Patch 2.3.1 on the PTR made a lot of changes, especially to the Witch Doctor. Much discussion of that class, plus Reflects Damage changes, Kanai’s Cube tweaks, Paragon 2000 is broken, and more. Featuring Xanth, Empty1, and Flux. Click through for more details and segment starting times.
Unlike the new and enjoyable Season Journey which is composed entirely of Achievements you’ll “earn” through the (more or less) normal course of play, each Season also has some Conquests. These are like super achievements, e-peen style, requiring special efforts and a lot of end game grinding to achieve. Conquests required some powerful characters to […]
Diablo 3 Melee Monster Range = ExtensivePosted 11 Apr 2012 by
Site regular MauriceBastard made a post in our forums, in which he pointed out that monsters in Diablo III have considerably more reach on their melee attacks than you might expect. If you run up near a slow enemy like a zombie or a skeleton, and then run away, you can be 10 or 15 (or more) yards away and still get hit by their slow swing.
MaBa made a video that showed it off repeatedly, so the effect was clear for even non-beta testrs. Less clear was the cause. Is this a bug, a sign of latency, or a feature? Feature, according to Bashiok.
Also think about just running past enemies to rush through an area and never being hit. Anyone looking to rush would love it! Which is why it’s not a good idea from a design perspective. It’s not something we’ll be changing.
I guess that answers that question, then. Do you guys approve? Not including this feature would mean that players with good connections would have a huge inherent advantage in play. It could be partially overcome by giving monsters a much faster swing, or by making them start to attack much sooner after contact, but that would look weird for slow enemies. Then again, getting hit by a zombie that’s half a screen away looks kind of weird too.
Click through to see this effect repeatedly demonstrated in a video.