A few Blue comments on Reaper of Souls and PTR Gameplay Issues:

    Killed the Skeleton King first time with new character and dropped two blue items and a Demonic Essence.
    Tsarnis: This is intended. Act Sub-bosses (Skeleton King, Maghda, Cydea, etc.) do not always drop a rare item, though they have a higher chance to do so than the average monster.

    These sub bosses do seem to drop at least a rare almost always at higher levels, but perhaps not right for a new character in Act One. Furthermore, Act Bosses (in Campaign Mode) are still guaranteed to drop a Legendary the first time a character kills them. That came up in Guild chat last night, when a site reader (Genocides, IIRC) in the PTR was asking about the loot others were finding in the Reaper of Souls beta. Xanth beat me to the reply, which is that RoS players have no idea if act bosses still drop guaranteed legendaries since we mostly play Adventure Mode, and while you sometimes get a bounty on an Act Boss, that’s not treated as the “guaranteed” drop since it’s not achieved with the quest completion in Story Mode.

    Furthermore, the very end of Act Five is not included in the beta, so there’s no Malthael to kill for the Act Boss reward even when you do the required Campaign Mode completion to enable Adventure Mode. The obvious strategy seems to be to level new characters up to 70 via Adventure Mode, saving your guaranteed Legendary drops from Act Bosses until you are level 70.

    Act 2 Keywarden Hardcore players beware! A2 Keywarden 1shots through shields

    Yep, you see that right. I died with a 35k shield still up. Not only that, but it was completely instantaneous, no warning whatsoever. I also would like to mention that I have 80k hp and nearly 1000 all res thanks to the new lewt stat seeds.

    Regardless, while simply avoiding the damage is fine (now that I’m aware of the mechanic), I don’t see how it’s possible to die with shields on.
    Tsarnis: The shield still displaying after you die is pretty high on my team’s list of things to investigate. It seems to be a UI/Display issue only from what I’ve read and observed myself, but we are going to take a look at it and make sure.

    The blue is a tech support guy, not one of the usual CMs, hence the lack of hand holding or pep talking in his reply. He seems to be saying that the shield worked, but that the damage reflected was so huge that it took out the whole shield and the whole health pool in a blink. Hence the error is displaying a positive value on the shield, not a game mechanic that = instant kill for any Demon Hunter attempting to farm the Act 2 KW.

    Alrighty, then.

    The last post is about the huge nerf to Dodge in the new patch, both on the PTR and RoS.

    I did some quick comparison between the stats of my characters on live, and those on the PTR for the Pre-Expanson Patch. Gonna throw quick examples:

    My DH has 51% dodge on live, but only 30% on the PTR for the Pre-Expansion Patch.
    My Barb has 40% dodge on live, but only 22% on the PTR for the Pre-Expansion Patch.
    My WD has 30% dodge on live, but only 9% on the PTR for the Pre-Expansion Patch.

    Overall, this is pretty much a flat nerf of less 20% dodge per character, and that’s A LOT. For a character with 30% dodge, being left with 9%, this means he’s effectively losing more than two thirds (2/3) of his dodge. That’s waay too big of a nerf.

    And the guy doesn’t even mention that since the patch Paragon 2.0 no longer has a field to raise Dodge % via Paragon Points. Click through for the blue reply, which is more about tone and the perils of premature pessimism while Dodging the issue itself.

    Raising these subjects is important,but it is also important to keep in mind that those things are still in early stages of development,and the road is long ahead.

    Nothing is set in stone yet,so stay positive =)
    Vaneras: Just wanted to emphasise this part posted by Moses above.

    You are more than welcome to post feedback about your experiences on the PTR/beta, in fact you are encouraged to do so. But please try and hold back on the the doom and gloom posts for now, because we are still in a super early stage of testing and a ton of things have yet to be tuned/balanced. We are far from a final and polished pre-launch build, so please try and remember that when providing your feedback 🙂

    Well if its feedback you want you cant be the one dictating peoples reactions to certain things. I feel his post was perfectly viable. We know alot less then you with regards to where in the stage this project is and where its going.Why should the “doom and gloom” post come later rather then now.

    …I also think this is a good point. The more “doom and gloom” that comes now, may be fixed faster as the development goes? Atleast with this coming in, developers can see the things we react at. Holding back feedback that is considered “doom and gloom” because it is early stage of beta, could at worst case scenario, not be addressed at all.
    Vaneras: Perhaps I should have phrased things differently, because I did not intend to sound like we are trying to “dictate” your reactions or prevent you from sharing feedback. What I meant to emphasise was that we are still in the super early stages of testing and as such the current testing builds should not be considered as final. Posting negative or concerned feedback is perfectly fine of course, but such feedback is much more useful to us if people post it while being aware that nothing is set in stone yet.

    Be grateful that you have a dedicated community and let them discuss.
    Vaneras: Rest assured that we are grateful to have such a passionate community, and please know that we are not trying to stop you discussing. We are merely trying to let people know what kind of feedback it is that we are looking for.

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