|Aelryinth RPG Superstar 2012 Top 16|
I have to admit, I like the changes.
Here's a run down of some key stuff.
1) You don't gain fixed stuff per level, you get Paragon points that accumulate. Best of all, you can change your Paragon allocation whenever you want. So, if you want to be fast and hunt gold, you can be set up that way. Want high defense and life? Do it. Want damage? Find the combo of crit chance or Crit damage that works for you.
2) YOu can now switch skills on the fly and in the field. THIS. IS. AWESOME. After being stuck on one configuration just to keep my Nephalem Valor at max, I can now swap out for boss fights, routine hunting, AoE damage...whatever I need. Heck, I can swap in Web Shot Rapid Fire when I see a Treasure Goblin!
3) Loot is tailored to match your character. Want good Int items? Hunt with your mage or witch docter. I have a 106 mix I got by leveling a Demon Hunter to 92, and the other 5 classes up to 60+. I was level 98 when I logged in after the patch.
4) You level faster. All my xp on all character got me to 98. In one run through of the game, I gained 8 more levels, when it was taking me 2-3 days to level at 90+. So I'm making a lot more xp. Of course, now the end goal is 800. I can only guess that if this system was around when I started I'd be 700+ right now.
5) Paragon points apply to even low level characters. So you can give your low level toons bonus stats far beyond their level to help them level up easier.
6) Cursed Shrines: Running across these is a chance for xp. Your job is to kill waves of spawns, each wave in under 30 seconds. I imagine on normal difficulty this would be a hoot, but I'm playing Torment level, and I could never quite finish the third wave.
7) Cursed Chests: Your job is to kill 100 enemies in less then a minute. Man, I couldn't even do that, killing shadow crawlers on hell level, or frikking bats. Swapped out my config and still couldn't do it.
8) Azmodan gets a lot more helpers. The Siegebreaker gets 4 Hellbearers coughing up dudes to help him out.
9) Elites have a LOT more powers to pick from to use on you at range. Before, they basically could desecrate you with fire, vortex you in close, drop mortar fire on you, lock you in place or wall you up. Now, they can call lightning on you, erect plague under you, send acid flows your way, send snowballs chasing you, and more. Their attacks do a bit less damage then before to make up for the sheer variety they can come at you with, but yeah, one spawn of elites can have like 5 different ways to damage you at range.
Oh, and the freeze bursts? Do damage now.
10) Don't stand in front of the flames breather devices in Mount Arreat now. Just saying.
11) Gold elites frequently will have mismatching cohorts. I ran into three combos of succubi helping out gold Hell Tremblers, which is a bit of a surprise on Act 3. You're going to get all sorts of combinations.
12) I ran into a LOT more elite spawns parked next to one another. Dodging the sheer variety of attacks coming at you from all those special powers can be...interesting.
13) The Loot! Base loot starts at +200 of your prime stat, or thereabouts. Just about everything you have will be within 10% of that number. Armor, rings, etc. Then Vitality is the next most common.
What this means is you're going to find loot with a LOT of Vit backing up the special powers.
LEGENDARIES ARE AWESOME. I was using a +117 +AS +Crit D + Crit% pair of gloves, and I swapped them out for a +323 Dex +500 Vit thing called St. Andrew's Gage. And I ran into another Legendary Glove with +323 Dex, +8 Crit and +25 Crit Damage.
New Legendaries don't key off old ones. I am wearing 2 Natalya's Reflection Rings at the moment. 1 is old, +90 Dex, +9 AS, +Crit %. The second one is +236 Dex, +6 AS, +Crit %. The Attack Speed stacked. I'm now hoping for the helm to drop, so I can get two sets of +7% to Crit Chance going!
14) The Skeleton King dropped a Legend for me, a belt which is coming in major useful as it blinds things for 2 seconds in a large area. I'll have to kill him again to see if he drops a rare again. I got a bow with a +400 Dex mod from the Butcher (Windcluck, it shoots chickens!), but it's not as good as my Manticore yet.
I got nothing off Belial or Azmodan or any other boss.
Diablo dropped a rare...the upgraded Dead Man's Legacy. Yeah, I went from +180ish Dex and Vit to +323 Dex and Vit.
15) There's much less gold getting dropped. I think I earned maybe 4 million playing through the whole game, picking up everything, popping everything.
Bodies rarely give up stuff compared to before.
Occasionally, barrels and bodies pop up a whole stream of gold, which is nice.
Gold is in smaller amounts.
16) Everything that drops is usable.
"Normal" stuff, white, you salvage for Common Debris, which is used in crafting. So even the trash loot is useful. I've got about 500 built up now.
Blue items get you exquisite Essence. But since magic items drop so much less, suddenly the price of the stuff on the auction house went up by 4x.
Gold items get you iridescent tears.
Essence, tears and debris also drop as loot. Monsters drop maybe a tenth of the loot they did before. The fact its all usable loot means that is FINE with me.
Gems added Diamonds, which grant res all, or a % damage bonus against elites. You no longer need books to craft gems, and the cost of crafting them is MUCH less. On the flip side, it costs a lot more to take them in and out of items.
Dying costs you much less gold, and you have a choice of coming back at your body, nearest spawn point, or back in town.
17) If you are a pack rat and have bunches of old stuff, salvage it, don't sell it. All the old stuff was devalued down to next to nothing if you sell to a merchant. At least get some essence or a tear out of it.
18) I went through on Torment 2 for half the first act. Ugh. This was like Monster Power 6 or harder, combined with the new stuff for elites was a total pain. I dialed it back down to normal Torment, which is about equal to MP 5, which I normally hunted at, and I did okay.
I started out losing 270 Dex and taking the damage hit for it, got 98 of it back with Paragon, and some crit chance and attack speed.
My DPR was about 157k, and I had 42k Life.
At the end of the play through, my DPR is now 181k, 188k if I want to go for pure damage and lose 20k hp, and my health is 80k. I can now endure so much more stuff it isn't funny. All 5 Rogues now have 300 Dex Tools, 2x 200 Dex rings, and 250+ Dex amulets, and 950+ weapons with 300+ Dex mods.
If I get just a couple more legendaries, especially boots, helm, or upgraded Natalya's cloak, I can very easily see myself breaking 200k+ damage and 100k health. Woot!
19) The Templar is my preferred henchie for my DH. He got a major damage boost (he's doing over 35k now, with a non-awesome weapon). His HP are over 80k, his healing is better.
20) Play on the Demon Hunter:
You regen hatred more slowly, which means Rapid Fire eats it up MUCH faster. I used to be able to take down a gold with one long fusillade of rocket fire...I'll run out of Hatred now, first. Same with the Boss fights in Acts 3 and 4...Rakanoth took me two full pools of Hate to bring down. And it's not observer error...I just didn't get Hatred back as fast.
More stuff with higher dex means your pets and sentries do more damage, since they don't crit. Interesting trade off.
Shadow Power's 'I'm unkillable' button was nerfed. You can heal ~1500 a hit now, instead of 15%, the latter figure of which makes you almost unkillable when your base damage of 150k x 444% for Rapid Fire + Rockets means you're healing 40k health in one second, so unless your rapid fire gets broken, or you get one hit, you couldn't be killed.
Heal on hit and life regen are now VERY important because of that. I heal a LOT on hit now, and Shadow Power on Blood MOon makes it 3k more as long as I hold the button down, but given the sheer number of special attacks elites can send at me, it won't keep pace (I could generally keep pace with at least 5 plagues or desecrates under me before).
It's true for all the classes, btw. The uber healing stuff was nerfed. They let us do more damage, and made life regen and heal on hit more common to make up for it. It has the flip side of giving us less down time.
Ah, companions! Your companions now have passive and active effects. They don't die. The 'passive' effect is the old one, which you get all the time now, and the critters don't die. The active one is if you hit the button and trip the cooldown timer. The bat gives you 50 Hate, the spider webs everything close by, the boar lures everything to it, and the wolf gives you a +30% damage boost for a few seconds.
I'm going to try another run through with boar instead of bat and see how it works. The extra regen and resistance buff should be useful.
Equipping my second tier stuff to my monk got his damage from 60k to 100k. :o
Any questions? Keep in mind that I've not played the other classes through yet, it's only been 4 days, and I prefer a DH.
And if you're looking for some loot upgrades, well, hey, I got old stuff I'm going to get rid of. The stuff I'm just selling would probably have been uber gear at one time.
21) Legendaries now bind to account, so the new ones are non-tradable UNLESS you give them away to someone who was playing with you at the same time (as I did with Ariaspinner, who popped into a game I was playing)