It was a slight exaggeration upon retrospection. But it was the number I immediately though of, so that at least means it's happened enough times for me to think it common.You have to be kidding, 6? I'm not sure if I've gotten 6 period. Yes, full clear.
I'm in this boat, been just full clearing rifts at T6 and leveling a new Monk heh.I can solo grifts 28-30, anything beyond that just doesn't seem like it's either possible or would be time efficient, not sure what to do to progress now.
You're leaving out a lot of information here. Not sure if I should message you and prepare the lube or what.If you are starting to feel the burnout and want a change hit me up in the evenings. I'm usually around 6pm to 11pm est. McFly1102
Have you tried the standardphysical FC build? Even without a Heart Slaughter I think it's the way to go.I can solo grifts 28-30, anything beyond that just doesn't seem like it's either possible or would be time efficient, not sure what to do to progress now.
Christ that feels terrible, effective, but terrible. Charging into/through a pack, hit stomp, stand still while I find a spot to click again, get wrekt.Have you tried the standardphysical FC build? Even without a Heart Slaughter I think it's the way to go.
Journey from Diablo 3 Vanilla to Reaper of Souls and the Ultimate Evil Edition (for consoles)
Josh isn't the only responsible for the changes - the entire D3 team (and even other teams) were equally important
Contrary to popular belief, they do have Deadlines ("expected dates" for releases) - supposed to launch in November 2013 - they went to Mike Morhaime and asked for more time to "get it right"
Team came together to define the 3 fundamental pillars of any Diablo game:
(1) Focus on the Fantasy - playing epic, bigger than life heroes, fighting the forces of Hell, with the promise of Epic Loot.
(2) Endgame for Everyone - no matter how many hours you play, there's something for you to do and get > this is where Adventure mode came from.
(3) Make online matter with the Cooperative and Social experience
Huge expectation - 10 years of work, with people from Blizzard North
Extreme hype for the game, even internally
Events everywhere to celebrate the release
Huge sales - the team predicted 6.66 million units sold in the first year, they got it in the first couple days
Server meltdown at launch really hurt the game
Reaper of Souls had a near flawless launch
Launch was the lowest point of the game for the developers - letting the playerbase down.
Other reasons for people being upset ("road to Hell is paved with good intentions") - the team was passionate but made some mistakes
(1) Original Launch Philosophy - stuck with D2's structure and mentality
Long item reward tail aspirations (based on 10 years of D2) .... resulted in very stingy drops!
Players like it difficult? No, they like efficiency!
Rarity vs Power correlation was unclear
(2) Misunderstood Player Psychology
Why we Play - Fantasy vs Efficiency
Where we Play - Shop, not Play
How we Play - Flip Farming
(3) Wrong Kind of Beta Test
Too Short
No End Game testing
More of a Demo than a Beta
The console "translation" (not port) was a pivotal point at finding out potentially good changes for D3V/RoS.
Auction House - was a grand experiment, with good intentions to make safe trading a reality.
Biggest Lessons learned from D3:
Making games is a hard endeavour!
The importance of Pillars - when things are ugly, know and rely on your "pillars"
Know your Fears - game designers make assumptions (and bad decisions sometimes) based on their fears >> "this is not Diablo" ... "afraid of being too generous" (in item drops)
Randomness is not necessarily Replayability - devs want people to come back, and randomness can push them away
Remember the Fantasy
The Teams define the Game's Success - during D3V launch, it felt like a funeral due to player feedback; and he thinks they turned that around
It's that finding another spot to click again that's the issue, sometimes you find it, and you smash the pack, sometimes you don't and it's GG unless IP is off cooldown.I may have misread Sabbat's post. I thought he was getting 'wrekt' and I assumed he hadn't completed Raekor's yet.
I think the feel of charging comes with time. Once you hit the 38% CDR, which you could go for more but I suggest this at least that much, you can charge forever in packs. If you get packs together pretty well you should never have to stop and if they're really clumped up you should make your charges pretty much on top of your own body so you can charge faster.Christ that feels terrible, effective, but terrible. Charging into/through a pack, hit stomp, stand still while I find a spot to click again, get wrekt.
After messing around some more today, I'm basing my Barb off this now:T6 Speedrun Barbarian - Diablo3Barbarians. I think it's a lot better for doing from T6 to low 30's GRs, which is what I'm focusing on to try to get better versions of the gear that I already have while hoping RNGesus finally decides to give me an ancient HS or Furnace (never going to happen). Basically it's similar to what you were doing with WW except it uses Sprint/RLtW instead.It's that finding another spot to click again that's the issue, sometimes you find it, and you smash the pack, sometimes you don't and it's GG unless IP is off cooldown.
Basically, I don't have a physical SoJ (only cold, no socket), and I don't have 2 Unitys, nor a decent weapon. So it seems that build runs faster clears (at least with Strongarms), but with the APDs it's no where near the speed, but I don't die as often from not having a spot to click on to get out or if I fuck it up horribly and double charge into a pack that gets smashed on the first charge leaving me with no charges.
Kinda why I stuck with the FC build, but used Whirlwind just to move around.