So I took a break from playing D3 last fall... sometime after patch 1.0.4, when they added the Paragon levels. I was thinking of getting back into it, but it seems like there have been a lot of changes and the amount of stuff I have to catch up with is sorta overwhelming.
Can anyone give me an idea of the major changes I need to learn about, stuff that's been put in over the last 6 months or so?
They introduced some Bind on account crafting recipies. Did a lot of rebalancing and shifting around skills, bzut you will see that when you log in.
Game got easier yet again, more and better loot drops. The biggest difference for you will be prices in the AH. If your gear is still worth one 10th of what you payed for it originaly, you will be lucky. But that also means that you will be able to gear up fast.
Hmmmm, where to start.... There have been two significant patches since then. 1.05 and 1.07. Here is patch 1.05
Patch Features New System: Monster Power
Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience as well as boosts to Magic Find and Gold Find which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.
For more information on how to enable and use Monster Power, click here New Event: Infernal Machine
The Infernal Machine is a device that will allow level 60 players to battle "uber" versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring.
For more information on the Infernal Machine event, click here General
Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:
When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time
Opening a Resplendent Chest will grant one stack of Nephalem Valor
Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty
If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event's location
Major in-game events in Inferno difficulty that involve a special chest or Unique monster will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion
Several events have had Unique monsters added to them for this purpose
Experience Shrines can now appear in Inferno difficulty
Two new shrines have been added to all difficulty levels:
Empowered Shrine – Increased resource regeneration and reduced cooldowns
Fleeting Shrine – Increased movement speed and pickup radius
Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy (note: Hydra heads and Sentry turrets are not affected by this change)
The Watch Tower spawn has been moved from the Northern Highlands to the Southern Highlands
The reduction of snare effects against Elite monsters has been reduced (in the player’s favor):
Normal: 20% to 0%
Nightmare: 30% to 15%
Hell: 40% to 25%
Inferno: 40% to 25%
Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here
Auction House
Search parameters will now save when switching between the gold and real-money auction house
An option to display Auction House toasts including sales and expirations has been added to the Social options menu
Players can now search for +Damage on off-hand items
User Interface
An additional sortable column has been added which will allow players to sort returned results by one of their indicated Preferred Stats
To switch between Preferred Stats, right-click on the column and choose from the available drop-down menu
The Preferred Stat list is now sorted alphabetically
An "X"-out button has been added to allow players to quickly reset individual Preferred Stat filters
A "Search for Similar" option has been added for items in the Sell tab
Right-clicking on items in the tab and selecting “Search for Similar” will automatically populate the Search tab with that item’s stats as well as perform a search for all items currently up for auction that have similar stats
Bug Fixes
When claiming stackable items from the auction house, the claimed items will always attempt to fill out partial stacks completely before moving to an open slot in the stash
The color-coding for the "Quality" drop-down menu for Pages & Recipes has been updated to match the color-coding for all other categories
Fixed a bug that was causing the minimum value for the Spirit Regen affix to not filter items correctly
Battle.net
The "Friend of Friend" feature for finding and adding Real ID friends is now available for Diablo III
A new item delivery system has been added that will allow Blizzard to send license-based items directly to players (for example, Collector's Edition rewards)
Achievements
An Achievement button has been added to the in-game navigation tray
Players can now link Achievements in chat
Banners
Players can now customize their banner in-game while in town
Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.)
New unlocked banner rewards are now highlighted so they can be found more easily
Chat
Players can now change font color (per channel) and size
Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing
Several additional improvements have been made to in-game chat to increase usability
Multiplayer
Leaving a multiplayer game will no longer remove you from the party
This means that players can leave the game to browse the Auction House or switch characters without being removed from the group (picking a hardcore character or a character not eligible to go back into the game, however, will disable the "Resume Game" button)
To leave a party while in-game, right-click on your hero portrait and select "Leave Game & Party"
To leave a party while in the hero screen, right-click on your hero and select "Leave Party"
Bosses
General
Bosses will now drop improved loot the first time they are killed in each difficulty
All characters have had their "first kill" status reset for all bosses in the game
Azmodan
Bug Fixes
Azmodan should no longer be able to cast Flame Meteors or continue channeling his Laser attack while stunned
Classes
General
Defensive bonuses provided by certain class skills have been reduced. To learn more about these changes and why they were made, click here
Increased Critical Hit chance is now based on the amount of Fury the player has when Hammer of the Ancients is activated:
For every 5 Fury a player has, Hammer of the Ancients has a 1% increased Critical Hit chance
Skill Rune – Smash
The radius of Smash has been slightly increased to help resolve an issue that caused Hammer of the Ancients to occasionally miss targets immediately in front of the player
Skill Rune – The Devil's Anvil
Movement speed reduction increased from 60% to 80%
Attack speed no longer influences the cost of Whirlwind. The end result is that the cost discrepancy between slow weapons and fast weapons has been greatly reduced.
Skill Rune – Blood Funnel
Healing increased from 1% to 2% of Maximum Life per Critical Hit
Every 7 seconds, your next Hatred spender roots all targets hit by it for 2 seconds. Enemies can only be rooted once every 7 seconds. (This does not affect Sentry.)
Illusionist should now reset the cooldown of Archon: Teleport when it procs
Crafting
Crafting materials can now stack to 500
Jeweler Designs that drop in the world will now show up as Rare quality (yellow) to make them more visible on the ground
Crafting reagents can now be converted up to the next highest level at the Blacksmith at a ratio of 10:1
Tomes of Training can be converted up to the next highest level at the Blacksmith and Jeweler at a ratio of 10:1
Salvage now uses the required equip-level of the item instead of the base item level to determine what components the item will be salvaged into
Example: If an item is an iLevel 60 and has a reduced level requirement of 52, the item will salvage into Hell crafting materials instead of Inferno crafting materials
This is being done to accommodate the change of item affixes rolling at the monster's level rather than the item's level (detailed further in the Items section below)
Bug Fixes
Fixed a bug where crafted items were not displaying the correct Required Level to equip them
Reflect Missiles has been replaced with Missile Ward:
Missile Ward reduces incoming damage from ranged attacks by 6%
Bug Fixes
Magic Find and Gold Find values inherited from Followers should now respect the 300% cap
Followers will no longer run in place or run slowly when players perform abilities that augment their movement (ex: Leap, Teleport, Vault, etc.)
Fixed a bug that would sometimes cause followers or quest NPCs to attack idle creatures (such as treasure goblins) if they were the closest target
Items
Affixes on items will now roll their level based on the level of the monster killed rather than the item's level (this applies to all items including random affixes on Legendary and set items)
The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been addedClass-specific items will now drop more often
The chance for Legendary and set items to drop has been doubled
Items below iLevel 58 no longer drop in Inferno difficulty
Square-quality gems no longer drop in Inferno difficulty
The cast time for identifying Rare items has been reduced to 1 second
The cast time for identifying Legendary items has been increased to 4 seconds
Lore books will now appear light blue instead of green when dropped on the ground
Monk class Skill bonuses can now roll on shields
"Extra Health From Globes" now also benefits health potions
Bug Fixes
The order in which you equip gear with a Legendary affix to add bonus Elemental Damage will no longer cause your damage output to change
Mara's Kaleidoscope can now correctly roll 3 random affixes in addition to its 3 fixed affixes
Fixed a bug with Nagelring and Unity legendary rings which caused them to not drop
Fixed a bug where Mempo of Twilight could not roll 170-200 of a primary stat
Fixed a bug where several +X damage item affixes were not correctly applying to skills
These affixes include "Cold skills deal X% more damage", "Increase damage against elites by X%", and "+X% damage to beasts"
NOTE: This bug fix will apply to all existing items and will not require new items to drop.
Monsters
Additional health per monster in multiplayer games has been reduced from 75% to 70%
Damage and health of monsters levels 50-63 have been reduced to coincide with the addition of Monster Power
Elite modifiers have been changed slightly at higher levels:
The minimum stun duration required for most Elites is now 0.65 seconds (up from 0.5 seconds); stuns less than 0.65 seconds will have no effect
The minimum stun duration required for Rares and bosses is now 0.85 seconds (up from 0.5 seconds); stuns less than 0.85 seconds will have no effect
Sand Shark AI has been improved:
Sand Sharks can now use an “Under Sand Attack” while burrowed, which causes the Sand Shark to charge to the player and do a 10-yard radius earthquake-like attack for low damage
Sand Sharks can now walk toward you while above ground, which gives players more time to DPS them
Skeleton Fire Mage fire pools, Wood Wraith spore clouds, and Oppressor fire breath attacks should now do reduced damages to pets and followers
Two-handed skeleton executioners have had their escape radius reduced
The "coolup" has been increased on the Fallen Lunatic's suicide power from 1-3 seconds to 2-5 seconds, giving players a more predictable time to kill them (or run away) before they explode
Lacunis now have a cooldown on their combo attack
Treasure Goblins will now play a sound whenever they become aware of a player
Bug Fixes
Damage caused by the Reflects Damage affix can no longer be dodged
Fire Chains monsters should no longer link with burrowed monsters (if a monster burrows while linked with Fire Chains, the link will be removed)
The explosion effect of a dying Molten monster and the damage done by the effect should now always occur at the same time
Monsters with the Desecrator affix will no longer occasionally cast desecrator pools on players more than 50 yards away
Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic
Heralds of Pestilence will now abort their ranged attack if the player uses a power to make themselves un-targetable while the attack is casting (or "winding up")
Rare Heralds of Pestilence will now spawn minions
Arcane Enchanters will now properly reduced their damage based on a players Damage Reduction Against Elites modifier
Flying Moloks can no longer go invisible and become untargetable
The following monster types can now spawn as Rares and Champions, allowing certain achievements to be completed:
Mallet Lord
Skeletal Sentry
Skeletal Raider
Skeletal Marauder
Armaddon
Armored Destroyer
Subjugator
Dust Imp
User Interface
You can now change the icon for each tab in the shared stash
The intent of this feature is to allow players the option to visually customize their stash tabs to better reflect its contents
Bug Fixes
Switching from a weapon to a shield in your off-hand will no longer cause your Damage stat to display less damage than your character actually deals in combat
Bug Fixes
Shrines will now buff all players that are within the shrine’s radius or in the same level area
Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from
The damage stat in the Hero page should now display the appropriate values when switching main and off-hand weapons with a shield
Fixed a bug where buffs on other players weren’t displaying correctly in the party UI
Fixed a bug that was causing players to not be able to rejoin a multiplayer game if they switched to a character that was saved to a difficulty level not yet unlocked by the other party members
Fixed a crash that could sometimes occur when mousing over the tooltip for crafting materials
Removed the initial tick of damage from fire trenches in Keep Depths and slightly reduced the radius
Installing and patching the PTR will no longer overwrite and reset the Diablo III retail preferences files (D3Prefs.txt); it is now saved as a separate file (D3PrefsPTR.txt)
Acts:
Act I
Act I - Realm of Chaos: The cut-scene no longer hangs on a black screen when you begin the Realm of Chaos encounter
Act I - Defiled Crypt: Loot can no longer fall inside the chest upon completion of the "Matriarch's Bones" event
Act I - The Festering Woods: It is no longer possible for loot to fall inside the broken pillar bases.
Act III
Act III - Stonefort: It is no longer possible for the first soldier during the event "Protect and Serve: Protect the soldiers raising the catapult" to be killed by monsters before reaching the winch
Act III - Rakkis Crossing: Captain Haile can no longer be killed during "Blaze of Glory: Talk to Captain Haile"
Act IV
Act IV - The Pinnacle of Heaven: Tyrael is now present in the cutscene during "Prime Evil: Climb to the Pinnacle of Heaven in the Silver Spire"
Patch Features New Feature: Brawling
For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called "The Scorched Chapel." This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format. General
Nephalem Valor stacks will now persist through Acts
Base pick-up radius for all characters has been increased from 1.5 yards to 3 yards
The resurrection timer will no longer increase if a player is killed multiple times in a row
Players should no longer play a flinching animation (causing them to briefly lose control of their character) if they are hit by multiple monsters at the same time
The experience bonus rewarded for killing monsters on Monster Power levels 1-10 in Inferno has been increased:
MP 1: 25% (up from 10%)
MP 2: 50% (up from 20%)
MP 3: 80% (up from 30%)
MP 4: 120%(up from 45%)
MP 5: 165% (up from 60%)
MP 6: 215% (up from 75%)
MP 7: 275% (up from 95%)
MP 8: 340% (up from 115%)
MP 9: 420% (up from 135%
MP 10: 510% (up from 160%)
When resuming a game, players will now be placed in town instead of at the last known checkpoint (a portal will be available to take you to your last known checkpoint, if desired)
Characters will no longer have their movement restricted when being vote kicked from a Public Group
Achievements
Bug Fixes
Subjugators now count towards the achievements "We are Champions" and "Champion's Collection"
Rare Colossal Golgors will now count towards the “Rare Kill” achievements
The Rockworm criteria has been removed from Hardcore monster slaying achievements
Players can once again access the “Victory” dialogue option through Covetous Shen
Auction House
User Interface
Cancelled PayPal auctions will now display a UI error
Bug Fixes
Stash Tab Art will now properly update when viewed in the Auction House
Battle.net
General
A new PvP chat channel has been added
Monster Power is now available for Public Games
Players can now select their desired Monster Power level from a drop-down when joining Public Games provided that the "Enable Monster Power" box has been checked in the Options menu
"Report Botting" has been added to the right-click > report player menus
Bosses
General
Izual is now included in the list of bosses that grant an extra reward when you have 5 stacks of Nephalem Valor, and the overall reward for killing him has been increased
Brawling
General
Brawls can be initiated by speaking with Nek the Brawler, a new NPC located in each Act hub
Speaking with Nek will transport you and your party to the Scorched Chapel, a new zone featuring four different areas: the church, the graveyard, the river, and the lake
The Scorched Chapel currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or full four-player FFA
Death is not permanent in the brawling world (not even for Hardcore characters) nor will players take any durability damage from PvP combat
To leave the Scorched Chapel, players can take the exit portal or use their Town Portal ability
Demon Hunters, Witch Doctors, and Wizards receive a 30% damage reduction while in the Scorched Chapel
Barbarians and Monks receive an additional 5% damage reduction (in addition to the 30% they inherently receive, for a total of 35%) while in the Scorched Chapel
Four Rare recipes have been added to the Blacksmith: Archon Spaulders (Shoulders), Archon Gauntlets (Gloves), Archon Armor (Chest Armor), Razorspikes (Bracers)
Each crafted item will have the following characteristics:
iLevel 63
6 Affixes
Account-bound
Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game
Crafting the item will require 1 Demonic Essence (other reagent costs will vary per recipe)
A new Rare recipe has been added to the Jeweler for an Amulet
This amulet will have the following characteristics:
iLevel 63
6 Affixes
Account-bound
Similar to the Hellfire Ring, it will have four variants, each guaranteeing a fixed core stat which will have the highest range available in the game
Crafting the item will require the 1 Demonic Essence as well as:
100,000g
1 Perfect Square Gem (varied depending on which core stat you select)
1 Fiery Brimstone
A new tier of account-bound gems of has been added to the game: Marquise
Marquise Gems stats are as follows:
Marquise Emerald
Weapon: Increased Critical Hit Damage by 110%
Helm: +33% Extra Gold from Monsters
Armor: +62 Dexterity
Marquise Topaz
Weapon: Melee attackers take 2500 per hit
Helm: 33% Better chance of finding magical items
Armor: +62 Intelligence
Marquise Amethyst
Weapon: Each Hit adds +700 Life
Helm: +19% Life
Armor: +62 Vitality
Marquise Ruby
Weapon: +160 Minimum and +160 Maximum Damage
Helm: Increases Bonus Experience by 33%
Armor: +62 Strength
These gems can only be created at the Jeweler and will require the following reagents:
3 Radiant Star Gems
20 million gold
10 Demonic Essence
Un-socketing Marquise gems will cost 5 million gold
The designs for the Marquise gems will drop randomly from all level 63 monsters
Note: The designs are not account-bound
All ruby gems have had their weapon bonuses increased (these changes will apply to both existing rubies, as well as new rubies):
Chipped Ruby: +3 minimum damage/+3 maximum damage (up from +2/+2)
Flawed Ruby: +6 minimum damage/+6 maximum damage (up from +4/+4)
Ruby: +9 minimum damage/+9 maximum damage (up from +8/+8)
Flawless Ruby: +12 minimum damage/+12 maximum damage (up from +10/+10)
Perfect Ruby: +15 minimum damage/+15 maximum damage (up from +11/+11)
Radiant Ruby: +18 minimum damage/+18 maximum damage (up from +12/+12)
Square Ruby: +21 minimum damage/+21 maximum damage (up from +13/+13)
Flawless Square Ruby: +25 minimum damage/+25 maximum damage (up from +14/+14)
Perfect Square Ruby: +30 minimum damage/+30 maximum damage (up from +15/+15)
Radiant Square Ruby: +40 minimum damage/+40 maximum damage (up from +16/+16)
Star Ruby: +60 minimum damage/+60 maximum damage (up from +17/+17)
Flawless Star Ruby: +80 minimum damage/+80 maximum damage (up from +18/+18)
Perfect Star Ruby: +100 minimum damage/+100 maximum damage (up from +19/+19)
Radiant Star Ruby: +130 minimum damage/+130 maximum damage (up from +20/+20)
These rubies have also had their bonus damage calculations changed, and will now add damage flatly to both the minimum and maximum values on weapons
For example, if you have a weapon that does 150-200 damage and you socket a Perfect Square Ruby (which adds +30 minimum damage/+30 maximum damage), your weapon will do 180-230 damage
Crafting Plans and Jeweler Designs have been added for all of the new Rare recipes listed above
These plans (excluding the chest piece) will drop randomly in the world and have a chance to drop off the following bosses when you have 5 stacks of Nephalem Valor:
Skeleton King
Spider Queen
Maghda
Zoltun Kulle
Ghom
Cydaea
Rakanoth
Izual
The drop rate from the above bosses will also scale according to your Monster Power level:
MP 0: 20%
MP 1: 23.2%
MP 2: 26.912%
MP 3: 31.218%
MP 4: 36.213%
MP 5: 42.007%
MP 6: 48.728%
MP 7: 56.524%
MP 8: 65.568%
MP 9: 76.059%
MP 10: 88.228%
The Archon Armor recipe can be purchased from Squirt the Peddler for 1.5 million gold each
Please note that neither the Crafting plans nor the Jeweler Design are account-bound
Holding shift while buying health potions will attempt to purchase 5 potions at once
Follower items below iLevel 60 will now no longer drop in Inferno
Goldskin now has a limit on the number of times it can proc on a single target
Vanishing Dye and All-Soap’s Miraculous Dye Remover can now be used on Legendary items
Hellfire Rings now salvage into Legendary crafting materials
Vendors
Squirt the Peddler no longer sells Dyes, but (as noted above) will now sell the plans for the Archon Armor recipe for 1.5 million gold each
Bug Fixes
Goldskin will no longer proc when attacking monsters that drop no loot
Plans: Staff of Herding can now be dropped on the ground, or sold to a vendor for 0 gold
All Staves of Herding can now be sold to a vendor for 0 gold
Monsters
General
The Reflects Damage affix has been redesigned:
It will now apply a short duration buff to the monster and will only reflect a percentage of damage dealt back to the player while that buff is active
A visual effect will display whenever the durational buff is active
Damage dealt by pets to monster with Reflects Damage affix will no longer be reflected back to the player
Damage dealt by the Molten affix has been reduced by 40%
Damage dealt by the Plagued affix has been increased by 120%
Fallen Lunatics should now detonate in a more consistent manner
The Triune Berserker before Alcarnus should no longer swing faster after a few attacks
Keywardens:
The Act II Keywarden (Sokahr) should now only use its mortar ability in Inferno difficulty
The Act III Keywarden (Xah’Rith) should now only use its rain of corpses ability in Inferno difficulty
The Act IV Keywarden (Nekarat) should now only use its earthquake and charge abilities in Inferno difficulty
There are tons of extras in there and I suggest you read through it thoroughly but the best parts of the patches are crafting, brawling and monster power. The change to the XP gains was huge too for those of us that want to level up faster. There is a lot to catch up on bud so get gaming!
There are tons of extras in there and I suggest you read through it thoroughly but the best parts of the patches are crafting, brawling and monster power. The change to the XP gains was huge too for those of us that want to level up faster. There is a lot to catch up on bud so get gaming!
All you NEED to know is brawling is gay, monster power = harder hits, more life, more loot. I haven't played since you did.
Skill Changes
If you're a Monk, be happy, otherwise ignore.
Item overhaul
Many Legendaries are much, much better now, almost fitting their name.
Monster Power
The game gets incredibly easier on lower settings, pretty tough on the higher settings. Not really motivating imo though, as getting better gear only enables you to do the same stuff with longer fight durations and much less efficiency (if you care about that)
Uber Bosses
Nice idea from D2: You can farm certain mobs for keys, use those keys to fight said uber bosses for organs, which combined provide you with a ring that gives you 35% more exp.
High lvl craft recipes
A try to generate more useable items outside of the AH. Potential BiS Amulets
Brawling
FFA PvP mode, no rules or anything, I think, haven't tried that though, didn't play for quite some time.
There are tons of extras in there and I suggest you read through it thoroughly but the best parts of the patches are crafting, brawling and monster power. The change to the XP gains was huge too for those of us that want to level up faster. There is a lot to catch up on bud so get gaming!
All you NEED to know is brawling is gay, monster power = harder hits, more life, more loot. I haven't played since you did.
Listen here mr. puss-pants, your post makes no sense... That is all YOU need to know.
FattyXP is being serious. Brawling is LITERALLY gay. As in, when you join a brawl, your character appears in the arena naked and several homosexual barbarians have at your backside for hours.
FattyXP is being serious. Brawling is LITERALLY gay. As in, when you join a brawl, your character appears in the arena naked and several homosexual barbarians have at your backside for hours.
Is this "code talk" for somebody going to prison or are we actually talking Diablo 3? My barb is still a virgin and I would hate to have his manhood violated.
Kinda hard to filter the useful information out of the pvp-hater-whining... Wasnt Ruksak the guy who startet the AH-whining thread too ? Why are you still playing the game if it's so bad ?
Wasnt Ruksak the guy who started the AH-whining thread too ? Why are you still playing the game if it's so bad ?
It wasn't a "whining thread" .......uggghhh
Wilson acknowledged publicly that the AH was problematic and he stated that Blizz regretted it. This was MAJOR news, warranting an organized discussion at our little round-table.
I WANTED TO KNOW WHAT MY FELLOW PLAYERS THOUGHT ABOUT IT.
I didn't choose biased poll options. I did it as fair and unbiased as I could possible manage, wanting only to know what other players thought.
We got over 215 votes last I checked. Everyone seemed to have 2 cents to throw in, and for the most part, it was a fluid and productive discussion. 10 full pages of discussion says the community wanted to discuss this. You lose on that front, guy.
By the way, big fella, I voted to keep the AH's and I have always said the game is fun. I have never claimed the game was dead etc, I never said I'd quit for good, just took a few breaks waiting for better patchwork.
I've always said I support Diablo 3 and I know it has tremendous potential.
BTW: My comments about gay barbarians was a damn joke. I really have nothing useful to say about PvP. I was just lightening the mood. Sorry for the derail.
Can anyone give me an idea of the major changes I need to learn about, stuff that's been put in over the last 6 months or so?
Which Final Fantasy Character Are You?
Final Fantasy 7
Game got easier yet again, more and better loot drops. The biggest difference for you will be prices in the AH. If your gear is still worth one 10th of what you payed for it originaly, you will be lucky. But that also means that you will be able to gear up fast.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841
Patch Features
New System: Monster Power
Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience as well as boosts to Magic Find and Gold Find which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.
For more information on how to enable and use Monster Power, click here
New Event: Infernal Machine
The Infernal Machine is a device that will allow level 60 players to battle "uber" versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring.
For more information on the Infernal Machine event, click here
General
Patch Features
New Feature: Brawling
For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called "The Scorched Chapel." This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.
General
Ha. Bagstone.
Wall-o-text has been spoilerfied.
If you're a Monk, be happy, otherwise ignore.
Item overhaul
Many Legendaries are much, much better now, almost fitting their name.
Monster Power
The game gets incredibly easier on lower settings, pretty tough on the higher settings. Not really motivating imo though, as getting better gear only enables you to do the same stuff with longer fight durations and much less efficiency (if you care about that)
Uber Bosses
Nice idea from D2: You can farm certain mobs for keys, use those keys to fight said uber bosses for organs, which combined provide you with a ring that gives you 35% more exp.
High lvl craft recipes
A try to generate more useable items outside of the AH. Potential BiS Amulets
Brawling
FFA PvP mode, no rules or anything, I think, haven't tried that though, didn't play for quite some time.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Listen here mr. puss-pants, your post makes no sense... That is all YOU need to know.
FattyXP is being serious. Brawling is LITERALLY gay. As in, when you join a brawl, your character appears in the arena naked and several homosexual barbarians have at your backside for hours.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Is this "code talk" for somebody going to prison or are we actually talking Diablo 3? My barb is still a virgin and I would hate to have his manhood violated.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841
It wasn't a "whining thread" .......uggghhh
Wilson acknowledged publicly that the AH was problematic and he stated that Blizz regretted it. This was MAJOR news, warranting an organized discussion at our little round-table.
I WANTED TO KNOW WHAT MY FELLOW PLAYERS THOUGHT ABOUT IT.
I didn't choose biased poll options. I did it as fair and unbiased as I could possible manage, wanting only to know what other players thought.
We got over 215 votes last I checked. Everyone seemed to have 2 cents to throw in, and for the most part, it was a fluid and productive discussion. 10 full pages of discussion says the community wanted to discuss this. You lose on that front, guy.
By the way, big fella, I voted to keep the AH's and I have always said the game is fun. I have never claimed the game was dead etc, I never said I'd quit for good, just took a few breaks waiting for better patchwork.
I've always said I support Diablo 3 and I know it has tremendous potential.
BTW: My comments about gay barbarians was a damn joke. I really have nothing useful to say about PvP. I was just lightening the mood. Sorry for the derail.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan