friends now show the Real ID names on your friends list in-game LOBBY MENU A visual indicator has been added to represent PC lobby characters who are muted or ignored players A visual indicator has been added to show character level and expansion type to PC lobby characters GRAPHICS NVIDIA DLSS (Deep Learning Super Sampling) is now supported. To enable, please reference your options menu. MISCELLANEOUS Added proper error messaging in cases where the game couldn’t retrieve online characters from the server Deleting your character will no longer jump your character selector to the top of the list, instead, your character selector will progress to the next sequential character BUG FIXES ART | ENEMIES Fixed an issue where NPC Talic, Korlic, and Madawc’s VFX may not always play Fixed an issue that caused Hell Swarm enemies to appear as white when they spawned for a short amount of time before changing to their correct color Fixed an issue preventing the Abyss Knight from receiving full color tinting on frozen or poison effects Fixed an issue preventing the Imp monster deaths from being correctly tinted to match the monster’s color variant Fixed an issue preventing the Amazon’s Valkyrie skill from showing as the correct color Fixed an issue preventing part of the Willowisps from receiving the correct color tinting ART | WORLD Fixed an issue where the exploding cow could reappear unexploded Fixed issues where in certain areas, players could partially fall into the floor or float above the ground Fixed issues where secret objects were incorrectly highlighting Fixed issues where some assets could disappear incorrectly while on-screen Fixed issues where some assets on lower detail levels had distorted geometry Adjusted red light intensity in Throne of Destruction Fixed various texture issues and graphical bugs ART | PLAYERS Fixed an issue affecting the Necromancer where the Dim Vision VFX could stretch when teleporting Fixed an issue where animation stutters could occur when continually casting Inferno or Arctic Blast Fixed an issue affecting the Assassin’s Phoenix Strike VFX which could remain on screen for other players after the charges had been used Fixed an issue affecting the Necromancers Fire Golem death VFX appearing offset from the corpse Fixed an issue with Wolf and Dire Wolf summoning VFX causing poly-storming AUDIO Fixed an issue preventing audio from properly playing in the Options menu when using a controller Fixed an issue preventing the audio of auto-filling the belt from playing when pressing R3 on a controller Fixed an issue causing an infinite looping of voice lines when Diablo spawned in a game with a Classic character Fixed an issue causing music to start over while toggling in and out of the Legacy Mode Fixed an issue in Act 3 where some quest items would not play audio when picking them up CRASH & STUCK FIXES Fixed a crash that could occur if the Act 2 Mercenary uses Jab while transformed with the Delirium Rune Word Fixed a crash that could occur if you max out your channel name length and select that channel in the dropdown menu Fixed a rare issue where a player could become stuck in the Join Game state after failing to create an Online game Miscellaneous Crash Fixes GAMEPLAY Online Fixed an issue in multiplayer sessions where if one player smashed another player’s Soulstone on the Hellforge, that player would be unable to interact with their inventory Fixed an issue in online games where waypoints could become unselectable when surrounded by monsters Fixed an issue in online games with Korlic’s Leap Attack Fixed an issue where entering a Town Portal of another player could cause you to load into the next area, before teleporting your character back into town Fixed an issue with client to server synchronization when using Holy Shield Fixed an issue where when attempting to trade a player who was either in their stash or hovering their cursor over an item would flash the trade prompt Improved synchronization of ability and attack animations in online games Fixed an issue where your trade with another player could close if another player joins the game session Fixed an issue where other players’ corpses wouldn’t appear until they chose to respawn Fixed an issue where player attack and skills would not always stay in sync between client and server Player Abilities Fixed an issue where going hostile with a Druid character could show their summons at 1/3 of their actual health Fixed an issue where using Telekinesis on the Altar of Ancients wouldn’t activate the Ancients Fixed an issue where way pointing in Legacy mode while the Hurricane skill is active could cause a long loading screen Fixed an issue with the Assassin’s Dragon Talon skill animation playing an extra kick Fixed an issue where the Druid’s Fury skill was not properly animating as many hits as it throws when using the Werewolf and Werebear form Telekinesis no longer requires line of sight to interact with a target The Throw skill can now be equipped even if you aren’t holding a throwable weapon Fixed an issue where overlapping Fire Wall or Blaze missiles could cause increased damage Fixed an issue where a player would use Telekinesis on the Orifice in Act 2 that would cause an interface screen to become stuck on screen Fixed an issue where if you are in town and cast Enchant on another player it could initiate a trade Fixed an issue where Paladin characters couldn’t interact with their stash if they had certain abilities mapped to specific controller buttons Fixed an issue where auras could toggle off and on briefly while performing inventory functions Fixed an issue where the Paladin could begin rubber banding when his mana was depleted while holding down the Charge skill Fixed an issue where you couldn’t equip Conviction if you were using a bow or crossbow Fixed an issue where Shadow Master would not teleport when using the Dragon Flight ability Fixed an issue where on occasion, monsters revived by the Necromancer couldn’t be unsummoned Controller /nopickup now works properly for controllers on PC Fixed an issue on controller where binding an oskill to a button and then binding a common skill would cause the incorrect tooltip to display Fixed an issue where other party members death could cause vibration on other players’ controllers Fixed an issue where quick moving items between stash and inventory could fail Fixed an issue where the toggle “run” UI would display the wrong button if Swap Sticks option was enabled Fixed an issue where if you accept a trade and then loot your corpse before the other player accepts, the trade would look like it was successful but was not Fixed an issue where navigation past either end of the channel list would cause the user to be unable to navigate the channels again Fixed an issue where players could not use UI buttons or pick up items when imbuing Fixed an issue where using “R3” to autofill your belt would occasionally fail part way through Fixed an issue where typing a message in game chat while on the quest panel would remove the quest UI Fixed an issue where a key bind for run/walk toggle would interfere with Paladin auras Fixed an issue where having a trade initiated while in the skill bind menu would cause players to lose controller capability Fixed an issue where if the emote wheel was on-screen and a trade was initiated, the emote wheel interface screen would overlap the trade interface screen Mercenaries Dead Mercenaries will no longer appear in town Fixed an issue where a player with a dead mercenary joining another player’s game could cause the dead mercenary to appear in an idle animation Fixed an issue where an Act 2 Mercenary could display the incorrect Aura Fixed an issue where Mercenaries would not always teleport with the player Enemies Fixed an issue where stunned Grotesques were not targetable Fixed an issue where Tomb Vipers’ Poison Cloud attack was improperly dealing physical damage.; the poison clouds now deal proper poison damage Fixed an issue where some of Baal’s projectiles and attacks could display different VFX for different players in the session Fixed an issue where Death Lords’ frenzy attacks wouldn’t animate correctly World Fixed an issue where hatched cocoons could reset and become unhatched Stash Fixed an issue where if you attempted to deposit more gold into your stash than the stash could fit, no gold would be deposited at all PERFORMANCE ABILITIES Optimized various player abilities ENEMIES Optimized various boss encounters and monsters LOCALIZATION Corrected audio translation on Greiz’s voice over for “Who goes there?” when playing in Chinese Corrected audio translation on Kashya’s voice over for Act 1, Quest 5 when playing in Chinese Corrected issues where some text in some languages could align improperly with the UI bounds Removed the gender prefixes for the speaker’s name in non-English translations Fixed an issue where in certain languages the voice lines were not translated in chat after defeating Baal for the first time USER INTERFACE GENERAL Fixed an issue where the player hostility tooltip would be difficult to click to display in Online mode CONTROLLER Fixed an issue where a red screen flash would appear when unequipping items that give life bonus or dropping specific items Fixed an issue where the skill icon for Town Portals on controllers wouldn’t turn red when it should Fixed an issue where a player’s cursor could get stuck on the potion belt if they had a sash equipped and used the directional pad while hovering over belt slots Fixed an issue on controller where the join game button in the Lobby would unselect and go back to the lobby list if another person joins the game Fixed an issue where the player could not navigate to buttons below the game creation options panel when using a controller Fixed an issue where Baal’s health bar while using a controller would be improperly sized MERCENARIES Fixed an issue where Mercenary skills would be displayed in the incorrect order when using a controller CHAT Fixed an issue where if the chat channel list was large enough to create a scroll bar, and then channels are left, the player could have difficulty scrolling back to top of the channel list Fixed an issue on where longer chat messages could be getting cut off by the chat window Fixed an issue when clicking on a linked item, the game could incorrectly display the previously clicked linked item Fixed an issue with the Chat window on blocking the player from casting Using the /whois chat command without a username will no longer cause the game response to display twice LOBBY Fixed issues where certain button highlights would be misaligned Fixed an issue where clicking and dragging to highlight text didn’t display until the player let go of the mouse Addressed inconsistencies with text highlight behavior AUTOMAP Fixed an issue with the automap not showing explored areas when entering a new area from a portal until the player moves around Fixed an issue where level exits wouldn’t always load on the Minimap when rapidly teleporting INVENTORY Fixed an issue where the button highlight is improperly sized on the “Imbue” and “Add Sockets” button when using a controller on PC FRONT END Fixed an issue where indestructible items weren’t visible on your character in the menus Added error messaging for when a player attempts to create a channel with a name longer than 15 characters Fixed an issue in the credits where music could stop playing Fixed an issue where holding the “Escape” button caused the exit screen to keep popping up repeatedly Fixed an issue where the players lobby character would be cut off if the player had an equipped helmet that was too tall Fixed an issue where newly created characters were not selected or sorted properly upon returning to the front-end Weapons, armor, and shields with no durability remaining will no longer appear on your character in the front end SETTINGS Fixed issues where certain button highlights would be misaligned Fixed an issue where the player could lose controller input when switching between Controller and Keyboard & Mouse on the HDR calibration screen PANELS & HUD Fixed issues where certain button highlights would be misaligned Fixed an issue where the Necromancer class text in the Party Menu would get cut off in Large Font Mode Fixed an issue when swapping in and out of Legacy mode that was causing certain tooltips to shrink
La skillbar su keyboard / mouse è MERAVIGLIOSA.
arlecchino
(arlecchino)
December 3, 2021, 9:49am
490
buona patch ma le ladder le hanno messe alla fine ?
Energia
(Energia)
December 3, 2021, 9:51am
491
imho finchè non sistemano il problema dei database dei pg per la creazione dei game, non la faranno startare.
djnat
(djnat)
December 3, 2021, 10:51am
492
Anche secondo me. E hanno detto che prima devono aprire un PTR, quindi secondo me prima di Gennaio la ladder non la vediamo.
Wygga
(Wygga)
December 3, 2021, 1:43pm
493
Sta cazzo di moda di far uscire i giochi incompleti
e per di più questo è un remake di un gioco di 20 anni fa
arlecchino
(arlecchino)
December 3, 2021, 2:15pm
494
vabbe' e' una barbonata per pagarsi gli avvocati prima del tracollo definitivo
, budget una spicciolata che organizzo in un pomeriggio e profitto sicuro
Energia
(Energia)
December 3, 2021, 2:27pm
495
beh dio, di "incompleto" qui c'è ben poco, il gioco è finito 20 anni fa
tutto quello che è ladder è già up non ladder, quindi non manca nulla.
Se l'incompleto è la barretta dei nomi di chi ha il bot migliore per far 99, sticazzi.
Poi puoi non concepire il "pensavamo che il sistema dei db del 2000 fosse adatto anche oggi", che vorresti bruciargli le dita dei piedi.... ma il gioco non è "incompleto"
djnat
(djnat)
December 3, 2021, 9:42pm
496
Il gioco è completissimo ed io lo sto trovando assolutamente fantastico, la barra delle skills è stata un'ulteriore ciliegina sulla torta di un capolavoro immortale; il PTR servirà a stress-testare i server in previsione della prima Ladder (che sarà popolatissima secondo me) e l'unica cosa che potrebbero aggiungere sarà qualche nuova runeword ladder only imho per incentivare ancora più persone a giocarci.
djnat
(djnat)
December 3, 2021, 9:45pm
497
Anzi no, una cosa che effettivamente è davvero obsoleta e che cambierei istantaneamente c'è: il metodo di spawn del Diablo Clone per l'Annihilus. Fa cagare, è ora di renderlo decente.
1 Like
djnat
(djnat)
December 4, 2021, 3:13am
499
Riporto qua i valori delle rune in trade visto che mi sono arrivate un paio di richieste in PM, così tutti possono consultarli. Sono basati sulla mia esperienza attuale, quindi credo siano abbastanza veritieri: Valuta di riferimento: runa IST 7 PUL = IST 3 UM + PUL = IST MAL + UM + PUL = IST GUL = IST + MAL + UM CHAM = 2 IST + MAL VEX = 3 IST + MAL ZOD = 5 IST (o VEX + GUL) OHM = 7 IST SUR = 13 IST LO = 14 IST JAH = 20-21 IST (o OHM + LO) BER = 26-27 IST (o OHM + JAH)
Hasky
(cazzo guardi?)
December 9, 2021, 8:22am
500
'rcamatò
Comunque io capisco il random e tutto, ma ieri sera scendo dal terzo al quarto livello della torre della contessa e trovo ATTORNO ALLA PORTA un arciere unico con una decina di minion. Fanno fuoco all'unisono e fanno di me un san Sebastiano 2.0 in una frazione di secondo. Valuto rapidamente se posso recuperare il corpo, vincere lo scontro e proseguire. Salvo ed easco.
Fosse stato HC altro che madonne.
Mr.Fobes
(Mr.Fobes)
December 9, 2021, 5:01pm
501
Meno male che non hai mai giocato a PoE va
mi sapete spiegare perché sebbene abbia il monitor a 144hz, fps cap a 144 e vertical sync attivo, durante gli spostamenti l´eroe é bene messo a fuoco mentre il terreno circostante "sfoca" leggermente? Questo mi sbarella gli occhi dopo poco e mi causa motion sickness.. sono vecchio o sto sbagliando qualcosa?