Tank witch doctor build consist of spamming plague toad with the falling from sky rune with tons of Life on Hit + the passive -20% damage and -20% damage if the enemy is poisoned. (Lots of vit + all resist too obviously) That's pre-1.03
That's a horse of a different color. I thought it just meant "witch doctor in general can survive well in inferno" but all that stuff above is like saying "water balloons are super durable..... inside of a bank vault".
Sometimes I swap out Bruiser or pygmies for Horrify, and Bad Medicine for Grave Injustice. Slightly more annoying to manage with three <30 second skills, but more effective.
20k in game before patch, now 1.7k-2k in game after patch. This game is dying faster than its hype lol. Xfire showing a similar drop rate in play time. iir from 200k hr to 70k hr something like that from 17k players.
20k in game before patch, now 1.7k-2k in game after patch. This game is dying faster than its hype lol. Xfire showing a similar drop rate in play time. iir from 200k hr to 70k hr something like that from 17k players.
yup. its cuz of the nerfs and stuff. but remember. when D2 came out, it was behind in graphics, didn't make a huge impact on the market, and had a reallly rough start. this game will be a blast with lots of people playing even more in the next few months/end of year.
I've it enjoyed it a lot so far, though I'm not as far as any of you. I'm a D2 vet but I was always a fan of playing solo, so I always took it slow and went through things by myself.
Same here. Just plodding along, playing how I feel like playing.
Have three characters through all of normal, all around level 32-36 (the 36 is almost through Act 1 of Nightmare).
Working on a fourth now. Just playing each class slow and enjoying it.
Eff the hardcore grind. and keeping up with everyone else. Really burned out from that on XI atm. Also haven't touched either AH. Just snagging whatever I find myself.
I think MMO implies shared permanent areas with large amounts of people. In Diablo, every game you create is essentially an instance, the entire world, and it ceases to exist when everyone exits. I'm not familiar with PSO but wasn't the idea the same?
I always assumed to be "massive" it had to have a staff writing new content. Not like.... expansion next year.... I mean like "this month we're doing this new thing and next were doing that thing" etc.
PSO had instant style dungeon's like Diablo but all lobby areas were open to all players to interact. So it could be considered a MMO in that aspect I suppose.
PSO is more or less like Diablo in concept, except the common lobby areas where you can float around in your weird glowing chair thing or play soccer. Once you wanted to actually play the game you went in to a max 4 player instance and grinded the same areas over and over. The main difference in play style (to me anyway) is that getting to max level on PSO was actually quite an achievement, especially if you played online given the very poor structure that saved data client side (for easy duping and what not) and would corrupt your save frequently due to game crashes while saving (any time you changed areas). Even without losing your characters regularly, max level was 200 but players could competently complete most content by 100 iirc and leveling plateaued a lot.
PSU is pretty similar, but I'd say it gets pretty close to being an MMO. All battle content is still instanced, but now rather than lobbies there's a proper world that's common to all players on the server. They also treated it a bit more like an MMO with events and what not, but I think most of the story was already there, but released gradually (not created over the life of the game or anything, and certainly not in response to the players at all).