Diablo 3: Patch 1.0.3 kommt am Mittwoch - Serverwartung von 3 bis 13 Uhr

Bin mal gespannt was mit den Gemkosten passiert von höheren Leveln. Denn bis Makellos-Quadratisch was zu ändern ist eigentlich wurscht, die bekommt man eh für gefühlt 3 Gold im AH nachgeworfen^^
Wäre aber schön wenn da die Kosten für die höheren sinken würden, dann müsste man für einen der 2 Stufen höher ist keine 150-200K mehr bezahlen - was völlig überrissen ist.
 
@PCGH: Danke für die Vorwarnung.
Wenn das am Mittwoch bis 13 Uhr dauert, und anschließend alle Diablo3-Jünger den Patch laden und ausprobieren, brauche ich also am Mittwoch gar nicht probieren eine Partie SC2 zu spielen
 
Bin mal gespannt was mit den Gemkosten passiert von höheren Leveln. Denn bis Makellos-Quadratisch was zu ändern ist eigentlich wurscht, die bekommt man eh für gefühlt 3 Gold im AH nachgeworfen^^
Wäre aber schön wenn da die Kosten für die höheren sinken würden, dann müsste man für einen der 2 Stufen höher ist keine 150-200K mehr bezahlen - was völlig überrissen ist.

Die sollen unverändert bleiben, stand kürzlich irgendwo geschrieben (wenn mich nicht alles täuscht sogar in blau, also offiziell).
 
DH und so, Butcher-Inferno-Kill with them eyes closed :ugly:

Deine Anspielung auf den erbärmlichsten Spieler Belgiens ... der Typ hat nichts selbst erreicht, alles geschenkt bekommen und ist da stolz drauf.

BTT:
Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed

Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
Typisch Blizz ...Wenn man schon was an den Legendarys macht, dann an allen ^^, sind ja nur 5-6 Legendarys mit AS ...

Siegebreaker
In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
Die ist unnötig

Full Patch Notes

Diablo III Patch 1.0.3 - v.1.0.3.10057
General
  • To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Willow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
  • The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies
Battle.net
  • General
    • Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
    • The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
    • Chat settings and preferences will now be saved whenever you log out
    • Reporting another player using the Report > Spam option will now mute that player for the duration of your gaming session
  • Bug Fixes
    • Using the /who command in a heavily populated chat channel should no longer cause the client to crash
    • The "Invite to Party" button should no longer become grayed-out if a player:
      • Declines a party invite
      • Requests a party invite and then declines it
      • Accepts a party invite, but immediately then leaves the party
    • The character screen should now always display the display the correct act and quest information
    • If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: "Battle.net is unable to add friends because you have Real ID disabled."
Classes
  • Barbarian
    • Active Skills
      • Ignore Pain
        • Skill Rune – Contempt for Weakness
          • The amount of damage reflected will now cap at the player's maximum Life
      • Overpower
        • Skill Rune – Crushing Advance
          • The amount of damage reflected will now cap at the player's maximum Life
          • The tooltip has been updated to represent that both melee and ranged damage are reflected
      • Weapon Throw
        • Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)
    • Passive Skills
      • Relentless
        • Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)
  • Demon Hunter
    • Active Skills
      • Cluster Arrow
        • Skill Rune - Dazzling Arrow
          • Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)
      • Grenades
        • Skill Rune - Stun Grenades
          • Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)
    • Bug Fixes
      • Caltrops
        • Skill Rune – Jagged Spikes
          • Effect will now only stack up to 10 times on a single target
      • Elemental Arrow
        • Skill Rune – Nether Tentacles
          • Tentacles will now only hit each target once
  • Monk
    • General
      • Monks can now use spears, two-handed weapons, and two-handed swords
    • Active Skills
      • Serenity
        • Skill Rune – Instant Karma
          • The amount of damage reflected will now cap at the player's maximum Life
      • Seven-Sided Strike
        • Skill Rune - Sustained Attack
          • Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
      • Mantra of Retribution
        • Damage will now cap based on the maximum Life of the target
    • Bug Fixes
  • Witch Doctor
    • Active Skills
      • Summon Zombie Dogs
        • Skill Rune – Leeching Beasts
          • Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)
  • Wizard
    • Active Skills
      • Diamond Skill
        • Skill Rune – Mirror Skin
          • The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
      • Magic Weapon
        • When activated, a buff icon will now appear that displays the amount of time remaining
      • Meteor
        • Skill Rune - Star Pact
          • Now deals damage as Arcane instead of Fire
      • Passive Skills
        • Paralysis
          • Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)
Items
  • General
    • + Attack Speed bonus values on weapons and armor have been reduced by 50%
      • This change does not apply to quivers
    • High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
      • The new approximate drop rates are as follows:
        • Hell - Act III and Act IV
          • iLvl 61: 9%
          • iLvl 62: 1.9%
          • iLvl 63: 0%
        • Inferno - Act I
          • iLvl 61: 17.7%
          • iLvl 62: 7.9%
          • iLvl 63: 2.0%
        • Inferno - Act II
          • iLvl 61: 18.6%
          • iLvl 62: 12.4%
          • iLvl 63: 4.1%
        • Inferno - Act III and Act IV
          • iLvl 61: 24.1%
          • iLvl 62: 16.1%
          • iLvl 63: 8.0%
      • Please see the Patch 1.0.3 Design Preview for more information and specific details
    • Repair costs have been increased for item levels between 53 and 63
    • Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
    • The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
    • The Staff of Herding can no longer be salvaged or dropped
    • Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
    • Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
    • Weapon racks will no longer drop weapons 100% of the time
    • Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
  • Weapons and Armor
    • "Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
    • Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
      • For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
    • Manticore now has one additional bonus affix
  • User Interface
    • Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
    • Tooltips for items on the ground will now show comparison stats
    • Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
    • When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
    • When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab
  • Bug Fixes
    • Items level 50 and above will now display their item level in the tooltip
    • Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
    • Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
      • Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
    • Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
    • Fixed a bug with linking items with socketed gems in chat
    • Fixed a bug where vendors would occasionally not have any items for sale
    • Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
    • Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
    • Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size...
Crafting
  • General
    • The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
  • Blacksmith
    • The gold cost to level the Blacksmith has been reduced by 50%
    • The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
      • Base levels now require 1 page/tome, down from 5
      • Milestone levels now require 2 pages/tomes, down from 5
    • The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
    • Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
    • The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
    • Weapon crafting costs have been reduced
    • The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
  • Jeweler
    • The gold and material cost to combine gems ranks 2-8 has been reduced
      • Combinations for these ranks now only require 2 gems, down from 3
        • The gold cost to combine each rank of gems is now as follows:
          • Rank 2: Flawed: 10 gold (down from 500 gold)
          • Rank 3: Regular: 25 gold (down from 750 gold)
          • Rank 4: Flawless: 40 gold (down from 1250 gold)
          • Rank 5: Perfect: 55 gold (down from 2000 gold)
          • Rank 6: Radiant: 70 gold (down from 3500 gold)
          • Rank 7: Square: 85 gold (down from 7500 gold)
          • Rank 8: Flawless Square: 100 gold (down from 20,000 gold)
Followers
  • General
    • Bug Fixes
      • Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI
  • Enchantress
    • Skills
      • Mass Control
        • Radius reduced from 15 yards to 8 yards
        • If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
        • Skill will now correctly target enemies in all circumstances
Bosses
  • General
    • Bosses have had their pathing improved
    • The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
  • Skeleton King
    • Abilities
      • Will now summon Skeletal Archers in Hell and Inferno difficulties
  • The Warden (mini-boss)
    • General
      • Now has Fast and Molten affixes, in addition to Jailer
      • In Inferno difficulty, the Warden will also gain the Desecrator affix
  • Butcher
    • Bug Fixes
      • Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
  • Ghom
    • Abilities
      • Gas Cloud
        • Radius of Gas Cloud has been slightly reduced
        • Slowing effect has been removed
        • The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
        • In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
  • Maghda
    • Bug Fixes
      • Punish Dust projectiles can no longer be reflected
  • Zoltun Kulle
    • General
      • Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
    • Abilities
      • Ceiling Collapse
        • Can now be cast at a player from any range
      • Fireball
        • Fireball attack now moves slower
        • Can now be cast at a player from any range
      • Teleport
        • Will now Teleport and run away from the player less often
        • Will now occasionally Teleport to the player
  • Belial
    • General
      • Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
    • Bug Fixes
      • Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
  • Siegebreaker
    • General
      • Overall damage has been reduced
      • No longer vulnerable to Confuse and Charm effects
      • Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
      • Now enrages after 4 minutes
      • In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
  • Cydaea
    • Abilities
      • Spiderlings
        • Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
        • In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
  • Rakanoth
    • General
      • In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
  • Izual
    • General
      • Health pool has been increased
      • The number of Oppressors that join the fight has been reduced from 4 to 2
      • Will no longer target Followers or Tyrael as frequently
    • Abilities
      • Base Attacks
        • Base attack damage has been lowered
        • No longer does Cold damage on top of base attacks
      • Charge
        • Charge damage has been reduced
        • Knockback has been removed
        • Will Charge slightly more often, but will only target players
      • Frozen Bombs
        • Frozen Bomb damage has been reduced
        • Bombs will now explode faster
        • Only 8 Bombs will now spawn around the player rather than 12
        • Bombs will spawn at Izual's feet less often
      • Frost Explosion
        • Frost Explosion damage has been reduced by 70%
        • Duration of freeze has been increased
        • Damage dealt to players while frozen will now break the effect
        • Players can now use defensive cooldown while frozen
        • Players can no longer avoid being frozen by doing high amounts of amount to Izual
    • Bug Fixes
      • Izual will no longer spawn twice if a player skips his introductory cut-scene
  • Diablo
    • Bug Fixes
      • Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
      • Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
      • Fixed a bug that was causing pets to not attack Shadow Clones
Monsters
  • General
    • Champions, Rares, and Uniques have had their pathing improved
    • Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
    • Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
    • Colossal Golgor base damage has been reduced
    • Herald of Pestilence tentacle attack damage has been reduced
    • Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
    • Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
    • Succubus monsters will now run away less and for a shorter distance
    • The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
    • Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
    • Bloodclan Warriors no longer knockback when buffed and attack slightly slower
    • Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
    • Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
    • Leaders of Invulnerable Minions packs have had their health pools reduced
    • Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
  • Bug Fixes
    • Interrupting a monster attack before it lands will now properly trigger its cooldown
    • Treasure Goblins will now drop gold piles for all nearby players
    • Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
    • The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
    • The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
    • Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
    • Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
    • Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
    • Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
    • Fixed a bug where Sandwasp projectiles could sometimes become invisible
Bug Fixes
  • General
    • The experience bar for characters at level cap on a Guest Pass account will now display 0-0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
    • The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
    • Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
    • Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
    • It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
    • It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
    • Fixed a bug where The Lyceum in the Southern Highlands was not appearing
    • Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
    • Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
    • Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
    • Fixed a position desync bug ,aka "rubberbanding", that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
    • Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
    • Several performance improvements have been made to both the PC and Mac client
  • Auction House
    • Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
    • Items with class-specific affixes should now display the class restriction properly
    • It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
    • The data displayed in each auction house tab should now properly reset when logging out
If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
 
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Ich hoffe sie patchen auch die performance probleme, die man am Anfang nach dem Start meistens hat...

Dazu würde es ausreichen, alle Grafiken von Spells und der Umgebung die man durch Wegpunkte im gewählten Akt erreichen kann vorher bereits in den RAM zu laden während des Ladebildschirms.
Das hätte aber zu Folge, dass der Ladebildschirm 3-5 Sekunden länger da wäre... und das will Blizz offensichtlich nicht.

Theoretisch könnte man das gesamte Spiel in den RAM klatschen bei den meisten PCs (denn ohne die Videosequenzen sind das sicherlich wenige GB und sogar noch von dem 32-bit Thread adressierbar) und die nachladebedingten Ruckler wären sofort verschwunden auf Kosten eines 30 Sekunden längeren Spielstarts (denn länger braucht keine moderne Platte um die paar Daten zu lesen wenn sie nicht in 9872345 2KB große Stücke geteilt ist). Aber dann würde der Shitstorm losbrechen "seit dem Patch XY dauert das Laden so extrem lange und das game braucht so viel RAM, f*** you Blizzard!!!" :ugly:

Ich verstehe auch nicht, warum die Grafiken der Spells eines Zauberers beispielsweise erst dann geladen werden wenn man sie (im Kampf?) benutzt? Ich meine wenn ich in der Stadt als Zauberer starte kann man doch die Spells in den RAM laden bevor ich vor dem wilden Mob stehe oder war der programmier-/Logikaufwand zu groß?
 
Oh mann...3 Meldungen heute bezüglich D3...
Ich gönne ja jeder Spieler davon seinen Spaß, sein Newsinteresse diesbezüglich...will auch kein Spielverderber sein.
Aber für die nicht D3 Spieler , wie mich, einfach gerade nur nervig..:(
allmählich wird es wirklich Zeit für eine Filteroption..:schief:
 
Ps. ich habe keine Kohle um den Schmied auf Lvl. 10 zu bekommen :huh: und sammeln macht ohne tolle Items keinen Spaß. meine Gesamte Ausrüstung stammt aus dem Gold AH :(


Einfach mal heir gucken
Diablo 3: Gold Farmen in Inferno - Klammer Keller - YouTube

Mache das selber schon ein Paar Tage nun und läuft ganz gut! 389k in einer Stunde gesammelt find ich sher gut (Aber auch nur mit gut Glück). Goldfind bei 227 % (-10 % Wegen Frettchen DH Skill) und das geht ganz gut. Es droppen vorallem noch massig Gems dabei! Hab für mein Goldfind-Gear + Begleiter ca. 130k Gold Ausgegeben und läuft echt gut (14k DPS mit SharpShooter und das Equip ist wirklich nicht gut.

Hoffe es wird nicht generft und ich konnte dir helfen :)


Zum Patch:

Find ich super, bin mit meiner DH gerade bei Inferno Akt II Belial und alleine einfach noch keine Chance. Vielleicht macht es jetzt auch endlich Sinn, sich sein eigenes Equip zu farmen.
Bin gespannt wie sich mit dem neuen Attackspeed spielt. Hab mich mit dem kauf betroffener Gegenstände zum Glück noch zurückhalten können.
 
Spaß nicht, aber bei der mehr als miesen Dropchance auf was Gutes, bleibt einem irgendwann nichts anderes mehr übrig, da gute Ausrüstung im Gold AH nicht gerade billig ist. Wie es beim Echtgeld AH aussieht, kann ich nicht sagen. Werde da auch niemals nur einen Cent reinschmeißen.
 
Spaß nicht, aber bei der mehr als miesen Dropchance auf was Gutes, bleibt einem irgendwann nichts anderes mehr übrig
Doch - aufhören Diablo 3 zu spielen.

Ich häng mich doch nicht unzählige Stunden vor den PC und mache immer dasselbe langweile Schema nur um virtuelles Gold zu farmen. Son Blödsinn :ugly:

Statt inner Stunde 200K Gold zu farmen kann aich auch ne Stunde länger arbeiten - da hab ich dann ~10€ netto verdient die ich mittlerweile wahrscheinlich schon in D3-Gold umwerten könnte (theoretisch, mir widerstrebt das auch) - da wäre die Ausbeute wahrscheinlich weitaus besser und es ist nicht so langweilig :-D
 
Statt inner Stunde 200K Gold zu farmen kann aich auch ne Stunde länger arbeiten - da hab ich dann ~10€ netto verdient die ich mittlerweile wahrscheinlich schon in D3-Gold umwerten könnte (theoretisch, mir widerstrebt das auch) - da wäre die Ausbeute wahrscheinlich weitaus besser und es ist nicht so langweilig :-D

Da die meisten "Farmspots" schon gepatched worden sind bleibt nur richtiges farmen über. Wenn man aber Zeit und Geduld investiert, kann man sehr viel Geld mit Diablo3 verdienen ;).

Ich bin bei knapp 190 Stunden bei meinem Demon Hunter (seit Release; 50 auf Monk) und hab alle Items seit Release aufgehoben die wertvoll sind, also nicht nur LvL 60 Equip.
Hab mir zwar noch einen 2. Battlenet Account gekauft (nur 10 Auktionen pro Account), komme mittlerweile aber auf 3.500€ "Verdienst". Würd ich nun noch mein 3. Gear Set's (1x DPS, 1x MF, 1x GF) verkaufen, wären es knapp 5000€ ;)
 
Spaß nicht, aber bei der mehr als miesen Dropchance auf was Gutes, bleibt einem irgendwann nichts anderes mehr übrig, da gute Ausrüstung im Gold AH nicht gerade billig ist. Wie es beim Echtgeld AH aussieht, kann ich nicht sagen. Werde da auch niemals nur einen Cent reinschmeißen.

Genau so siehts aus... Nebenbei kann man ja gemütlich noch Fernsehen schauen.

Spaß macht es nicht aber ohne das AH kann mir keiner erzählen das er alleine Inferno höher als Akt 2 Ende - Akt 3 ist(Ok damals mit 3sek Smokescreen schon möglich gewesen =D) Die Dropchance ist einfach unter aller sau (Akt 3 Bosse Azmodan droppt lvl 51ger Items ?! - lächerlich) und von daher wenn man bisschen weiter kommen will Hilft das schon extrem. Dann kann man sich wenigstens mittelmäßig - gute Gegenstände für einigermaßen Gold kaufen.

Wers nicht mag solls einfach lassen ;).

und @Alk - haha ja für 10 € würdest bei einem Goldpreis von 2,80 - 3,80 wesentlich mehr in der Stunde machen! Ich sollte mir nochmal meine Taktik überlegen.....:ugly:
 
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D
Hab mir zwar noch einen 2. Battlenet Account gekauft (nur 10 Auktionen pro Account), komme mittlerweile aber auf 3.500€ "Verdienst". Würd ich nun noch mein 3. Gear Set's (1x DPS, 1x MF, 1x GF) verkaufen, wären es knapp 5000€ ;)

Die einzige Überlegung die ich da hatte war alles was mein Mage anhat zu verkloppen (ist vielleicht 200 oder 300€ wert zusammen), das Spiel wegzuschmeißen und ne Party auf Blizzard mittn Kollegen zu betreiben :ugly:

Eim Ernst ich kann schon verstehen dass da einige sehr viel Geld damit machen können aber irgendwo sagt mir diese auf Zufall basierende Methode Geld zu machen die sich dabei noch täglich verändern kann nicht wirklich zu^^

und @Alk - haha ja für 10 € würdest bei einem Goldpreis von 2,80 - 3,80 wesentlich mehr in der Stunde machen! :
2,80 - 3,80 für was? 100K Gold? ne Million? 10K? :fresse:
 
Ich finde den Patch klasse!

Habe momentan ca. 34K Schaden und 10K Leben. Akt 2 habe ich auch mit einem Kumpel nicht schaffen können...
Gestern Abend bin ich einem anderen bekannten hinterhergesprungen und wir haben mal eben Akt 4 auf inferno durchlaufen, ohne einmal zu sterben. Das fand ich irgendwie nicht i.O. die bunten Gegner sind zu stark und die Endgegner einfach zu schwach.
Bei nem Kritischen Treffer haut man dort 115K Schaden rein :daumen:

Ps. ich habe keine Kohle um den Schmied auf Lvl. 10 zu bekommen :huh: und sammeln macht ohne tolle Items keinen Spaß. meine Gesamte Ausrüstung stammt aus dem Gold AH :(

M4gic#1544

10k hp nur oO. ich hab mit meinem 48ger mönch ja schon 15k. :P
 
Naja Zufall ist es schon. Aber man kann ein wenig die Dropchancen erhöhen.

Man muss nicht nur wissen welches Item wie viel Wert ist, man muss halt viel riskieren. Ich kauf derzeit viel im Gold AH ein. Und Verkauf es wieder im Echtgeld-AH. Ich hatte zwar sehr viel Glück mit goldenen Items. Aber bisher hab ich vllt. 2 Items gedroppt die mir was gebracht haben. (Amulett und 1 Ring). Den Rest hab ich alles erkaufen müssen. Und da ich mit dem DM nur pur auf DPS gehe (DEX, AS, Crit-Chance und Crit-DMG) gehe, kann ich die ganzen Tank Items verkaufen. Je nachdem wie gut die Stats sind, gehen die für ~5kkk oder 10-100€ weg ;).
 
2,80 - 3,80 für was? 100K Gold? ne Million? 10K? :fresse:

Eine Mille :D sowie es laut dem letzten "Spamerguss" eines hießigen Verkäufers gelauten hat.

Ich hab in über 40 Stunden auf Inferno noch nicht ein einziges Item gefunden dass auch nur annähernd so viel Wert war - trotz +MF auf einigen Items die ich trage. :what:

Dito.. das höchste was ich verkauft hab bisher, (30h ~ auf Inferno gespielt bisher) hat mir 1,3 Mille eingebracht.
 
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