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There's really no good enough quality drops in Act1 to prepare for Act2 (at least for Monks), looks like Blizzard is addressing this in the 1.03 patch and makes it possible for high level items to drop in Act1 Inferno too. At the moment I can deal with white mobs but elites and bosses just tear me a part. The difficulty jump between the acts is really annoying, with my current gear Act1 is easy but Act2 is completely impossible (30k health, 16k dps, 5.5k armor, 600 resist).

The problem with Act 2 of Inferno (and possibly the other Acts as well) is the difference in difficulty from Act 1. Right now, I can easily play Act 1 solo with my Monk (with an offensive build). In Act 2, I get destroyed... even if I use an extremely defensive build.

Blizzard acknowledged this themselves too with their Patch 1.03 Design Preview:

Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall. In patch 1.0.3 we?re going to be lowering that wall by adjusting the damage and health of monsters in Inferno Act II, III and IV. We feel like Act I Inferno is in a pretty good place.

Our design goal with Acts II, III and IV is to keep them challenging, but smooth the difficulty ramp out a bit. If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II. As they gear up they can begin adjusting back to becoming offensive in Act II, at which point they can jump into Act III with a focus on defense, and so on. Difficulty certainly ties into itemization, encounter and enemy tuning, and class balance, and all of these things together are going to paint a more reasonable difficulty curve as you hit Inferno in 1.0.3.

Crazy lag issues atm, if playing hardcore... stay away. Ping goes from 200ms to 2sec within seconds.

Yeah, Blizzard is continuing to fumble with server loads. I know monkeys that can manage load balancing better than they can. Disgraceful, absolutely disgraceful.

Hey guys just a question. What is this resist you guys are mentioning? I"m kinda confused.

All resist.

It bumps up all of your resistances to the various damages (physical, lighting, poison, arcane, etc.). It's needed in inferno to survive the incoming damage. Need in bucket loads by barbarians and monks. Due to the high nature of "glass cannon" builds, ranged can for the most part ignore it (not completely just not at same level as melee) and just stack crit, IAS, crit damage, etc. to get the 100k dps builds.

All resist.

It bumps up all of your resistances to the various damages (physical, lighting, poison, arcane, etc.). It's needed in inferno to survive the incoming damage. Need in bucket loads by barbarians and monks. Due to the high nature of "glass cannon" builds, ranged can for the most part ignore it (not completely just not at same level as melee) and just stack crit, IAS, crit damage, etc. to get the 100k dps builds.

You mean this is like a bonus on armor right? Sorry, I've always been trying to get armor for Regen, Dex/Vit or Intel/Vit for my builds. Never occured to me I needed All resist. Guess I'll need to get some new armor.

You mean this is like a bonus on armor right? Sorry, I've always been trying to get armor for Regen, Dex/Vit or Intel/Vit for my builds. Never occured to me I needed All resist. Guess I'll need to get some new armor.

Pretty much, Armor increases all damage reduction, All Resist reduces damage taken by all types of damage.

Basically, in D3, they are very similar. The main difference is when you start getting all resist gear, you have much less of it than armor, and due to diminishing returns it is more valuable than armor.

So if you have 7000 armor, all resist is more valuable until you get 700 all resist, in which case they are equal.

EDIT: Here's the formula's

Armor:

%damage reduction = [Armor/(Armor+Clvl*50)]*100

All Resist:

%damage reduction = [Resistance/(Resistance+Clvl*5)]*100

CLvl = monster level

An increase of 10 armor is equal to an increase of 1 all resist.

If you have the option to increase your armor by 500, or your resistances (all of them) by 51 or more, go with the resistances.

Pretty much, Armor increases all damage reduction, All Resist reduces damage taken by all types of damage.

Basically, in D3, they are very similar. The main difference is when you start getting all resist gear, you have much less of it than armor, and due to diminishing returns it is more valuable than armor.

So if you have 7000 armor, all resist is more valuable until you get 700 all resist, in which case they are equal.

EDIT: Here's the formula's

Armor:

All Resist:

CLvl = monster level

An increase of 10 armor is equal to an increase of 1 all resist.

If you have the option to increase your armor by 500, or your resistances (all of them) by 51 or more, go with the resistances.

So... AH hunting would be the following

Barb : Str/Resis/Vit

DH/Monk : Dex/Resis/Vit

Wiz/WD: Intel/Resis/Vit

I dunno, is there a point for VIT on Inferno? It's pretty much all 1 hit KO.

So... AH hunting would be the following

Barb : Str/Resis/Vit

DH/Monk : Dex/Resis/Vit

Wiz/WD: Intel/Resis/Vit

I dunno, is there a point for VIT on Inferno? It's pretty much all 1 hit KO.

In terms of importance, many consider all resist more important than the primary attributes and vitality....but yes that's generally what you want to look for for those classes, also intelligence gives 1/10th of a resistance to everyone (10 int = 1 resist all), so if you find something with good stats for a barb but it has a some intelligence, it is giving you some resist, just not as much as plain +resist.

Not sure about vitality though, haven't gotten to inferno yet.

EDIT: After some quick searching, it seems 30-40k is pretty normal for barb and monk in inferno, demon hunters, wiz, and witch doctor don't need as much because they should focus more on not getting hit and would really sacrifice lots of damage for the extra life.

For melee, the stats you want (in order of importance) are:

- Resistance

- Armor

- Primary Attribute

- Life on hit

- Attack speed

Check out this Effective HP (EHP) calculator: http://rubensayshi.github.com/d3-ehp-calculator

Basically play around with adding raw vitality vs armor/resist and you will see what I mean, 30k base HP is fine as long as you have armor and resist to back it up (due to damage reduction, 30k base HP with 4k armor and 500 all resist = ~334k EHP, while with 0 resist and 4k armor with a base of 60k HP you only have around 193k EHP, so half the health but 500 more resist all adds around 75% more EHP even though your base is cut in half.

The problem with Act 2 of Inferno (and possibly the other Acts as well) is the difference in difficulty from Act 1. Right now, I can easily play Act 1 solo with my Monk (with an offensive build). In Act 2, I get destroyed... even if I use an extremely defensive build.

Blizzard acknowledged this themselves too with their Patch 1.03 Design Preview:

I haven't made it as far as Act 2 on Inferno yet. I still don't feel like my gear is good enough for Act 1. I can make it pretty far if I avoid some elite groups of mobs. Gotten into the habit of putting them into rooms and then running past them when I revive. But I know that for me, its a gear problem.

It sounds like from what you guys are saying, some things about Inferno need to be nerfed or better gear needs to drop. But must the game be beatable on the highest difficulty setting by the average gamer in less than a month from release? Idk...I think a lot of the *grumble* *grumble* is a bit premature given that the game hasn't been out for THAT long yet.

My concern is that Blizzard will do to Diablo 3 what they do continuously with WoW in that they nerf the content so that average and below average players can progress through all of it. I would rather the game stay as it is than Blizzard go down that path. I would rather never beat the game on Inferno difficulty than waltz through it all.

Idk... I think that its great that a game has a next to impossible difficulty setting. This used to be a staple in gaming. Now players expect that they can waltz through all the game modes and when they can't the get on the internet and whine about it until the game maker nerfs it.

I think that the only players that make it through Inferno should be the top 0.01% of all players. You should be able to count the number of players who have beaten Diablo on Inferno difficulty on your two hands. When it happens, the whole Internet will celebrate. Instead, what will happen is 20% or something will make it through after they nerf it and turn it into another pointless game. Something about this generation of Gaming really lacks in the challenge department.

Ok..I'm done ranting. I'm going to play some Binding of Isaac :p

Idk... I think that its great that a game has a next to impossible difficulty setting. This used to be a staple in gaming. Now players expect that they can waltz through all the game modes and when they can't the get on the internet and whine about it until the game maker nerfs it.

I think that the only players that make it through Inferno should be the top 0.01% of all players. You should be able to count the number of players who have beaten Diablo on Inferno difficulty on your two hands. When it happens, the whole Internet will celebrate. Instead, what will happen is 20% or something will make it through after they nerf it and turn it into another pointless game. Something about this generation of Gaming really lacks in the challenge department.

Ok..I'm done ranting. I'm going to play some Binding of Isaac :p

Why should it be so difficult that only .01% of people playing the game can beat it? Please explain this line of thought. Making games that difficult just alienates more people from buying the game when they can't finish the "end game". Which is what inferno is for D3.

I think you are misreading what people want. They want a challenging and hard game to play, but one that is also fun to play at the same time. From what I've been reading (haven't made it to inferno yet) the game is not challenging or hard, it's just a tedious 1 shot kill grind fest until you get what you need. The difference is one type of "difficulty" is fun, the other isn't. Blizzard seems to think people want to actually have fun playing their game not be frustrated by it.

I haven't made it as far as Act 2 on Inferno yet. I still don't feel like my gear is good enough for Act 1. I can make it pretty far if I avoid some elite groups of mobs. Gotten into the habit of putting them into rooms and then running past them when I revive. But I know that for me, its a gear problem.

It sounds like from what you guys are saying, some things about Inferno need to be nerfed or better gear needs to drop. But must the game be beatable on the highest difficulty setting by the average gamer in less than a month from release? Idk...I think a lot of the *grumble* *grumble* is a bit premature given that the game hasn't been out for THAT long yet.

My concern is that Blizzard will do to Diablo 3 what they do continuously with WoW in that they nerf the content so that average and below average players can progress through all of it. I would rather the game stay as it is than Blizzard go down that path. I would rather never beat the game on Inferno difficulty than waltz through it all.

Currently how it is on Inferno is once you make it to Act II, you are 1 shotted by almost anything. Regular mobs 1-3 hit kill you, so if there are 3 enemies, instant death is something you can't always avoid. Throw in a rare or elite, and it's just that much more impossible.

A game can be challenging and be fun. This game in Inferno is neither. Challenging isn't having enemies that can instantly kill you from no fault of your own. Challenging is having enemies that can instant kill you because you didn't pay attention to their attack pattern.

A fun game doesn't make you grind the same level over and over and over and over and over and over and over and over and over and over again, just in hopes that that one random loot drop will have the best random stats for it's low level that it will help you barely manage past the first area of the next act. A fun game keeps you struggling, but provides you with the feeling of progressing. I don't get that feeling of progressing through Inferno right now. It seems like I'm stuck in an area, until some how, I either get the best possible gear for that area by chance, or by another chance, get to bypass the tough monsters, which only cheapens the feeling more.

The next patch seems that it will fix this issue. It will make Inferno less "instant death" and more " you died quickly because you were just playing bad ", along with drops that will be more level appropriate. If you have to be level 60 to play in inferno, they shouldn't be dropping level 50 items, as well as items that are DH only with WD only skills...

Why should it be so difficult that only .01% of people playing the game can beat it? Please explain this line of thought. Making games that difficult just alienates more people from buying the game when they can't finish the "end game". Which is what inferno is for D3.

I think you are misreading what people want. They want a challenging and hard game to play. From what I've been reading (haven't made it to inferno yet) the game is not challenging or hard, it's just a tedious 1 shot kill grind fest until you get what you need. The difference is one type of "difficulty" is fun, the other isn't. Blizzard seems to think people want to actually have fun playing their game not be frustrated by it.

If you have made it to Inferno difficulty then you have already beaten the game 3 times!!! Both Diablo 1 and 2 were insanely difficult on the hardest difficulty, and I think Diablo 3 should be the same. Like Doom 1 and 2 on "Nightmare!" was damn near impossible to beat. Some people could, but it was a really small minority of players. I think your idea of "end game" is not the same as my idea of "end game". For me, I've beaten the game 3 times already on my Barbarian and am appreciating the challenge of Inferno and don't care if I ever beat it. You obviously need to beat it in its entirety and I respect that but don't think Blizzard needs to nerf the game so you can be satisfied.

Currently how it is on Inferno is once you make it to Act II, you are 1 shotted by almost anything. Regular mobs 1-3 hit kill you, so if there are 3 enemies, instant death is something you can't always avoid. Throw in a rare or elite, and it's just that much more impossible.

A game can be challenging and be fun. This game in Inferno is neither. Challenging isn't having enemies that can instantly kill you from no fault of your own. Challenging is having enemies that can instant kill you because you didn't pay attention to their attack pattern.

A fun game doesn't make you grind the same level over and over and over and over and over and over and over and over and over and over again, just in hopes that that one random loot drop will have the best random stats for it's low level that it will help you barely manage past the first area of the next act. A fun game keeps you struggling, but provides you with the feeling of progressing. I don't get that feeling of progressing through Inferno right now. It seems like I'm stuck in an area, until some how, I either get the best possible gear for that area by chance, or by another chance, get to bypass the tough monsters, which only cheapens the feeling more.

The next patch seems that it will fix this issue. It will make Inferno less "instant death" and more " you died quickly because you were just playing bad ", along with drops that will be more level appropriate. If you have to be level 60 to play in inferno, they shouldn't be dropping level 50 items, as well as items that are DH only with WD only skills...

I suppose what I am trying to say is that Inferno difficulty is a throw back to classic gaming and I like that. You run the same stuff over-and-over-and-over (etc...) anyway when you play through all the difficulty settings. I guess I don't see any difference. The game is a sequel to games that were meant to be played over-and-over-and-over until you were just plain sick of them. But I do agree with your last point, it is really frustrating to see a level 50 item drop on Inferno difficulty (and the game doesn't even give you Inferno mats when you burn it down...blah).

If they nerf it to be more fun, then I'm fine with that. I just remember the nerfing that took place during Wrath of the Lich King expansion in WoW and that really turned me off to the game and am worried the same fate will be fore Diablo 3 when Blizzard caters to the majority of the gamers at the expense of making the game un-interesting for hardcore gamers.

I suppose what I am trying to say is that Inferno difficulty is a throw back to classic gaming and I like that. You run the same stuff over-and-over-and-over (etc...) anyway when you play through all the difficulty settings. I guess I don't see any difference. The game is a sequel to games that were meant to be played over-and-over-and-over until you were just plain sick of them. But I do agree with your last point, it is really frustrating to see a level 50 item drop on Inferno difficulty (and the game doesn't even give you Inferno mats when you burn it down...blah).

If they nerf it to be more fun, then I'm fine with that. I just remember the nerfing that took place during Wrath of the Lich King expansion in WoW and that really turned me off to the game and am worried the same fate will be fore Diablo 3 when Blizzard caters to the majority of the gamers at the expense of making the game un-interesting for hardcore gamers.

I don't think they will nerf it into the ground. But as it stands, Act 1 is doable for most, act 2 is only doable for the best geared, and then that goes the same for Act 3 and 4. A hard game shouldn't cater to those who played it the most, but to those that have the ability to realize strategy and progress through it using it. There is nothing "hard" about having a undergeared character, it is just tedious and impossible.

And the older diablos where tough, but they didn't require you to farm an act over and over in hopes for just the right gear. The acts dropped gear that was appropriate for the level you were supposed to be at. This is not the case as of right now, Inferno Act 1 is dropping gear meant for Hell Act 4.

I don't think they will nerf it into the ground. But as it stands, Act 1 is doable for most, act 2 is only doable for the best geared, and then that goes the same for Act 3 and 4. A hard game shouldn't cater to those who played it the most, but to those that have the ability to realize strategy and progress through it using it. There is nothing "hard" about having a undergeared character, it is just tedious and impossible.

And the older diablos where tough, but they didn't require you to farm an act over and over in hopes for just the right gear. The acts dropped gear that was appropriate for the level you were supposed to be at. This is not the case as of right now, Inferno Act 1 is dropping gear meant for Hell Act 4.

I hope that you are right :D. I never could get far into Hell difficulty in D2 (wasn't that the hardest?) So the fact that I have in D3 makes me feel like the progression is a bit easier than it was in D2.... Maybe you were just luckier on the drops than I was but I remember farming the same Acts/Difficulties/Bosses in D2 over-and-over-and-over ;).

I'm leveling up a Wizard now. Been saving level 50+ drops for awhile and need to level him up to clean out my stash.

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