falsep77 wrote: I havent had a single blue drop. its kinda frustrating.
daibar wrote: falsep77 wrote: I havent had a single blue drop. its kinda frustrating. There's a Blue Daken cover at 500 progression in the latest PVP, First Avenger.
Nivrax wrote: His best build will heavily depend on setup. As only strike tile generator, going 3 should be enough, you won't have more than 2 usually anyway. With Wolvie however it would be silly not to 5 , that 2k spike damage is really nice. I'm using this team now over Ares/oBW in pvp for farming lower ranks and it's suprisingly decent at keeping itself alive and not that slow either (just do not try against goons).
onimus wrote: I literally only play the essential nodes. All the normal nodes are too hard to be worth the points they give you.
KevinMark wrote: They should re-evaluate their PvE scaling and the enemies in them instead of waiting on buffs. I still want Bullseye and others to get their third skills and underpowered characters to get buffed. Or just remove the new third covers out of enemies in the PvE.
tobi69 wrote: 5 blue AP chemical reaction is so cheap and deals damage. This is annoying because PVE should be easier than PVP for it not requires top roster in able to compete, requires only time and grinding mentality,lol. "whoever has ears, let them hears"
JCTthe3rd81 wrote: tobi69 wrote: 5 blue AP chemical reaction is so cheap and deals damage. This is annoying because PVE should be easier than PVP for it not requires top roster in able to compete, requires only time and grinding mentality,lol. "whoever has ears, let them hears" Here is what I just dont get. The scaling for weak rosters is fine, but for heavy ones, enemies scale up to 400. Why is it different? Why dont the enemies scale for a full maxed roster exactly the way they do for 1 - 2 rosters? Maybe someone from D3 could explain this to me please. I know the devs want to give new players a better chance, but isn't that what rubberbanding is for? (I think I'll add this to my monthly Q & A post)