• published the article 1.13 Summoning Necromancer
    The most recent character that I have played on the normal servers and have fallen in love with, is the Summoning DiabloWiki.com - Necromancer Necromancer. PTR Patch 1.13 brought about some buffs which really helps define the damage done from the Necromancer himself, and also helped solve some problems as far as what skills to choose aside from summons.



    Official Blizzard Quote:



    Necromancer
    -Blood Golem - Removed negative shared life effect (player no longer loses life when golem takes damage).
    -Corpse Explosion - Increased base damage dealt from 60% - 100% to 70% - 120% of corpses health.
    -Poison Nova - Increased base damage by 15%.


    I have personally always stuck with DiabloWiki.com - Blood Golem Blood Golem, it always kept me alive in times of need, others may want to use DiabloWiki.com - Clay Golem Clay Golem for it's slow skills. Anyway, prior to 1.13, there was a lot of debate about what skill to use, some said max DiabloWiki.com - Corpse Explosion Corpse Explosion, some said go with DiabloWiki.com - Poison Nova Poison Nova or DiabloWiki.com - Poison Dagger Poison Dagger, other said go with DiabloWiki.com - Bone Spear Bone Spear/DiabloWiki.com - Bone Spirit Bone Spirit. Though now, I can go with a Psn Nova and CE combination for maximum effect.

    http://diablofans.com/forums/picture.php?albumid=66&pictureid=454&thumb=1
    Stats:

    • Strength: This depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Strength. Basically, you only need enough Strength to use all of your items.
    • Dexterity: This also depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Dex. Basically, you only need enough Dexterity to use all of your items. Max block isn't a big deal here, you won't be tanking at all. If you happen to take damage, you'll have DiabloWiki.com - Bone Armor Bone Armor on.
    • Vitality: Dump the rest of your points here.
    • Energy: Do not put anything here, it's a waste!
    Gear:

    Skills: (requires cLvl of 96 if you complete the Skill quests)

    http://diablofans.com/forums/picture.php?albumid=66&pictureid=455&thumb=1
    Summoning SpellsPoison and Bone SpellsCurses
    +20 DiabloWiki.com - Skeleton Mastery Skeleton Mastery+1 DiabloWiki.com - Teeth Teeth+1 DiabloWiki.com - Amplify Damage Amplify Damage
    +20 DiabloWiki.com - Raise Skeleton Raise Skeleton+1 DiabloWiki.com - Bone Armor Bone Armor+1 DiabloWiki.com - Weaken Weaken
    +1 DiabloWiki.com - Clay Golem Clay Golem+1 DiabloWiki.com - Poison Dagger Poison Dagger+1 DiabloWiki.com - Iron Maiden Iron Maiden
    +1 DiabloWiki.com - Golem Mastery Golem Mastery+10 DiabloWiki.com - Corpse Explosion Corpse Explosion+1 DiabloWiki.com - Terror Terror
    +20 DiabloWiki.com - Raise Skeletal Mage Raise Skeletal Mage+20 DiabloWiki.com - Poison Nova Poison Nova+1 DiabloWiki.com - Life Tap Life Tap
    +1 DiabloWiki.com - Blood Golem Blood Golem+1 DiabloWiki.com - Poison Explosion Poison Explosion+1 DiabloWiki.com - Decrepify Decrepify
    +1 DiabloWiki.com - Summon Resist Summon Resist+1 DiabloWiki.com - Lower Resist Lower Resist
    +1 DiabloWiki.com - Iron Golem Iron Golem
    +1 DiabloWiki.com - Revive Revive
    This leaves us with 3 skill points wherever you want. We don't have DiabloWiki.com - Bone Wall Bone Wall or DiabloWiki.com - Bone Prison Bone Prison, but we receive the Bone Wall charges from our boots. You could put them in DiabloWiki.com - Bone Spirit Bone Spirit or DiabloWiki.com - Bone Spear Bone Spear, but our damage will be coming from DiabloWiki.com - Poison Nova Poison Nova and DiabloWiki.com - Corpse Explosion Corpse Explosion, with DiabloWiki.com - Teeth Teeth for psn immunes. With that in mind, you could either put the last three into CE, DiabloWiki.com - Bone Armor Bone Armor, or you could complete the Curse tree by getting DiabloWiki.com - Dim Vision Dim Vision, DiabloWiki.com - Confuse Confuse, and DiabloWiki.com - Attract Attract. If you are looking to save points you can take a few out of CE, though with 10 points in CE, it should clear a room out due to it's large radius.

    Mercenary:


    (See here for discussion.)
    Posted in: 1.13 Summoning Necromancer
  • published the article Merry Christmas!
    Happy Holidays everyone! I hope you all enjoy your Christmas Day festivities. Looks like Cain Clause has received our Christmas wish list, I wonder what he'll bring... Help him before Nasty Diablo steals everything; how many candy "cains" can you find in the picture? Perhaps you can join the ranks of Cain Clause.



    Something that i've been wanting to do for quite some time now, is announce the DiabloFans Twitter! Feel free to follow us and receive tweets about the latest news posted here.

    In other news, we've now literally got a new face to DiabloFans. Brand new favicon on the main site and a few new images for us to toy around with in the news. Some of you may want to "book" a flight to our DiabloWiki to see the changes in season there as well. [Technical difficulties on the wiki updates, they'll be up Soon(TM).] Feel free to make an account there and then link it to your Forum account via the "Edit Your Details" portion of your UserCP.

    In case anyone wants to link to DiabloFans from their website, we've also got a brand new Link2Us Button to show for.


    In addition to the cool new stuff, the rep system was recently redone, and a new post rank was recently added. Check out the introduction thread for more information regarding those changes. We've also had a few new Staff additions, all of whom are very well deserving of their positions. With that in mind, i'd like to welcome Nyalite, ScyberDragon, and Don_Guillotine! Lastly, if you haven't seen our recent announcement about CloudWolf's Project D3W, I urge you to check it out.

    I'd like to give Jetrall and Psyxix a big thanks for being the DiabloFans plastic surgeons and creating all of these new images. To conclude the holiday post, i'd like to share with you a little poem that ScyberDragon wrote for this special day...
    Posted in: Merry Christmas!
  • published the article 1.13 Whirlwind Barb
    After playing on my DiabloWiki.com - Paladin Paladin, I decided it was time to dig deep down to my DiabloWiki.com - Diablo II Diablo II roots and play the first character that I created, back when the game was first released: the DiabloWiki.com - Barbarian Barbarian. Some current Barb players will be happen to know that the 1.13 Patch brought about a couple of buffs for them:


    Official Blizzard Quote:



    Barbarian
    -Whirlwind - Reduced initial mana cost by 50%.
    -Masteries - Changed critical strike chance from 0-25 to 0-35.

    Specific changes/improvements
    -Removed Oblivion Knight's Iron Maiden curse.

    This means for less mana requirements on WW Barbs, which could potentially change the WW Barb Build since you can use items without worrying about gaining the +mana attributes on items. Also, with DiabloWiki.com - Iron Maiden Iron Maiden now gone, you won't have to worry about tanking your own damage in return. Here's the build that I went with:
    http://diablofans.com/forums/picture.php?albumid=66&pictureid=449&thumb=1

    Stats:

    • Strength: This depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Strength. Basically, you only need enough Strength to use all of your items.
    • Dexterity: No need for max block or max attack rating, so don't put any points here.
    • Vitality: Dump the rest of your points here. You'll be taking a lot of damage since you are a melee character; your merc will help out, but you'll be the main tank.
    • Energy: Do not put anything here, it's a waste!
    http://diablofans.com/forums/picture.php?albumid=66&pictureid=448&thumb=1
    Gear:

    Skills: (requires cLvl of 99 if you complete the Skill quests)

    WarcriesCombat MasteriesCombat Skills
    +1 DiabloWiki.com - Howl Howl+20 Mastery+1 DiabloWiki.com - Bash Bash
    +1 DiabloWiki.com - Taunt Taunt+20 DiabloWiki.com - Iron Skin Iron Skin+1 DiabloWiki.com - Leap Leap
    +20 DiabloWiki.com - Shout Shout+1 DiabloWiki.com - Natural Resistance Natural Resistance+1 DiabloWiki.com - Leap Attack Leap Attack
    +1 DiabloWiki.com - Battle Cry Battle Cry+1 DiabloWiki.com - Concentrate Concentrate
    +20 DiabloWiki.com - Battle Orders Battle Orders+1 DiabloWiki.com - Stun Stun
    +1 DiabloWiki.com - Battle Command Battle Command+20 DiabloWiki.com - Whirlwind Whirlwind


    Mercenary:


    Any merc of your choosing will do fine. Some like to go with an A1/A3 mercs for ranged attacks, while others want to go with an A2 merc for the aura's. I would recommend going with the following though:

    (See here for discussion.)
    Posted in: 1.13 Whirlwind Barb
  • published the article 1.13 Hammer Paladin
    When the 1.13 Patch hit the PTR, I decided I was going to revisit the class that I would say i've played the most in my DiabloWiki.com - Diablo II Diablo II career: the DiabloWiki.com - Paladin Paladin. Unfortunately for all you Pally players out there, he only received one balance change in the latest patch, which was a nerf to DiabloWiki.com - Blessed Hammer Blessed Hammer.


    Official Blizzard Quote:



    Paladin
    -Blessed Hammer - No longer ignores resistances of undead and demons.

    Though, this change did not really have much affect for any type of Hammer build. PvP players will not have to worry about anything, and most Hammerdin's will do enough damage by the time they get to Hell and are fully geared, that resistances won't be a big deal. With that in mind, I would also like to revisit the last build I used, with a few alternatives in case you cannot obtain said gear.

    http://diablofans.com/forums/picture.php?albumid=66&pictureid=456&thumb=1
    Stats:

    • Strength: This depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Strength. Basically, you only need enough Strength to use all of your items.
    • Dexterity: It would be smart to have enough for max block rate here, which is a 75% chance to block a monster.
    • Formula To Calculate Blocking
      Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)

      In our case, Total Blocking is the amount of blocking we want to achieve (75%) and Blocking is the Blocking of your shield plus the DiabloWiki.com - Holy Shield Holy Shield bonus.
    • Vitality: Dump the rest of your points here. You'll be taking a lot of damage since you are a melee character; your merc will help out, but you'll be the main tank.
    • Energy: Do not put anything here, it's a waste!
    Gear:

    http://diablofans.com/forums/picture.php?albumid=66&pictureid=457&thumb=1
    Skills: (requires cLvl of 89 if you complete the Skill quests)

    Defensive AurasOffensive AurasCombat Skills
    +1 DiabloWiki.com - Prayer Prayer+1 DiabloWiki.com - Might Might+1 DiabloWiki.com - Smite Smite
    +1 DiabloWiki.com - Defiance Defiance+20 DiabloWiki.com - Blessed Aim Blessed Aim+1 DiabloWiki.com - Holy Bolt Holy Bolt
    +1 DiabloWiki.com - Cleansing Cleansing+20 DiabloWiki.com - Concentration Concentration+1 DiabloWiki.com - Charge Charge
    +20 DiabloWiki.com - Vigor Vigor+20 DiabloWiki.com - Blessed Hammer Blessed Hammer
    +1 DiabloWiki.com - Redemption Redemption+12 DiabloWiki.com - Holy Shield Holy Shield
    +1 DiabloWiki.com - Salvation Salvation


    Mercenary:


    (See here for discussion.)
    Posted in: 1.13 Hammer Paladin
  • published the article 1.13 Analysis
    The 1.13 release will in fact change more within the DiabloWiki.com - Diablo II Diablo II community than many players expect. First off, i'd like to start by talking about some undocumented patch notes. The first of which, is a cool new Battle.net feature. The new patch added an option to change your Home Channel on Battle.net. That is, when you login to Battle.net, instead of going to your standard language specific channel, you will join the private channel of your choice. Follow the steps below to use this new feature:


    • Go to Start > Run > type regedit
    • Navigate to "HKEY_CURRENT_USER\Software\Blizzard Entertainment\Diablo II"
    • Right-click in the right-hand pane, select "New -> String". The name of the Key should be "Default Channel" The value is the channel name.

    http://diablofans.com/forums/picture.php?albumid=66&pictureid=411&thumb=1

    Something else I would like to note in regards to Battle.net is a possible change in DiabloWiki.com - The Chat Gem The Chat Gem... As unbelievable as this may sound, while repeatedly clicking on the gem, I did not receive one of the normal responses, instead I received a blank line. This could mean one of two things:


    • They are messing with the Chat Gem and inadvertently added a blank line.
    • There is a response that is shown in black text, which matches the background.

    Either way, it means that the Developers are looking to do something with it. Could this mean further development of the mystery in the coming days? As a result of this, could it further support a cameo in DiabloWiki.com - Diablo III Diablo III? It has already made an appearance on the diablo3.com.

    Next line of business, is the new Respec system. By completing the DiabloWiki.com - Den of Evil Den of Evil quest, you will receive a Stat/Skill respec in addition to Skill point, per difficulty. Already existing characters will receive a free Respec in the Hell difficulty, as noted in the 1.13 patch notes.

    Furthermore, we now see the addition of the five new items and a new cube recipe. We now have the following items, which will completely revolutionize the current Currency system on Battle.net.



    http://diablofans.com/forums/picture.php?albumid=55&pictureid=409&thumb=1
    The four Essence items are similar to the Uber Keys and the Token of Absolution is similar to an Organ. You can create a Token of Absolution by using the DiabloWiki.com - Horadric Cube Horadric Cube to transmute one of each Essence item. The Token of Absolution now grants a Stat/Skill respec. This is a must-have for every user, you can use it for respecs in addition to the three granted from DiabloWiki.com - Akara Akara. With that in mind, this will be a highly farmed item; I would like to compare it to the DiabloWiki.com - Hellfire Torch Hellfire Torch, DiabloWiki.com - Annihilus Annihilus, and DiabloWiki.com - Gheed's Fortune Gheed's Fortune charms, in saying that it will be added to those as "required" for every character.

    The patch has also brought about some bug fixes, game play changes and class balances. The first bug fix includes a stop to duping. Hopefully this will help bring DiabloWiki.com - runes runes back to the state they were meant to be. Blizzard seems pretty confident that it will, by increasing the drop rate for most of their high runes. After taking a look at the new Diablo II game MPQs and comparing them to the 1.12 files, it looks like the Rune drops have started increasing at the Rune Treasure Class 12, which drops the DiabloWiki.com - Mal Mal and DiabloWiki.com - Ist Ist runes, going up to RuneTC17, which drops the DiabloWiki.com - Zod Zod rune. The following are approximate increases in drop rate for each rune:



    Also keep in mind, there are a total of 169 DiabloWiki.com - Runewords Runewords possible in the game, and as of 1.12, only 78 were being used. It's more than possible that 1.13 brought about more from the list. We will have to do more research in this, if anything is found, we'll keep you updated.

    http://diablofans.com/forums/picture.php?albumid=66&pictureid=412&thumb=1
    The future of leveling has also been changed, or rather, reverted. Players will no longer be able to use DiabloWiki.com - Uber Tristram Uber Tristram to gain quick levels, DiabloWiki.com - Uber Mephisto Uber Mephisto's summons no longer grant experience to users. Players will now have to use old techniques; Chaosing and Baaling, to gain levels. Luckily, for players looking to do some Chaos runs, DiabloWiki.com - Iron Maiden Iron Maiden was removed from the DiabloWiki.com - Oblivion Knight Oblivion Knight.

    On a similar note, there have been quite a few balance changes to each class. The DiabloWiki.com - Amazon Amazon has received some buffs to her DiabloWiki.com - Immolation Arrow Immolation Arrow skill, which is good for all Ele Bowazon's. The DiabloWiki.com - Assassin Assassin's DiabloWiki.com - Shadow Master Shadow Master was slightly buffed and since most builds utilize the free minion, it will do some good for any Assassin player. The DiabloWiki.com - Barbarian Barbarian's DiabloWiki.com - Masteries Masteries skills were all buffed and his DiabloWiki.com - Whirlwind Whirlwind skill now uses less mana. Unfortunately for the DiabloWiki.com - Paladin Paladin, his DiabloWiki.com - Blessed Hammer Blessed Hammer skill was nerfed slightly, though these will still remain to be one of the more popular classes within our community. The DiabloWiki.com - Werebear Werebear DiabloWiki.com - Druid Druid skills have been buffed, I would expect to see more of these guys hanging around now as well. For Summoning DiabloWiki.com - Necromancer Necromancer's, you received a few buffs in DiabloWiki.com - Blood Golem Blood Golem and some DiabloWiki.com - Poison and Bone Skills Poison and Bone Skills. Last, but certainly not least, is the DiabloWiki.com - Sorceress Sorceress. She has received more changes than any of the other classes; all for the best. You'll be seeing some guides and information in regards to new 1.13 builds for each class in the near future. The first of which is the Hydra Sorc, by Seth.

    Unfortunately, this patch did not bring about a few very popular suggestions nor did it fix quite a few major bugs, which the users made very clear in the Diablo II Test Realm Forums. A few worth noting:


    • TPPK Exploit
    • Removing DiabloWiki.com - Teleport Teleport from DiabloWiki.com - Enigma Enigma
    • No new Classic or Single player additions
    • End-game content
    • Shared Stash
    • Increased resolution

    Though, there are endless amounts of suggestions and improvements that can possibly be made to Diablo II in the coming years. Hopefully we will still see some further development to solve these bugs. Perhaps 1.13 was the start of a new beginning for D2. Only time may tell...

    In addition to my analysis, maximusje has blogged about his experiences on 1.13.

    [/hr]
    Also, anyone want the chance to win a brand new processor in preparation for Diablo 3's intense graphics? Check out the contest Curse is running here.
    Posted in: 1.13 Analysis
  • published the article The Wait is Over -- PTR Patch 1.13
    I would like to quote a good friend of mine, Tychus Findlay... "Hell... It's about time..." Yes folks! The wait for patch 1.13 is finally over! After the delays and promises, it has finally hit the Public Test Realm for some solid testing from the general D2 public. You can find us in the channel "Chat Gem" on the Beta realm.


    Here's a quick PTR FAQ posted by Bashiok.

    Official Blizzard Quote:




    Q: How do I begin testing on the PTR?
    A: When you start Diablo II change your Battle.net gateway to ?ClassicBeta?. When you log in the 1.13 patch will be applied to your game and you can begin testing the changes made in the patch. Since it's a new realm you'll need to create a new account.

    Q: I don't see the ClassicBeta realm in my gateway list!
    A: Log into one of the other gateways first, then back out and the classicbeta realm will appear.

    Q: What if I want to play the normal game again?
    A: Simply choose any of the other (non-PTR) gateways. Your game will be reverted to version 1.12 and you?ll be able to play on the live realms as normal.

    Q: Where are my characters?
    A: The PTR realm is separate from the live realms so your current characters aren?t carried over. You?ll need to create a new character to begin testing. But, cheats are enabled and you may use the following cheats by typing them into chat while in a game:
    Gold # - Will provide the amount of gold specified
    Level # - Will increase your level to the number specified
    Waypoints 1 - Will activate all waypoints. You must still reach an act before that act?s waypoints will be unlocked with this cheat.

    Q: What happens to my characters once the PTR testing period ends?
    A: They remain on the PTR realm to be removed once the test ends. Characters on the PTR realm won?t transfer to the normal realms.

    Q: How long with the PTR run for?
    A: As long as we deem necessary to ensure the patch and changes are solid.

    Q: Where can I give feedback and what kind of feedback do you want?
    A: All 1.13 PTR feedback and bug reports should ONLY be posted in the Diablo II Test Realm Forum here: http://forums.battle.net/board.html?forumId=20601702&sid=3000


    • All post should have a subject line that clearly describes the bug or feedback being given
    • Use the search feature to ensure a thread doesn?t already exist before posting
    • When reporting a bug include as much information as you can, including steps to reproduce it if possible
    • Any non-constructive posts may be deleted and the poster?s privilege to post revoked
    • This is a chance for you to ensure the 1.13 patch includes changes and balance tweaks that you think would lead to a better overall experience. Getting the information to us in a clear and logical way helps us understand your view and makes it easier for us to collect feedback for any potential updates to the 1.13 patch before release.

    Q: What is the new "Mystery" mentioned in the patch notes?
    A: It's related to the respec system implemented in the patch and can grant additional respecs beyond the three given for completing the Den of Evil quest in each difficulty. You'll have to play to find out how though.

    Here's the new patch notes!
    Patch 1.13

    A new Mystery has been revealed!
    - Players of Hell Difficulty Realm games are hereby warned once again,
    that a series of new and challenging tests await you! The answer lies
    within Diablo's Bosses, which span across the world from the Den of Evil
    to the Throne of Destruction...


    Major Bugs
    - Fixed an item dupe bug.
    - Video improvements for Intel Mac machines with OS 10.5 or greater.


    Minor Bugs
    - Uber Mephisto now checks for both Uber Baal and Uber Diablo to be killed before spawning summoned minions (Before he would only check for Uber Baal).
    - The game will no longer stop and then restart the game music after the window loses and then regains focus.
    - Fixed an issue where the game window would minimize when running in windowed mode when it lost focus.
    - Fixed an issue where the game window wouldn't center properly when it was created.


    Specific changes/improvements
    - Respecialization is now possible! Completing the 'Den of Evil' quest will now additionally reward 1 free respec which can be saved. Players who have already completed this quest should receive 1 free respec in Hell difficulty.
    - Increased the drop rate of high runes.
    - Support for blit scaling in windowed mode. The game can now be maximized to the largest 4:3 resolution supported (hooray widescreen users).
    - Some rare drop items now have an orange color. i.e. Runes and items required for Uber Tristam.
    - Modified the gold bank limit to be a flat cap not bound by level.
    - Nightmare/Hell WilloWisps champions/uniques have had their damage greatly reduced.
    - Removed the requirements to create a hardcore character.
    - Greatly reduced the explosion damage dealt by Fire Enchanted monsters.
    - Uber Mephisto and Uber Baal's summoned minions no longer give experience.
    - Removed Oblivion Knight's Iron Maiden curse.
    - Hellfire Torch Firestorm proc rate has been reduced to 5%.
    - Users can now toggle the display of text over the Health and Mana globes by clicking on the bottom area of each orb.
    - Updated two Act 5 mercenary names to Klar and Tryneus.
    - When creating a single player game, pressing the 'Enter' key now automatically creates a Hell difficulty game if possible.
    - When creating a game, each difficulty button is now bound to a unique key: Normal 'R', Nightmare 'N', and Hell 'H'.
    - The 'Enter Chat' Button in the battle.net waiting room is now bound to the 'Enter' key.
    - Added the windows system buttons to the game window (MIN, MAX, CLOSE).
    - Added new command line parameter '-nofixaspect' which allows users to not fix the aspect ratio to 4:3 when maximizing windowed mode. This lets the game 'stretch' to fill your monitor.
    - Added support for '-sndbkg' command line switch. This enables sound in background.
    - Added support for '-nosound', '-window', and '-windowed' command line options.


    Revised Skill balance for Player Character classes

    Amazon
    -Immolation Arrow - Increased radius of Explosion effect by 33% and Immolation effect by 50%.
    -Immolation Arrow - Explosion effect damage increased by 20%.
    -Immolation Arrow - Increased base duration by 33%.


    Assassin
    -Shadow Master - Increased resistance range per point from 5-80 to 5-90.


    Barbarian
    -Whirlwind - Reduced initial mana cost by 50%.
    -Masteries - Changed critical strike chance from 0-25 to 0-35.


    Paladin
    -Blessed Hammer - No longer ignores resistances of undead and demons.


    Druid
    -Werebear - Damage bonus increased by 15% across all ranks.
    -Werebear - Increased health by 25% and armor by 1% per point.
    -Shockwave - Synergy from Maul adds 5% damage per point.


    Necromancer
    -Blood Golem - Removed negative shared life effect (player no longer loses life when golem takes damage).
    -Corpse Explosion - Increased base damage dealt from 60% - 100% to 70% - 120% of corpses health.
    -Poison Nova - Increased base damage by 15%.


    Sorceress
    -Firewall - Synergy receives 1% damage per point of Inferno and Blaze and 4% per point of Warmth.
    -Blaze - Synergy receives 2% damage per point of Firewall and 4% per point of Warmth.
    -Hydra - Increased base damage by 15% per rank.
    -Hydra - Increased base speed of Hydra projectile.
    -Hydra - Reduced cooldown by 25%.
    -Lightning Mastery - Reduced overall effect by 15%.
    Posted in: The Wait is Over -- PTR Patch 1.13
  • published the article BlizzCast #12 -- Happy Anniversary!


    BlizzCast #12 was just released and covers basically the company of Blizzard as a whole. Of course, it focuses on Warcraft specifically, since recently was the 5 year anniversary of WoW and the 15 year anniversary of Warcraft; the game that started everything for Blizzard.


    Official Blizzard Quote:



    In our twelfth BlizzCast episode, we celebrate two major anniversaries: five years of World of Warcraft and 15 years of the Warcraft series as a whole. Join us as our developers turn back the clock to talk about each of the releases and expansions since Warcraft: Orcs & Humans hit store shelves in 1994 and how it all came together to make Warcraft the franchise that it is today. We also reflect on World of Warcraft's past, present, and continual evolution with the upcoming World of Warcraft: Cataclysm expansion and beyond.

    It may not be too Diabloey for your tastes, but it's still something that any Blizzard fan should listen to. Though, something interesting was brought up throughout the conversation, and while it is in fact the only mention of the Diablo series, it's still something to think about.


    Official Blizzard Quote:



    Karune: At this time when there were tons of people playing also online in addition to the single-player experience for Warcraft III and they're still actually playing today. Did that take part in the amount of people who were actually playing online and the popularity of Warcraft in bringing that into the MMORPG genre? Taking a different jump into a different genre was obviously a huge step from something that had traditionally been an RTS franchise. What was that like, or how did you guys come to that decision?

    Rob Pardo: Yeah, and I think a lot of the thing with doing that, the question would be which franchise to use. I think there really never was a question. We could have done something with StarCraft, we could have done something with Diablo. But I can't remember a time we ever even argued it. It was clear that Warcraft was the right franchise to do a Massively Multi-player Role-Playing Game.

    A Diablo MMO? World of Sanctuary? Sounds kind of catchy... Or perhaps they wanted to call it DiabloWiki.com - Diablo II: Salvation Diablo II: Salvation? Could this have been the patented game that never saw the light of day, much less an announcement?

    Download BlizzCast 12
    BlizzCast 12 Transcript
    Posted in: BlizzCast #12 -- Happy Anniversary!
  • published the article Project D3W Coming to a Theatre Near You
    Does anyone remember the Fan-made Warcraft 3 / Diablo 3 game we reported on in early April? Or how about the recent BlueTracker post regarding it? I think this project needs no real introduction, it's received quite a bit of publicity since it's inception and now I am pleased to announce that we are now going to be supporting CloudWolf's Diablo3Warcraft project within our community. CloudWolf will be providing DFans with updates on his map and exclusive screenshots to go along with them.... Starting today. So, without further a due, here are six exclusive DiabloFans D3W screenshots!







    You can visit the Diablo3Warcraft Subforum within our new Community Projects section for more information. On another note, the Fan Art and Fan Fiction Forums have also been moved into this new Community Projects section. Lastly, I urge you all to check your profiles, there's been another field added: your Wiki account. Go ahead and create an account on our Wiki and add it to your profile! It will display in the post information next to your posts as well.
    Posted in: Project D3W Coming to a Theatre Near You
  • published the article Curse Hiring Interactive Graphic Designer!
    Like the title says - Curse is looking to hire a new Interactive Graphic Designer. So, if you've got the skills and are looking to work for a company that's all about gaming, check it out.


    Curse is hiring a new interactive graphic designer to work as a contractor in our San Francisco office. Applicants should have a love for gaming, experience in interactive development and an excellent work ethic. Curse is a leading company dedicated to providing comprehensive and accessible resources to enhance our users' gaming experiences. Our goal is to give gamers an unmatched suite of tools designed to meet their every need - from addons to online databases. Our lineup of website properties includes www.curse.com, www.aionsource.com, www.arenajunkies.com, and many more. Curse is a 30 employee dynamic start-up company with its headquarters based in the heart of San Francisco's financial district. Here are more details on this position:


    Interactive Graphic Designer Details:
    We are looking for a talented and experienced interactive graphic designer to work as a contractor alongside our production and development team on a major unannounced website (5-6 month time frame). The designer will take the lead in designing the user interface of the site and its tools, as well as creating custom graphical assets that will be used in the online visual design - including typography, visual concepts, icons and interactive platforms.
    Click here for more information on the Interactive Graphic Designer.

    Read Original Article

    What does this mean for us at DiabloFans? It means we will be gaining a Curse employee in the position to create a new website layout, with even better looks. Imagine being able to see the tiny little razor stubble right from the chin of DiabloWiki.com - Deckard Cain Deckard Cain. But comon', you can't blame the poor old fella', the razors' back then weren't too great and it was hard to shave with a DiabloWiki.com - Dagger Dagger.
    Posted in: Curse Hiring Interactive Graphic Designer!
  • published the article DiabloFans Exclusive: Jay Wilson
    After a few all-nighters, lots of revision, and an interesting set of questions, we pulled an interview with Diablo's very own DiabloWiki.com - Jay Wilson Jay Wilson! The interview was conducted Friday night when I received a call from Blizzard. Thankfully, we were able to get a lot of our item-related questions answered. So, without further a due, here it is... I've highlighted DiabloFans in Red the Blizzard in Blue.


    DiabloFans: On the topic of the DiabloWiki.com - Monk Monk, can you tell us if the skill trees have been named yet? So far they're listed as "Unnamed Skill Tree 1 - 3". Can we expect to see any more of his skills unveiled soon along with his female counterpart? Also, can tell me a little bit more about the new skill system?

    Jay Wilson: In regards to the female counterpart, she'll be released soon. As far as exact dates go, I really can't talk much about them. A little news about the Skill Tree system should actually go up on our Twitter page pretty soon. About that, we've decided to remove the tree-type architecture and we are moving into a purely skill-based system. This new system is still in the development stages and if it does not work, we still have plenty of options to fall back on. Right now, we're just trying different things and getting a feel for the few ideas in regards to the skill system that we have going on right now. It differs from the World of Warcraft/Diablo II type hierarchical styles and is more of a skill pool/path than a tree per se.


    DiabloFans: Will there be class specific quests in the game? If so, can you explain how they would work?

    Jay Wilson: We are still discussing whether or not we would like to include class-specific quests in the game mainly because of the simple fact that it may not really fit in with the fast-paced play-style known to the Diablo series. While this is definitely something we would like to consider, we just haven't agreed on how just yet. However, we would like to do something in regards to character specificity. We are looking into having different dialogues and experiences for the same quest or interaction for each of the classes. Each character will react differently and have different responses for different scenarios. For example, the DiabloWiki.com - Barbarian Barbarian may do or say one thing in response to what an NPC has to say, whereas a DiabloWiki.com - Witch Doctor Witch Doctor will treat the encounter in a complete opposite manner.


    DiabloFans: Back in Diablo I a player could find DiabloWiki.com - Elixirs Elixirs. If you drank one it gave you 1 stat point (ie: drink elixir of strength, you gain 1 strength point). Seeing how Diablo III's stat points are non-customizable, by a leveling standpoint, could elixirs be an option to give stat points some player customization?

    Jay Wilson: Well, if we did something like that, we would fall right back where we were in Diablo II. As far as stat point expenditure, we don't consider it to be a very strong customization system. Now, there are ways within the game to customize stat points mainly through items. However, there are still a lot of things and systems that we haven't even shown yet that are going to be new ways to approach your items that will allow for new "customizations."


    DiabloFans: What are the differences in the difficulty levels in Diablo III other than just monsters doing more damage? ie: What reason will people have to play through these modes after having already beaten the main story of the game on an easier difficulty setting?

    Jay Wilson: We haven't really gotten into the difficulty settings a lot; we're still just working on the core content for the game at this point. The primary reason as to why a player would want to progress through the game, through the several difficulties would be for more of a challenge. There will be also better item customization, for example a Level 100 character in a higher difficulty would see and wear items that a Level 30 character would not have a chance at seeing in the lower difficulty. Said items will also look and feel completely different whereas in Diablo II a lot of times you just had a remodel of the same old items with different names.


    DiabloFans: DiabloWiki.com - Resistances Resistances played a huge part in Diablo II, but if you were not lucky with gear drops you would get very quickly overwhelmed in Nightmare/Hell difficulties. Can you give us any details on how the system will be changing? Will it replace the immunity system or will they go hand in hand, once again?

    Jay Wilson: Well, the main reason for immunities in the game was to encourage party play. However, we have seen that some players just want to play by themselves? And that is fine, if a player wants to play single player, the player wants to play single player, we're not going to strong arm them into playing with others. Keeping this in mind, we aren't looking to have full immunities or anything of the sort; however we are considering keeping one-element immunities on enemies. Because of the way our skill system works it's almost impossible to build a character that won't have some alternate skill to attack an enemy. So then it becomes an interesting use of a skill or skills that you may not be using all the time. We think that's interesting and fun gameplay, to have to adapt to situations. The adaptation just shouldn't be realizing your character or class is broken and you have to run away or you need to get in a multiplayer game. Those are things we intend to avoid forcing the player into.


    DiabloFans: How will rare / high level items stand out when equipped on your character since you've stated that you want all the items to have a more functional look rather than be too flashy or gaudy like they are in WoW?

    Jay Wilson: There is a very fine line between the looks of WoW items and the looks of Diablo III items, and I'd like to call that Diablo II. Within Diablo II there were a decent amount of high-end items that were pretty fantastical looking. Obviously it's nowhere near what WoW does which works for WoW, their style looks great and it works for that game but doesn't work for Diablo. So we're looking to make the DiabloWiki.com - armor armor and weapons very fantastic looking, but we're not going to have for instance a two handed DiabloWiki.com - sword sword that's bigger than the character. We're keeping things proportional. One thing we do have that Diablo II didn't have is weapon effects, which was really more of a technical limitation back then.


    DiabloFans: How will you balance the power of an item in comparison to its drop rate? In Diablo II DiabloWiki.com - runewords runewords were extremely powerful, yet the required DiabloWiki.com - runes runes were also extremely rare to come by, or at least were supposed to be. Will there be items as rare in Diablo III that are as powerful from the start, or will players have to slowly improve the quality of their items, through crafting/runes/other systems?

    Jay Wilson: Throughout the history of patches on Diablo II, there were a lot of updates to runewords and they really powerful from when they were introduced. At one time or another though all of the different item types were the most powerful, like DiabloWiki.com - unique items unique items were the best, or DiabloWiki.com - rare items rare items at some point. Our general approach for Diablo III is to make sure that every type of item has a place to be useful. For example, maybe we'll have a DiabloWiki.com - legendary item legendary item, which is the new name for our DiabloWiki.com - unique items unique items, be the best DiabloWiki.com - helm helm, whereas rares will have the most powerful chest DiabloWiki.com - armor armor, and so on. Having a spread like that will allow for a more varied itemization system we hope.


    DiabloFans: What types of items will merchants sell in Diablo III? Are merchants going to play a bigger roll in leveling or are item drops going to be the major upgrades once again?

    Jay Wilson: This kind of goes back to the luck factor with your drops. The cool thing was, in Diablo II, you may have found a powerful sash after killing some mobs, but had no luck finding a weapon. You run to town and talk to one of the vendors and notice some items and a weapon that catches your eye, so you buy it and use that. So we want vendors to be there to assist in the gearing process, to fill in those gaps that may come just from playing with a random loot drop system. You may play through an entire act and just never find a great pair of DiabloWiki.com - boots boots, and so we want the vendor to be there to offer some ability to fill that gap.


    DiabloFans: Can you tell us a bit more about how the PvP system will work?

    Jay Wilson: I'm going to say no comment to save you some time.


    DiabloFans: Will the published books be referenced during Diablo III's storyline? For example, will DiabloWiki.com - Zayl Zayl be an NPC? Will different places like DiabloWiki.com - Ureh Ureh be visited throughout the game?

    Jay Wilson: We removed DiabloWiki.com - Ureh Ureh from the game as a setting to try and get the game out sooner. However, we like including things from the books and from other sources. No promises, but it's definitely something we've discussed.


    DiabloFans: DiabloWiki.com - The Veiled Prophet The Veiled Prophet mentions beings similar to DiabloWiki.com - Trag'Oul Trag'Oul who stop the dragon when he tries to enter Sanctuary. Will we see some development of them in Diablo III?

    Jay Wilson: That's probably a better question for DiabloWiki.com - Leonard Boyarsky Leonard Boyarsky. I'm pretty familiar with lore, but you just hit my lore cap with that question.


    DiabloFans: The games feature a very slim cast of DiabloWiki.com - angels angels considering the role the DiabloWiki.com - High Heavens High Heavens plays in the story. Will DiabloWiki.com - Heaven Heaven be more prominent in Diablo III compared to previous installments?

    Jay Wilson: I'm going to say... No comment.


    DiabloFans: Can you tell me a little bit about the[flash="width=20 height=20"]http://us.media.blizzard.com/1901200114/_flash/chatgem.swf[/flash]DiabloWiki.com - Chat Gem Chat Gem before we have to part ways?

    Bashiok: DiabloWiki.com - The Chat Gem The Chat Gem... It's working correctly and has more than exceeded our expectations. And nightmares.


    Well, there you have it folks! I'd like to give a big thanks to DiabloWiki.com - Jay Wilson Jay Wilson for answering all of our questions and DiabloWiki.com - Bashiok Bashiok and Ryan from the PR Department for setting it all up. I'd also like to thank DiabloWiki.com - Christian Lichtner Christian Lichtner for sitting in on the interview. On another note, you can check out our DiabloWiki.com - Richard Knaak Richard Knaak interview from a few months back, conducted by Daemaro.
    Posted in: DiabloFans Exclusive: Jay Wilson
  • published the article What happens in Vegas, stays in Vegas!

    BlizzCon 2010


    What happens in Vegas, stays in Vegas, as many would like to say. Except in this case, will it actually stay in Vegas..? Or will it be streamed live across the world over the internet? The World of the Sanctuary, The Chat Gem, and Deckard Cain will be coming to Sin City on July 30th and July 31st, 2010 as seen on the Las Vegas Convention Center booking page.

    Venue: Las Vegas Convention Center
    Start Date: 07/30/2010
    End Date: 07/31/2010
    Attendees: 30,000
    URL: www.blizzcon.com
    Source Curse.com


    UPDATE NOV 12, 10PM PST:

    Official Blizzard Quote:



    #Blizzcon We haven't announced any details regarding our next BlizzCon, so please refrain from making any travel plans at this time.

    So basically, they are not confirming it, yet they are not denying it. Since nothing has been set in stone out of the mouth of Blizzard, I would hold off on buying travel arrangements, there's still a good year to go. However, I would expect to be making a Vegas Vacation. And who knows, maybe Chevy Chase will join us?
    Source Warcraft Twitter


    UPDATE NOV 13, 12:15PM PST:

    Official Blizzard Quote:



    We haven't announced any details regarding our next BlizzCon -- though we can confirm that it will not be held in Las Vegas -- so we recommend everyone refrain from making any BlizzCon-related travel plans at this time.
    Blizzard always leaves us with mysteries...

    Source: Blizzard Email
    Posted in: What happens in Vegas, stays in Vegas!
  • published the article PvP -- A Way of Life
    In the past week one of the topics brought up on twitter was PvP in Diablo III. The entire Diablo series has always been one where the player versus player combat was unstructured. There are no arenas, no real PvP rules, and anyone can kill another player at any time. While the majority of the player base in Diablo II seemed to evolve a structure of some "good manners" rules to create a sort of dueling system, that was by no means the extent of player versus player interactions in Diablo or Diablo II.

    In order to discuss player versus player combat or "PvP," I believe there are a few terms which need to be defined. One thing we have to realize is that there will always be malicious players out there who enjoy nothing more than ruining your fun. If you're in act 1 game, they kill Andy, if you're in a Baal game, they hostile the party, if you're in a duel game they bring in their drop barb and crash everybody out. Removing these mechanics doesn't remove these players. We're going to call these players griefers and we're going to call griefing a social fact.

    Social facts are nothing new and specific to on-line gaming. A social fact is a value shared by a society or a group within it, and the value exists throughout the group. To take this to an extreme, getting rid of PvP won't stop people from griefing other players. Imagine if hardcore had no PvP in Diablo II. You could still train monsters to waypoints, exploit bugs to cause players to damage themselves, and purposefully place others in harm's way. No amount of restrictions will remove the type of players who want to do this. Since there will always be griefers and we can't remove them, in designing a system for PvP we'd need some way to make it as fun for as many people as possible without removing the freedoms other players enjoy. After all, some masochists like to be hunted down and PK'd in hardcore. The most common form of PvP griefing is to kill another player when they do not want to participate in PvP combat. Diablo II's system, and in fact every Diablo game, has enabled this.

    In order to understand PvP we will need to understand the two main categories of PvP. Consensual PvP and non-consensual PvP. Consensual PvP is called dueling. Both players agree to duel on specific terms and fight within those rules. The rules are technically enforced by the system creating what we call good manner duels and bad manner duels. Both types of duels adhere to the game's rules (though possibly not the player's rules). For example, many so called good manner duels prohibit the use of rejuvenation potions in Diablo II, but there's no game mechanic that prevents using rejuvenation potions in PvP.

    The other form of PvP is non-consensual. In Diablo II this is known as PK. The point where non-consensual PvP is griefing is when one player doesn't want the fight. This makes is pretty much impossible to tell when you're griefing somebody because how would you know which person standing around in a game or fighting a boss would be willing to fight you at that exact moment? My friend Eric loves to be hunted down while he is playing Hardcore, it makes the game fun for him. Many people however do not enjoy this but how do you tell when you're griefing somebody or when you're both having fun? It should be fairly obvious that it is nearly impossible to distinguish when PK is not griefing in an on-line game. This of course leads to a pretty obvious solution to the griefing problem via the PvP system.

    It would be pretty easy to just remove world PvP. For all intents with the removal of the old title reward system it happened in World of WarCraft. Currently in Diablo II any player can express hostility to any other player without their permission and kill them at any time. Most people, as is evident from playing in public games, do not enjoy being hunted down and slaughtered by random people on-line. Player versus Player interaction would be restricted to dueling only. This is what most people do anyway, aside from the griefers who hunt down people for sport. This removes the issue of well geared level 95 players entering quest games and decimating groups of level 40 players. In fact it seems like a pretty great solution at first glance.

    Some people, however, do want to be hunted down at random and attacked. These sorts of people might find Diablo II game content fairly easy and wish to have the additional challenge of having to fight players while they play through the game. This might seem masochistic, and the group may be small, but these people exist and should not be ignored if they can be accommodated. The sorts of players who enjoy this are commonly those who do not "play to win" but "play to play." So what if their avatar gets killed, they start over. Other players only add challenges and challenges make the game fun. There is a solution for them too, which has worked throughout every Diablo title to date.

    We could always not change the PvP system. The current system works. Diablo II is one of the greatest games of all time and the Diablo II hostility system is basically the same as the Diablo hostility system, except it expresses hostility against people hostile to you automatically. It's worked for the Diablo series for over 12 years now and why fix what isn't broken?

    The current system is broken though. Sure people have been playing for years and every time I log in to Battle.net there are at least 60,000 people playing during the weekday. There are however forum posts every week about people getting their items destroyed from players killing them dozens of times, and people using exploits to kill hardcore characters which may be impossible for untrained players to notice until it's too late. Some people even profit off griefing by stealing other player's gold to use for gambling and trading. Although some may feel that the "it's fine learn to play" mentality is ok, it is obvious that a great many players are unhappy with the current system.

    Currently Jay Wilson, the lead designer of Diablo III, has expressed that the development team is going with the first option of removing world PvP to combat griefing in Diablo III and I have to say it seems like a good idea. In an interview with Jay, he explains that the current design goal is to move away from the lack of "formal support" for PvP in Diablo II. He says:

    Official Blizzard Quote:



    In the original Diablo and Diablo II PvP was just kind of a switch people turned on and there was no real formal support for it so that's something we want to change but we have not exactly decided how we are going to do that.

    I would like to stress that formal support does not by any stretch mean that informal player versus player combat should be removed, or even that one would reduce the draw toward players participating in the other form.

    Official Blizzard Quote:



    Jay goes on to say the following in another interview with GameSpy:
    We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP.

    Dedicated PvP is good, and as Jay also points out:

    Official Blizzard Quote:



    ... we do not allow the 'hostility mode' that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend.

    I feel that, in the spirit of making the most people happy, we can come to a better solution than simply removing world PvP. Removing world PvP doesn't make everybody happy, excluding the griefers of course, so it might not be the best solution to the problem. We want to make the masochistic players who crave challenges happy too, and it can be done without making the system exploitable by griefers.

    Remember, we cannot remove griefers, so in finding a system that makes everybody happy we cannot focus on removing griefers. PvP should not be the tool to scare malicious players out of the game. Exploits should be fixed to stop people from harming others, and worrying about how to deal with untouchable players when you can't just kill them is not within the scope of our solution nor is it within the scope of Jay's current solution.

    My solution is fairly complex, but it should play out simply enough. Since we do not know how Diablo III will work in terms of user interface, PvP structure and so on, I will actually explain this system as it would work in Diablo II.

    The first and foremost goal of the PvP system is to remove the ability for people to attack those who do not want it. To this end characters could select PvP or standard upon character creation. This would determine how you wish to play through the game. Standard characters would play through the game content without player interruption and their only player versus player interaction would be in, for the sake of assuming we have learned something from World of WarCraft, dueling arenas. PvP characters would be open to attack from other players, but of course it's a bit more complex than that.

    Unlike the two game content oriented modes Hardcore, which is you only live once, and Softcore, which is you are punished for getting your hero killed but the game does not end, PvP and standard characters should not be separated. There are a few reasons for this. The first reason is I do not feel that separating players is good for a community when the separation is not required to maintain the goals of the separation in the first place. Hardcore characters are supposed to be hardcore, you only live once. This means some things players can do in Softcore are not viable strategies in Hardcore. Hardcore in fact makes the player versus environment content more challenging which means the characters are not in fact playing the same game and the character types are incompatible. This would not be the same situation for PvP and standard characters. PvP characters would be playing through the same rules as their standard counterparts in regards to monster interaction and would thusly be playing the same game. This is of course not the only reason to keep PvP and standard characters together. First however I need to explain how the process would work.

    The example I am going to use contains five players. Three of these players are completing some sort of quest within the game in a group. One of these players is PvP character. Two of them are not. There is another group of two standard characters. One of these players is nice, but one of these players is a malicious player with intent to PK the PvP character. Besides the PvP character, all characters in the game are standard.

    For sake of understanding how the system works better, I'll use Diablo II characters in this situation. The PK character is an assassin class character using melee abilities. The person in the group with her is a paladin with the fanaticism aura active which increases damage for physical attacks, among other things. The PvP character, and our victim in this case, is a druid with the active skill oak sage. Oak sage provides a bonus to the party increasing their maximum life. The other two characters are both amazons and are granting no abilities to the druid.

    The Assassin enters town and expresses hostility toward the druid and his party by clicking hostile on the party screen. Note that if there were no PvP characters in the game there would be nobody to hostile and it could not be done. Also note that the druid, even though he is PvP, cannot initiate hostility against a standard character. He would have to wait for the standard character to initiate it.

    The druid is hostile back at once. In addition because the assassin is hostile but her party member is not, the paladin in her party no-longer grants his aura's bonus to players he is not hostile with. This means that when attacking the druid, the assassin attacks with her normal damage at her normal rate. The druid on the other hand is hostile back automatically. He is not hostile against the paladin nor has he expressed intent to fight him. If the paladin wanted to join the battle he would also have to express hostility to the druid.

    The druid on the other hand is granting his passive oak sage bonus to the two amazons. The non-hostile amazons receive the benefit from the druid's passive skills even though they are not hostile. The amazons have also received an invitation to hostile the assassin. If they wanted they could join the battle to help the druid, for sake of the situation let's say one of them does. Now there are two players hostile to the Assassin's party.

    The druid is getting low on life by this point and decides he cannot win the battle. In order to save himself and his precious ear he chooses the save and exit game option. Now we're left with a game that contains 4 standard characters and no hostile characters. The assassin has expressed hostility to the first amazon and she has accepted. The paladin in the assassin's party wishes to join in, since now it's a fair fight and he knows what's happening. Even though there are no PvP characters in the game the amazon has already expressed her intent to engage the Assassin in combat, and because of our previous rule where expressing hostility to a party member expresses hostility to the party the paladin can join in by accepting the challenge. That is only if they want to. The second amazon does not wish to fight and continues slaughtering demons to her heart's content.

    Note the difference between this system and the current system. With this method nobody entered the fight who didn't wish to fight. In addition nobody was out of the fight but aiding others who were in the fight via passive skills. If you wanted to aid your teammates you were forced to join the battle. This is great but let's address the apparent weaknesses with such a system and potential alternatives.

    The two questions that jump to mind, besides why not separate these character types which we already discussed, are why not choose PvP or standard games on game creation instead and how does this remove griefers. I will address the second point first.

    It quite simply doesn't remove griefers. Such a feat is not possible at least accepting the premise that griefing is a social fact. Since we cannot remove those types of players, I dodged the issue completely by removing their ability to grief using the PvP system while keeping in PK. Of course there will be other ways to grief, but that is not within the scope of the PvP system, at least I feel it should not be. Jay Wilson's solution certainly doesn't address the fact that you cannot kill players who are griefing you with it. I currently don't have a better way than Diablo II's current system to do this, and of course we've already seen that system does not work.

    In order to solidify the system against griefing however, we must make sure there are safeguards to non-PvP characters participating in world PvP combat. I would suggest the following safety measures, which for obvious reasons would only apply to Softcore games. The first solution I would propose is once a standard character is killed, they are no-longer hostile to any other players, and other players are no-longer hostile to them. This ensures that players cannot corpse camp standard characters or otherwise harm them once the initial battle has taken place. Note this would not apply to PvP characters. The second safeguard I suggest is when other players join a party, or enter a game, they are not automatically hostile to those hostile to their party, the automatic hostility only happens when the initial event is triggered. This is to stop players from playing both sides in order to get very powerful characters in situations where they are fighting standard characters only.

    Secondly the character creation issue ties into separation of character types we discussed earlier and of course discourages people from making not only PvP type characters, but PK characters being the characters used to hunt down PK characters. The goal of keeping characters together in game is to broaden the potential pool of people who could attack a PvP created character. If for example you are in a game with two PvP characters and six standard and you know that standard characters cannot attack you, it's going to be fairly easy to watch just one person. If you are in a game and anybody can attack you it makes the game harder, and thusly more fun for the people who would choose the PvP style. Why would we remove fun?

    There do need to be incentives to play a PvP character, besides the rush of playing PvP. They don't need to be big incentives but big enough that people on the fence would decide to create a PvP hero. The incentives I thought of are firstly, add finishing the game as a PvP character to the upcoming achievement system for Battle.net 2.0. Achievements make people want to play to reach those goals. This would interest perfectionists and goal oriented players who might not otherwise have the desire to pick PvP. The second reward I feel would be appropriate would be an awesome title. In Diablo II characters were awarded titled for completing a difficulty level and the cooler titles obviously went to the characters who played the more challenging hardcore mode. I suggest giving PvP characters both hardcore and softcore better titles for completing the game on each difficulty. Players would be like "Wow! How do you get that awesome 'avatar of Chuck Norris' title?" Oh, you could say, well you need to make a PvP character.

    The final incentive I would suggest for the PvP characters is have player ears, which was the reward for killing other players in Diablo II, similar to a shrunken head or a dog tag, only drop for players killed via PK, not through duels. This would create an incentive to kill PvP characters, especially in hardcore, just to prove you had done it and would allow players to have bounties on PvP characters. Rewards aren't the only thing the system needs to attract players. It also needs to be approachable.

    To this end I recommend not restricting interaction between PvP and standard characters. Like battlegroups in World of WarCraft where all types of servers are in one group, PvP and standard characters would play together in arenas. They would also however adventure together, and most importantly be able to trade together. This would allow people to make PvP twinks to PK other players, or make standard characters easily if you had PvP characters. Allowing people this option only makes it more fun, because making the opponents more difficult is the goal with the PvP character type. Better outfitted players fighting you means a more enjoyable gameplay experience and also encourages players to decide to "try" PvP after playing through the game on standard instead of creating another standard character since they can transfer good low level gear to their new PvP character from their standard character.

    In addition to approachability and rewards my system offers one final thing that the current design of PvP system does not, that is familiarity with the previous Diablo PvP systems. Instead of adopting completely the system we have in World of WarCraft of separating people into small groups of like-minded players and even then forcing them into arenas to combat each other my system builds on the familiarity of the previous Diablo games by allowing people to express hostility to others whenever they wish in terms of PK while still leaving enormous room for a organized dueling system. The dueling system should have real rewards like World of WarCraft does and both players of PvP and standard characters will be able to enjoy this. Players who wish to have the added challenges of a hostile and unforgiving Diablo experience should also be able to have them, and I feel my system allows players to do this without destroying the experience of those who just want to adventure through the game with their friends safely.

    (This was written by KaylinL and posted in his absence.)
    Posted in: PvP -- A Way of Life
  • published the article BlizzCast 11 -- BlizzCon roundup

    BlizzCast #11 was recently released and it covers the happenings of this years BlizzCon -- roundtable style. Joining the mediator Rob Simpson, an eSports Team member, was DiabloWiki.com - Bashiok Bashiok, Nethaera, and Karune. Throughout the entirety of the podcast, there was not much in regards to Diablo, however they definitely started BlizzCon off the right way. BlizzCon was kicked off with the announcement of the fourth class for Diablo 3, the DiabloWiki.com - Monk Monk.




    Official Blizzard Quote:



    We announced the Monk, as you said, it is our fourth playable class. We still have one class we haven't announced yet. The Monk is sort of this "East-meets-West", he's got a lot of kung-fu moves but he also looks very Western. He has this big, red, bushy beard and a shaved head. He's primarily a hand-to-hand fighter, he does use weapons but a lot of his weapons, it does look like he is using hand-to-hand combat. He's kind of weak as far as his armor and health goes, but he gets in there fast, kicks the crap out of dudes, and gets out of there.

    The reaction from the fans was overwhelming. We had stations where people could fill out feedback on the demos while they were playing them and the Monk was overwhelmingly the favorite at the show, which was just announced, so it wasn't too surprising, but it is still a very fun class to play.

    With the fourth class announced, we are only waiting for the latest addition to the team of heroes to venture into the world of the Sanctuary for the third time.



    On a related note, the winner of the Costume Contest was an avid Diablo enthusiast dressed up as the DiabloWiki.com - Mistress of Pain Mistress of Pain.


    Download BlizzCast 11
    BlizzCast 11 Transcript
    BlizzCast image courtesy of sc2pod.com.
    Posted in: BlizzCast 11 -- BlizzCon roundup
  • published the article Curse Hiring .Net and PHP Developers
    Like the title says - Curse is looking to hire a few new .NET and PHP devs. So, if you've got the skills and are looking to work for a company that's all about gaming, check it out


    Curse is looking to hire a few new developers; and where better to hire than our own super-hecka awesome gaming community! We're looking for a .Net Web Developer and a PHP Web Developer. The requirements can be seen at the links below, but one of the most important things here at Curse is passion. Passion for what we do and what we're trying to build. If you're eager and have the knowledge required we'd love to hear from you!


    PHP Developer Position Details:
    Curse, Inc is seeking a talented PHP web developer to join its Huntsville-based team, for the ongoing development of Curse's PHP based fan site network. This is an exciting opportunity for anyone with a passion for online gaming, and an interest in continuing development on some of the web's most popular sites.
    Click here for more information on the PHP Developer Position.


    .Net Position Details:
    Curse, Inc is seeking a talented .Net web developer to join its Huntsville-based team, for the ongoing development of Curse's web platform. This is an exciting opportunity for anyone with a passion for online gaming, and an interest in developing the world's leading online gaming portal.
    Click here for more information on the .Net Developer Position.

    Read Original Article

    What does this mean for us at DiabloFans? It means we will be gaining Curse employees in position to create new site features and other things that have been needed here for quite some time. This is great for us and our community, I feel you guys are most deserving of some new long overdue features.
    Logo courtesy of Jetrall.
    Posted in: Curse Hiring .Net and PHP Developers
  • published the article The Chat Gem Lives!
    Hello, everyone! I'd like to introduce myself as the new Manager for Diablo Fans. I've been itching to do something Diablo-related for myself for quite sometime now, and taking on this project was the perfect opportunity. I am very glad to be here on the dfans team and I cannot wait to get things started. Trust me, it'll be all worth it in the end. I've envisioned dfans as the one-stop spot for everything Diablo, and i'm going to do everything in my power to make this so.

    With that in mind, just a little bit about me, i've been an avid Blizzard fan since the ripe age of 5 years old, starting with Diablo 1, back in 1995. Since then, I've been doing things to help Blizzard in more ways than one. For about 5 years now, I've been posting on the Technical Support Forums, offering assistance to users who were experiencing technical issues. I was invited to the honorary Blizzard Friends List because of it, and I have been in several of the Alpha's as well. I have also been given tributes in World of Warcraft with the Sixen's Skullcap item and given a page in the Death Knights of Acherus in-game book. Also worth mentioning, i've been staff at sc2pod for a while now.

    On a less serious note, i'm a pretty laid back guy. I believe i'm fair, I believe i'll be able to run things pretty smoothly around here. I'm 19, i'm currently attending Arizona State University, and I drive a Celestial Blue Mazda3 (I need to take a new pic, I know). Oh yeah, and I like long walks along the beach... Kidding, I do have a girlfriend though. (Who happens to have played Diablo before and plays Diablo with me occasionally. Yeah, she's awesome.)

    Welcome to the age of the Chat Gem!
    Posted in: The Chat Gem Lives!