Travis Day on drops.

Steven Hazani

Diabloii.Net Member
The ones that you can't dodge are partial CCs though. They only hinder, slow or prevent movement. The only CC that results in complete loss of control is Frozen.
Knockback prevents all action for its duration. Jail doesn't prevent action, vortex prevents action for its duration. All make you stay in the fire and die. And again, the auto damage, which is actually quite high.

If jail was like diablo bone cages it'd be fine. If vortex was a gravity well or like the butcher's attack it'd be fine. If Knockback only came on telegraphed attacks it'd be fine. And as I mentioned before you didn't hear about this months ago because everyone was a permawrath barb.
 

HardRock

Diabloii.Net Member
what am I missing here?
Ice Climbers grants immunity to all freeze and immobilize effects. It doesn't help against Vortex or Knockback, but those aren't the CCs that pose real danger to us. The reason it's not essential is that while we can't ever have 100% CC reduction with items, we can still reduce CC durations very effectively. With 5 Rare items at level 60 you can reach ~67% reduction and it only require secondary affix slots.

Knockback prevents all action for its duration.
Which is like one second. It can also save you sometimes.

Vortex prevents action for its duration.
Again, only momentarily.

All make you stay in the fire and die.
Get better defense and/or reduce CC duration. Also, Vortex and Knockback doesn't do that. :)

And again, the auto damage, which is actually quite high.
Once again, no argument here.

If jail was like diablo bone cages it'd be fine.
Then it would be also like Frozen basically, only with a smaller area.

And as I mentioned before you didn't hear about this months ago because everyone was a permawrath barb.
Nah, many people played other classes and builds and I actually saw complaints about these issues in the past as well. I only agree with the "CCs shouldn't do damage" one though. I think it's fine to have CCs that always hit, because they can create really tense moments. The action part of ARPG should mean that some things can be dodged, while the RPG part that stats are still important. If CCs can be effectively combated in more than one way (with multiple stats or character skills) like they can be in the expansion, then I think unavoidable ones have a role to play.
 
Last edited:

HardRock

Diabloii.Net Member
Wow, seriously? That's pretty cool. Had no idea they did that in Loot 2.0.
The elemental immunity rings and amulets are still in the game as well, it seems only their healing component was disabled.

If you don't consider items spoilers, then it's really worth checking out Flux's Legendary gallery, assuming that you didn't already (the first and second gallery is linked in the article as well): http://diablo.incgamers.com/blog/comments/reaper-of-souls-legendary-items-beta-gallery-3

Some things have changed since he posted that (most Legendary affixes now have a range of values), but what the items do remained largely the same. It's also worth noting that the most powerful effects are Set bonuses or they only appear on the more rare Legendaries.
 

Steven Hazani

Diabloii.Net Member
Wow, seriously? That's pretty cool. Had no idea they did that in Loot 2.0.
They do it, but remember:

Not all items have the same rarity.
Loot 2.0 drops are actually lower than live.
Ice Climbers are actually one of the rarest ones.
You first have to fight through this BS for an indeterminate time frame.

I found one IC in 1k hours, that's with the various factors that give you more legs on live. Have fun.

Which is like one second. It can also save you sometimes.
You are punted into a damage zone, then slowed as you attempt to move out of it.

Remember Mr. Overgeared Crusader? He gets hockey pucked all over the field and doesn't care, then he gets stuck and near dies in about 2 seconds. That could have just as easily been Knockback into Frozen/Molten explosion, Knockback into Arcane, Knockback into a bunch of Plagued, Knockback against a wall while enemies spam at you....

Again, only momentarily.
Again, all it needs. Only difference is the fire is at the enemies' feet.

Get better defense and/or reduce CC duration. Also, Vortex and Knockback doesn't do that. :)
Mr. Level 50 Crusader had something like 200k EHP. That is extreme overkill for what is effectively about MP3 Hell Act 1. It's also why he was in no danger until this situation you so ignorantly dismiss. His friend had even more and while you can't see his screen he wasn't holding up much better. I mean seriously, 65k HP at level 48?

Then it would be also like Frozen basically, only with a smaller area.
No it wouldn't, both have a time delay sure but bone cages are broken by damage

Nah, many people played other classes and builds and I actually saw complaints about these issues in the past as well. I only agree with the "CCs shouldn't do damage" one though. I think it's fine to have CCs that always hit, because they can create really tense moments. The action part of ARPG should mean that some things can be dodged, while the RPG part that stats are still important. If CCs can be effectively combated in more than one way (with multiple stats or character skills) like they can be in the expansion, then I think unavoidable ones have a role to play.
We've established already you want an MMO here. That having been said, you can't combat them in multiple ways. That's why that horse is everywhere.
 
Top