TWSK Episode 54 – Patch 1.0.3.14159265
June 27, 2012 in News!, Podcasts! by Bloodpenguin
TWSK Episode 54 – Patch 1.0.3.14159265
In which our heros meet the fabled Motorskull and ride off into the sunset. They also talk a bit about the recent patches.
Well, that was certainly a ton of fun, and for once I have nothing to add or ask, because I got to do it live! Good to see the site back up and happening too. Godaddy can go eat a bunch of dicks.
Loved the extra commentary. You must do that again sometime.
Did you watch the rest of the crew stream the game, or were you only connected via audio?
I was just listening in over skype – I was actually doing a gold run on my own while the show was recorded
The update to nerf smashables droprates by ~100% blows hard. Not only does it waste gold on repairs costs to smash urns and whatnot for absolutely no return, but it wastes time. I have gotten to the point where playing my Wizard on Inferno causes me to actively think about which red-outlined destructibles have a chance to be worth my time to smash, which really takes away from the enjoyment of smashing things in the first place.
And they really need to change it so that the pseudo-plot unique monsters drop *something* worthwhile. When a completely randomized unique can drop 3 rares and a bunch of blues and gold and a few gems, and then the next “unique” drops 40 gold because his loot table has been crippled because he is not completely randomized, well… it just makes me want to avoid killing him. At least when you are not level 60 you can kill them for experience, but by the time you are level-capped, they really are a complete waste of time.
And I still have not found a single legendary.
What am I doing wrong?
You’re 100% right there mate, on all counts.
As for legendary finding… I don’t know what you could be doing wrong, since there seems to be no rhyme or reason to where they drop from (good thing), so all I can say is an underwhelming “keep trying!” >.>
Also, the idea for developer credits showing up by having each developer having his own unique monster… genius!
If only they’d steal the idea and add that as a secret level at the end of an expansion… it could be like the “endless dungeon” some have called for, where the developer monsters just endlessly spawned until they overwhelmed you. I wouldn’t want experience or loot to drop for such a thing, but attaching it as a challenge + achievement zone could be fun.
Each respawn cycle could increase the damage and defense of the monsters exponentially. Eventually, they could kill any player, and it could be fun to see how long you could last. (But what to do about hardcore? Forgiven death, or super-elite achievement earned for sacrificing your character and loot?)