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    ENDERDiablo 4 - puvodni nejsledovanejsi Diablo klub na NYXu.
    NESS
    NESS --- ---
    Jako realne redukce CDR je u meho charu z cca 40% (naspamatuju uplne presne) na 33%. Oprava kritak a vulnerabka je na tom hur, ten nerf je znat ozblast u stavajiciho ekvipu, prvni butcher me docela s prehledem vyklepnul a to byl jen o 3 lvl nademnou
    NESS
    NESS --- ---
    Takhle veta je bozi "Many Affixes are too efficient and are outshining alternatives." :-)
    NESS
    NESS --- ---
    Tohle je pro vsechny, takze poporade, papa Core Staty, Cooldown Reduction, Critical Strike Damage a Vulnerable Damage, defakto vsechno co se maxovalo na ekvipu

    Developer’s Note: Many Affixes are too efficient and are outshining alternatives. We’re looking to refine the outliers, improve the number of meaningful choices on competitive slots, and increase the overall flexibility of items. We know these changes will reduce the total amount of possible power a character can possess, so we'll be monitoring how these changes affect players’ ability to conquer expected milestones throughout the Season.

    We’re increasing the availability of the Affixes below to make them easier to include in different builds.

    Control Impaired Duration Reduction: Can now appear on Pants.
    Barrier Generation: Can now appear for all Classes. It will also begin dropping later in the game.
    Lucky Hit Chance while You Have a Barrier: Can now appear for all Classes. Reduced by ~12% when on Helm and ~20% when on Amulet or Offhand.
    Mastery Skill Damage: Newly added; can appear on Sorcerer Weapons. Scales identically to Core Skill Damage.
    Resistance to All Elements: Can now appear on Shields.
    Developer’s Note: The Core Stat bonus on Weapons has been overperforming, so we're pulling back on this bonus.

    Strength: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
    Dexterity: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
    Intelligence: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
    Willpower: 50% Stronger when on Weapons -> 25% Stronger when on Weapons.
    Developer’s Note: Cooldown Reduction affixes often felt mandatory due to their raw power. We imagine Cooldown Reduction will remain a highly desirable stat, but the penalty for not prioritizing it won’t be as harsh.

    Cooldown Reduction: Reduced by ~30%.
    Imbuement Skill Cooldown Reduction: Reduced by ~30%.
    Trap Skill Cooldown Reduction: Reduced by ~30%.
    Developer’s Note: We're seeing Critical Strike Damage and Vulnerable Damage often viewed as a hard requirement for a build's success in Diablo IV. We believe this is a step towards allowing more builds to flourish and will continue to make changes in support of this goal.

    Critical Strike Damage: Reduced by ~17%.
    Lightning Critical Strike Damage: Reduced by ~17%.
    Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%.
    Vulnerable Damage: Reduced by ~40%.
    Developer’s Note: Disparities in inherent affixes can rule some Weapons out before the rest of their stats are even rolled. These are receiving harsher reductions than their normal affix counterparts to increase Weapon flexibility.

    Cooldown Reduction (Inherent on Offhands): Reduced by ~35%.
    Critical Strike Damage (Inherent on Swords): Reduced by ~50%.
    Vulnerable Damage (Inherent on Crossbows): Reduced by ~65%.
    Developer’s Note: Damage Bonus to Crowd Controlled Enemies was overperforming relative to the ease of activating it versus stricter, Crowd Control type-specific affixes.

    Damage to Crowd Controlled Enemies: Decreased by ~30%.
    Damage to Frozen Enemies: Increased by ~20%.
    Developer’s Note: We have seen that skillful players are frequently slaughtering monsters many levels above their own. We want to support this, but the current situation is beyond what we believe is correct for the long-term health of the game. To chase this goal, we're shifting power to many offensive Affixes from defensive Affixes. We know this will make our end game content more deadly, particularly for those chasing our pinnacle boss, an encounter not meant for the faint of heart. Overcoming the pinnacle boss will take every ounce of grit you can muster and all tools at your disposal. We will continue to evaluate feedback from the community and make changes to our combat mechanics.

    Physical Damage: Increased by ~25%.
    Fire Damage: Increased by ~25%.
    Cold Damage: Increased by ~25%.
    Lightning Damage: Increased by ~25%.
    Poison Damage: Increased by ~25%.
    Shadow Damage: Increased by ~25%.
    Non-Physical Damage: Increased by ~25%.
    Physical Damage Over Time: Increased by ~40%.
    Fire Damage Over Time: Increased by ~40%.
    Shadow Damage Over Time: Increased by ~40%.
    Damage with Two-Handed Bludgeoning Weapons: Increased by ~25%.
    Damage with Two-Handed Slashing Weapons: Increased by ~25%.
    Damage with Dual-Wielded Weapons: Increased by ~25%.
    Damage with Ranged Weapons: Increased by ~25%.
    Damage with Skills that Swap to New Weapons: Increased by ~25%.
    Damage while in Human Form: Increased by ~25%.
    Damage while Shapeshifted: Increased by ~25%.
    Blood Skill Damage: Increased by ~25%.
    Bone Skill Damage: Increased by ~25%.
    Brawling Skill Damage: Increased by ~33%.
    Companion Skill Damage: Increased by ~33%.
    Conjuration Skill Damage: Increased by ~33%.
    Cutthroat Skill Damage: Increased by ~25%.
    Darkness Skill Damage: Increased by ~25%.
    Earth Skill Damage: Increased by ~25%.
    Frost Skill Damage: Increased by ~25%.
    Imbued Skill Damage: Increased by ~25%.
    Imbuement Skill Damage: Increased by ~33%.
    Marksman Skill Damage: Increased by ~25%.
    Pyromancy Skill Damage: Increased by ~25%.
    Shock Skill Damage: Increased by ~25%.
    Storm Skill Damage: Increased by ~25%.
    Summoning Skill Damage: Increased by ~25%.
    Trap Skill Damage: Increased by ~33%.
    Weapon Mastery Skill Damage: Increased by ~33%.
    Werebear Skill Damage: Increased by ~25%.
    Werewolf Skill Damage: Increased by ~25%.
    Total Armor: Reduced by ~30%.
    Attack Speed for 4 Seconds after Dodging an Attack: Increased by ~20%.
    Damage for 4 Seconds after Dodging an Attack: Increased by ~20%.
    Total Armor while in Werebear Form: Reduced by ~25%.
    Total Armor while in Werewolf Form: Reduced by ~25%.
    Damage Reduction from Close Enemies: Reduced by ~20%.
    Damage Reduction from Distant Enemies: Reduced by ~20%.
    Damage Reduction from Enemies that are Bleeding: Reduced by ~25%.
    Damage Reduction from Enemies that are Burning: Reduced by ~25%.
    Damage Reduction from Enemies that are Poisoned: Reduced by ~25%.
    Damage Reduction from Enemies that are affected by Shadow Over Time: Reduced by ~25%.
    Damage Reduction while Fortified: Reduced by ~25%.
    EVILMIND
    EVILMIND --- ---
    EVILMIND: aha tak nic, ja jsem prehlidnul tenhle nerf

    ymbiotic Aspect Cooldown reduction reduced from 4-8 to 3-5.

    To celkem fuck off pro vsechny NF buildy. Kazdopadne hratelny to je, ale je to pruda.
    NESS
    NESS --- ---
    Jako sorcka nerfnuta asi kazda, Devouring Blaze ma kazdy build

    Devouring Blaze bonus Critical Strike damage reduced from 10/20/30% to 7/14/21%.
    Devouring Blaze bonus Critical Strike damage to Immobilized reduced from 25/50/75% to 10/20/30%.
    NESS
    NESS --- ---
    SITH: Tezko rict povime si zitra az se tech 10GB stahne, jako mi povezte proc si platit lajnu s rychlosti v radu stovek mega kdyz pak jsi rad za stovky kilo. Jako zmeny na klasach asi +- ok, treba "Fixed an issue where the Gravitational Aspect was appearing weaker on two-handed weapons or amulets." viz NESS :-) Jako ze tam pridaji zase nejakou uber unikatku asi nikoho nezajima , kdyz ji nikdo neuvidi. jako bezny fixy jako "Fixed an issue where Cold Enchanted monsters froze players more often than intended in higher World Tiers." no jako fajn, jako clovek si uz zvyknul ze obcas co hit to freez, nebo ze kolem tebe nektery paka krouzej jako camrda viz "We have generally reduced the tendency for many monsters to move around in combat, so that melee characters don't have to chase down their enemies as much." To pomalejsi expovani no nevim, bude to oser, heltidy uz nedas 4-5 mystery truhel pac "The Tortured Gift of Mysteries chest has had its cost increased to 250 Aberrant Cinders from 175." tzn za 15 minut bude rad pokdu das jednu, protoze abys dal vsechny 4 musel by ses portovat od truhly k truhel, tzn nerealne, pokud zacne heltida v v celou nebo v 1/4 das tak 2 pokud zacne v 1/2 nebo 3/4 das tak 3. Na preceteni Balance Updates potrebuju vic casu, coz mam pac kurnik 122.35KB/sec


    EVILMIND: jo ted padlo 38% a uz se to otevrelo
    GHOSTSTALKER
    GHOSTSTALKER --- ---
    Dal jsem si NM na lvlu o 10 vyssim nez jsem ja a pohoda, zadne zpomaleni jsem nezaznamenal, prislo mi, ze padalo vice ancestralu.
    EVILMIND
    EVILMIND --- ---
    NESS: kdyz stahnes asi 30 procent tak uz muzes hrat

    Kazdopadne jsem zkusil ted dat par NM dungu s bulwark buildem, a jsem uplne v pohode, ty nerfy cooldownu jsou znat, ale snadno je prebiju lepsim equipem, a jinak tam vidim hned nekolik tech srdci, ze kterych muzu benefitovat asi. Takze budu hrat tohle od zacatku, resp. jakmile budu mit aspecty na to.
    SITH
    SITH --- ---
    Takže tl dr: velké mrzení?
    NESS
    NESS --- ---
    Ku*va, sem to vcera mel dotahnout na 100 a sjet lilith, ku*va podruhy, ikdyz mam zapnute ze nechci automaticky patch, tak hra nezajem musim patch abych pustil hru a to se stahuje rychlosti pod 10
    KB/s, jako pokud je to povinne tak at si kurva osefuji rychlost, pac tohle je total na pikacu :-/
    EVILMIND
    EVILMIND --- ---
    seznam vsech efektu na tech srdcich

    Season of the Malignant Coming Soon — Diablo IV — Blizzard News
    https://news.blizzard.com/en-us/diablo4/23976339/season-of-the-malignant-coming-soon?blzcmp=blizzard-news
    EVILMIND
    EVILMIND --- ---
    GHOSTSTALKER: kratka verze - od WT4 nema cenu cokoliv delat na mape pokud neni helltide, a v NM musite jit +10 levelu nad abyste meli stejne expu jako driv za +1. Plus nechodit v parte, protoze kdo ma kamarady, bude potrestanej.

    Zatim nejlepsi vec je, ze se kazdej muze jeste ted lognout se svym preseason buildem, a zkusit si jak moc ponerfovanej je po zmenach (teda az se mi stahne patch konecne).
    GHOSTSTALKER
    GHOSTSTALKER --- ---
    Dalsi, co me zaujalo:

    Level scaling inside dungeons and most overworld territories has been adjusted in World Tiers III and IV. Monsters will begin to trail behind the player in Level after a certain point (up to a maximum of 5 Levels behind). This change does not affect World Bosses, Legion Events, Fields of Hatred, Helltide, or Nightmare Dungeons.

    World Tier IV Example:
    If the player’s Level is below 75, the monster’s Level is 75.

    If the player’s Level is 76-80, the monster Level is 75.

    If the player’s Level is 81, the monster’s Level is 76.

    If the player’s Level is 82, the monster’s Level is 77, etc. (from this point the monsters will always be -5).


    We are adjusting bonus experience rewards for killing monsters that are a higher Level than the player.

    Pre-Season of the Malignant bonuses:

    1 Level higher: +15%.

    2 Levels higher: +20%.

    3+ Levels higher: +25%.

    Post-Season of the Malignant:

    1.5% bonus per Level up to 10 Levels.

    Ex:

    +1 level: +1.5%.

    +2 levels: +3%.

    +10 levels: +15%.

    We are also adjusting experience rewards for monster Level offsets for higher World Tiers.

    Current World Tier Level offsets

    World Tier II: Up to +3.

    World Tier III: Up to +10.

    World Tier IV: Up to +100.

    We are changing this to

    World Tier II: Up to +3 (Unchanged).

    World Tier III: Up to +6.

    World Tier IV: Up to +10.

    For Example:

    You are Level 1. Your friends bring you to World Tier IV and leave you at the entrance of a dungeon. They start killing Level 100 monsters.

    Prior to Season of the Malignant, you get:

    (Level 100 Monster XP) * (1 + 25%)

    After Season of the Malignant, you get:

    (Level 11 Monster XP) * (1 + 15%)


    Helltide monsters are now 3 Levels higher than the player instead of 2.

    The Tortured Gift of Mysteries chest has had its cost increased to 250 Aberrant Cinders from 175.
    EVILMIND
    EVILMIND --- ---
    patch je live tak lidi muzou porovnat stejnou zbran pred a po patchi... jako ten affix nerf, pritom nevim jak jiny classy, ale ja tam mam jedinej pouzitelnej affix, ostatni je shit uz ted

    GHOSTSTALKER
    GHOSTSTALKER --- ---
    Slusnej aspekt:

    Ahavarion Spear of Lycander (Uber Unique Staff – World Tier 4): Gain a random Shrine effect for 10-20 seconds after killing an Elite enemy. Can only occur once every 30 seconds.
    GHOSTSTALKER
    GHOSTSTALKER --- ---
    uf, 11 GB

    Diablo IV Patch Notes — Diablo IV — Blizzard News
    https://news.blizzard.com/en-gb/diablo4/23964909/diablo-iv-patch-notes
    KORAL
    KORAL --- ---
    No v nejhorším jim po první sezoně odejde komunita a nebo se tak zmenší, že to umře. Co horšího se může stát, ne :)
    EVILMIND
    EVILMIND --- ---
    EVILMIND: jo plus masivni nerfy pro leveling, specialne v grupe kdy nekoho tahas.
    EVILMIND
    EVILMIND --- ---
    KOKES: hmm jako proletel jsem to cely, a ne, neni tam zadna takova drasticka zmena.

    Za druida mi prijde - krome jednoho noveho aspectu, a noveho uniqu co vypada ze funguje jako headhunter, tam neni vubec nic, krome plosnych nerfu equipu, aby proste neslo na vecech nasbirat dost dmg/redukce/cooldownu. I grizzly rage jen prisel o unstopable. Jako... wtf. Pockam na content creatory at spocitaj jak moc velkej nerf to bude u jednotlivejch buildu, ale fakt... WTF.
    GHOSTSTALKER
    GHOSTSTALKER --- ---
    BARTUC: hlavne to nemusi byt do 20.
    Kliknutím sem můžete změnit nastavení reklam