History YMMV / DiabloIII

29th Nov '16 10:44:28 PM mlsmithca
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*** By and large, the Demon Hunter is viewed as having the easiest set dungeons; however, the Unhallowed Essence dungeon has a bad reputation among gamers owing to the need for kindness on the part of the enemy placement gods in order to hit 20 or more enemies with a single Multishot six times.

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*** By and large, the Demon Hunter is viewed as having the easiest set dungeons; however, the Unhallowed Essence dungeon has a bad reputation among gamers owing to the need for kindness on the part of the enemy placement gods in order to hit 20 or more enemies with a single Multishot six times.times. Their slow speed means that low density cannot be countered by kiting as it can be in other dungeons where it is a problem.
29th Nov '16 10:22:25 PM mlsmithca
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*** Among the Witch Doctor set dungeons, the crown for most rage-inducing goes to the Helltooth Harness dungeon. As well as having a very large map in which it is easy to lose stray enemies, the enemy density is low enough that time-consumingly extensive kiting of enemies (which can be fatal without high Toughness) is required to set up the objective of killing 20 or more enemies with one Wall of Death four times.

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*** Among the Witch Doctor set dungeons, the crown for most rage-inducing goes to the Helltooth Harness dungeon. As well as having dungeon, which has both a very large map in which it is easy to lose stray enemies, the enemies and low enough enemy density is low enough that time-consumingly extensive kiting of enemies (which can be fatal without high Toughness) is required to set up the objective of killing 20 or more enemies with one Wall of Death four times.
29th Nov '16 10:20:06 PM mlsmithca
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*** The Might of the Earth dungeon for the Barbarian was once loathed for the tendency of two or more of the seven elites to spawn too close together to make it possible to complete the objective of casting Leap, Ground Stomp, and Earthquake on all seven of them in that order; Blizzard re-designed the dungeon to make the elites spawn in fixed locations, making planning significantly easier.

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*** The Might of the Earth dungeon for the Barbarian was once loathed for the tendency of two or more of the seven elites to spawn too close together to make it possible to complete the objective of casting Leap, Ground Stomp, and Earthquake on all seven of them in that order; order on each of the seven. In Patch 2.4.1, Blizzard re-designed the dungeon to make the elites spawn in fixed locations, making planning significantly easier.
29th Nov '16 10:18:28 PM mlsmithca
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*** Among the Witch Doctor set dungeons, the crown for most rage-inducing goes to the Helltooth Harness dungeon. As well as having a very large map in which it is easy to lose stray enemies, the dungeon has enemy density that requires extensive kiting of enemies (which can be fatal without high Toughness) to set up the objective of killing 20 or more enemies with one Wall of Death four times.

to:

*** Among the Witch Doctor set dungeons, the crown for most rage-inducing goes to the Helltooth Harness dungeon. As well as having a very large map in which it is easy to lose stray enemies, the dungeon has enemy density is low enough that requires time-consumingly extensive kiting of enemies (which can be fatal without high Toughness) is required to set up the objective of killing 20 or more enemies with one Wall of Death four times.
28th Nov '16 7:09:34 PM mlsmithca
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** Several dungeons lost their ThatOneLevel status, or at least had it diminished, in some of the first few patches following their introduction.

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** Several dungeons lost their ThatOneLevel status, or at least had it diminished, in some of the first few patches following their introduction.Patch 2.4.1.
23rd Nov '16 9:26:52 PM mlsmithca
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* ThatOneLevel: Patch 2.4 introduced Set Dungeons into Adventure Mode, four dungeons for each character class that can only be accessed if the player has six different pieces of the relevant armour set.[[note]] Or five pieces and a Ring of Royal Grandeur, or four pieces and two Rings of Royal Grandeur.[[/note]] Beating the dungeons requires completing one of two objectives and killing a minimum number of enemies without taking fatal damage; mastering them requires killing ''all'' enemies and completing ''both'' objectives in under four and a half minutes. For some dungeons, this simply requires the right combination of skills, while for others, a few extra items might be required, but they are otherwise easy to master with practice. However, most classes have at least one dungeon that is hair-tearingly frustrating to master.
** For the Barbarian, the Wrath of the Wastes dungeon is the most detested, as one of the objectives is ''not taking physical damage for the entire dungeon''. The other objective is casting Rend on ten or more enemies at once five times, so repeatedly getting into melee range of multiple enemies is a necessity. Add in swinging pendulum traps and enemies that run away when attacked and you have a recipe for pure pain.
** The Crusader has the Roland's Legacy dungeon. Although the two objectives are easy enough to achieve, killing every enemy on the map is not, as the dungeon is enormous and most of the enemies are Imps that run away when you attack nearby enemies. ''Diablo'' discussion boards are littered with gamers venting their spleen about repeatedly having a single enemy left to kill as the timer expires and no idea where it is.
** By and large, the Demon Hunter is viewed as having the easiest set dungeons; however, the Unhallowed Essence dungeon has a bad reputation among gamers owing to the need for kindness on the part of the enemy placement gods in order to hit 20 or more enemies with a single Multishot six times.
** The Uliana's Strategem dungeon is the most reviled of the Monk dungeons. Not only does it have a huge map and enemy density that is often too low to accommodate the objective of detonating Exploding Palm on 21 or more enemies simultaneously three times, but the objective of taking no fire damage for the entire dungeon is mind-bendingly difficult without the ultra-rare Star of Azkaranth amulet.
** Among the Witch Doctor set dungeons, the crown for most rage-inducing goes to the Helltooth Harness dungeon. As well as having a very large map in which it is easy to lose stray enemies, the dungeon has enemy density that requires extensive kiting of enemies (which can be fatal without high Toughness) to set up the objective of killing 20 or more enemies with one Wall of Death four times.
** Although most of the Wizard set dungeons are regarded as difficult even with the right equipment, the most hated is a tossup between the Delsere's Magnum Opus and Firebird's Finery dungeons. The former has a very large map, while the enemy density in both dungeons is frequently not conducive to getting the objectives and killing every enemy in the time limit.

to:

* ThatOneLevel: Patch 2.4 introduced Set Dungeons into Adventure Mode, four dungeons for each character class that can only be accessed if the player has six different pieces of the relevant armour set.[[note]] Or five pieces and a Ring of Royal Grandeur, or four pieces and two Rings of Royal Grandeur.[[/note]] Their mere existence is polarising - supporters like being made to think about how to play to the strengths of a given armour set, opponents hate the TimedMission aspect and/or simply do not find them in any way fun - but even those who like Set Dungeons find some of them especially irritating.
**
Beating the dungeons requires completing one of two objectives (at least one of which will always require specifically targeted use of one or more of the abilities boosted by the armour set) and killing a minimum number of enemies without taking fatal damage; mastering them requires killing ''all'' enemies and completing ''both'' objectives in under four and a half minutes. For some dungeons, this simply requires the right combination of skills, while for others, a few extra items might be required, but they are otherwise easy to master with practice. However, most classes have at least one dungeon that is hair-tearingly frustrating to master.
** *** For the Barbarian, the Wrath of the Wastes dungeon is the most detested, as one of the objectives is ''not taking physical damage for the entire dungeon''. The other objective is casting Rend on ten or more enemies at once five times, so repeatedly getting into melee range of multiple enemies is a necessity. Add in swinging pendulum traps and enemies that run away when attacked and you have a recipe for pure pain.
** *** The Crusader has the Roland's Legacy dungeon. Although the two objectives are easy enough to achieve, killing every enemy on the map is not, as the dungeon is enormous and most of the enemies are Imps that run away when you attack nearby enemies. ''Diablo'' discussion boards are littered with gamers venting their spleen about repeatedly having a single enemy left to kill as the timer expires and no idea where it is.
** *** By and large, the Demon Hunter is viewed as having the easiest set dungeons; however, the Unhallowed Essence dungeon has a bad reputation among gamers owing to the need for kindness on the part of the enemy placement gods in order to hit 20 or more enemies with a single Multishot six times.
** *** The Uliana's Strategem dungeon is the most reviled of the Monk dungeons. Not only does it have a huge map and enemy density that is often too low to accommodate the objective of detonating Exploding Palm on 21 or more enemies simultaneously three times, but the objective of taking no fire damage for the entire dungeon is mind-bendingly difficult without the ultra-rare Star of Azkaranth amulet.
** *** Among the Witch Doctor set dungeons, the crown for most rage-inducing goes to the Helltooth Harness dungeon. As well as having a very large map in which it is easy to lose stray enemies, the dungeon has enemy density that requires extensive kiting of enemies (which can be fatal without high Toughness) to set up the objective of killing 20 or more enemies with one Wall of Death four times.
** *** Although most of the Wizard set dungeons are regarded as difficult even with the right equipment, the most hated is a tossup between the Delsere's Magnum Opus and Firebird's Finery dungeons. The former has a very large map, while the enemy density in both dungeons is frequently not conducive to getting the objectives and killing every enemy in the time limit.
22nd Nov '16 10:39:02 PM mlsmithca
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*** The Might of the Earth dungeon for the Barbarian was once loathed for the tendency of two or more of the seven elites to spawn too close together to make it possible to cast Leap, Ground Stomp, and Earthquake on them in that order; Blizzard re-designed the dungeon to make the elites spawn in fixed locations, making planning significantly easier.
*** Time was the mention of the Raiment of the Jade Harvester dungeon would make Witch Doctor players froth at the mouth with rage, as the dungeon was full of Writhing Deceiver enemies which would turn invisible for five or more seconds at a time, making it far too easy to get to the end of the map and have half a dozen enemies left to kill that the player didn't even know were there. Patch 2.4.1 disabled the Deceivers' invisibility, so that now the map size and the clock are the main sources of frustration.

to:

*** The Might of the Earth dungeon for the Barbarian was once loathed for the tendency of two or more of the seven elites to spawn too close together to make it possible to cast complete the objective of casting Leap, Ground Stomp, and Earthquake on all seven of them in that order; Blizzard re-designed the dungeon to make the elites spawn in fixed locations, making planning significantly easier.
*** Time was the mention of the Raiment of the Jade Harvester dungeon would make Witch Doctor players froth at the mouth with rage, as the dungeon was full of Writhing Deceiver enemies which would turn invisible for five or more seconds at a time, making it far too easy common to get to the end of the map with seconds left on the clock and have half a dozen or more enemies left to kill that the player didn't even know were there. Patch 2.4.1 disabled the Deceivers' invisibility, so that now the map size and the clock are the main sources of frustration.
22nd Nov '16 1:49:14 PM mlsmithca
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** Mention the Raiment of the Jade Harvester dungeon to a Witch Doctor player and watch them froth at the mouth with rage; the dungeon is packed with Writhing Deceivers, which have an irritating habit of turning invisible - and thus immune to damage - for five or more seconds at a time, making killing every enemy in the dungeon in under four and a half minutes next to impossible without a ''lot'' of Deceiver co-operation.

to:

** Mention Among the Raiment of the Jade Harvester dungeon to a Witch Doctor player and watch them froth at set dungeons, the mouth with rage; crown for most rage-inducing goes to the Helltooth Harness dungeon. As well as having a very large map in which it is easy to lose stray enemies, the dungeon is packed with Writhing Deceivers, which have an irritating habit has enemy density that requires extensive kiting of turning invisible - and thus immune enemies (which can be fatal without high Toughness) to damage - for five set up the objective of killing 20 or more seconds at a time, making killing every enemy in the dungeon in under enemies with one Wall of Death four and a half minutes next to impossible without a ''lot'' of Deceiver co-operation.times.


Added DiffLines:

** Several dungeons lost their ThatOneLevel status, or at least had it diminished, in some of the first few patches following their introduction.
*** The Might of the Earth dungeon for the Barbarian was once loathed for the tendency of two or more of the seven elites to spawn too close together to make it possible to cast Leap, Ground Stomp, and Earthquake on them in that order; Blizzard re-designed the dungeon to make the elites spawn in fixed locations, making planning significantly easier.
*** Time was the mention of the Raiment of the Jade Harvester dungeon would make Witch Doctor players froth at the mouth with rage, as the dungeon was full of Writhing Deceiver enemies which would turn invisible for five or more seconds at a time, making it far too easy to get to the end of the map and have half a dozen enemies left to kill that the player didn't even know were there. Patch 2.4.1 disabled the Deceivers' invisibility, so that now the map size and the clock are the main sources of frustration.
19th Nov '16 9:21:51 AM mlsmithca
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* CatharsisFactor: When it became clear that Adria was a killable story boss in ''Reaper of Souls'', there was much rejoicing by players who couldn't wait to sock their fists into her face. Don't worry, ''the heroes also agree''. If doing it once in story is not enough, there's always Adventure Mode to repeat that ad nauseum, and sometimes you get rewarded for it too.

to:

* CatharsisFactor: When it became clear that Adria was a killable story boss in ''Reaper of Souls'', there was much rejoicing by players who couldn't wait to sock their fists into her face. Don't worry, ''the heroes also agree''. If doing it once in story is not enough, there's always Adventure Mode to repeat that ad nauseum, nauseam, and sometimes you get rewarded for it too.too. The achievement for killing Adria in co-op mode is even called "Group Therapy".
19th Nov '16 9:20:59 AM mlsmithca
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* VindicatedByHistory: Big time - even '''before''' ''Reaper of Souls'', the overhauled loot system and the console versions seem to have done this.



* WinBackTheCrowd: Time will tell, but the new expansion appears to be answering some of the fan complaints regarding the vanilla title, including an overhauled loot system, [[DarkerAndEdgier a darker art tone]], randomized maps in the form of "Loot Runs", and the removal of the auction house.
** VindicatedByHistory: Big time - even '''before''' ''Reaper of Souls'', the overhauled loot system and the console versions seem to have done this.

to:

* WinBackTheCrowd: Time will tell, but the new The ''Reaper of Souls'' expansion appears to be answering some of the fan complaints regarding the vanilla title, including an overhauled loot system, [[DarkerAndEdgier a darker art tone]], randomized maps in the form of "Loot Runs", and the removal of the auction house.
** VindicatedByHistory: Big time - even '''before''' ''Reaper of Souls'', the overhauled loot system and the console versions seem to have done this.
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