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Diablo III Builds Used by the Developers
Ever wonder what builds some of the developers use while playing Diablo III? PCgamer was able to talk to five developers and have them share some information about the builds they uses while playing! Check out the article to see what they have to say about each build.
We’ll soon be adding a new feature to our official Diablo III site. Profiles will let you review all of your character information at a glance, share it with others, and check out the accomplishments of the other heroes out there.
You’ll be able to look at your heroes (or your friends’ heroes) from any page on the Diablo III site through our personalized menu. If you’re curious about the exploits of your fellow forum posters, it’ll be a simple matter to click over to their profiles and feel envious of their gear or how long they’ve managed to keep their Hardcore characters alive.
Our first profiles release will include these two elements:
We’re planning to add tabs that’ll show off your artisans and achievements as well. Profiles will be available on the site sooner rather than later, but you should feel free to share your suggestions and thoughts in the comments section below or in the Website Features forum.
See you in Sanctuary!
- Blizzard Web Team
Loot-hoarders and demon-slayers, take note: our Diablo III Game Guide on Battle.net has been hit with a volley of new information. Today’s update includes:
Isn’t any fun changing skills when you want to if you lose your stacks of NV. You’ve got to understand that, right?
Being able to experiment with skills and try out different things is not the same as min/maxing builds against enemies by being able to swap skills mid-fight. When we say build variety, we mean there are many options to choose from, not that you should literally be swapping between tons of builds in a single session.
Before release there was a huge outcry that there was no permanence to characters. You essentially had all skills at all times. We agreed, and when we added the NV system we discouraged skill swaps (by removing stacks) to encourage character permanence. The system and solution were almost unanimously applauded as a system hitting multiple issues in an elegant way.
Now, in practice, some people really want to be able to swap around skills whenever they want so they can have a better chance at different encounters and types of fights. That’s understandable, of course. Everyone wants to be optimal at all times all of the time. That’s not the opposite of viable build options, though. So we have a situation where we agree with all those pre-release voices and do like there being some build permanence, finding that build that can deal with a lot of situations is more compelling and difficult than just swapping out to different builds to deal with each situation. On the opposite end there’s a lot of people now that think that min/maxing sounds like a lot of fun, and the little bit of character identity it adds be damned.
I don’t really have much to add at the moment except we understand the situation, we’re aware of what people want to be able to do, and considering all the factors we don’t have a consensus except that the system is working well enough right now that we’re not going to rush to change it.
So, when are you going to nerf Critical Hit Chance and Critical Hit Damage affixes?
We’ve no plans to nerf +Crit Chance or +Crit Damage. While +Crit Chance and +Crit Damage are very strong right now, there’s nothing inherently wrong with something being strong. As mentioned above, players doing too much damage is not enough reason for us to bring out the nerf bat. Neither affix is having a negative impact on build diversity (we’re seeing a pretty good balance overall), and there aren’t any technical issues with them being stacked to higher values. It’s something we’re keeping an eye on of course.
Why aren’t monster affix combinations restricted in some way?
Monster affixes are actually grouped into categories and then restricted based on those categories (to a degree). Our restrictions aren’t as tight as some players have suggested, but in the end we found that adding extra limitations often made Elite pack encounters very predictable and repetitive, which kind of went against our design goal for these types of monsters.
We know that not all players will see eye-to-eye with us on how these categories are organized, and we expect some criticism and disagreement, especially from such a passionate group of gamers. While we’re happy with where affix combos are right now, we’re open to feedback and especially constructive discussion.
Here are the categories:
Strong CC (Limit 1):
Defensive (Limit 1):
Aggressive (No Limit):
Is Whimsyshire considered an Act I or Act IV zone?
It’s considered an Act III/Act IV zone, depending on difficulty. The monsters in Hell are considered Hell – Act IV monsters, and the monsters in Inferno are considered Inferno – Act III/Act IV monsters. The drop rates buffs from June 28 affect the zone accordingly.
Originally Posted by Blizzard (Official Forums)
We agree that it can be frustrating to accidentally swap your skills in combat (especially if it causes you to lose an NV stack), so we’re planning to add in an action bar lock for Elective Mode in an upcoming patch. Right now, we’re looking at patch 1.0.4.
In the meantime, as other players have suggested, you can enable Elective Mode, select all of your skills according to the build you want, and then disable Elective Mode. This will temporarily lock your action bar. After that, you can still make changes to your skills by opening up the Skill UI, but if you want to drag-and-drop your skills or make combinations that aren’t available normally, you’ll need to re-enable Elective Mode.
Is it appropriate to ask you on twitter anything about what we can expect for WD changes in 1.0.4? I got some hints on the forums.