The PTR maintenance has conlcuded earlier today and those who want to jump back in to continue testing can now do so. The buff to legendary drop ratio is also now active again, just in time to start pushing those Greater Rift records this weekend.
as title states. are there any changes planned to make the 6th piece bonus worth it? since it was way overnerfed last ptr and i wonder if the devs even have it on thier radar anymore now? with t10 coming iks last spot (which was t6 speed farming) will be gone probaly and wotw will be the only good setchoice for barbs once again basicly 1 patch later. is this intended? some people say they should raise the ik 6 bonus to 300% or more others say they should replace the bonus and make some entirely new effect. i just wanna know are there ANY changes planned at all to it? thanks.
We agree with the general sentiment here that Immortal King's 6pc bonus needs an adjustment to perform more comparably to Wrath of the Wastes Whirlwind builds. Sets/builds performing more comparably with each other aligns with our general goal of build diversity, including at high-end play. In the next PTR patch you will see the following change:
For players helping Blizzard test the new Patch 2.3, the PTR servers will be under maintenance tomorrow for roughly 4 hours. Nevalistis also tweeted that no Patch is to be deployed with this maintenance, but we will keep our eyes open and let you know if we find anything new.
Originally Posted by Blizzard
We are bringing the PTR realms down for a short maintenance on July 31st, which will begin at 9 AM PDT, and which is expected to last about 4 hours.
Please keep an eye on this thread for updates as they become available. We appreciate your patience and understanding, and thank you for your diligent testing! (Blue Tracker / Official Forums)
there is not a patch even deployed during this time; it's general maintenance (Twitter)
Wyatt Cheng on Invoker's Set
Wyatt Cheng had a very interesting discussion on a Reddit thread about the Invoker's set. It looks like its redesign will have to wait until Patch 2.4, but they are already gathering ideas and working on it. Read below.
Why the hell does thorns even exist, its pretty much useless. So sick of getting the invoker set. Oohhhh 4000 damage look out normal act 1 thorns is gonna get ya.
There was an interview with Wyatt Cheng back in April where they discussed this at length (10 minute conversation about just the invoker set and thorns). The conclusion was that the "thorns fantasy" is not just to reflect damage, but to also be extremely tanky to the point that you are essentially unkillable while everything beats on you and kills itself. The problem is that a player being extremely tanky while also doing good damage can lead to some issues. It is also reliant on things actually hitting you, so mob types that like to run away, who like to cast spells instead of attacking, or attack really slowly are problematic. It is fundamentally a more passive playstyle (stuff hits you, it dies), which is another thing they try to avoid. Also if monsters are going after your teammates in group play, they aren't hitting you and you aren't doing any damage, but if you can force everything to hit you easily it makes it too easy to keep your entire group safe. They talked about some possible solutions to several of these issues, like spell reflection, procs that deal thorns damage as an AOE or as an aura rather than requiring things to autoattack you only, etc. Ultimately they'd like to redesign the set at some point, but it's not that easy to design, and they have lots of other things they want to do that this would compete with for development resources.
Thanks for summarizing these points!
We work on multiple patches in parallel and work is already underway to give Invoker's a redesign for patch 2.4. I would love to hear more about what players have in mind. Here is what we have so far.
(Please note - this is all VERY early in design it is all subject to change. Most people would be shocked to see how many times an idea changes during the development process.)
Something related to Thorns would be part of the Invoker's set for sure.
Thorns doesn't currently crit or benefit from crit damage, and it might be cool to keep it this way, so we are investigating other ring/amulet stats that could synergize well with thorns. Investigating whether we can make a super powerful high-grift clearing Invoker's build that favored alternate stats on jewelry.
It will be for Crusaders so a redesign can directly reference Crusader skills. Some less-often used Crusader skills are Smite, Justice, Blessed Shield, Fist of the Heavens, Consecration, Laws of Justice, Laws of Hope and Bombardment.
If this is going to be a high Grift capable then it needs an very active playstyle. What does 15 seconds of high end Invoker's game play look like?
Anyways - as mentioned above, this is all in early stages so nothing's nailed down yet - which makes it the best time to invite ideas!
Hey Leviathan thanks for taking the time to write up your thoughts.
I'm hesitant to dedicate an entirely new 6-piece set for what we internally call overgeared farming". In a perfect world we want to move towards a place where every class has multiple high end options and I'd want to make sure that Invoker's is made high end viable the same way Helltooth is being targeted at high end viability in the coming 2.3 patch.
That said I think some of the ideas with respect to herding up monsters for greater benefit and having a stacking aspect to Thorns are both interesting.
I agree Crusaders could use overgeared farming options . Rather than devote an entire 6-piece set maybe we can maybe take a similar approach we've used in other cases such as a single legendary with a solid movement effect (Aether Walker) or 2-piece sets (Danetta's, upcoming re-worked Manajuma's) that enable high speed when you overgear the content.
Carnevil State Pre-Changes
Quite a few players were concerned with the Carnevil changes mentioned on yesterday's post. MeatHeadMikhail has made a video showing what the Carnevil build looks like right now, before that change goes live, and giving his thoughts on how the build will fare in Patch 2.3, synergies with Kanai's Cube and other related information. Check it out!
We've made a design change to Carnevil with the goal of reducing lag caused by the build without changing the overall power level. To clarify, the lag is primarily caused by the high number of Poison Darts being fired (20+ piercing projectiles) at a high attack speed (2+ times per second) with the build. The change is as follows:
Carnevil Instead of "Every one of your up to 23 Fetishes shoot a Poison Dart every time you do", Carnevil is now "The 5 Fetishes closest to you will shoot a powerful Poison Dart when you do."
"Powerful" in this case means those 5 Poison Darts deal 3.8x the damage that a single Fetish Poison Dart used to do. In other words, those 5 Fetishes will deal 19 previous Poison Darts' worth of damage, with the expectation that the remaining 4 piercing Poison Darts' worth of damage will be made up for by the other ~18 Fetishes who are now using basic attacks.
Our internal testing showed performance improvements while maintaining the general feel and playstyle, and we hope you all will feel the same when you see the changes next PTR patch.
Blzzard posted an extensive blog preview about the Kanai's Cube coming in Patch 2.3. It's not just a lore related post, it's also the story behind the item's name, which pays homage to a very dear former employee. Definitely worth checking out!
The Horadric Cube is one of the Diablo series’ most iconic items. Introduced in Diablo II, this quest item was an important part of the story and offered a slew of handy transmutation functions, from combining gems to upgrading items. But where did the Cube’s power originate? The Horadrim were vague when it came to the history of this powerful item. Today, we reveal its lineage as the upcoming 2.3.0 feature—Kanai’s Cube.
Lost and Forgotten
The precursor to the well-known Horadric Cube, Kanai’s Cube is a powerful artifact containing immeasurable transmutation power. Originally simply known as “the Cube,” the Horadrim created it as a tool to aid them in the Hunt for the Three. However, its creation was marred by dark methods and disastrous results, resulting in the order quickly determining that it was too dangerous for anyone to continue using. Creating the weaker Horadric Cube in its stead, they entrusted the first Cube to a secret organization of barbarians on Mount Arreat, who kept it safe from everyone, including the rest of their tribe.
Throughout the years, these barbarians served as guardians over the Cube, keeping it safe from prying eyes and those who would use its powers for evil. The last of these guardians, the great Chief Elder Kanai, perished when the demon lord Baal destroyed Sescheron during the events of Diablo II: Lord of Destruction. The barbarians have always believed their warriors must be put to rest on the slopes of Mount Arreat but, after the destruction of the Worldstone and the mountain that housed it, Kanai’s spirit was unable to rest. Now doomed to stand eternal vigil over his home and greatest treasure, he awaits a powerful and honorable individual to whom he might pass on his task.
One insidious individual has once again found his way amongst the living (sort of) and would love to get his ethereal hands on the artifact his order so foolishly discarded. Of course, he knows only one such individual who might impress the mighty Kanai.
So what exactly is Kanai’s Cube going to do for your nephalem hero? The short answer is all the things. This is a huge new feature that will fundamentally change the way you look at an item when it drops. Think of it as the handyman’s (handynephalem’s?) tool for item customization. Not only does it add another layer of character power at your fingertips, but also introduces a structured collection element to the huge item game at the core of Diablo III.
One of the first, most frequent powers you’ll utilize is the ability to extract a Legendary power from an item. This will add the power to your collection list, a comprehensive history detailing the vast amount of powers you’ve amassed. This also allows your hero to equip a Legendary power without having the item equipped, clearing up your stash of all those items you’ve been keeping “just in case.” You’ll be able to equip one power each from three categories:
Includes all main hand and off-hand items, including Shields, Mojos, Quivers, and the like
Virtually everything else; Hands, Legs, Feet, Chest, Belt, Wrists, Shoulders, and Head
Rings and Amulets
Characters may only equip powers from items that their class can normally equip. Powers are also extracted at their most potent value, making it a tough decision between equipping a well-rolled item or melting it down to utilize a maximized power. Powers can be extracted from any level Legendary. Finally, don’t worry if you get tired of a particular ability—you’ll be able to swap freely between the powers you’ve collected at any time by visiting Kanai’s Cube.
Let’s say you've hunted down that amazing Legendary that totally makes your build, but it’s rolled less than desirable. If only it had that missing stat, it would have been saved from Haedrig’s anvil. Maybe you regret an enchant you made or you wish that rare Furnace you found was Ancient. With a little effort and a lot of luck, you can rectify these situations. Kanai’s Cube will be able to reforge a Legendary, completely randomizing every roll on the item as though it had dropped brand-new and removing any existing enchants. This includes the chance to roll as Ancient, but be forewarned; if you choose to reforge an Ancient item, there’s no guarantee it will stay Ancient.
There are also several other quality of life functions Kanai’s Cube can perform, such as removing the level requirement from an item, converting gems and crafting materials from one type to another, and converting a set item to a different piece of that set. We’ll leave you to ponder the best ways to utilize these new features!
Not Just a Legend, But a Tribute
There is more to Kanai’s Cube than lore and functionality. While we always knew that we wanted to implement a form of the Horadric Cube into Diablo III, we never anticipated the events that would lead to it becoming Kanai’s Cube. Kevin Kanai Griffith was a beloved member of the Blizzard family and a longtime Diablo fan. He joined Blizzard as an artist on the World of Warcraft team in 2005 and his work can be seen in the Burning Crusade, Wrath of the Lich King, and Mists of Pandaria expansions, as well as the World of Warcraft trading card game. As the Diablo III team came together, Kevin joined and made his mark on the original game, crafting a plethora of diverse and moody environments that you’re certain to recognize.
Kevin continued producing gorgeous environments and Diablo holiday art throughout the launch and beyond the release of Reaper of Souls. You might also remember him from footage of his Diableard being shaved live on stage at the 2011 launch of Diablo III, his Artist’s Stage Demo at BlizzCon 2013, or our second anniversary livestream.
He was always an active member of the community both inside the company and out, whether it was by organizing weekly sketch groups, or encouraging his friends to team up and play games together. Kevin was an amazing mentor to everyone around him and a wonder to work with: you couldn’t help but get passionate and pumped about your job when he was in the room.
Tragedy struck in February of 2012 when Kevin was diagnosed with a very rare form of cancer known as Alveolar Soft Part Sarcoma (ASPS). Kevin kept his spirits high throughout the grueling treatment process and continued to work on Diablo III as much as he was able, pioneering environmental features such as the weather and night/day cycles experienced in Adventure Mode. Though he fought valiantly, we lost our coworker and dear friend on October 17, 2014. His spirit and legacy will always live on in the many games he’s touched with his stunning art, as well as the hearts of every individual who had the honor of knowing him.
We miss you, Kevin. This Cube is for you.
Kanai’s Cube Calls…
Kanai’s Cube is a huge feature of Patch 2.3.0, set to change the foundation of Diablo III as we know it. We’re excited to share the intimate background behind this powerful system and in-game dedication to a man who was truly a king amongst mortals. Which part of Kanai’s Cube has you the most stoked? What kind of Legendary powers are you looking forward to combining the most? Let us know in the comments or, if you haven’t already, hop onto our PTR today and give it a try! We can’t wait to hear your feedback.
PTR Hotfix Notes
A hotfix has been deployed to the PTR. Read the notes below.
Tyvalir explained the reasoning for the Seasonal Reward structure on a post today. Essentially they want the big pet reward to be accessible by most players, and the fancy portraits to take slightly more work. Read below.
The first 4 chapters are designed to be accessible to everyone, with a bit of work, so everyone can get the basics. The fancy cosmetic portraits on the other hand are going to be a lot more work.
Pretty much this.
We want the cosmetic pet obtained through the Season Journey to be within reach of most players, so we placed it at the end of the Chapters part of this new feature.
If you love to test your mettle, that's where Tiers and their exclusive portrait frames come in. These provide a degree of prestige not found elsewhere, meaning other players who see your character portrait will immediately know what you've achieved.
(Also, just as a side note, we'll be detailing more of the philosophy behind the Season Journey in an upcoming blog post, so keep an eye out for it!)
Whirlwind Raekor 2.3 Barbarian
Chainer has uploaded a build guide for Barbarians on Patch 2.3 based on Whirldwind and Furious Charge, great for Torment 10 speed farming. Great source of information for Barbarian players wanting to prepare for Patch 2.3. Check it out!