Diablo 3 - Gamepad Edition

Watching Twitch streams of PS3 gameplay this evening, I am surprised by how often and jarring the load screens are. The really should have tried to come up with a loading screen that blended into the action better (even a simple fade out would have been exponentially less annoying).

Was the PC version the same way?
Yes. In fact, from the videos I've seen, I'd say that the console load times are faster than the ones I usually see on PC (which aren't bad at all, really).
 
Legendaries are Orange according to my Trophy list. What are the colour codes in D3? I mean white<?<blue<purple<yellow<Orange?

I'm red/green color blind, so my description of the colors may not be what they actually are. ;) But it goes...

Grey -> White (common) -> Blue (uncommon) -> Yellow (rare) -> Red/Orange (legendary) -> Green (set item)

That comes to my other observation about a certain broken aspect to this game. Damage is all tied to weapon, which means you have to have a decent weapon. I progressed to level 5 without finding any new weapons, meaning I was doing 2-3 damage clearing out the cathedral. It was a slow and difficult process! Didn't get any weapons drops, not even from the weapon racks, couldn't afford either weapon from the shop either. As the game progresses this probably becomes a non issue as you'll have money and options, but it definitely colours the start of the game.

Sort of. The weapon damage or weapon DPS number forms the base damage. At early levels this is the most important stat when choosing what weapon to use.

At higher levels your key stat becomes of relatively higher importance as it has a multiplicative affect on damage. 1 stat point = 1% damage.

That's important to note because when looking at a weapon's stats, the DPS number that is displayed does not take into account character stats. Thus a weapon with higher DPS but no primary stat can do significantly less damage than a weapon with lower DPS but has +primary stat.

So for example a 500 DPS weapon with +0 primary stat will do less damage than a 300 DPS weapon with +200 primary stat (+200% damage) equals 900 DPS.

At lower levels it doesn't make as much of a difference. A 20 DPS weapon isn't going to have it's damaged adjusted by much if it has +10 dex. +10 percent damage just moves it up to 22 DPS.

Regards,
SB
 
That's what I've found to some disappointment. Investing in +Int items has only marginally increased damage - far less so than a weapon with + fire/cold damage. Also the listed weapon damage doesn't include these + dmg attributes, so one has to factor them in oneself.

Another important plot point is that healing potions have a cool down, unlike every other game of this ilk. I normally play these games without using potions except for rare emergencies, preferring to retreat and heal up naturally, but when I was jumped by high-level enemies (random encounters) with only my feeble starting damage (random drops), I was completely overpowered. I could run away and heal the once, and then had the potion denied me in the midst of a pummelling and died. An important learning experience!

It would appear that game developers now assume everyone reads up about a game before playing it, and knows how it works. I have no qualms with different design choices, and I even welcome the change of potions away from spamming them as simpler games try, but it be nice to be told how these things work when there's obviously going to be clear expectation. That is, a dozen prior games have had potions spammable. Every prior game of this ilk bought, you knew exactly how potions worked so never had to read up on them. If your game is going to change that, you need to be explicit in communicating it for all those with prior experience. Same complaint as Demon's Souls - whatever your ruleset is, please actually tell people! If you expect them to look stuff up on the internet, provide a notice "Go look stuff up on the internet", maybe a QR code in the Help section of the main menu so a page can be quickly fired up from a mobile device, or a link to the console browser even if it has to close the game. More ideal is to structure the tutorial intro to the game with important info.

My last gripe, in an otherwise entertaining game, is the fixed camera. It provides a lot of look-a-head heading north, but none heading south. I found myself heading up one side of a level, then backtracking to approach the other side from below to get better warning. If you have to beat a hasty retreat due to teleporting enemies or such, and end up with them to your left or right or below you, you are basically fighting them off-screen.
 
I'm red/green color blind, so my description of the colors may not be what they actually are. ;) But it goes...

Grey -> White (common) -> Blue (uncommon) -> Yellow (rare) -> Red/Orange (legendary) -> Green (set item)



Sort of. The weapon damage or weapon DPS number forms the base damage. At early levels this is the most important stat when choosing what weapon to use.

At higher levels your key stat becomes of relatively higher importance as it has a multiplicative affect on damage. 1 stat point = 1% damage.

That's important to note because when looking at a weapon's stats, the DPS number that is displayed does not take into account character stats. Thus a weapon with higher DPS but no primary stat can do significantly less damage than a weapon with lower DPS but has +primary stat.

So for example a 500 DPS weapon with +0 primary stat will do less damage than a 300 DPS weapon with +200 primary stat (+200% damage) equals 900 DPS.

At lower levels it doesn't make as much of a difference. A 20 DPS weapon isn't going to have it's damaged adjusted by much if it has +10 dex. +10 percent damage just moves it up to 22 DPS.

Regards,
SB

Thanx for mentioning that, I was wondering why a weapon with lower damage was granting me higher damage when equipped !

Great looking fun game and I agree with Shifty's post above. Potion issue was a learn by death experience and the camera while going south isn't really communicative enough. Also, all the traders seem to stock items for Barbarians/melee attackers in my game, no cross bows or Long bows at all.
 
I've had plenty of variety with weapons, including a crossbow being the first weapon upgrade for my solo Witch Doctor. Even had a Demon Hunter exclusive crossbow in a shop. I think the random in this game is truly random. The problem with the DH is he's limited to bows which represent some 5% maybe of weapons, so with the random element, you may get a complete lack of useful drops for a while.
 
In the middle of act II. What a blast. Found more legendaries...two rings, one crossbow (only demonhunter) and a nice staff or whatever.

Lvl 23 or so.

Graphics are really nice and beautiful.
 
In the middle of act II. What a blast. Found more legendaries...two rings, one crossbow (only demonhunter) and a nice staff or whatever.

Lvl 23 or so.

Graphics are really nice and beautiful.

Yea, the graphics get really beautiful around there. I have an extra legendary armour if u want. I would like to gwt that Demon Hunter legendary bow u have pls :) !
 
Does the stash work between characters. I presume so, so that a crossbow found when playing as your Barbarian can be stashed and collected by your DH, no?
 
Does the stash work between characters. I presume so, so that a crossbow found when playing as your Barbarian can be stashed and collected by your DH, no?

Yes , it works but I am selling off everything as when I tried to give those items to my wife's Wizard which was still at level 5, it turned out all th eitems had level restrictions. By the time she reaches level 20, I am sure she will find her own loot too.
Similarly, when I play as a Monk next, of course I will start fom level 0 again and all those high level items won't be any use and by the time the Monk levels up he will find enough of hiis own stuff, I guess. I don't see th epoint of storing.

Maybe I am committing a mistake, but as of now I don't see th epoint of keeping anything I am not using. i am selling off everything except my equipped stuff everytime I find a Vendor.

Also, whats the deal with that guy who is supposed to craft weapons/armours for you. I have all high level stuff equipped and the game asks me to train him in making level 9 gloves amd shoulder pads ?!?!?!? Its not a small amount of money either and why should I care for those level 9 items anyways ? What am I missing there ?
 
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Yes , it works but I am selling off everything as when I tried to give those items to my wife's Wizard which was still at level 5, it turned out all the items had level restrictions.
How does coop levelling work? Is it linear, so both players (level 5 and level 20) get the same XP per kill? Or does the low level player get an XP boost for killing higher level monsters? Or are the monsters easier giving little XP to the higher level player until the low level player has caught up?

Maybe I am committing a mistake, but as of now I don't see th epoint of keeping anything I am not using. i am selling off everything except my equipped stuff everytime I find a Vendor.
If the drops are numerous enough, no, but you do take a risk assuming a decent weapon will appear again. There's no harm in keeping stuff unless you need the money.
 
How does coop levelling work? Is it linear, so both players (level 5 and level 20) get the same XP per kill? Or does the low level player get an XP boost for killing higher level monsters? Or are the monsters easier giving little XP to the higher level player until the low level player has caught up?

If the drops are numerous enough, no, but you do take a risk assuming a decent weapon will appear again. There's no harm in keeping stuff unless you need the money.

I am not sure how co op levelling works. The enemies became much more stronger when th elevel 4 wizard joined in and she just kept dying a the enemies were too powerful for her. In fact the enemies became too powerful for me too. I think the game did not take her level into account in making the enemies tougher. It felt as if the game just decided there are two players now, so double damage ! Thats how it felt . And as far as I can twll, she did not seemed to be getting xp for th emonsters I killed, like in Borderlands2, as she hardly levelled up during the play session.

We decided I would make a new character to play together and keep the DH for my solo or online play sessions.

As for keeping stuff, well I am a hoarder and can't help picking up loot. So , my inventory gets full too quickly and then I sell them all and buy some good stuff if available in the store.
 
That's understandable. Some of these games afford XP based on level of monster versus level of player, allowing a level 1 character to jump into a level 20 character's game and jump up in levels as the lvl 20 character does all the killing. Such power-levelling can be frowned upon, so another approach is to adjust XP gained based on relative monster level. If they monsters are too much higher or lower than a player, the player gets less or no XP. As monsters don't appear to respawn, at least not in the very beginning, it's hard to test how much XP one gets at a given level.

This will make joining games a little awkward though. You'll have to find people of a similar level. In the case of local coop, or as with my group of a friends, the easiest way is to have a fixed game that you all play together, progressing and levelling together at the same time, and then create other characters for other games or solo.
 
Btw, probably all of you guys know this, but you can mark an item in your inventory by clicking R3 as trash and once you are at a trader, you can sell all the stuff by clicking R3.

I do put my legendaries that I do not use into the treasure chest to store it.
 
You guys are making me jealous, I would almost buy a console and the game so I could attempt to draw my wife into that fun game.

Indeed characters development is not the deepest (itemization is the basis, weapon are pretty much only another stat) but they nailed the gameplay especially for console gamers that got to experience the game after quite of few fixing and balancing acts from Blizzard.
 
Anyone tried a monk? I just tested one out and it seems impossible to play in hard mode. As a melee fighter, the monk takes damage. there are only two ways to regenerate health - limited potions and life drops. If you don't get life drops, how are you supposed to stay alive in a battle? That's assuming you can even reach the health drops! Without any healing skill for at least the first three levels, it seems to be a class destined to die a lot, and I guess the same for the Barb as well.
 
How does coop levelling work? Is it linear, so both players (level 5 and level 20) get the same XP per kill? Or does the low level player get an XP boost for killing higher level monsters? Or are the monsters easier giving little XP to the higher level player until the low level player has caught up?

If the drops are numerous enough, no, but you do take a risk assuming a decent weapon will appear again. There's no harm in keeping stuff unless you need the money.

XP increases with additional players as they also increase monster toughness. With multiple players and MP 10 (Monster Power level 10, do consoles have Monster Power settings for levels?) it is possible with the help of a well geared level 60 player to go from level 1 to level 60 in a couple hours.

Anyone tried a monk? I just tested one out and it seems impossible to play in hard mode. As a melee fighter, the monk takes damage. there are only two ways to regenerate health - limited potions and life drops. If you don't get life drops, how are you supposed to stay alive in a battle? That's assuming you can even reach the health drops! Without any healing skill for at least the first three levels, it seems to be a class destined to die a lot, and I guess the same for the Barb as well.

Monk is my main class when I play D3 so it is quite doable. The Monk as well as the Barbarian being melee characters have an innate 30% damage reduction.

There are some things you'll want to try to get.

In no particular order.

1. At low levels items with +Life on Hit (LOH).
2. Items with +Life for each point of Spirit spent.
3. You should get access to the Transcendence passive early on (level 16) which gives +Life per point of Spirit spent.
4. You'll get your first healing spell at level 8 (Breath of Heaven).
5. Items which regenerate life.
6. Potions
7. Lots of healing and regeneration and shielding options as you level up.
8. Once your damage starts ramping up into the 10's to 100's of thousands of damage, you'll want to start focusing on Life Steal (LS) over LOH. Generally when you're level 60. Prior to that LOH is generally better.
9. Armor/resists (Physical Resist adds to the damage reduction from Armor to determine physical damage mitigation, other damage types only rely on Resists) are also more effective than Dodge, unless you have enough HP and armor that spike damage won't kill you.

Until you get those you may have to do a bit of running around while you wait for your Healing Potion to cool down.

I'm not sure about "hard" as on the PC version there is only Normal -> Nightmare -> Hell -> Inferno as well as Monster Power Levels. And you have to finish Normal before you can start on Nightmare which you then have to finish before you can start on Hell which you have to finish before you can start on Inferno.

Higher Monster Power Levels are meant as either as challenge or to keep things interesting when twinking (passing on good equipment to your lower level characters). As MP10 for instance increases monster health by 400%, damage by 200% but also gives +200% XP, +100% magic find and +100% gold find pre-Inferno. That changes on Inferno difficulty to Monster health +3439%, damage +250%, XP +160%, MF +250%, GF +250%, and adds Bonus Items (like what is needed to get into Whimsyshire for instance) +100% at MP10.

So trying to do MP10 with an un-twinked character will mean lots of kiting around. Similar in a way to what you have to do when you first hit the later acts (Acts 4 and 5) in Hell difficulty and higher. That's where things really start to ramp up. And Inferno when you get there for the first time will be even harder than what you are going through now unless you farmed Acts 4 and 5 in Hell difficulty a lot.

Regards,
SB
 
Until you get those you may have to do a bit of running around while you wait for your Healing Potion to cool down.
You start with only 5 potions, so that plan will only work for so long.

I'm not sure about "hard" as on the PC version there is only Normal -> Nightmare -> Hell -> Inferno
On console there's Easy, Normal and Hard prior to Nightmare and Hell. There's no Monster Level. At the very beginning, against the most basic zombies, they do about 1/4 of my total health damage to me in one hit. 4 hits means one potion needed. 20 hits and you're all out of potions. I've managed to get to level 3, dying 3 times. I know from my Witch doctor that I won't get to level 8 until the Cathedral, which'll mean going up against loads of tough enemies and numerous mobs. It just sounds impossible!
 
Think of it as a challenge. :)

I'd test out a new character and try to see what MP level on PC would equate to Hard on console, but I have no free character slots. :( Blizzard really needs to gives us more than 10 character slots. That's assuming that Easy, Medium, and Hard are console variants of MP levels, which they may not be.

That way I could give you less generic advice.

As long as you are only facing one enemy the knockback on Fist of Thunder (FOT) should help as it interrupts enemy attacks and provides a bit of a mini stun as it resets their attack animation if they get knocked back. Enemies like zombies with slow attacks shouldn't be able to get an attack off.

Blinding Flash will help quite significantly once you hit level 4 for more than one enemy. it costs 10 spirit but you should be able to get in 4-5 hits (if dual wielding and using Fist of Thunder [FOT]) during it's 3 second duration which will recover all of the spirit spent. Then wait for it to recharge and repeat. You could probably also combo in Lashing Tail Kick for more damage and still be able recover most of the spirit spent.

Level 5 skill won't help much. Level 6 will help a bit as the rune for FOT will now make it an AOE attack. I can't remember if it makes the 3rd hit from FOT into an AE knockback. I guess I could test that out.

Oh and one more thing that might seem counter intuitive when playing a Monk. If your DPS and lifegain aren't high enough, using a shield in the offhand can do wonders for survivability. If you find a shield with Dex, it won't reduce your overall DPS by as much.

When you get to hell difficulty and possibly even later in Nightmare, a shield can really help to make things easier until you get your DPS and life gain to a suitable level.

Regards,
SB
 
Act 3, lvl 27 Wizard.

Endboss in Act 2 was quite difficult...died ten times as he killed with one hit, every time. Needed my arkane amory skill to survive. Quite a challenge!

I just unlocked a freakin new skill: blizzard. I feel super powerful now! Holy moly!

Imo the best item you can have: the +25% XP helmet. Although it is a lvl 1 item...

Found a couple of other legendaries: a sword and some boots.

Only gear I need to upgrade a bit is a freakin belt...can't find good ones!
 
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