• published the article Login Issues Should be Resolved, DatModz' First Look at Uber Diablo, Diablo 3 Caramelldansen

    Login Issues Should be Resolved

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Issues affecting login should now be resolved, and we no longer receive reports of login difficulties. However we do continue to monitor the situation and should further issues arise, we'll make a new sticky to inform you all what's happening.

    Sorry for previous disruption, and thanks for your patience.

    DatModz' First Look at Uber Diablo

    Popular streamer DatModz has released an introductory video for the Uber Diablo encounter and the way to reach it. It's a pretty detailed look into what a lot of the high-end players will be doing a lot come Reaper of Souls. Note that the fight is only available upwards of Torment I.


    Diablo 3 Caramelldansen

    One of the most recognizable Diablo 3 players Jaetch has created what he says might be a "good stress reliever". Whatever it is we can't stop watching it. Share the excitement in his topic.

    Posted in: Login Issues Should be Resolved, DatModz' First Look at Uber Diablo, Diablo 3 Caramelldansen
  • published the article Diablo 3 Sells More Than 15 Million Copies, Closed Beta Hotfixes - Updated 2/7, TESO Beta Key Giveaway, Curse Is Hiring!

    Diablo 3 Sells More Than 15 Million Copies

    During the official ActivisionBlizzard conference call we learned that Diablo 3 has officially sold over 15 Million copies across all platforms - PC/Mac, PS3 and X360! The number only counts copies sold last year and does not include Reaper of Souls preorders. The Ultimate Evil Edition for PS4 has been confirmed to come out in 2014.

    Some other interesting things were also revealed - Heart of the Swarm "was the number 1 PC game for North America". World of WarCraft has increased in subscriptions for the first time in a couple of years. It has gone up from 7.6 to 7.8 million. World of WarCraft is at the end of the Mists of Pandaria expansion and everyone is anticipating the return to Outland in the upcoming Warlords of Draenor.


    Closed Beta Hotfixes - Updated 2/7

    Hotfixes are live on the Beta!

    Originally Posted by Blizzard (Official Forums)

    [LIVE HOTFIXES]

    General:
    • Paragon Experience will now never result in a lower Paragon level when importing characters to the PTR/Beta*
    • Fixed an issue where Hardcore players cannot access Torment difficulty despite having a level 60 Hardcore character*
    • Fixed an issue where Followers would occasionally delete their equipped items*
    • Fixed an issue that was causing the Strength in Numbers buff to not always apply properly*
    • Tyrael's Adventure Mode tutorial will no longer cause other players to lag.*
    Items:
    • Fixing an infinite loop caused by the Golden Gorget of Leoric Legendary affix*
    • Thorns of the Invoker: Fixed an issue with the 4-piece set bonus causing thorns to not hit enemies more than 15 yards away*
    • Reaper's Wraps: Will now roll the proper amount of Secondary affixes*

    TESO Beta Key Giveaway Now Open To Everyone

    The Elder Scrolls Online's Beta key giveaway is now open to everyone! The Curse-supported initiative was available for entry to Curse premium members only up until today, but now anyone can try their luck!

    Be sure to grab your Beta key before they are all gone! Pre-order now at http://www.elderscrollsonline.com/en/preorder


    Curse Is Hiring!

    You have a very real chance to turn your passion into profit! Curse is hiring and you might just be the person most suitable for the available positions!

    You can have a look at the full list of open positions at www.curse.com/jobs, but among the ones with high priority right now are Front End Developer, .NET Web Developer and UK Account Manager. If you're interested in any of those three professional directions, make sure to grab your chance to work in one of the fastest growing companies in the US! And if not, check out all the other spots - chances are your dream job is lurking there ;)

    GLHF!

    Posted in: Diablo 3 Sells More Than 15 Million Copies, Closed Beta Hotfixes - Updated 2/7, TESO Beta Key Giveaway, Curse Is Hiring!
  • published the article New Patch for 2.0.1 PTR and Closed Beta Now Available

    New Patch for 2.0.1 PTR and Closed Beta Now Available

    The new patch is here! You can check out our datamining post on this link. It has a lot of nice pictures!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Patch notes are listed below for the next phase of our PTR and Closed Beta for Diablo III: Reaper of Souls. Please note that changes that apply to the PTR environment also apply to the Closed Beta.

     Diablo III PTR Patch 2.0.1 - v.2.0.0.21806

    Below you will find the most current PTR patch notes for 2.0.1. Please note that this is not the final version of the 2.0.1 patch notes and that many changes may not have been documented or described in full detail.

    To provide feedback on these changes or report new bugs, please visit the appropriate PTR forum:

    To report any issues you may experience while playing, please visit the PTR Bug Report forum.

    Table of Contents


    GENERAL

    • Expert, Master, and Torment I difficulty levels have all been made slightly easier
      • Torment II, III, IV, and V have picked up the slack so that Torment VI stays roughly the same
    • The Paragon levelling curve has been adjusted to better match XP gain rates at max level
      • Players who had relatively high Paragon levels (250+) should find their rate of levelling significantly faster
    • Player hit boxes have been adjusted to more closely represent character models
      • Both male and female models of the same class share the same hit box size
    • Bug Fix: The Legendary Star indicator on the mini map should now properly show up when a Legendary or Set Item drops

     

    BOSSES

    • The following bosses no longer have enrage timers except in Torment difficulty and above
      • Butcher
      • Zoltun Kulle
      • Belial
      • Ghom
      • Siegebreaker
      • Rakanoth
    • Siegebraker now uses a modified version of the new Reflects Damage affix, which reflects % damage instead of a flat amount
      • This affix is always up on Siegebreaker
      • Changes will apply to Infernal Machine encounter as well

     

    CLASSES

    • Barbarian
      • Active Skills
        • Ancient Spear
          • Increased resource cost from 15 to 25 Fury
          • Increased base damage from 350% to 480% weapon damage
          • Skill Rune – Jagged Edge
            • Changed damage type from Physical to Fire
            • Increased damage from 435% to 620%
        • Bash
          • Skill Rune – Instigation
            • Changed damage type from Physical to Fire
          • Skill Rune - Pulverize
            • Changed damage type from Physical to Fire
        • Battle Rage
          • Skill Rune – Swords to Ploughshares
            • Reduced chance to spawn health globe on Critical Strike from 15% to 8%
        • Call of the Ancients
          • Skill Rune – The Council Rises
            • Changed damage type from Physical to Fire
          • Skill Rune – Together as One
            • Changed damage type from Physical to Lightning
        • Cleave
          • Skill Rune – Rupture
            • Changed damage type from Physical to Fire
          • Skill Rune – Broad Sweep
            • Changed damage type from Physical to Lightning
          • Skill Rune – Reaping Swing
            • Changed damage type from Physical to Fire
        • Earthquake
          • Skill Rune – Mountain's Call
            • Changed damage type from Fire to Lightning
        • Frenzy
          • Skill Rune – Smite
            • Changed damage type from Physical to Lightning
          • Skill Rune – Maniac
            • Changed damage type from Physical to Fire
        • Furious Charge
          • Skill Rune – Battering Ram
            • Changed damage type from Physical to Fire
        • Hammer of the Ancients
          • Reduced the animation lock time on casting this skill by 25%, to be more in line with other skills
          • Skill Rune – Smash
            • Changed damage type from Physical to Fire
          • Skill Rune – Devil's Anvil
            • Changed damage type from Physical to Cold
          • Skill Rune – Thunderstrike
            • Changed damage type from Physical to Lightning
        • Overpower
          • Skill Rune – Killing Spree
            • Changed damage type from Physical to Lightning
          • Skill Rune – Revel
            • Changed damage type from Physical to Fire
        • Revenge
          • Skill Rune – Retribution
            • Changed damage type from Physical to Fire
          • Skill Rune – Grudge
            • Changed damage type from Physical to Lightning
        • Seismic Slam
          • Skill Rune – Stagger
            • Changed damage type from Physical to Lightning
          • Skill Rune – Shattered Ground
            • Changed damage type from Physical to Fire
          • Skill Rune – Crackling Rift
            • Replaced by new Skill Rune – Permafrost
              • Create a sheet of frost that deals 710% weapon damage as Cold and Slows enemies by 60% for 2 seconds
        • Weapon Throw
          • Skill Rune – Mighty Throw
            • Changed damage type from Physical to Lightning
          • Skill Rune – Ricochet
            • Changed damage type from Physical to Fire
          • Skill Rune – Balanced Weapon
            • Changed damage type from Physical to Fire
        • Whirlwind
          • Skill Rune – Wind Shear
            • Changed damage type from Physical to Lightning
      • Passive Skills
        • Animosity
          • Reduced increased Fury generation from all sources from 30% to 20%
        • Brawler
          • Increased the activation radius required from 8 to 12 yards
    • Demon Hunter
      • Active Skills
        • Bolas
          • Skill Rune – Bitter Pill
            • Changed damage type from Fire to Lightning
        • Companion
          • Reduced unruned Raven companion’s on-activation next-attack damage bonus from 1000% to 500%
        • Entangling Shot
          • Skill Rune – Chain Gang
            • Changed damage type from Physical to Poison
          • Skill Rune – Heavy Burden
            • Changed damage type from Physical to Cold
          • Skill Rune – Justice is Served
            • Changed damage type from Physical to Fire
        • Evasive Fire
          • Skill Rune – Covering Fire
            • Changed damage type from Physical to Fire
          • Skill Rune – Displace
            • Changed damage type from Physical to Cold
          • Skill Rune - Parting Gift
            • Radius increased from 10 yards to 12 yards
        • Fan of Knives
          • Skill Rune – Fan of Daggers
            • Changed damage type from Physical to Lightning
        • Grenade
          • Skill Rune – Grenades Cache
            • A single enemy can now only be damaged once by one cast of this rune
          • Skill Rune – Stun Grenade
            • Changed damage type from Physical to Lightning
        • Hungering Arrow
          • Skill Rune – Serrated Arrow
            • Changed damage type from Physical to Fire
          • Skill Rune – Shatter Shot
            • Changed damage type from Physical to Lightning
        • Impale
          • Skill Rune – Chemical Burn
            • Changed damage type from Physical to Fire
          • Skill Rune – Overpenetration
            • Changed damage type from Physical to Poison
          • Skill Rune – Ricochet
            • Changed damage type from Physical to Lightning
        • Marked for Death
          • If Marked for Death is already on an enemy and the skill is cast on an open area, the existing Marked for Death will no longer be removed unless a new valid target is found
        • Multishot
          • Damage increased from 330% to 360%
          • Skill Rune – Full Broadside
            • Damage increased from 420% to 460% weapon damage
          • Skill Rune – Arsenal
            • Damage increased from 140% to 160% weapon damage
        • Rain of Vengeance
          • Skill Rune – Shade
            • Changed damage type from Physical to Lightning
          • Skill Rune – Stampede
            • Changed damage type from Physical to Fire
          • Skill Rune – Anathema
            • Changed damage type from Physical to Fire
        • Rapid Fire
          • Skill Rune - Web Shot
            • Changed damage type from Physical to Cold
        • Spike Trap
          • Reduced the animation time lock on casting this skill by 30%, to be more in line with other skills
          • Changed damage type from Physical to Fire
          • Skill Rune – Sticky Trap
            • Changed damage type from Physical to Fire
            • Bug Fix: Sticky Trap's explosion range has been increased from 8 yards to 16 yards
          • Skill Rune – Long Fuse
            • Changed damage type from Physical to Fire
          • Skill Rune – Scatter
            • Changed damage type from Physical to Fire
        • Strafe
          • Skill Rune – Demolition
            • Changed damage type from Physical to Fire
        • Vengeance
          • Skill Rune – Dark Heart
            • Changed damage type from Physical to Lightning
          • Skill Rune – From the Shadows
            • Changed damage type from Physical to Poison
      • Passive Skills
        • Ambush
          • Additional damage dealt now occurs when enemies are above 75% health, down from 80% health
        • Grenadier
          • Explosion size increase lowered from 40% to 20%
    • Monk
      • Active Skills
        • Mantra of Retribution
          • Skill Rune – Retaliation
            • Damage type changed to Fire
        • Tempest Rush
          • Skill Rune – Northern Breeze
            • Damage type has been changed to Holy
          • Skill Rune – Flurry
            • Damage type has been changed to Cold
          • Skill Rune – Bluster
            • Damage type has been changed to Fire
    • Witch Doctor
      • Active Skills
        • Fetish Army
          • Skill Rune – Tiki Torchers
            • Damage increased from 15% to 85% weapon damage
          • Skill Rune – Head Hunters
            • Damage increased from 20% to 130% weapon damage
        • Poison Dart
          • Skill Rune - Splinters
            • Reverted to 1.0.8 functionality
              • Shoots 3 darts which do 60% weapon damage and can all hit the same target
          • Skill Rune – Flaming Dart
            • Damage is now dealt over 4 seconds
        • Spirit Barrage
          • All runes have had their damage type changed to Cold
      • Passive Skills
        • Circle of Life
          • Increased effect radius from 12 yards to 20 yards
        • Grave Injustice
          • Increased effect radius from 12 yards to 20 yards
          • Maximum Mana gain reduced from 2% to 1%
        • Gruesome Feast
          • Duration increased from 10 seconds to 15 seconds
    • Wizard
      • Active Skills
        • Archon
          • All Runes
            • Reduced Arcane Strike damage from 853% to 596%
            • Reduced Disintegration Wave damage from 668% to 467%
            • Reduced Arcane Blast damage from 518% to 470%
          • Skill Rune – Improved Archon
            • Reduced damage bonus from 60% to 22%

     

    CRAFTING

    • Gem distribution has received a tuning pass
    • Champions and Rares no longer guarantee a Demonic Essence or Death’s Breath drop when killed
      • The chance of Demonic Essence/Death’s Breath drops now increases with difficulty level
    • Blacksmithing
      • Many recipes have received a tuning pass and their materials lists have been revisited
        • Some item types are now oriented to be greater item sinks for certain materials while others have lighter costs
      • All level 1-60 crafted legendaries have received a tuning pass on crafting costs
      • Salvaging white items now has a higher chance to return multiple white crafting materials
      • Blue items now have a chance to salvage into 1-3 blue crafting materials

     

    EVENTS

    • Infernal Machine
      • The Infernal Machine event can now only be completed at Torment I difficulty or above
      • Drop rates have been lowered from the 100% test rate to the following:
        • Torment I: 25%
        • Torment II: 28%
        • Torment III: 33%
        • Torment IV: 38%
        • Torment V: 43%
        • Torment VI: 50%
      • Infernal Machine bosses no longer enrage

     

    FOLLOWERS

    • Templar
      • Inspire
        • Reduced increased Fury and Spirit generation from all sources from 21% to 10%

     

    ITEMS

    • Life per Fury Spent and Max Fury now roll at double the amount on a 2-Handed Mighty Weapon as on a 1-Handed Mighty Weapon or Mighty Belt
    • Life per Spirit Spent and Spirit Regeneration per Second now roll at double the amount on a Combat Staff as on a Fist Weapon or Spirit Stone
    • Splash Damage has been renamed Area Damage
    • New item affix added: % Weapon Damage Bleed
      • "X% chance to hit to inflict Bleed for 300-400% weapon damage over 5 seconds."
      • This new affix replaces the old Bleed affix on all new items
    • New tiers of many two-handed weapons have been slightly increased in speed
    • Bug Fix: Items should roll with the Level Reduction affix less frequently
    • Crafted Set Items
      • Many Crafted Set items have had their set bonuses revisited:
        • Asheara's Vestments
          • 2-piece Set Bonus
            • +100 Resist All
          • 3-piece Set Bonus
            • +20% Life
          • 4-piece Set Bonus
            • Your followers occasionally come to your aid.
        • Aughild's Dominion
          • 2-piece Set Bonus
            • +7% damage reduction from Melee
            • +7% damage reduction from Ranged
          • 3-piece Set Bonus
            • +15% damage reduction from Elites
            • +15% damage against Elites
        • Born's Command
          • 2-piece Set Bonus:
            • +15% Life
          • 3-piece Set Bonus
            • +20% Bonus Experience
            • +10% Cooldown Reduction
        • Cain's Destiny
          • 2-piece Set Bonus
            • +8% Attack Speed
          • 3-piece Set Bonus
            • +50% Bonus Magic Find
            • +50% Bonus Experience
        • Captain Crimson's Trimmings
          • 2-piece Set Bonus
            • +2000 Life Regen per Sec
            • +10% Cooldown Reduction
          • 3-piece Set Bonus
            • +50 Resist All
            • +10% Resource Cost Reduction
        • Demon's Hide
          • 2-piece Set Bonus
            • +6000 Thorns damage as Fire
          • 3-piece Set Bonus
            • +25% Splash damage
          • 4-piece Set Bonus
            • +15% damage against Demons
            • Chance to reflect projectiles when you are hit by enemies.
        • Guardian's Jeopardy
          • 2-piece Set Bonus
            • +250 Vitality
            • +2000 Life Regen per Sec
          • 3-piece Set Bonus
            • +15% Movement Speed
        • Hallowed Protectors
          • 2-piece Set Bonus
            • +100 Resist All
            • +10% Attack Speed
        • Sage's Wisdom
          • 2-piece Set Bonus
            • +250 Strength
            • +250 Dexterity
            • +250 Intelligence
            • +250 Vitality
          • 3-piece Set Bonus
            • Whenever a Death’s Breath drops, a second one will also drop.
    • Set Items
      • Might of the Earth
        • 2 Piece Set Bonus:
          • Reduced the cooldown reduction of Earthquake when it kills an enemy from 15 seconds to 2 seconds
    • Legendary Items
      • Defender of Westmarch
        • Now has the power "Blocks have a chance of summoning a charging wolf that deals 300-400% weapon damage to all enemies it passes through."
      • The Furnace
        • Chance to proc has been reduced
      • Mara's Kaleidoscope
        • Amount healed has been reduced from 20-25% to 10-15%
        • Rarity of this item has been increased
      • Puzzle Ring
        • Now rolls the number of white items needed before dropping a Rare or Legendary from 12-15, down from 40
      • Sledge of Athskeleng
        • Bug Fix: Fixed an issue where the Legendary Movement Speed affix was considered a Primary Stat and taking up a Primary stat slot
      • Staff of Kyro
        • Legendary passive has been removed
        • Now rolls with 7-10% Attack Speed and 40-50% increased Deadly Reach damage
      • The Star of Azkaranth
        • Amount healed has been reduced from 20-25% to 10-15%
        • Rarity of this item has been significantly increased
      • Talisman of Aranoch
        • Amount healed has been reduced from 20-25% to 10-15%
        • Rarity of this item has been increased
      • Trag’oul Coils
        • Will now also reduce all cooldowns by 45-60 seconds when you use a Healing Well, in addition to the previous effect of replenishing all resources
      • Unity
        • Now has the power “All damage taken is split between wearers of this item.”
          • This ability works on Followers
      • Xephirian Amulet
        • Amount healed has been reduced from 20-25% to 10-15%
        • Rarity of this item has been increased

     

    MONSTERS

    • Monster Density has been revisited across Acts I-IV
      • Players should now encounter smaller packs of monsters less frequently
      • Act I has received density retuning to be more challenging at higher levels
    • Damage from Monster Affixes has been reduced
    • Damage from monsters between levels 50-70 has been reduced by approximately 25%, though the exact amount varies by level
    • Monster Health has been significantly reduced in Torment II and above
      • As a result, Experience and Gold Find bonuses have also been reduced in Torment II and above
    • Experience gained on monsters level 40 and above has been drastically increased
      • Experience required to level has also increased by similar ratios
    • All Treasure Goblins now share the same treasure class, and will now drop consistently similar things
    • More items have been added to the Treasure Goblin class to make them more rewarding, similar to Horadric Caches

    Back to Top of PTR Patch Notes

     Reaper of Souls Closed Beta - v.2.0.0.21806

    Below you will find the most current Closed Beta patch notes for Reaper of Souls.

    To provide feedback on these changes or report new bugs, please visit the appropriate Closed Beta forum:

    To report any issues you experience while playing, please visit the Reaper of Souls Bug Report forum.

    Table of Contents

    ATTENTION: Please note that the Closed Beta also includes all changes from the PTR.


    GENERAL

    • Experience earned between levels 61 and 70 has been increased
    • A new stash tab is available for purchase
      • This stash tab will be available to those with the Reaper of Souls expansion

     

    ADVENTURE MODE

    • Bounties
      • Horadric Caches no longer drop Rift Keystones
        • Rift Keystones are now Rift Keystone Fragments
          • A player may use 5 Rift Fragments to summon a Nephalem Rift
        • Horadric Caches now drop 2 Rift Fragments
        • Bounties now grant Rift Fragments
      • The first bounty completed in any Act will no longer reward Rift Fragments or Blood Shards
      • Bounties have had their Blood Shard awards adjusted
        • Normal Bounties grant 1 Blood Shard
        • Expert and Bonus Bounties grant 2 Blood Shards
        • Master and above Bounties grant 4 Blood Shards
      • Bounty Scrolls have been retuned
        • There are now five types of Bounty Scroll buffs
        • Damage bonuses for Bounty Scrolls have been reduced from 300% to 25%
      • Players will now only earn rewards from bounties if they are in the same zone as the bounty when it is completed
      • The experience and gold rewards now varies depending on the type of bounty completed
        • The reward of each bounty should now be more proportional to the time and effort required to complete the bounty
    • Nephalem Rifts
      • Rift bosses now have a chance to drop a Fiery Brimstone from levels 1-60
      • Treasure Goblin packs are now more rare
      • Numerous Rift bosses have received damage and health tuning passes

     

    CLASSES

    • Barbarian
      • Active Skills
        • Earthen Might
          • Reduced Fury generated by Avalanche and Earthquake on cast from 50 to 40
        • Avalanche
          • Skill Rune – Snow-Capped Mountain
            • Increased damage from 1600% to 1700% weapon damage
          • Skill Rune – Volcano
            • Each projectile now deals area of effect damage in a 5 yard radius, instead of single target damage
            • Total damage has been increased from 3000% from 4400% weapon damage
      • Passive Skills
        • Sword and Board
          • Reduced Fury generated on block from 20 to 6
    • Crusader
      • Active Skills
        • Blessed Shield
          • Base skill and all runes now increases damage based on Block Chance instead of Block amount
          • Changed to 250% of your Shield Block Chance added as weapon damage
        • Condemn
          • Skill Rune – Unleashed
            • This rune is now gained at level 33
          • Skill Rune – Vacuum
            • Can now only knockback an elite monster once per cast
        • Falling Sword
          • Skill Rune – Flurry
            • Can now only knockback an elite monster once per cast
        • Fist of the Heavens
          • Has received a tuning pass
          • Base damage reduced from 440% to 250% weapon damage for the initial impact
          • Base damage reduced from 320% to 210% weapon damage for the secondary bolts
          • Skill Rune – Divine Well
            • Damage increased from 12% to 32% weapon damage
          • Skill Rune – Fissure
            • Damage reduced to 80% weapon damage over 5 seconds for the lightning arc component
          • Skill Rune – Reverberation
            • Slow amount and duration increased from 60% for 3 seconds to 80% for 4 seconds
        • Justice
          • Projectile speed has been increased
        • Laws of Hope
          • The shield magnitude for the Active ability has been doubled
        • Phalanx
          • Now scales off player Attack Speed
          • Skill Rune – Bowmen
            • Damage decreased from 100% to 50%
            • Duration has been reduced from 10 seconds to 5 seconds
            • Cooldown has been reduced from 30 seconds to 15 seconds
            • Bug Fix: Fixed a bug where Bowmen were receiving double benefit from certain bonuses
        • Punish
          • Now increases Block Chance instead of Block Amount
        • Shield Bash
          • Base skill and all runes now increases damage based on Block Chance instead of Block Amount
          • Changed to 300% of your Shield Block Chance added as weapon damage
          • Skill Rune – Shattered Shield
            • Changed to 300% of your Shield Block Chance added as weapon damage
          • Skill Rune – Shield Cross
            • Changed to 100% of your Shield Block Chance added as weapon damage
        • Slash
          • Skill Rune – Zeal
            • This rune is now gained at level 47
        • Steed Charge
          • Cooldown has been increased from 15 to 20 seconds
          • Skill Rune - Endurance
            • Increases the duration by 3 seconds, down from 4 seconds
    • Witch Doctor
      • Active Skills
        • Piranhas
          • Skill Rune – Piranhado
            • Knockback effect can only be applied to each elite monster once per cast
            • Bug Fix: Now correctly diminishes its CC effect against elite targets
          • Skill Rune – Wave of Mutilation
            • Can now only hit each target once
            • Damage increased from 50% to 475% weapon damage
            • Range and speed has been increased
      • Passive Skills
        • Physical Attunement (Passive)
          • Increased effect radius from 8 yards to 20 yards

     

    CRAFTING

    • Blacksmith
      • First new Reaper of Souls tier of crafted items now rolls at level 61, down from level 65
      • Items with sockets no longer require a Death’s Breath to craft
      • Belt and Boots items now require additional Death’s Breaths to craft, but have had their other materials lowered to compensate
      • All level 70 Legendary items that previously required a number of gems to craft now require a single maximum level gem instead
      • A number of crafted Legendary class-specific items now require a gem of a color not commonly used by the class crafting the item
        • This is to give gems that are not commonly utilized by some classes additional uses
    • Jeweler
      • The level 70 Amulet and Ring items no longer require a Death’s Breath to craft
      • Leveling the Jeweler costs fewer Death’s Breaths
      • Imperial and Flawless Imperial Gems no longer cost Death’s Breaths to create
        • Royal and Flawless Royal gems now cost 1 Death’s Breath to create
      • Amulets and Rings should now correctly craft level 70 versions, rather than level 61
    • Mystic
      • Enchanting
        • Legacy items can no longer be enchanted
          • Note: Items acquired before the patch can no longer be enchanted as a result of this fix. Any items acquired after the patch should not experience this issue.
        • Enchanting costs have received a tuning pass and their materials requirements have been revisited
          • Enchanting certain slots now requires greater item sinks for certain materials while others have lighter costs
          • The base cost to enchant Legendary items has been reduced
          • The gold cost of enchanting Helms and Bracers has been reduced
          • Level 1-60 items now cost 1-60 crafting materials to enchant while level 61-70 items now cost 61-70 crafting materials to enchant
          • All Legendaries now require a Demonic Essence or Death’s Breath to enchant, depending on their required level
          • All weapons now cost either a Demonic Essence or Death’s Breath to enchant, depending on their required level
          • All Helms, Pants, and Chest armors now cost either a Demonic Essence or Death’s Breath to enchant, depending on their required level
          • Legendary Rings and Amulets no longer cost gold to enchant
          • Legendary Rings and Amulets now cost a Royal gem to enchant
        • The Mystic now needs to be leveled up in order to unlock the ability to enchant various item types
          • This is displayed in her training tab UI
      • Transmogrification
        • Base white items no longer unlock Transmogrification patterns when picked up
          • These patterns are now correctly learned by the Mystic as she levels up
        • Class-specific Legendary Sets no longer unlock a transmogrification version of themselves
          • This is to prevent classes who cannot use these items from transmoging them

     

    EVENTS

    • Infernal Machine
      • Which organs drop from bosses is now dependent on which Infernal Machine was used to open the portal
        • If a player uses a level 60 Infernal Machine, the boss will drop the level 60 organs
        • Old reagents now drop from bosses from levels 60-70
        • This is to prevent situations where players could obtain the new organs using old Infernal Machines; this also allows players at level 70 the option to farm for and craft the level 60 Hellfire Ring if they wish
      • The Soul of Evil
        • Encounter has been greatly revised, resulting in a much greater challenge
          • All additional bosses summoned during the fight must be defeated to complete the event
          • Be warned! This battle is not for the faint of heart!

     

    ITEMS

    • Level 61-70 shields have received a tuning pass for block amount
    • Legendary shields have received a tuning pass for block amount
    • Life per Wrath Spent and Maximum Wrath now roll at double the amount on a 2-Handed Flail as on a 1-Handed Flail or Crusader Shield
    Posted in: New Patch for 2.0.1 PTR and Closed Beta Now Available
  • published the article New Datamined Patch - Class Changes, Passive Effects, Rift Keystones, Item Set Names, Bounty Scrolls, New Banners, WoD Buff

    New Datamined Patch - Class Changes, Passive Effects, Rift Keystones, Item Set Names, Bounty Scrolls, New Banners, Warlords of Draenor Buff, Lots of Graphics

    Warning - all things below should NOT be considered as a confirmation or anything close to it. This is datamining and not everything is a representation of what would be in the game.

    Update 4: Added Set Item bonuses. There are quite some changes!

    Update 3: Added portraits. Faces are as follows: Enchanted Soul Fragment, Lord Wynton, Spirit Barbarian, Spirit Crusader, Spirit Crusader Male, Westmarch Boy, Adria Boss, Cow King, Zayl, Common Angel, BSmith Apprentice, Sophia. Looks like this might be it for the patch!

    Update 2: Added buff icons from items, Warlords of Draenor "flag" buff, new Bounty target Health Bar and Legendary Reagents. Fixed incorrect Pool of Reflection string.

    Update: Added a lot more pictures. Made Warlords of Draenor Buff more obvious in the notes below.


     New Graphics - Icons, Items, Portraits, UI

     

       

       

     


     

    Set Item Bonuses

    DiabloFans Quote:

    Krelm's Buff Bulwark (New)
    • 2 pieces: [+500 Vitality] 
    Chantodo's Resolve
    • 2 pieces: [Your shields heal for 25% of their remaining amount when they expire.] (New)

    Legacy of Nightmares

    • 2 pieces: [This ring sometimes summons a Skeleton when you attack.] (Seems like it was missing from the tooltip the last few builds)

    Born's Command

    • 2 pieces: [+15% Life] (Down from 20%)
    • 3 pieces: [Increases experience rewarded per kill by 20%] (Moved from 2 pieces)
    • 3 pieces: [Reduces cooldown of all skills by [{VALUE1}*100|1|]%.] (New)

    Cain's Destiny

    • 3 pieces: [50% Better Chance of Finding Magical Items] (Down from 100%)

    Captain Crimson's Trimmings

    • 2 pieces: [Reduces cooldown of all skills by [{VALUE1}*100|1|]%.] (New)
    • 2 pieces: [Regenerates 2000 Life per Second] (Up from 1945)
    • 3 pieces: [Reduces all resource costs by 10%.] (New)
    • 3 pieces: [+50 Resistance to all elements] (Down from 100)

    Aughild's Authority

    • 2 pieces: [Reduces damage from ranged attacks by 0.07%] (Moved from 3 pieces)
    • 3 pieces: [Reduces damage from Elites by 15%] [Increases damage versus Elites by 15%]  (New)

    Asheara's Vestments

    • 3 pieces: [Melee attackers take 3498 Holy Damage per hit] (Removed)

    Guardian's Jeopardy

    • 2 pieces: [+250 Vitality] (Down from 975
    • 2 pieces: [Regenerates 2000 Life per Second] (Up from 1945)
    • 3 pieces: [+15% Movement Speed] (New)

    Demon's Hide

    • 2 pieces: [Melee attackers take 6000 Fire Damage per hit] (Up from 3498)
    • 3 pieces: [Chance to Deal 25% Splash Damage on Hit.] (Changed from 5.1% chance to Fear on Hit)

    Sage's Journey

    • 2 pieces: [+250 Intelligence] [+250 Strength] [+250 Dexterity] [+250 Vitality] (All values down from 975)

    Hallowed Protectors

    • 2 pieces: [Attack Speed increased by 10%] (Up from 8%)

    The Shadow's Mantle (Ninja Set)

    • 2 pieces: [Automatically cast Smoke Screen when you fall below 25% Life. This effect may occur once every 30 seconds.] (Moved from 4 pieces. Replaces: Your Spike Traps lure enemies to them)
    • 4 pieces: [Reduce all cooldowns by 1 second every time you kill a demon.] (New)

    Helltooth Harness (Witch_Doctor_Set_x1)

    • 4 pieces: [ Reduces cooldown of Wall of Zombies by 2 seconds. ] (Previously 500 Intelligence)
    • 6 pieces: [NYI] (Previously 500 Intelligence)

    Item Passive Effects

    DiabloFans Quote:

    New

    • ItemPassive_Unique_Ring_739_x1Elemental skills have a chance to trigger a powerful attack that deals [{VALUE1}*100]% weapon damage:
    • *Cold skills trigger Freezing Skull
    • *Poison skills trigger Poison Nova
    • *Lightning skills trigger Charged Bolt
    • ItemPassive_Unique_Bow_008_x1Ravens flock to your side.
    • ItemPassive_Unique_Ring_586_x1 - Wall of Zombies spews acid, dealing [{VALUE1}*100]% weapon damage every second for its entire duration. (Was NYI till now)

    • ItemPassive_Unique_Ring_587_x1 - All damage taken is split between wearers of this item. (Was NYI till now)

    Changed

    • ItemPassive_Unique_Ring_533_x1 - Strafe gains the effect of the Drifting Shadow rune. (Previously removed Hatred cost)
    • ItemPassive_Unique_Ring_602_x1 - Your Spike Traps lure enemies to them. Enemies may be taunted once every {VALUE1} seconds. (Added taunt mechanic description)
    • ItemPassive_Unique_Ring_600_x1 - Summons shadow clones to your aid when you Stun an enemy. This effect may occur once every {VALUE1} seconds. (Added occurrence limitation)
    • ItemPassive_Unique_Ring_615_x1 - Healing wells replenish all resources and reduce all cooldowns by {VALUE1} seconds. (Now also reduces cooldowns)
    • ItemPassive_Unique_Ring_621_x1 - Fan of Knives gains the effect of the Fan of Daggers rune. (Changed from having a knock back effect)
    • ItemPassive_Unique_Ring_626_x1 - Grasp of the Dead gains the effect of the Rain of Corpses rune. (Changed from having no cooldown)
    • ItemPassive_Unique_Ring_643_x1 - Blocks have a chance of summoning a charging wolf that deals [{VALUE1}*100]% weapon damage to all enemies it passes through. (Added creature details, changed from hell hound)
    • ItemPassive_Unique_Mighty_1H_011_x1 - Chance on attack to Whirlwind furiously for 325% weapon damage as Physical every second for 6 seconds. (Finally added actual numbers!)

    Warlords of Draenor Buff

    NOTE that Blizzard uses QUAD DAMAGE as a placeholder for CE stuff.

    DiabloFans Quote:

    • WoDFlagBuff_name - Collectors Edition Buff
    • WoDFlagBuff_desc - QUAD DAMAGE

     Rift Keystones, Item Set Names, Bounty Scrolls, New Banners

    DiabloFans Quote:

    Bnet_EscapeMenu.txt
    • RaiseDifficulty Raise Difficulty

    Errors.txt

    • NephalemRiftWarning_PlayerNeedsKeyFive Rift Keystone Fragments are needed to conjure a Nephalem Rift.
    • PowerUnusableInDifficultyYou can't do that in this difficulty level.
    • DifficultyTooLowYou must be in a higher game difficulty for that.
    • ItemCannotBeEnchantedLegacyThe mystic cannot enchant legacy items.
    • ItemCannotBeEnchantedMysticLevelRequiredThe mystic needs to be level {s1} to enchant this item type.

    General.txt

    • LootRunClosesWarning - Nephalem Rift closes in:
    • QuestUpdateNewBountyChatMessage - {s1}, {s2}
    • StatAbbr - {s1}k

    HeroDetails.txt

    • SplashDamageArea Damage (Renamed from Splash Damage)

    ItemSets.txt

    • Ninja_Set_x1The Shadow’s Mantle
    • Thorns_Set_x1 - Thorns of the Invoker
    • Earthquake_Set_x1 - Might of the Earth
    • Golden_Oxen_Set_x1 - The Legacy of Raekor
    • Dot_Set_x1 - Raiment of the Jade Harvester
    • Monkey_King_Set_x1Monkey King's Garb
    • Arcane_Wraps_Set_x1 - Vyr's Amazing Arcana
    • Witch_Doctor_Set_x1 - Helltooth Harness
    • War_Harness_Set_x1 - Krelm’s Buff Bulwark

    BuffTooltips.txt

    • X1_Passive_BountyScroll_DemonDamage_0 - Bounty Scroll
    • X1_Passive_BountyScroll_DemonDamage_0_desc - 25% increased damage to Demons.
    • X1_Passive_BountyScroll_UndeadDamage_0 - Bounty Scroll
    • X1_Passive_BountyScroll_UndeadDamage_0_desc - 25% increased damage to Undead.
    • X1_Passive_BountyScroll_BeastDamage_0 - Bounty Scroll
    • X1_Passive_BountyScroll_BeastDamage_0_desc - 25% increased damage to Beasts.
    • X1_Passive_BountyScroll_TeddyBear_0 - Cuddle Bear!
    • X1_Passive_BountyScroll_TeddyBear_0_desc - You feel more cuddly.
    • X1_Passive_BountyScroll_RunSpeed_0 - Bounty Scroll
    • X1_Passive_BountyScroll_RunSpeed_0_desc - 30% increased movement speed.

    Powers.txt

    • X1_Passive_BountyScroll_DemonDamage_name - Bounty Scroll
    • X1_Passive_BountyScroll_UndeadDamage_name - Bounty Scroll
    • X1_Passive_BountyScroll_BeastDamage_name - Bounty Scroll
    • X1_Passive_BountyScroll_RunSpeed_name - Bounty Scroll

    Tutorials.txt

    • X1_PoolsOfreflection_2 - You now have a pool of bonus experience which will persist between games. Dying will remove this bonus.
    • X1_PoolsOfreflection_2_title - Pools of Reflection Bonus
    • X1_RiftKeystone_title - Rift Keystone Fragments
    • X1_RiftKeystoneInventory - Use 5 Rift Keystone Fragments to open a Nephalem Rift at the Nephalem Obelisk in town.
    • X1_RiftKeystoneInventory_title - Rift Keystone Fragments
    • X1_RiftKeystoneComplete - You now have 5 Rift Keystone Fragments. You can go back to the Nephalem Obelisk in town and open a Nephalem Rift.
    • X1_RiftKeystoneComplete_title - Rift Keystone Fragments

    X1_LoadscreenTips.txt

    • TIP056 - Primary or secondary properties proceeded by an orange bullet icon {icon:bullet2} are not factored into item comparisons.
    • TIP057 - Shift-click on player names to link them.
    • TIP058 - Holding down the SHIFT key while assigning paragon points will speed up the process by assigning them ten at a time.
    BannerAccents.txt
    • banner_basic_sigilAccent_BatWings_01 - Wings
    • banner_basic_sigilAccent_Goblet_01 - Goblet
    • banner_basic_sigilAccent_MoonStar_01 - Moon & Sun
    • banner_basic_sigilAccent_Orb_01 - Orb
    • banner_basic_sigilAccent_Rose_01 - Roses
    • banner_basic_sigilAccent_Serpent_01 - Serpent
    • banner_basic_sigilAccent_Snakes_01 - Snakes
    • banner_basic_sigilAccent_Leaves_02 - Vines
    • banner_basic_sigilAccent_Rays_01 - Rays
    • banner_basic_sigilAccent_Sun_01 - Evenstar

    BannerPatterns.txt

    • banner_basic_pattern_wave_04 - Wind
    • banner_basic_pattern_cross_05 - Cruces
    • banner_basic_pattern_cross_06 - Crucifix
    • banner_basic_pattern_drip_03 - Scalloped
    • banner_basic_pattern_fire_02 - Flares
    • banner_basic_pattern_fire_03 - Fire
    • banner_basic_pattern_starburst_01Infinity
    • banner_basic_pattern_starburst_02 - Starburst
    • banner_basic_pattern_starburst_03 - Sunburst

    BannerShapes.txt

    • banner_basic_shape_chevron004 - Highborn
    • banner_basic_shape_chevron005 - Royal
    • banner_basic_shape_chevron006 - Imperial
    • banner_basic_shape_goth004Exultant
    • banner_basic_shape_point006 - Hallowed
    • banner_basic_shape_point007 - Glorious
    • banner_basic_shape_point008 - Westmarch
    • banner_basic_shape_rectangle002 - Reserved
    • banner_basic_shape_rectangle003 - August

    BannerSigils.txt

    • banner_basic_sigilMain_Axe_01Axe
    • banner_basic_sigilMain_Bird_01 - Ascendance
    • banner_basic_sigilMain_Crus_01 - Crusader
    • banner_basic_sigilMain_Hood_01 - Malthael's Hood
    • banner_basic_sigilMain_Orb_01 - Crucible
    • banner_basic_sigilMain_Rose_01 - Thorny Rose
    • banner_basic_sigilMain_Scythe_02 - Scythes
    • banner_basic_sigilMain_Shield_03 - Crusader Shield
    • banner_basic_sigilMain_Sickle_01 - Sickles
    • banner_basic_sigilMain_Soulstone_01 - Black Soulstone
    • banner_basic_sigilMain_Malskull_01 - Reaper
    • banner_basic_sigilMain_Axe_01_alt_01 - Axe
    • banner_basic_sigilMain_Bird_01_alt_01Ascendance
    • banner_basic_sigilMain_Crus_01_alt_01 - Crusader
    • banner_basic_sigilMain_Flail_01 - Flails
    • banner_basic_sigilMain_Flail_01_alt_01 - Flails
    • banner_basic_sigilMain_Hood_01_alt_01 - Malthael's Hood
    • banner_basic_sigilMain_Malskull_01_Alt_01 - Reaper
    • banner_basic_sigilMain_Orb_01_alt_01 - Crucible
    • banner_basic_sigilMain_Rose_01_alt_01 -Thorny Rose
    • banner_basic_sigilMain_Scythe_02_alt_01 - Scythes
    • banner_basic_sigilMain_Shield_03_alt_01 - Crusader Shield
    • banner_basic_sigilMain_Sickle_01_alt_01Sickles
    • banner_basic_sigilMain_Soulstone_01_alt_01 - Black Soulstone 

    Class Changes

    DiabloFans Quote:

    Barbarian


    • Nerves Of Steel Nerves Ofof Steel
    • Animosity Increase all Fury generation by 3020%. / Increase maximum Fury by 20. / Fury is used to fuel your most powerful attacks.
    • Relentless No matter the odds, some warriors simply refuse to fall.
    • Brawler As long as there are 3 enemies within 812 yards, all of your damage is increased by 20%.
    • Earthen Might Gain 5040 Fury when activating Avalanche or Earthquake.
      • desc : "My capital has become the cell in which I await my execution. The ground roars beneath me, announcing the presence of the wild men, as they rend and tear the foundations of the world and laugh. Oh, woe is me that I ever confused their savage ways for weakness."???TheLoren, Panep of Samauren
    • Sword and Board Blocking an attack generates 206 Fury.
    • Bash
      • Instigation : Increase Fury generated to 9. / Bash's damage turns into Fire.
      • Pulverize : Each hit causes a shockwave that deals 60% weapon damage as Fire to enemies in a 26 yard line behind the primary enemy.
    • Cleave
      • Broad Sweep : Increase damage to 230% weapon damage as Lightning.
      • Reaping Swing : Generate 2 additional Fury per enemy hit. / Cleave's damage turns into Fire.
      • Rupture : Enemies slain by Cleave explode, causing 160% weapon damage as Fire to all other enemies within 8 yards.
    • Threatening Shout Reducing damage done by enemies within 25 yards by -20% for 15 seconds.
    • Ground Stomp Shake the ground to inflict 1% weapon damage to all enemies within 14 yards and Stun them for 4 seconds.
    • Hammer of the Ancients Call forth a massive hammer to smash enemies around the target for 535% weapon damage.
      • Smash : Smash for 680% weapon damage as Fire.
      • The Devil's Anvil : Each hit creates a tremor at the point of impact for 2 seconds that slowsSlows the movement speed of enemies by 80%. / Hammer of the Ancients's damage turns into Cold.
      • Thunderstrike : When you kill an enemy with Hammer of the Ancients, other enemies within 10 yards are stunnedStunned for 2 seconds. / Hammer of the Ancients turns into Lightning damage.
    • Ignore Pain
      • Bravado : Breaks the effects of Root, Stun, Fear, ImmobilizedImmobilize, and SnareSlow.
    • Sprint Improves movement speed to 130% for 3 seconds.
    • Furious Charge
      • Battering Ram : Increase the damage to 760% weapon damage as Fire.
    • Battle Rage
      • Swords to Ploughshares : Critical Hits have up to a 158% chance to cause enemies to drop additional health globes.
    • Earthquake
      • The Mountain's Call : Remove the Fury cost and reduce the cooldown to 45 seconds. / Earthquake's damage turns into Lightning.
    • Rend Strike all enemies within 12 yards, dealing 185% weapon damage every second for 5 seconds.
    • Frenzy
      • Maniac : Each Frenzy effect also increases your damage by 2.5%. / Frenzy's damage turns into Fire.
    • Call of the Ancients
      • The Council Rises : The Ancients deal 360% weapon damage as Fire with each attack.
      • Together as One : 50% of all damage dealt to you is instead divided evenly between the Ancients. / The Ancients's damage turns into Lightning.
    • Seismic Slam
      • Shattered Ground : Increase damage to 710% weapon damage andas Fire and changes the knock up to a 5 yard Knockback.
      • Stagger : Each hit has has a 80% chance of stunningStunning enemies for 1 second. / Seismic Slam's damage turns into Lightning.
      • Cracking RiftPermafrost : Focus the seismic shockwaves alongCreate a narrow path to deal 780sheet of frost that deals 710% weapon damage toas Cold and Slows enemies along a 42 yard pathby 60% for 2 seconds.
    • Whirlwind
      • Wind Shear : Gain 1 Fury for every enemy struck. / Whirlwind's damage turns into Lightning.
    • Revenge
      • Retribution : Increase damage to 480% weapon damage as Fire.
      • Grudge : Knockback enemies 24 yards when using Revenge. / Revenge's damage turns into Lightning.
    • Overpower Cooldown: 12 seconds / Deal 380% weapon damage to all targetsenemies within 9 yards. / Critical Hits have a chance to reduce the cooldown of Overpower by 1 second.
      • Killing Spree : Your Critical Hit Chance is increased by 8% for 5 seconds. / Overpower's damage turns into Lightning.
      • Revel : Increase damage to 760% weapon damage as Fire.
    • Avalanche
      • Glacier : Giant blocks of ice hit enemies for 1600% weapon damage andas Cold and Freeze them.
      • Snow-Capped Mountain : Cave-in from both sides pushes enemies together, dealing 16001700% weapon damage as Cold and Slowing them by 60% for 23 seconds.
      • Volcano : Chunks of molten lava are randomly launched at nearby enemies, dealing 30004400% weapon damage as Fire over 5 seconds.
    • War Cry Armor is increased to 20%.
    • Ancient Spear Cost: 1525 Fury / Throw a spear that pierces enemies and deals 350480% weapon damage.
      • Harpoon : Add a chain to the spear to drag all enemies hit back to you and Slow them by 60% for 1 second.
      • Jagged Edge : Increase the damage to 435620% weapon damage as Fire.
      • Ranseur : Enemies hit are knocked back 5 yards.
      • Rage Flip : Add a chain to the spear to throw all enemies hit behind you and Slow them by 60% for 1 second.
    • Weapon Throw
      • Mighty Throw : Increase thrown weapon damage to 200% weapon damage as Lightning.
      • Ricochet : The weapon ricochets to 3 enemies within 15 yards of each other. / Weapon Throw's damage turns into Fire.
      • Balanced Weapon : Increase Fury generated to 9. / Weapon Throw's damage turns into Fire.

    Demon Hunter


    • Custom Engineering Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%. / Increase the maximum number of Sentries to 0 and Spike Traps to 08.
    • Grenadier Increase the damage of grenades by 20%. / Increase the explosion size of grenades by 4020%. / Upon death, you drop a giant grenade that explodes for 1000% weapon damage as Fire.
    • Ambush You deal 40% additional damage to enemies above 8075% health.
    • Multishot Cost: 25 Hatred / Fire a massive volley of arrows dealing 330360% weapon damage to all enemies in the area.
      • Full Broadside : Increase the damage of Multishot to 420460% weapon damage.
      • Arsenal : Every time you fire, launch 3 rockets at nearby enemies that each deal 140160% weapon damage as Fire.
    • Fan of Knives Cooldown: 10 seconds / Throw knives out in a spiral around you, dealing 450% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 secondssecond.
      • Fan of Daggers : Enemies hit are knocked back and Stunned for 2.5 seconds. / Fan of Knives turns into Lightning damage.
    • Bolas
      • Thunder Ball : When the bola explodes, it deals 160% weapon damage as Lightning and has a 35% chance to Stun the primary enemy for 1 secondssecond.
      • Bitter Pill : When the bola explodes, you have a 15% chance to gain 2 Discipline. / Bolas's damage turns into Lightning.
    • Entangling Shot
      • Heavy Burden : Increase the Slow duration to 4 seconds. / Entangling Shot's damage turns into Cold.
      • Chain Gang : Entangle and Slow up to 4 enemies with each shot. / Entangling Shot's damage turns into Poison.
      • Justice is Served : Increase Hatred generated to 6. / Entangling Shot's damage turns into Fire.
    • Spike Trap Cost: 30 Hatred / Lay a trap that arms after 2 seconds and triggers when an enemy approaches. The trap has a 2 second re-arming time and can explode up to 3 times, each time dealing 180% weapon damage as Fire to all enemies within 8 yards. / You can have a maximum of 3 Spike Traps active at one time.
      • Long Fuse : Increase the arming and re-arming time to 3 seconds but increases damage to 300% weapon damage as Fire.
      • Sticky Trap : Plant a bomb on an enemy rather than on the ground. After 2 seconds, the bomb explodes dealing 680% weapon damage as Fire to all enemies within 816 yards.
    • Grenade
      • Stun Grenade : Hurl a Lightning grenade that has a 20% chance to Stun enemies for 1.5 seconds.
    • Caltrops Scatter caltrops on the ground, slowing all enemies within 12 yards by 60% for 6 seconds.
    • Hungering Arrow
      • Serrated Arrow : Increase Hatred generated to 6. / Hungering Arrow's damage turns into Fire.
      • Shatter Shot : If the arrow successfully pierces the first enemy, the arrow splits into 3 arrows. / Hungering Arrow's damage turns into Lightning.
    • Smoke Screen Vanish behind a wall of smoke, becoming momentarily invisible for 1 second.
    • Rain of Vengeance
      • Shade : Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing 2400% weapon damage as Lightning over 5 seconds to all enemies in the area.
      • Anathema : Summon a Shadow Beast that drops grenades from the sky dealing 5400% weapon damage as Fire over 5 seconds.
      • Stampede : Summon a wave of 10 Shadow Beasts to tear across the ground, knocking back enemies and dealing 4200% total weapon damage as Fire over 6 seconds.
    • Rapid Fire
      • Web Shot : Enemies hit by Rapid Fire are Slowed by 80% for 1 second. / Rapid Fire's damage turns into Cold.
    • Preparation Cooldown: 45 seconds / Instantly restore 30 Discipline.
    • Impale
      • Overpenetration : The knife pierces through all enemies in a straight line for Poison damage.
      • Chemical Burn : The enemy also Bleedsburns for 220% weapon damage as PhysicalFire over 2 seconds.
      • Ricochet : The knife ricochets to 2 additional nearby enemies within 20 yards of each other. / Impale's damage turns into Lightning.
    • Companion Cooldown: 30 seconds / Active: Your raven deals an additional 1000500% damage on its next attack. / Passive: Summons a raven companion that pecks at enemies for 100% of your weapon damage as Physical.
    • Strafe
      • Demolition : Throw out bouncy grenades that explode for 290% weapon damage as Fire to enemies within 16 yards.
    • Vengeance Cooldown: 90 seconds / Turn into the physical embodiment of Vengeance for 15 seconds. / *Side Guns: Gain 2 additional piercing shots for 150225% weapon damage each on every attack. / *Homing Rockets: Shoot 4 rockets at nearby enemies for 30% weapon damage each on every attack.
      • From the Shadows : SummonInstead of Homing Rockets, summon allies from the shadows that attack for 80% weapon damage as Poison and Stun your enemies for 2 seconds.
      • Dark Heart : Vengeance pours out of you, continuously dealing 325% weapon damage as Lightning per second to enemies around you.
      • Side Cannons : TheInstead of Homing Rockets, the side guns are powered up into slower-firing cannons that deal 150225% weapon damage and heal you for 1.5% of maximum Life per enemy hit.
    • Evasive Fire
      • Covering Fire : Increase the damage of side bolts to 130% weapon damage as Fire.
      • Parting Gift : Whenever a backflip is triggered, leave a poison bomb behind that explodes for 150% weapon damage as Poison in a 1012 yard radius after 0.6 seconds. / Evasive Fire's damage is turned into Poison.
      • Displace : Increase the distance of the backflip to 30 yards. / Evasive Fire's damage turns into Cold.

    Enchantress


    • Powered Armor Buffs you and the Enchantress, increasing Armor by 3% and slowing melee attackers by 60% for 1 secondssecond.
    • Erosion Cooldown: 15 seconds / Conjures a pool of energy that deals 329330% weapon damage as Arcane over 5 seconds. Affected enemies will also take 3% increased damage.
    • Forceful Push Cooldown: 5 seconds / Summon an Arcane explosion 8 yards around an enemy, dealing 411410% weapon damage as Arcane and knocking back all monsters caught within it.

    Monk


    • Fists of Thunder
      • Static Charge : Fists of Thunder applies Static Charge to enemies hit for 6 seconds. Each time an enemy with Static Charge gets hit, there is a chance that every other enemy with Static Charge within 40 yards takes 125% weapon damage as Lightning.
    • Mantra of Healing
      • Boon of Inspiration : Passive: Mantra of Healing also heals 551 Life when hitting an enemy. / Heal amount is increased by 20% of your Life per Hit.
    • Mantra of Retribution
      • Retaliation : Passive: Increase the amount of damage inflicted by Mantra of Retribution to 202% weapon damage as Fire.
    • Seven-Sided Strike
      • Pandemonium : Enemies hit by Seven-Sided Strike have a 100% chance to beare stunned for 7 seconds.
    • Wave of Light
      • Pillar of the Ancients : Summon an ancient pillar that deals 498% weapon damage as Physical followed by an additional 498% weapon damage afteras Physical after 2 seconds.
    • Tempest Rush
      • Bluster : Enemies hit are knocked back and deal 20% reduced damage for 1 second. / Tempest Rush's damage turns into Fire.
      • Northern Breeze : Reduce the channeling cost of Tempest Rush to 8 Spirit and increase its damage to 343% weapon damage as Holy.
      • Flurry : Enemies hit are Slowed by 60%. / Tempest Rush's damage turns into Cold.
    • Mystic Ally
      • Water Ally : Active: Your mystic ally performs 7 wave attacks in quick succession, each dealing 190% weapon damage as Cold. / Passive: A mystic ally fights by your side that infuses your attacks to ChillSlow enemies by 60% for 3 seconds.

    Scoundrel


    • Crippling Shot Cooldown: 4 seconds / Ranged attack that deals 138140% weapon damage and slows enemies hit by 80% for 4 seconds.
    • Poison Bolts Cooldown: 3 seconds / Ranged attack that deals 317320% weapon damage and an additional 103100% weapon damage as Poison over 3 seconds.
    • Powered Shot Cooldown: 8 seconds / Ranged attack that explodes on impact, dealing 312310% weapon damage as Arcane to targets within 10 yards and has a 100% chance to Stun targets for 2 seconds.

    Templar


    • Charge Cooldown: 10 seconds / Charges a target, dealing 279280% weapon damage and stunning all enemies within 8 yards for 3 seconds.
    • Onslaught Cooldown: 10 seconds / Delivers a massive blow to an enemy for 807800% weapon damage.

    Witch Doctor


    • Circle of Life When an enemy dies within 1220 yards, there is a 30% chance that a Zombie Dog will automatically emerge. / The range of this effect is increased by your gold pickup radius.
    • Gruesome Feast When you are healed by a health globe, gain 10% of your maximum Mana and 10% Intelligence for 1015 seconds. The Intelligence bonus stacks up to 5 times.
    • Fetish Sycophants When you cast a physical realm spell, you have a 5% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. / Physical realm spells are: / *Poison Dart / *Plague of Toads / *Zombie ChargerAcid Cloud / *Corpse Spiders / *Firebats / *Firebomb / *Locust Swarm / *Acid CloudPiranhas / *Plague of Toads / *Poison Dart / *Wall of Zombies / *Zombie Charger
    • Grave Injustice Gain 21% of your maximum Life and Mana and reduce the cooldown of all of your skills by 1 second when an enemy dies within 820 yards. / The range is extended by items that increase your gold pickup radius.
    • Physical Attunement You gain 60 Physical Resistance for every enemy within 820 yards. / The range of this effect is increased by your gold pickup radius.
    • Poison Dart Shoot a deadly poison dart that deals 10 - 1 Poison damage and an additional 10 - 1 Poison damage over 2 seconds.
      • Flaming Dart : Ignite the dart, dealing 240% weapon damage as Fire at onceover 4 seconds.
      • Splinters : Shoot 3 Poison Darts that each deal 14060% weapon damage as Poison and an additional 40% weapon damage as Poison over 2 secondseach.
    • Firebomb
      • Ghost Bomb : In addition to the base explosion, the skull creates a larger blast that deals an additional 30% weapon damage as Fire to all other enemies within 28 yards.
    • Fetish Army Cooldown: 120 seconds / Summon an army of 5 dagger-wielding Fetishes to fight by your side for 20 seconds. The Fetishes attack for 130180% of your weapon damage as Physical.
      • stat : Fetishes fight by your side for 20 seconds. Fetish dagger-wielders attack for 12 - 23 Physical damage. / Cooldown: 120 seconds
      • Tiki Torchers : Summon an additional 2 Fetish casters who breathe fire in a cone in front of them and deal 1585% of your weapon damage as Fire.
      • Head Hunters : Summon an additional 2 Hunter Fetishes that shoot blowdarts at enemies, dealing 20130% of your weapon damage as Poison.
    • Firebats
      • Dire Bats : Summon fewer but larger bats that travel up to 40 yardsa long distance and deal 300]% weapon damage as Fire.
    • Piranhas
      • Wave of Mutilation : Turn each cast into a wave of alligatorspiranhas that crash forward dealing 50475% weapon damage and causing all enemies affected to take 15% increased damage for 8 seconds.
      • FieryFrozen Piranhas : IncreaseChanges the damage dealt to 400% weapon damage as FireCold over 8 seconds, chilling enemies for the entire duration.

    Wizard


    • Meteor
      • Lightning Bind : If the initial impact causes a Critical Hit, the electrified Meteor duration is increased to 8 seconds and enemies are rootedImmobilized for 5 seconds. / Meteor's damage turns into Lightning.
    • Archon

    X1_Crusader


    • Blessed Shield Cost: 20 Wrath / Hurl your shield, dealing 280% weapon damage plus 100250% of shield Block AmountChance as damage. The shield will ricochet to 3 nearby enemies. Requires a shield.
    • Sweep Attack
      • Gathering Sweep : Increase the range of the arc to 18 yards. All enemiesEnemies caught in the arcsweep are pulled toward you.
    • Heaven's Fury
      • Fires of Heaven : TheCall down a furious ray of Holy power that is focused on your shieldthrough you in a pulse that is deflected in a tightly focused beam across the battlefield, dealing 950% weapon damage as Holy to all enemies it hits. / The cooldown is removed. Now costs 40 Wrath.
    • Phalanx
      • Bowmen : The summoned avatars no longer march forward, but will wield bows and attack enemies, dealing 10050% weapon damage. These bowmen follow you as you move for 105 seconds. / The Bowmen can only be summoned once every 15 seconds.
      • Stampede : Summon warhorses that chargedeal 295% weapon damage and knockback withhave a 25% chance to Stun enemies for 2 seconds.
      • Shield Bearers : The avatars no longer walk forward, but stand at the summoned location, blocking all enemies from moving through. / The Avatars can only be summoned once every 3015 seconds.
    • Bombardment
      • Annihilate : Each impact has a 100% Critical Hit Chance.
      • Targeted : Instead of randomly finding targets nearby, the bombardment it will continue to fall on your initial target.
    • Fist of the Heavens Cost: 30 Wrath / Call forth a pillar of lightning from the heavens that explodes, dealing 440250% weapon damage as Lightning to any enemy within 8 yards. The explosion creates 6 piercing charged bolts that arc outward and deal 320210% weapon damage as Lightning.
      • Heaven's Tempest : Summon a lightning storm that covers a 8-yard radius for 5 seconds, dealing 2565% weapon damage per second to enemies who pass underneath it.
      • Reverberation : The bolt detonates with a shockwave on impact, causing all enemies hit to be knocked away from the blast and Slowed by 6080% for 34 seconds.
      • Fissure : Creates a fissure of lightning energy that deals 34080% weapon damage over 5 seconds to nearby enemies. If there is another fissure nearby, powerful lightning will arc between them dealing an additional 185% weapon damage with each arc.
      • Divine Well : The holy bolts crackle with holy lightning and zap enemies within 20 yards as they travel, dealing 1232% weapon damage as Holy.
    • Blessed Hammer
      • Limitless : When the hammer hits an enemy there is a 50% chance that a new hammer will be created at the location of the enemy hit. This can only occur once per hammer.
      • Icebound Hammer : The hammer is made of ice, chilling enemies it passes through and has a 10% chance to explode on impact, dealing 75% weapon damage as Cold and Freezing enemies within 6 yards for 2 seconds.
    • Shield Bash Cost: 30 Wrath / Charge at your enemy, bashing him and all nearby foes. Deals 550% weapon damage plus 150% of your shield's Block AmountChance as Holy damage. Requires a shield.
      • Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies for 325% weapon damage plus 100300% of your shield's Block AmountChance as damage.
      • Shield Cross : Additional shields erupt from you in a cross formation. Enemies hit by any of the additional shields take 135% weapon damage plus 40100% of your shield's Block AmountChance as damage.
      • Pound : Shield Bash will now deal 550% weapon damage plus 150% shield Block Amount as damageChance as Holy. The range is reduced to 8 yards.
      • One on One : The targeted monster is rooted in placeImmobilized for 3 seconds. All other monsters hit are knocked back.
    • Steed Charge Cooldown: 1520 seconds / Mount a celestial war horse that allows you to ride through enemies unhindered for 2 seconds.
      • Endurance : Increase the duration to 43 seconds.
      • Nightmare : The war horse is engulfed in righteous fire, scorching all who cross its path for 600150% weapon damage as Fire over 4 secondsper second as Fire.
    • Judgment Cooldown: 20 seconds / Pass judgment on all enemies within 20 yards of the targeted location, rootingImmobilizing them in place for 6 seconds.
      • Deliberation : Increase the duration of the rootImmobilize to 10 seconds.
    • Shield Glare Cooldown: 12 seconds / Light erupts from your shield, Blinding all enemies up to 30 yards in front of you for 4 seconds. Requires a shield.
      • Uncertainty : Enemies caught in the glare have a 50% chance to be charmed and fight for you for 8 seconds.
    • Falling Sword
      • Rapid Descent : Reduce the cooldown by 1 second for each enemy hit by Falling Sword. The cooldown cannot be reduced below 10 seconds.
    • Punish Generate: 5 Wrath per attack / Strike your enemy for 200% weapon damage and gain Hardened Senses, increasing your Block AmountChance by 5015% for 5 seconds. Requires a shield.
    • Slash
      • Zeal : Gain 31% increased Attack Speed for every enemy hit for 3 seconds. This effect stacks up to 5 times.
    • Laws of Hope Cooldown: 45 seconds / Active: Empower the Law, surrounding you and your allies in a shield for 3 seconds that absorbs up to 955419108 damage. / Passive: Recite the Law, healing you and your allies for 495 Life per second. / Only one Law may be active at a time.
    • Laws of Justice
      • Decaying Strength : Active: While the Law is empowered any enemy who attacks you or your allies will deal 15%have their damage reduced damageby 15% for 1045 seconds, stacking up to a maximum of 60%.
    • Consecration
      • Aegis Purgatory : The edge of the consecrated ground is surrounded by a sacred shield, preventing enemies from moving through it. / The duration of the consecration is reduced to 5 seconds.
    • Smite
      • Shackle : Enemies hit by the chains have a 20% chance to be rootedImmobilized in place for 1 second.
      • Surge : Increase the range of the initial chain to 30 yards.
    Posted in: New Datamined Patch - Class Changes, Passive Effects, Rift Keystones, Item Set Names, Bounty Scrolls, New Banners, WoD Buff
  • published the article Legacy Items No Longer Enchantable, Stash Size Increased, "First Look" Blogs, Design a Legendary: Part 6

    Legacy Items No Longer Enchantable

    The next Beta build will bring in a hotly debated change to the game. Items that were found prior to 2.0.1 will be considered Legacy and will not be Enchantable.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Currently, items enchant values that are equivalent to the item's level. However, there's a major change coming in the next build, and this thread was the most appropriate to communicate it in given the topic at hand.

    In the next Beta patch, Legacy items (or items that drop prior to Patch 2.0.1) will no longer be able to be enchanted. This was a decision we ultimately made because certain Legacy items, when enchanted, became disproportionately strong compared to new items, which isn't the intent. 

    However, there's an interesting "bug," if you'd like to call it, that will result from this change in the next Beta patch - all items gained up until the patch will no longer be able to be enchanted. This is an artifact of the fix implementation, and we felt it prudent to communicate this as soon as we could for those of you in the Beta. All items that drop in Patch 2.0.1 and forward will be able to be enchanted, so this shouldn't be an issue as we move into the live patch and onward to the expansion launch.

    *Edited in some additional clarification*

    Stash Size Increased

    From the next Beta/PTR build players will find they have one more stash tab available for purchase!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    There have been a few changes we've made to alleviate stash overflow, the biggest of which has been condensing down crafting materials into two tiers and increasing the stacks of many other commonly hoarded items. Where there was once ten different materials for 1-60 crafting (not counting Pages and Tomes), now there's only five. Gem and Material stack sizes have been increased fairly drastically as well, stacking up to 1000, and Pages and Tomes have been removed from the game. 

    However, we do see a need with many of the additional crafting materials and items added in Reaper of Souls to add an additional Stash tab. In the next Beta patch, a new Stash tab will be available for purchase for players in the Beta. This tab will unlock in a very similar manner as previous tabs, and require purchasing the initial tab and additional 14 slot expansions over time. When the time comes for the expansion launch, this Stash tab will require the Reaper of Souls expansion to access.
    1 extra stash tab is a nice small addition and it's very welcome, but now I'm going to approach the mouth of the lion with and ask for 2 more and hoping to not get bitten :)
    NOM NOM NOM.

    "First Look" Blogs

    A player on the official forums found a blog post that is a few months old and discovered that some information posted back then has now become wrong. Here are the interesting details.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    The blog in question is a First Look blog, as DeadRu has mentioned. This means it was intended to provide an inside look at the current development state and functionality of the Mystic, at the time it was written.

    We've always said that details can and likely will change over the course of development. This happens to be one of those times. 

    Originally, we did want to give players this opportunity. We didn't want to invalidate or take away player options. However, it became increasingly evident through testing that artifacts of the old itemization system could become overpowered through enchanting, especially so with certain items. This is why testing is so important, and it was a decision that took some time to make.

    I'd also like to throw out there that some players seem to think this means you can't enchant level 1-60 items at all, when that isn't true. Items gained prior to the 2.0.1 patch hitting the live servers will be unable to be enchanted. Anything you gain after the patch launches and before the expansion, however, are eligible to be enchanted.
    Ah, so it's a case of "True at the time, untrue now"! 

    Don't you guys think that maybe, just maybe, this policy of yours to dish out information that can be retracted at any point is a little problematic?
    As Nevalistis noted, the goal of each of the "first look" blogs we've published (there's been a few: the Mystic, Westmarch, Adventure Mode, and the Crusader) has been to provide players a first look at the development of certain features in Reaper of Souls. They're not wholesale previews; rather, they're a snapshot of what's being worked on. It's a way for us to include our community in the development process and feel involved -- or, at the very least, informed. Same can be said for all the posts we've made about the expansion, too. 

    For the Mystic "first look" blog specifically, it never actually says that Legacy items can be enchanted. However, in the posts where we did state that Legacy items could be enchanted, we very likely prefaced the information with the caveat that the functionality is as of current design and/or was subject to change based on testing and additional development. We actually say this about most everything in Reaper of Souls -- to the point where some have lovingly mocked us for it -- as until something is shipped, it's subject to change. And even then, it's possible that we'll make adjustments to a feature that's gone live, if we feel it'll make the in-game experience better. 

    Getting back to your main point, though, the alternative would be not to communicate any information until development is 100% complete and those changes are already out the door. That's not a scenario we're super keen on, so it's highly unlikely that we'll shift our approach and not talk about future content. We want to share information with players during development cycles, and we want you to know what's coming. Not only does this give players the opportunity to provide feedback and be a part of the development process directly, but it also enables you to make informed decisions about the product itself. That last part is also very important to us.

    I definitely understand where you're coming from, and why you're suggesting that we just never talk about upcoming content until is 100% certain. There are upside and downsides to everything, though. In this case, the downside of our approach is that when something is still in development, that thing is likely to go through multiple changes -- changes that may not always be favorable to you personally. The upside of our approach is you know we'll communicate those multiple changes to you, too. Our current approach allows for much more transparency, and (ideally) empowers you guys more than if we just didn't talk about anything at all. 

    PS - I think it's important to call out that, when it comes to content that's in development and not yet final, we don't always know that a change is needed until it's needed. Or that we're going to change something until we know that we're going to change something. By this I mean, when we share information with our players about something that's still in development (like how a feature works, for example), the information we share is always true when we communicate it. It's not like we're sharing stuff we already know is going to change before it ships. We just always provide that "subject to change" caveat, because we realize, with testing and feedback, changes may be required that we can't always anticipate.
    Hi lylirra

    I just want to point out that as a community manager it is your responsibility to communicate between players and game developers. You want feedback on your changes, well look at the forum and the posts people have about your current decision on Not allowing legacy enchant, see how many people hate that idea. It's a vast majority of us. Should you feedback that to the person who made that terrible decision in the first place? Thanks. I hope they change their mind on this, otherwise most of us will not be happy!
    Hi Doctor. :) To answer your question, yup we are actively passing on player feedback in response to this change to our developers.

    Design a Legendary, Part 6: Weapon Texture, Model, and Paint

    The entire process of creating the Shard of Hate has been documented and presented in a very visually pleasing way.

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    As we've published our different Design a Legendary articles, one request we've seen over and over again is to share more behind-the-scenes information about the visual design process in Diablo III. What's involved in creating an item's appearance? How long does it normally take? Who works on item art: is it one person, or many? Why is Aaron Gaines so amazing? And so forth.

    Well, we're happy to oblige! Read on below for a step-by-step process on how our community Legendary sword was brought to life, as well as a Q&A with Aaron himself.


    From Concept to Animation: The Life Cycle of a Legendary

    This whole process started with an initial piece concept art. Knowing that the community had selected a one-handed, Mephisto-themed sword for the Design a Legendary project, Aaron began sketching a first draft in Photoshop. 

    Next step: Iteration! After the intial concept was complete, Aaron created a second piece of concept art, also in Photoshop. This illustration would serve as the final concept piece and ultimately provide a visual basis for the in-game model. Before sketching this piece, Aaron made sure to pour over feedback from the community, making adjustments to the concept's design per player suggestions.

    Once Aaron finished the final concept piece, he used the 2D illustration as a basis to begin sculpting a high-poly 3D model. This work was done in zBrush. 

    WIP-01-Med.jpg WIP-02-Med.jpg WIP-03-Med.jpg

    After completing the high poly sculpt in zBrush, Aaron created a low poly model of the sword in Maya. He then baked (or applied) the high poly sword texture onto the low poly model in order to create a detailed, but low poly version of the item that would be fit for use in the game. In the image on the right, you can see both the original low poly model (left) and low poly model with the applied high poly texture (right). 

    WIP-04-Med.jpg WIP-05-Med.jpg WIP-06-Med.jpg

    From there, Aaron "unwrapped" the 3D model to ready it for painting in Photoshop. 

    For those who aren't familiar with 3D graphics, the way a particular texture is wrapped around a model is determined by mapping coordinates (often called UVW coordinates). Unwrapping is the process of laying out those coordinates flat so that texture painting can be done. To provide a very simple analogy, think of unwrapping a 3D model like breaking down a packing box to its original folding pattern or taking a globe of the Earth and rolling it out into a two-dimensional map. 

    Unwrapping is an important step, as during this process the artist can adjust the UWV coordinates to minimize stretching and identify seams (or visible "folds"). Usually, the less stretching there is, the more seams there are, and vice-versa. It's all about balance! Thankfully, a clever artist can hide seams with a 3D paint -- which is exactly what Aaron did once the unwrapping process was complete. 

    WIP-07-Med.jpg

    Once the texture paint was done, Aaron passed the torch to Jill Harrington, a senior technical arist on the Diablo III development team. Jill is responsible for the adding the awesome smoke-and-lightning effect (and making sure it animates properly as your heroes rofflestomp everything in sight) seen in the screenshot below. 

    WIP-08-Med.jpg

    And there you go! The visual life cycle of Legendary, from concept (art) to animation. Pretty neat, huh? 


    Q&A with Aaron Gaines

    If you're hankerin' for even more information about how items in Diablo III are created, you're in luck! It just so happens we had an opportunity to sit down with Aaron and ask him a few questions (i.e. we emailed him the questions because we're gamers and it's more efficient that way) about his role in the Design a Legendary project. Check it out!

    Q. Tell us a bit about yourself and your position. What exactly does a 3D character artist do in Diablo III?

    A character artist on Diablo III is a chimera of focused energies. Heroes, monsters, bosses, NPC’s, items, weapons, and armor are our bread and butter. Some of us do our own concepts, and some of us even have rigging, sfx, and scripting skills. My specialization is weapon design and creation.

    Q. How many character artists are there are currently on the Diablo III development team who focus on item design? And how do you all decide who gets to work on which weapon?

    Currently, there are six character artists, and each one of us has a unique style and personality. It’s a great environment to work in. We all learn from each other and help each other to become better at our craft. If a needed asset is tasked to the character department, we will see if anyone wants it specifically. It could also get added to a list and then divvied out to everyone, or to whoever has the time. But for the most part, if you really want to make something you get to make it.

    Q. When approaching the visual design of an item in a game like Diablo III, where do you begin? 

    I could talk all day about what makes a Diablo III weapon a Diablo III weapon. I love making weapons. A while back, we came up with a rough style guide with that exact goal in mind; to give anyone working on an item some clear direction and understanding for their task. The main thing for me is to keep it in the realm of realistic, but still fantastical. We like to think of it as "low fantasy," whereas something like WoW is more high fantasy. Identifiable materials, themes, and strong, iconic silhouettes are a must for our camera angle. WoW has a very big, bulky, chunky design language that fits incredibly well in their world. For us, we need to be a bit more toned back, while keeping that epic Blizzard feel. It's a bit of a challenge, and I love doing it.

    Q. Can you tell us a bit more about the whole visual design process? For example, for those of us who have never designed an item for a game, what are all the different stages involved in bringing something that to life?

    Well, as in practically all game design, it never really goes exactly according to plan. Hah. Someone in design might have an idea first and write up some flavor text, for instance. Or someone will say "we need six new swords right now," and we have to scramble to get someone on concepts first then design where they go later.

    In an ideal scenario, the design team will need some art for an item they need. The concept team or the character team will do some rough sketches first and then a more finished piece based on what we all decided was the best one. From there, it is tasked to a character artist and we model it, then paint it, then export it into our game using our tools, and then everyone says AWW YISS THAT'S AWSEOME. And we eat cake and celebrate.

    Q. How long on average does it take to go from concept to creation for an in-game item (particularly a Legendary item) -- at least from the visual side of things?

    Legendary items more often than not take a bit longer than standard items due to their super sweet nature. Usually anywhere from 1-2 days for a concept, and then 1-3 days for the creation. Helms and shoulder pads take longer because we have to manually fit them to all the classes, male and female. I'd say a week to be safe, but they’re often part of a group of items which has a longer deadline so it’s tough to really say exactly.

    Q. So, for our Design a Legendary project, the community decided that we should make a Mephisto-themed one-handed sword. That's pretty exciting to me! Can you walk us through how you approached translating that information into the design of this particular weapon?

    I started by being excited because I love Mephisto, and apparently, so does everyone else… which is awesome. After that it was a mix of successfully translating the idea of the item visually and then taking into consideration some of the awesome suggestions from the forum posts. I’m really happy how it turned out.

    Q. What's your  favorite part about this weapon?

    My favorite part is the wickedness of the blade I think. It looks like the mouth of a tiger shark badly in need orthodontics… and I wouldn't want to get hit by it.

    Q. What part of its design was the most challenging?

    Making sure it was iconic enough and didn't get too busy. There is a lot of stuff going on in this sword. Picking the right things to be focal points and keeping other things as supporting visuals was the key to keep it in check so it doesn't look ridiculous.

    Q. Any recommendations for aspiring artists out there?

    The best advice I can give is to never stop believing in yourself, never stop absorbing inspirational material, and never stop doing art. Unless you're some sort of alien savant, you aren’t going to become a master overnight, so the old saying " practice makes perfect" very much applies.

    Also know when to be finished. You can noodle away at tiny details of something forever, but you have to move on to the next piece to learn from the last piece.


    Previous Design a Legendary Articles:

    Posted in: Legacy Items No Longer Enchantable, Stash Size Increased, "First Look" Blogs, Design a Legendary: Part 6
  • published the article Storm of Light Now on Sale, Clan Cap Set to 120, Examples of Smart Loot, Lastzoul's Lightning Monk, TESO Key Giveaway

    Diablo III: Storm of Light Now on Sale

    Storm of Light is officially out! Get it now!

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    "Death comes to call on all mortals, sooner or later."

    Diablo III: Storm of Light is now available from Simon & Schuster! Written by Nate Kenyon, author of The Order, this epic new novel serves as bridge between the events of Diablo III and the haunting story that is to come in its first expansion,Reaper of Souls. Read on for an exclusive excerpt from Storm of Light and to find out what momentous events lie ahead in latest addition to the Diablo universe.The High Heavens are healing after the fall of the Prime Evil. The Angiris Council has recovered the Black Soulstone and now stands vigil over the cursed artifact deep within the glimmering Silver City. Amid these momentous events, Tyrael struggles with his position as the new Aspect of Wisdom, feeling out of place as a mortal among his angelic brethren and doubting his ability to fully embody his role. As he searches within himself and the Heavens for reassurance, he senses the Black Soulstone's grim influence on his home. Where harmony of light and sound once reigned, a mounting discord is threatening to shroud the realm in darkness. Imperius and the other archangels vehemently oppose moving or destroying the crystal, leading Tyrael to put Heaven’s fate in the hands of humankind . . . . Drawing powerful humans to his side from the far ends of Sanctuary, Tyrael reforges the ancient Horadrim and charges the order with an impossible task: to steal the Soulstone from the heart of Heaven. Among the champions entrusted with this burden are Jacob of Staalbreak, former avatar of Justice and guardian of the angelic blade El'druin; Shanar, a wizard with phenomenal powers; Mikulov, a lithe and reverent monk; Gynvir, a fearless and battle-hardened barbarian; and Zayl, a mysterious necromancer. With time and the forces of both good and evil against them, can these heroes unite as one and complete their perilous mission before Heaven falls to ruin?

    - Excerpt from Chapter 5, Storm of Light -

    "Adria was convinced that the soulstone held the key to destroying the seven Evils from the Hells. I scoured our library for anything I could find on the stone and sent my notes to Caldeum, but they were returned to me. The messenger told me that Leah could not be found. Now you tell us that she…" Cullen stopped for a moment, carefully removing his spectacles. He slipped a cloth from his satchel and wiped his moist eyes, then returned the spectacles to the bridge of his nose. "All those years wondering about her mother," he said, his voice rough with emotion. "She deserved a better fate." "She fought against the possession of her soul," Tyrael said. "The fall of the gates was not her doing. The Prime Evil had already overtaken her. I believe her suffering was brief." Cullen nodded, glancing at his two companions, Thomas and the monk. "Where is the stone now?" he asked. "It sits in the Heavens, protected by the Luminarei, the Defenders of the Arch." "A holy guard? Why not leave it in place?" "The stone is too dangerous. Already it has begun to corrupt the Heavens, and I fear that soon it will be too late to act. But the Angiris Council will never voluntarily choose to hand it over to humans for safekeeping." "Then what are you suggesting we do?" Tyrael met the scholar's gaze. "We must invade the Heavens and steal it." The group erupted into shocked disbelief. "Invade the Heavens?" Cullen said. "From my studies, humans have never set foot there, at least before this battle you describe with the Prime Evil. Mortals cannot comprehend the beauty, the overwhelming scope of them. The dangers inherent in such an attempt…" You are correct, Tyrael thought. Even I might lose my life in this pursuit. The thought came unbidden and surprised him with its strength. His hand crept toward an inner pocket of his robes as if of its own accord, then dropped. Death comes to call on all mortals, sooner or later.
    Prepare for the return of Tyrael and the reformed Horadrim! Pick up your copy of Diablo III: Storm of Light at Simon and Schuster today.

    Clan Cap Set to 120

    After playing around with it for a while, Blizzard has set the cap for Clans at 120. Will this be enough?

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Maybe it's because I'm trying to fit 2 countries into one clan, but still!
    That might be part of it. ;P

    Clans and Communities in the current build had some experimental caps while we evaluated what would work best in a live environment. Bear in mind that there are some technical limitations we considered when it came to choosing these caps, and we've tried to make allowances where possible without sacrificing performance.

    Clans are intended for smaller, more intimate groups of players. When 2.0.1 launches, the cap should be 120 for Clans.

    Communities, on the other hand, are meant for larger player groups, and you can designate your Community by category (including but not limited to Classes, Regional, and Game Type). They will have no membership cap; however, if the roster exceeds 100 players, only Officers will be visible in the Members Roster.

    Examples of Smart Loot

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Like when I play Crusader and use a certain skill and some stats that support this skill (elemental damage, skill damage)

    When there is a legendary drop, will this be considered?
    This question gets asked a fair amount, so I'd like to help clear it up if I can. Currently the smart loot system considers your class (in terms of what skills that class uses and its primary stat), but it doesn't consider your build when it tailors loot for you. As Nevalistis noted:
    Smart Loot doesn't ensure you get completely 100% optimized gear with every drop, nor does it guarantee that you will receive a primary stat on an item What it does is limit the pool of affixes to stats appropriate for your class so that you are more likely to get something you can use. It also prevents rolls from occurring on gear that your class can't benefit from at all, such as seeing bonus Electrocute damage on a Fist weapon or Intelligence on a Mighty Weapon.
    The intention for smart loot is to help ensure that heroes find items that are useful to their class a little more often, and that any potential skill bonuses on those items are skills used by that hero's class. 

    However, randomness is an important element in any Diablo game, so not all loot will be a smart drop item. That means you will still find some stat combinations every now and then that aren’t perfectly tailored to your class. That’s intended. What you shouldn’t see is something like Hand Crossbows with Strength or Mojos with Dexterity dropping. The smart loot system should prevent this. If you’re seeing these types of items while playing in our test environment, be sure to report them in either our PTR Bug Report forum or Reaper of Souls Beta Bug Report forum (depending on where you’re playing). 

    So, to recap, let’s use some more examples. Let’s say you’re playing on a Crusader. 
    - Flail with Strength and a Crusader skill = most likely a smart drop.
    - Staff with Strength and a Crusader skill = also most likely a smart drop.
    - Two-handed sword with Strength and a Barbarian skill = not a smart drop.
    - Flail with Vitality and a Barbarian skill = not possible under the new smart loot system. 
    - Daibo with Dexterity and a Crusader skill = also not possible under the new smart loot system.

    Also note that all crafted items are considered smart drops, and that the smart loot stats will be based on the character doing the crafting. 
    If I have 2 or 3 Set Items, will the system enhance my chance to get the last item?
    The smart loot system does not increase your chances of getting a Legendary item (or a particular one), but it does help in the sense that it weeds out any of the Legendary items that you can't equip. And, for clarity: Legendary and Set items can definitely be, but aren’t always, smart drops.

    Lastzoul's Lightning Monk

    So far Monk builds on the Beta have been quite varied and a lot is working in favor of the class. A nice new build is showcased here by Lastzouls - the Lightning Monk. Exactly as it sounds the builds relies heavily on Lightning damage from both gear and skills. Lastzoul demonstrates its success in Torment 1-2, because of somewhat low gear, some of which is still level 60.


    The Elder Scrolls Online Beta Key Giveaway

    Return to Tamriel in The Elder Scrolls Online, the latest chapter of the award-winning series, and bring the legendary experience online for the first time. Explore the vast world with friends or embark upon an epic adventure alone — the choices you will make will shape your destiny.

    • THE ELDER SCROLLS. ONLINE! — Adventure in Tamriel with your friends and guild mates for the first time ever.
    • PLAY THE WAY YOU LIKE — Develop your own style with deep character customization and abilities.
    • MASSIVE PVP BATTLES — Fight for your alliance against enemy armies of hundreds across the battlefields of Cyrodiil.
    • SAVE TAMRIEL — Unravel the schemes of Molag Bal and protect the world from the dark forces of Oblivion.

    Be sure to grab your Beta key before they are all gone! Pre-order now at http://www.elderscrollsonline.com/en/preorder

    Secure your play in Tamreil! Curse Premium members can start claim their keys now for the beta event beginning Friday at 12 PM EST.

    Posted in: Storm of Light Now on Sale, Clan Cap Set to 120, Examples of Smart Loot, Lastzoul's Lightning Monk, TESO Key Giveaway
  • published the article No Character Wipe With Next Beta Patch, Auction House Maintenance, Holy Hermit's Pre-RoS In-Depth Monk Skill Showcase

    No Character Wipe With Next Beta Patch

    The concerns for a character wipe are getting stronger as the Beta progresses. Turns out there is no need of fear though! For now...

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    People always have mixed reactions to a character wipe, but most of the time they're pretty understanding of the necessity for it. We try to avoid wiping characters whenever possible, but there are times when there are both technical and design reasons to do so. 

    At this point, however, we don’t feel like we need to do another wipe. Having one would give us a lot of great additional information on the leveling experience and early Torment, but we’ve already have a fair amount of that data available. You guys have been great about providing excellent feedback in that regard. What we’re really looking for right now is that high-level experience. We're going over data and feedback on how everything feels for players at level 70 in or around Torment 2 and above. Since it would take a while for most folks to level/gear up again after a wipe, we don’t have another one planned at this time. We can still monitor the effects of recent drop rate, balance, and Adventure Mode changes without a character wipe.

    Of course, that all depends on current testing needs, which are prone to change. If we decide to do a wipe, though, we’d try to give as much advanced notice as possible.

    Auction House Maintenance - 2/4/2014

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    The gold and real money auction house will be undergoing maintenance for approximately 2 hours, starting at 5:00 AM PST. During this time, the gold and real money auction house will be unavailable for use. 

    Please note that at the start of this maintenance, we will be removing all players from the game. This disconnect is only temporary, however, and players will be free to log back into Diablo III and resume playing shortly thereafter.

    Thank you for your patience.

    Holy Hermit's In-Depth Monk Skill Showcase

    If you're tempted to play with a Monk when Reaper of Souls hits, it would definitely be useful to check out Holy Hermit's introductory video, showcasing the skills of this more than interesting class!

     

    Posted in: No Character Wipe With Next Beta Patch, Auction House Maintenance, Holy Hermit's Pre-RoS In-Depth Monk Skill Showcase
  • published the article List of Torment Only Legendaries, MannerCookie's Reaper Witch Doctor Build, European Community Meet Up in Paris

    List of Torment Only Legendaries

    Nevalistis has released a full list of the Legendary items that drop in Torment. 

    Originally Posted by Blizzard (Official Forums)

    The Wand of Woh is not a Torment only item. =)

    So, this has been requested for a while, and it took some time to put this together in a way that made sense. Previously, many items hadn't been implemented fully, or didn't have names yet. Of course, bearing all that in mind, understand that things are always subject to change. 

    A couple things to note going into this list:
    • You might not recognize some of the names. That's because names on the current Beta build (and in much of the available datamined information) haven't been finalized. Most, if not all, should be updated in the next Beta patch.
    None of the below Legendaries include Legacy items or their remakes.
    • If you are wondering why a Legendary you feel is particularly strong isn't on this list, it's quite likely that we instead lowered the drop rate on that item. It's still available in all difficulties, but more rare than other drops.

    Allow me to present the (current) list of Torment-only Legendaries:

    Class Restricted Item Sets
    The Legacy of Raekor (Barbarian Set)
    Firebird's Finery (Wizard Set)
    Embodiment of the Marauder (Demon Hunter Set)
    Raiment of a Thousand Storms (Monk Set)
    Armor of Akkhan (Crusader Set)
    Helltooth Harness (Witch Doctor Set)

    Theme Sets (Non class-restrictive)
    Monkey King's Garb
    Vyr's Amazing Arcana
    Thorns of the Invoker
    The Shadow's Mantle
    Might of the Earth
    Raiment of the Jade Harvester
    Bastions of Will
    Istavan's Paired Blades

    Follower Items
    Smoking Thurible (Enchantress)
    Hand of the Prophet (Enchantress)
    Skeleton Key (Scoundrel)
    Ribald Etchings (Scoundrel)
    Enchanting Favor (Templar)
    Relic of Akarat (Templar)

    Legendary Potions
    Bottomless Potion of the Tower
    Bottomless Potion of the Diamond
    Bottomless Potion of Regeneration
    Bottomless Potion of the Leech
    Bottomless Potion of Mutation
    Bottomless Potion of Kulle-Aid

    As you can see, the list is actually fairly small. The items we selected for Torment-only are to provide additional rewards and incentives to players who have advanced to higher difficulties. The vast majority of Legendaries, though, both new and old, are able to drop in every difficulty.

    MannerCookie's Reaper Witch Doctor Build

    MannerCookie has released a new Torment build, this time for the Witch Doctor. The highlight of the build is the use of the new DoT set, as it's currently named. MannerCookie has also started a thread on our forums where he welcomes any feedback! Check out the topic over here.


    European Community Meet Up in Paris

    A huge amount of European streamers, community managers and any other sort of popular Diablo players met up in Paris last week. The purpose of the meet is giving Blizzard Community Managers a lot of feedback about how they can work better with the community itself. Here's a bit more information from Lylirra. There's a lot more from her on the topic, which you can read in its entirety in our Blue Tracker. Below you can check a picture from the meeting, where you can notice quite a lot of familiar faces!

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    It's a community summit, wherein in fan sites and key influencers within our different Blizzard communities are invited to the local office in Versailles to come hang out, meet other players, meet the EU community team and learn a bit more about how they operate, and provide feedback. Our EU community team does this on the yearly, and we've had similar summits here in the US as well. (To my knowledge, this is actually the first year that the EU team has invited players who aren't directly affiliated with fan sites. They've done this for something like 5 years now.)

    It's not a press tour or anything of the kind, particularly it since includes fan sites/influencers from all of our games, not just D3. It's more about getting some members of the local community together, understanding how everyone could work together better, and generally facilitating mingling among like-minded people ("like minded-people" = fan sites and influencers from all of Blizzard's different gaming communities).
    Understanding how everyone could work better to do what exactly?
    How better to serve the community.

    A summit like this gives the EU community team a chance to say "Hey, this is who we are and what we do. Here are our main goals and challenges. And here are some ways we could work together to better serve the community."

    In turn, it gives EU fan sites and influencers (people who serve the community as well in their own way) a chance to say "Hey, this is who we are and what we do. Here are our main goals and challenges. And here are some ways the community team can help us better serve the community."

    As noted, this is something that the EU community team has been hosting for years now and all the gaming communities are represented, not just D3. The summit itself is not really about giving game feedback, though (since we have a lot of channels for that already); it's about improving/building relationships with members of the community who are also supporting the community itself and figuring out ways that we can help each other do what we do better -- something which can benefit from an in-person setting. 
    So....Only streamers and youtuber's are community?
    Not at all. They're just one part of it (albeit typically a part that does that whole "members of the community who are also supporting the community itself" thing). 

    If you have an issue with who specifically was invited, that's fine. I can absolutely pass that info along to our EU community team.
    Either you are insulting our intelligence or are just really naive.

    This is nothing but a lame (albeit effective) way for Blizzard to earn some quid pro quo with people who have influence on others opinions about the quality/buyability of a product that your company just so happens to have for sale.
    Sincere question: You think it's better that we (we = community managers) don't meet with or otherwise try to work with fan sites and other influencers to figure out how we can better support the player community? 

    If your answer is "yes," that's cool. We'll just have to agree to disagree. But I'm curious why you think that kind of relationship and outreach isn't actually meaningful or worth the investment. 

    Speaking on behalf of the US community team, we think our fan site owners (like Diablo Fans and Diablo IncGamers), YouTubers (like RedTeamGaming and Quelric), as well as lot of streamers (like Archon, DatModz, MadMori, and cdxliv) -- just to name a few in each category -- have done a lot and do a lot to build and support the D3 community. It's important to us to in turn support that as much as possible, since it helps a lot of players in a very real way. Summits are just one way to do that; for EU, I think summits work out well due to how many fan sites and influencers there are in Europe itself across all the different game communities, and getting everyone in one place at one time is helpful (or at least has proven to be useful in the five previous years they've done this kind of thing).
    I sincerely hope you don't believe this. I'm not trying to troll you, this is just insanity. These guys aren't talk show host, they have people who watch them play video games. Many people don't even care to hear commentary, they just want to watch them play the game, and majority of the time that's all it is. 

    Wow this planet is messed up.
    I do believe it, and if that makes me a little mad in your mind, so be it. I've certainly been called worse. :) 

    I think streamers including, but not limited to MadMori, Moldran, Archon, Jaetch, DatModz (plus the folks at IncGamers, Reddit Diablo, and Diablo Fans who stream) can do a lot of good for a community -- not only because they often aim to help their viewers, but also because they provide entertainment. And, of course, players enjoy it. 

    They also frequently interact with other members of the community and, more often than not, generate a ton of constructive feedback. They get players talking about things, which helps us gather the information we need to pass on. Essentially, they're information brokers without really realizing it.

    Sure, it's somewhat self-serving, but given how much time some of these guys (and gals) dedicate to streaming, I'm glad they're able to get something out of it.
    What does any of this have to do with making great video games?
    It's about building and supporting a gaming community. That's what community managers work to do. That's also what many fan sites, streamers, YouTubers, bloggers, MVPs, and -- heck -- even some players who've accrued large followings on Twitter work to do, as well, and we want to support that endeavor. In fact, there's lots of great posters here that work towards that same goal, though may not even realize it. 

    If you can build and a support a gaming community, that leads to great discussions and feedback, which can in turn help with making great video games. Similarly, if you can build and a support a gaming community, that also (in many cases) leads to a better overall experience with game itself -- for some players, at least, certainly not everyone.

     

    Posted in: List of Torment Only Legendaries, MannerCookie's Reaper Witch Doctor Build, European Community Meet Up in Paris
  • published the article Upcoming Changes In Next Patch, Design a Legendary: Choose Your Name Results, "Diablo III, the Buddy Cop Film" by Robert A. Wing

    Upcoming Changes In Next Patch

    A lot of upcoming changes have been announced on the official forums - Paragon leveling speed, smart drops and crafting materials are just a part of the bug update posted by the CMs today.

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    Happy Friday! I have lots of text and info to share, so this is not for the faint of heart. ;P
    Part of the reason was how relatively low the experience gain is in RoS, but I´ve read a blue response recently stating that experience gain and paragon leveling was being revised, so we´ll see.
    That sounds like one of my posts. ;P The short version is you will see significant changes in the speed of Paragon leveling next Beta patch and it will be more noticeable at higher Paragon levels than lower levels. So let's set that aside from this conversation, as that is really part of a different discussion. 
    I guess your so-called "Smart Loot" must be broken because it gave me two Vit HF rings (no Str/Dex/Int) and my friend got one today without Str, Dex, Int or Vit.
    There seems to be a misunderstanding of what Smart Loot really entails. Here are the basics:
    • Smart Loot doesn't ensure you get completely 100% optimized gear with every drop, nor does it guarantee that you will receive a primary stat on an item
    • What it does is limit the pool of affixes to stats appropriate for your class so that you are more likely to get something you can use. It also prevents rolls from occurring on gear that your class can't benefit from at all, such as seeing bonus Electrocute damage on a Fist weapon or Intelligence on a Mighty Weapon.
    The item is still randomly rolled, which has always been and will continue to be a core mechanic of Diablo. In the case of the new Hellfire Ring, you know going into it that it will be a ring, have a strong proc, high bonus experience, and won't roll stats you cannot use at all. If you get something that's close to what you’re looking for, you can then refine it with the Mystic. That's really quite a lot of control.

    I do want to clarify that this is a bit different from the old ring, which did roll with a specific main stat, like Strength. For the new ring, we condensed the recipes down to one because it previously felt a little clunky, and instead applied Smart Loot to the crafting experience. Ensuring a main stat on top of that would have also resulted a fewer number of random rolls available on the ring, because a stat would have been basically decided for you. 

    Ultimately, what this provides is more freedom and variety in what can roll on the item (so you have five chances for some juicy Critical Strike rather than 4, for example), while also adding a little risk to the process. And as I said above, the Mystic is always there to fill gaps for the stats you want.
    On an unrelated note, I'm still seeing a lot of Dex Staves and Int Bows. *yawn*
    Monks are able to equip staves, and both Wizards and Witch Doctors can equip bows. They might not be the more commonly used options by those classes, but they are able to be equipped and usable by those classes. If, however, you are seeing something like Hand Crossbows dropping with Intelligence, we definitely want to hear about it and I recommend you post your findings in our Bug Report forum. 

    It’s also important to note that not all drops will be Smart Drops. Rather, items have a chance to be a Smart Drop. This means that you will still encounter items that are pure random rolls and not specifically tailored to your character. 
    As to some content being restricted to Torment, it is necessary to force players to push themselves forward and try higher difficulties. It's supposed to be a challenge.
    This is the intent! I'm glad it shows. We want players to have a clear goal with appreciable rewards. I'd like to see what you all think after the next Beta patch, but it's something we'll keep an eye on and I'll continue to gather and pass on feedback for it.
    --------------------
    Any word on whether this is related at all to legendary material drops, or whether the two are separate issues?
    It's possible that these erroneous Demonic Essences could be pushing the other items off of the loot table, but that's just an educated guess. For what its worth, there have been a lot of tweaks to the acquisition rates of crafting materials across the board, and you should see these in the next patch. Even if its totally broken in beta right now, at this point that build of the game is so old and changes are being made so rapidly that it isn't a huge concern.  (Blue TrackerOfficial Forums)

    Design a Legendary: Part 5: Choose Your Name Results

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    Over 20,000 players participated in last week's Choose Your Name vote. And although there were many who championed "Spine of the Father, "Rancor, "Malevolence," and "Sankekur's Sorrow" admirably as the rightful moniker for our Mephisto-themed sword, their rallies were not enough to sway the majority and unseat the early frontrunner of this particular poll.

    Our Legendary has at last been christened. Taking an overwhelming 36% of the global vote, meet Shard of Hate.

    WIP-08-Med.jpg

    And, with that, our final community vote has concluded! As always, thank you to everyone who voted, posted, commented, shared, and tweeted. <3 

    While the voting aspect of the Design a Legendary project has ended, we'll still be sharing updates on the item's progress as well as showcasing some behind-the-scenes shots of the item's visual design process over the next few weeks. Stay tuned to diablo3.com for those insights, and definitely keep an eye out for this special Legendary hitting test servers soon™!


    "Diablo III, the Buddy Cop Film" by Robert A. Wing

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    In a world ravaged by the risen dead, legions of demons, snake people disguised as royal guards, and pottery, Sanctuary's only solace rests with two mortal heroes: a merciless Demon Hunter, sworn to avenge the death of his loved ones. . .and a Wizard. Who apparently had a bad experience with ceramics as a child.  

    But don't worry. They've got the law on their side. (And, you know, that whole nephalem thing.)

    This summer In this edition of Artisan Showcase, get ready for some cheesy dialogue and almost every buddy cop trope in the book. Check out "Diablo III, the Buddy Cop Film" -- a hilarious short story which I hope is just the first in a very long series (wink wink, nudge nudge) -- by Robert A. Wing below.

    Diablo III, the Buddy Cop Film

    "Okay then, let me see if I follow here. You two single handedly slew thousands of royal guards-"

    "Snake people disguised as guards," the Demon Hunter interjected, pointing a finger at the report. "Thousands of snake people disguised as guards."

    "Fine, snake people. However, according to your Wizard friend here, you originally did not know they were snake people."

    "..They wouldn't let us pass," the Demon Hunter replied, more question than statement.

    "And at no point did you think to yourself, 'oh, you know what I should do? Call my superiors, maybe explore some diplomatic channels.' You guys jumped straight to ethnic cleansing," the bulbous constable replied, scowling. "This is on top of assisting a rogue Horadrim, letting Deckard Cain's niece get kidnapped, and, cherry on top, breaking every single piece of pottery from Arcanus to Caldeum."

    "That last part, I didn't even want to do that. I thought breaking all the pottery was a waste of time. This one though, the bloodlust, once it gets in her? No vase is safe."

    "The people of Caldeum were so thankful for our assistance that they left us gold and trinkets, carefully hidden so as to avoid detection." The lanky wizard responded, eyeing the Demon Hunter suspiciously. "It would've been rude not to accept their assistance!"

    The constable stared, blinking.

    "Assuming we go with that, which, let's be honest, we're not going with that because it's ridiculous, you two are a pair of loose crossbows. You managed to slay Belial, and for that reason alone I'm not kicking you two off the force. However, considering your rash behavior, along with the 400,000,000 gold pieces worth of damage you two racked up, I'm taking you off the case. You will under no circumstances journey to Mount Arreat to track down Azmodan. Are we clear?"

    "We're so close to cracking this case, captain! We just need a little bit more time!" the Demon Hunter protested, slamming both of his hands down on the wooden desk.

    "Absolutely not. You two have done enough," the constable replied, rising to her feet. "You'll both be buried under paperwork until I have reason to believe you've stopped believing genocide to be the primary method of conflict resolution. You two disgust me, get out of my office! And, so help me Tyrael, if either of you vaults, it'll be suspension without pay! Is that understood?"

    "Yes, Captain," the pair murmured in unison, appearing dejected as they left the spartan office.

    "We're going to Arreat, right?" The Demon Hunter asked once out of earshot of the other glaring members of the force.

    "I've already booked our caravan. We leave at first light," the Wizard replied casually, conjuring a pair of sunglasses from the ether. "There's pottery in Arreat, and I won't stand for it."

    Click here to read the story on deviantART.

    Looking for more pulpy prose by Robert A. Wing? I don't blame you! Check out his collection of work on deviantART and BlizzPro (for which he's a contributing author). If you're in the mood for somewhat succinct entertainment -- say, in the 140 character territory -- then be sure follow @RobertAWing on Twitter.

    Are you working on any Blizzard fan creations? Make sure to tell us all about them over in our Community Creations forum!

    Posted in: Upcoming Changes In Next Patch, Design a Legendary: Choose Your Name Results, "Diablo III, the Buddy Cop Film" by Robert A. Wing
  • published the article DiabloFans Is Nominated For Most Educational Stream, Upcoming Hellfire Ring Changes, API Key Update

    DiabloFans Is Nominated For Most Educational Stream!

    Our Twitch stream has been nominated by Blizzard in the category "Most Educational Stream" in Blizzard's Stream Awards for 2013! If you'd like to give us a chance at winning, click here and vote for us. As a sign of our gratitude we'll make sure to stream in at least one of the upcoming days. Check out the other categories as well and let us know what you'd like to see in our stream!

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    Blizzard Stream Awards, Powered by Twitch
    2013 was a great year for the Twitch streaming community, and many Twitch streamers have dedicated themselves to creating unique content based on Blizzard games. In recognition of their efforts, Blizzard is proud to announce the 2013 Blizzard Stream Awards powered by Twitch. These awards will provide recognition and cash prizes for the best Blizzard content streamers of 2013. Award nominees will be announced on Thursday, January 30 (today), and award winners will be announced on Friday, February 7, right here on Blizzard's official community sites and on Blog.Twitch.tv. For a list of awards categories and to learn how the 2013 Blizzard Stream Awards powered by Twitch works, check out the breakdown below. 

    How It Works:

    • Award Categories: Together, Blizzard and Twitch have established 14 unique award categories representing streamers from four Blizzard franchises (Diablo III, Hearthstone, StarCraft II, and World of Warcraft). Half of these categories are data-driven (example: Most Number of Hours Streamed for Blizzard Titles in 2013) while the other half are qualitative categories that will be voted on by you, the community (example: Favorite Community Show of 2013).
    • Prizes: In this program, Twitch will distribute a prize pool of approximately $45,000 for 2013 Twitch partner streamers, and prizes will be distributed evenly to each award category.
    • Implementation: Voting will occur for the seven poll categories through Wednesday, February 5, 2013, via the polls linked below. After voting has closed, we will announce the winners of both the polled categories and the data-driven categories.
    • Rules: To qualify for the 2013 Blizzard Stream Awards presented by Twitch, you must be a Twitch partner streamer who streamed game content from one of the four Blizzard franchises (Diablo III, Hearthstone, StarCraft II, and World of Warcraft) between January 1, 2013 through December 31, 2013.

    Poll Categories: 

    Please vote for your favorite Blizzard content streamers.

    Data Driven Categories:

    We will announce the categories, winners, and runners-up for seven data driven categories of awards next week. These are being tabulated by Twitch’s glistening army of robots and number crunchers.
    Thank you to everyone that streamed or watched Blizzard games on Twitch in 2013. Support your favorite personalities by following the links above and voting, and please continue to watch their streams on Twitch in 2014.  If you'd like to share your unique personality and gameplay experiences, we encourage you to become a Twitch partner. Visit this link for more information. 

    Upcoming Hellfire Ring Changes

    A pretty exciting update was posted by Nevalistis on the Official forums regarding the new Hellfire Ring and the changes coming to the system!

    Originally Posted by Blizzard (Official Forums)

    New day, new topic!
    - Hellfire Ring farming system for everyone. (suggestions for the process of obtaining the rings, in hopes of not repeating the vanilla mistakes)
    http://us.battle.net/d3/en/forum/topic/11307480873
    There's a lot to cover on this topic, so bear with me. Incoming Wall o' Text!

    First off, I want to stress that the intent behind the Hellfire Ring system is to exist as end-game content. It's not necessarily meant for everyone - not everyone enjoys that style of play. It offers a cool reward for those who are dedicated to completing the journey, and gives you an easily identifiable goal.

    It's also not meant to be something you complete in the first week of launch. It should be challenging, and take time to conquer. It should also get more rewarding at higher difficulties, and I'll cover that a bit below. All said, there was definitely room for improvement and we've learned a lot from the first iteration of the Infernal Machine event.

    Let's use bullet points, because they're pretty and organized: 

    • The new Hellfire Ring will not have a level requirement on it. The current level requirement is actually a bug and not intended.
    • The new Hellfire Ring is guaranteed to offer both the Legendary proc (which scales with weapon damage) and bonus experience.
    • Like all crafted items, it will also roll with Smart Loot rules when created, so you can be sure your Barbarian won't craft something that was more useful for a Demon Hunter. (Just be sure to craft on the character you want to use it on!)
    • Infernal Machines are now crafted for specific portals, so you can focus your efforts on the encounters that drop the crafting materials you need most.
    • Remember that the 100% drop rate for Keys and Crafting Materials is purely for testing purposes at this time. As of next patch, the Infernal Machine event will only be accessible in Torment I and above. Higher levels of Torment will increase the drop rates of both the Keys and the Crafting Materials.
    We've also been paying close attention to the Focused Feedback thread, and have several additional changes coming as a result of your extensive testing. This includes:
    • Because Torment I is now required to run the event, the fights are now significantly more challenging.
    • The Hellfire Ring proc will be undergoing a bit of a mechanical and visual rework. It will be a ground-based damage over time ability. I think I'll leave the new visuals a surprise for now. ;)
    • In the Diablo fight, all bosses summoned by Diablo must now also be defeated to successfully complete the fight. This should significantly increase the challenge.
    We have a couple of bugs being worked on as well, including adjusting the damage on Maghda's Arcane Sentries and requiring Level 70 Infernal Machines to open the new event.

    API Key Update

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    Hey guys!

    We’re in the process of revamping our key system in order to alleviate certain problems it causes for our APIs. We’re also working on improvements for APIs and corresponding documentation. The full list of changes will be disclosed at a later time.

    In the meantime, we are adjusting the anonymous limit to be the same as the registered key limit on all three community APIs. This means that keys are no longer a requirement. Everyone that doesn’t currently have a key or is in the key queue no longer needs one. All previously issued keys will still work, and you should be able to continue using them without any problems. Should you run into complications with previously issued keys, feel free to send us a message.

    We have a lot of features planned for our APIs in the coming year. Keep sending us your feedback, questions and ideas!
    Posted in: DiabloFans Is Nominated For Most Educational Stream, Upcoming Hellfire Ring Changes, API Key Update
  • published the article Explore the Resplendent Reaper of Souls Collector's Edition, Login Issues - 29/01, SammaeL89's Diablo III Art

    Explore the Resplendent Reaper of Souls™ Collector's Edition

    The contents of RoS CE is revealed!

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    Explore the Resplendent Reaper of Souls™ Collector's Edition

    Feast your eyes below upon the contents of the Diablo® III: Reaper of Souls™ Collector's Edition. The  artifacts contained within this retail-exclusive box have been previously mentioned, but never before glimpsed in the mortal realms . . . until now.

    7291431_D3ROS_CE_BackSheet_cropped_thumb.jpg

    Remember, the Reaper of Souls Collector's Edition is available in limited quantities only at select retail locations, so be sure to check availability and pre-order soon.

     

     

     


    Login Issues - 29/01

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    We're currently working on resolving issues affecting login to all Blizzard games.

    Our networking team is investigating this issue and we'll report back with more info as soon as we have it.

    We apologise for any disruption caused during this time.

    SammaeL89's Diablo III Art

    DeviantArt member SammaeL89 has posted several breathtaking pieces of Diablo III fan art. Have a look at his Druid and Sword of Mephisto concepts and check out his Blade of Duriel!

    Posted in: Explore the Resplendent Reaper of Souls Collector's Edition, Login Issues - 29/01, SammaeL89's Diablo III Art
  • published the article "Lower Difficulty" To Be Removed From HC, Bounty Hotfix Clarifications, Legendaries From Gambling To Unlock Visuals, and More

    Lower Difficulty Option To Be Removed From Hardcore

    As promised a few days ago, Grimiku talked to the devs about the removal of "Lower Difficulty" option in Hardcore mode, so the change will be a fact in the next patch!

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    The developers decided to re-visit the idea of a Lower Difficulty option in Hardcore, and want to make an important change to it. In the next beta patch our plan is to remove the Lower Difficulty button from Hardcore mode. I'm interested in knowing what you all think about this, and will be sure to keep an eye on this thread for your feedback. Thanks!

    Bounty Rewards Hotfix Clarifications

    The hotfix with changes to the Bounty reward system created some questions that Nevalistis promptly answered on the Official forums.

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    What if I complete 90% objectives and just go back town to salvage trash and someone else finish it?
    If you aren't present when the bounty is completed, you won't receive the rewards (gold, experience, or Blood Shards). However, you will receive completion credit for the bounty, so that you qualify for finishing Tyrael's quest.
    How big is this area in relation to what is rendered on screen?
    Should be about a screen and a half, if my estimates are correct. Try it out and be sure to let us know how these changes feel!
    Groups will just split up as usual and "prep" the bounties individually like players do now with festering woods for crypt runs. The reward system doesn't scale with difficulty enough at the moment, its not worth doing bounties as a group because split farming is quicker, easier and just as rewarding as higher difficulties where you have to work as a team.
    Right now, we want to see exactly what kind of behavior pans out as a result of these fixes. We're definitely keeping an eye on what's going on when it comes to this style of gameplay. The intent is to have players in multiplayer actually playing together in the same area, and we're dedicated to working towards a goal that both encourages and rewards that kind of behavior.

    As you all experiment with these changes, we're taking copious notes and seeing what further needs tweaking. =)

    Legendaries From Gambling To Unlock A Transmog Appearance

    It is very possible we'll see a change that makes legendary items from gambling unlock a transmogrification appearance which they currently don't.

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    Just confirmed with development that this is more or less a bug. I say "more or less" because, technically, transmogrification appearances are only granted whenever you identify an item -- and, of course, items purchased from Kadala come pre-identified. However, the current functionality still isn't intended; ideally, we want items from Kadala to grant transmogrification appearances same as normal drops, where applicable.

    We've put in a bug report and will be working on it for the next PTR/Beta patch. I can't confirm whether or not the fix will actually make that milestone, but the idea is that it will be in place for the launch of RoS. 

    Right now, for reference, we're looking at having Kadala's items still come pre-identified, but to have any associated transmogrification appearances granted on successful purchase. That functionality may evolve/change as we work on the fix, however, and we'll be sure to keep you guys updated. 

    Thanks for the post!

    For clarity (you know, just in case): This fix would only apply to Legendary appearances granted by items purchased from Kadala, since non-Legendary appearances unlock as you level up the Mystic.
    Thank you for the clarification Lylirra. So I'm half right, and half wrong. :)

    *sticks big toe in mouth*
    I wouldn't say you were wrong at all. The mechanics were working as designed, though perhaps not as intended. :D

    [EU] Login Issues Now Resolved

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    We're currently investigating reports of login issues both to Diablo III and Battle.net in general.

    In order to look into this can I please request the following info:
    ISP :
    Town and Country :
    A pathping to your region:
    battle.net/support/article/running-a-pathping-test
    And a trace to your region
    battle.net/support/article/performing-a-traceroute

    This info will be forwarded on for investigation by our networking team and we'll update here as soon as we get more info on this.

    Thank you for your co-operation.
    --------
    Thanks again for your patience. 

    We were able to resolve the issue so players should be able to log in now. There may be a rush of players accessing the logon servers please wait a few minutes between attempts to get in game if you still see an error.
    Posted in: "Lower Difficulty" To Be Removed From HC, Bounty Hotfix Clarifications, Legendaries From Gambling To Unlock Visuals, and More
  • published the article Bounty Rewards Hotfix, Blue Posts, Curse Weekly Roundup

    Bounty Rewards Hotfix

    Small hotfix was deployed to the ongoing Closed Beta that changed the way Bounty Rewards are given to players.

    Originally Posted by Blizzard (Official Forums)

    General:
    • Players no longer receive rewards for a bounty if they are not in the same level area as the bounty as it is being completed.*
      • This is part of our solution regarding the concern of "split farming" bounties. Please note that we are still exploring other options.
    • Players now need to be within 100 yards of each other in order to benefit from the Strength in Numbers buff.*

    Blue Posts

    Originally Posted by Blizzard

    More Upcoming Changes
    Happy Monday, everyone!
    I have a little bit of news on this topic, so I'll share what I can this fine afternoon. =D
    6. Bounties
    - progressive bounty rewards for subsequent bounties (staying in the game)
    - require monster kills to complete all bounties
    - require direct player participation in completing a bounty just like it was required to get NV stacks
    - make rift key tiers related to the difficulty they were farmed in
    - allow rift keys to be combineable into a higher tier key
    Some of you may have noticed I recently updated the Closed Beta Hotfix thread with a new upcoming hotfix.

    We recognize that split farming is an issue, and one that we want to address. Our first step will be the above referenced hotfix that will prevent players from receiving a reward if they are not in the relevant area when a bounty is completed. At this time, I'm unable to provide an ETA for when this hotfix will go live, but I'll keep you updated! You can also keep an eye on the Hotfix thread, as I'll move the fix to Live when it becomes available.

    This is just a first step to addressing this concern, as we are also looking into other possible adjustments or solutions. =)
    I like these changes
    Just to clarify, I was quoting what was requested in the original post, not listing all of those as upcoming changes. The only change I mentioned at the time is that players not in the area when a bounty is completed won't be rewarded. Want to be clear on that for those who only read Blue Trackers and not full threads. ;)
    Or was that simply just an oversight in the notes?
    This was just an oversight in the wording. I'll revise it a bit in a moment, as I just found out this went live a few minutes ago. =) The intent is that a player shouldn't receive a reward at all if they are not in the area when the bounty is completed.
    1) Change the Multiplayer Party buff to an aura.
    I just found out this was another fix pushed out alongside the above hotfix. You'll need to be within 100 yards of another player in order to receive the multiplayer buff now. Also will be adding this to the hotfix thread momentarily. (Blue TrackerOfficial Forums)


    PC/Console Difficulty Comparison

    I am not yet geared enough to be playing on master, but on PC playing on MP1 would eliminate all hell level drops, does playing on medium do that for Console, or does only playing on Master do that?
    This is a good question, but the answer can be a little confusing if you're trying to compare the PC and console versions of loot. How difficulty adjustments change item levels (specifically in Inferno) are very different between the two. 

    The most direct answer, though, is that raising the console difficulty level will not prevent certain item levels from dropping. You're already getting the highest range of item levels available if you're in Inferno on the console. Raising the difficulty will possibly improve your items through inherent Magic Find bonuses, but only in that way. (Blue TrackerOfficial Forums)

    Curse Weekly Roundup

    In this week's Curse Roundup Jess talks about Candy Crush, Hearthstone, as well as how Microsoft pays YouTubers, and more!

    Posted in: Bounty Rewards Hotfix, Blue Posts, Curse Weekly Roundup
  • published the article Auto-Switching to Resource Spender, "Savior," the Diablo Rap by Have No Fear and the Space Bards, LastZoul's Fire Crusader

    Auto-Switching Skill When No Resource is Disabled

    When the Beta started an interesting feature was present. If you have a resource-spender skill on your Right Mouse Button and kept clicking it in the eventuality of running out of resource you automatically switched to your resource generator skill. This feature has sadly been disabled. Nevalistis explains why below.



    "Savior," the Diablo Rap by Have No Fear and the Space Bards

    Originally Posted by Blizzard (Blue Tracker/ Official Forums)

    ♫"...Barbarians, Witch Doctors, holy warriors - the Crusaders,
    take the luck to Diablo, but please don't please dont forget to bring your prayers..."♫


    In this edition of the Artisan Showcase, take a step into the battle raging within Sanctuary and immerse yourself in "Savior," a Diablo rap music video created by the combined talents of Have No Fear and the Space Bards.



    Eager to tune in to more creative compositions? Make sure to follow Have No Fear on Soundcloud, Twitter, and YouTube, and you can check out the Space Bards on their official website, Twitter, Facebook, and YouTube channels.

    Are you working on any Blizzard fan creations? Make sure to tell us all about them over in our Community Creations forum!


    Lastzoul's Fire Crusader

    Lastzoul has a new build from the Beta, this time for the Crusader. It relies on increasing the Crusader's fire skills with a lot of +Fire damage and uses the pretty powerful Maximus.

    Posted in: Auto-Switching to Resource Spender, "Savior," the Diablo Rap by Have No Fear and the Space Bards, LastZoul's Fire Crusader
  • published the article Beta Hotfixes, Feedback on 2H, Paragon XP Changes, Feedback on Legendary, RoS CE Box, Design a Legendary Results

    Closed Beta Hotfixes - Updated 1/24

    Several more hotfixes were made to the Beta and PTR environments. The PTR notes are the same, but less.

    Originally Posted by Blizzard (Official Forums)

    Below you will find a list of hotfixes recently applied or coming soon to the Closed Beta that address various bugs and mechanic tweaks.

    These hotfixes should not require you to download a new patch for the PTR. Some of the hotfixes below will go live the moment they are implemented while others may require the restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

    Last Updated - January 24th. Items with an asterisk(*) are most recent.

    [UPCOMING HOTFIXES]
    There are no upcoming hotfixes at this time.

    [LIVE HOTFIXES]

    General:
    • Legendary drop rates from monsters have been doubled.*
    • Legendary drop rates from Kadala have been decreased.*
    • Rift Guardians now drop Blood Shards and have a chance to drop Forgotten Souls for level 61+ players.*
    • Monster damage has been increased across all levels.*
    • Splash damage will no longer unintentionally proc certain powers.*
    • Hellfire plans no longer cost Blood Shards and should now cost gold.
    • Monster density in Act I has been adjusted.
    • An issue where crafting certain items caused the server to crashed has been resolved.
    • Resolved an issue where the proc from Odyn Son could proc from itself.
    • Lorath Nahr no longer has a vendor list.
    • An error will no longer occur when crafting Archon items.
    • The combat AI for NPCs has received an optimization pass.
    Items:
    • Thundergod's Vigor: Now has a short internal cooldown.*
    • Nemesis Bracers: Bracers will now only generate a single pack of enemies when a shrine is triggered.
    Monk:
    • Serenity - Tranquility: An error will no longer occur when a player takes damage while Serenity - Tranquility is active.
    • Fists of Thunder - Static Charge: Will no longer incorrectly proc off of DoT damage.
    Wizard
    • Slow Time - Stretch Time: Multiple Stretch Time buffs can no longer be stacked, and a player may only benefit from a total 10% bonus Attack Speed from this ability.*
    • Magic Missile - Conflagrate: Corrected an issue that would occasionally cause the game to crash.

    Blizz Wants Feedback on 2H Weapons

    After successfully doubling the drop rates of Legendary ites on Beta Travis Day now asks what could change regarding 2-Handed Weapons.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Hey folks hope you are enjoying the recent changes. 

    I look forward to seeing more feedback in regards to how the drop rates feel once people have more time to play with them. 

    For Drothvader and Starbird. I dug into your accounts and characters with the help of one of our awesome programmers. The data that we pulled up showed that you guys were in fact at the extremely unfortunate end of the bad rng scale. However in looking into the system, while we did verify it was working, I also decided the extent to which you went without seeing an item shouldn't have been acceptable and made some adjustments to our safety net system. Again for clarity, 99% of you should never even run into this issue, ideally the drop rates are rewarding enough that we never have to step in and over ride the random number generation. However it's also important to us that noone has a bad experience with the game just because "they were really unlucky" and that's the sole intent of the back end system. 

    Have fun storming the castle.
    Noice! Thank you for the communication.

    PS - What are your thoughts on 2h's vs 1h's at the moment?
    We are going to make some adjustments to 2handers, they could stand to be better. Not sure how much of a change we will end up making but we agree they are a bit lack luster atm compared to the 1h counterparts.

    Lets dig into the 2h complaints for a second. It seems to had discussed 2h vs 1h at one point in a previous design meeting and as a result investigated them relative to each other. The end result was that 2h are actually in a good place relative to 1h.

    So I'm curious what specific 2h vs 1h comparisons are people referring to? Are we talking 2h staves for Wizards and WDs vs 1h + orb/mojo? Or are we talking 2h axe vs 2 1h axes?

    Incoming Paragon XP Changes

    Nevalistis hinted and then Wyatt Cheng explained some upcoming changes to Paragon XP farming rates.

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    We agree that Paragon leveling right now is a bit too slow. We're currently in the process of iterating on Paragon level experience and how much is needed to gain additional levels. The plan is to reduce the amount necessary to level, and in addition, increasing the amount of experience gained per monster kill.
    Nev, I'm not encouraged by you saying 'a bit' here.
    "A bit" wasn't really the best phrase for me to use here. It's an adjective phrase that works its way into my speech too frequently, and I didn't catch myself here. Sorry about that. =(

    In addition, I want to clarify that I misread how this tuning was being approached, though the overall goal is the same (i.e. quicker Paragon leveling). The amount of experience needed to gain Paragon levels was actually doubled - however, experience gained per monster kill was drastically increased and outweighs this by a significant margin. To give you a rough estimate, overall you should find that Paragon leveling will be approximately six times faster. I also want to stress that this is an overarching change, and you'll find that this change impacts the speed of gaining higher Paragon levels more than it does lower ones.
    Will this then mean that paragon EXP currently acquired will result in a lower plvl with the next PTR update due to the requirement doubling?
    Paragon level is calculated by raw total experience across all of your characters (with separate pools for Normal and Hardcore), so I don't believe you'll see a drop.
    Is this something we will see in the next build or will it be a hotfix?
    This will require a patch.
    So when you say Paragon leveling is six times faster...six times faster than what? Six times faster than Live?
    Six times faster than the current PTR/Beta build. Sorry for not clarifying sooner! It's a little hard to compare this system to the live environment because in the new system, you can surpass Paragon 100. As I mentioned before, it's much easier to notice the increase in leveling speed the higher Paragon level you attain.
    *Edit* Also, Wyatt's one-upped me and given much more detailed information here. ;P


     

    Hey guys I want to provide some clarity as some of the comments here are misinterpreting the change.

    You have a Paragon leveling rate that you see now on live. Let's call that the "Live rate"

    You have the Paragon leveling rate seen on the PTR, let's call that the "PTR" rate.

    You have the new rate that Nevalistis is referring to, we'll call that "Anticipated 2.0" rate

    A few important notes.

    1. The shape of the leveling curve changes with respect to current Paragon level. PTR rate and Anticipated 2.0 rate are actually very similar at Paragon level 1-50. But if you look at the rate going from paragon 250=>251, Anticipated rate is faster.

    2. For those of you datamining, datamining won't tell the whole story on any of this because the XP from monsters changed.

    3. XP from monsters has gone up in Anticipated 2.0 because between NV going away and the monster density being lower than the 1.0.8 numbers we want to make sure players who track their XP/hour don't suddenly see a huge drop.

    4. When we transition accounts from live to 2.0 when the patch hits, we don't just add up all your paragon levels. We take the total amount of XP you've earned over all the characters on your account, and use that sum to map you onto a paragon level on the new curve.

    5. When Nevalistis said Paragon leveling is approximately six times faster this refers purely to PTR and Anticipated 2.0. This is because PTR rates were disproportionately slow. It was taking 60+ hours to earn some of those higher paragon levels, and "six times faster" means it that might be 10 now. Note that this has nothing to do with live.

    6. It's hard to compare rates directly between Live, PTR, and Anticipated 2.0 because at the end of the day, Live stops at 100 and PTR/Anticipated 2.0 go forever. I think at the end of the day if you're trying to "be efficient with your time", the important thing to remember is #4 - we don't look at raw levels - we look at your total experience earned, and map that appropriately.

    So can you compare XP per monster killed on 1. Live w/ 5 NV stacks vs. 2. Anticipated 2.0?

    It varies with level and I don't remember the exact numbers off the top of my head but our design intent is to offset the loss of XP from 5 stacks and density.

    There are many variables at play as well. Adventure Mode has it's own rewards. It's hard to compare Bounty rewards vs. the benefit of a highly optimized/efficient run. There are more events in the game now. The change from 60 to 70. "Difficulty 2.0". All of these factors means it doesn't make sense to do a direct comparison of the XP of any one particular monster - but rather when all factors are put together we don't want XP rates cut in half compared to live. The XP per monster happens to be one of the tuning variables in our toolbox. (Source)


    Focused Feedback - Legendary Powers

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    In addition to our current Focused Feedback request regarding Infernal Machines, our development team is seeking additional information on another integral part of the Reaper of Souls experience. 

    Please note that while we occasionally request players focus on providing specific feedback, all feedback continues to be welcome either via the e-mail provided in your Beta invitation or here on the forums.

    Currently, we are looking for detailed feedback regarding:
    • Of the Legendary items you've found while playing the beta, which three have been your favorite and why.
    • Similarly, of the Legendary items you've found while playing the beta, which three have you liked the least and why.
      • Of these items, how do you feel they could be improved?
    Additional notes:
    • Please feel free to include Set items in this feedback.
    • How you measure worth or value of a Legendary item is completely up to you. What makes a Legendary item one of your favorites may differ from another player, and that’s completely okay. Same applies for the reverse (how you define something as your “least favorite”).
    • This discussion isn’t focused on drop rates, but rather the perceived quality of the Legendary items you have found. If posts could stay on topic and not deviate, that would be greatly appreciated!
    As we continue with testing, we may require additional testing needs. Keep an eye out for similar threads in the future as these needs arise. We do ask that feedback in this thread stays on topic - unrelated feedback will be appropriately moderated.

    Thank you, as always, for your participation!

    Design a Legendary: Choose Your Power Results

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Last week, over 19,000 Diablo III players world-wide participated in our Choose Your Power poll. This was the third poll we've held for the "Design a Legendary" project, and it was one that would ultimately determine the unique power of the Legendary Mephisto-themed, one-handed sword we're designing.

    Here are the results!

    • Legendary Power #1: 14.6%
      • You radiate an aura of Hatred. All monsters near you deal and receive additional damage.
    • Legendary Power #2: 19.3%
      • Attacks have a chance on hit to cause your current target to be hated by all nearby enemies, taunting them to attack that target for the duration of the effect.
    • Legendary Power #3: 12.8%
      • When you are near death, your hatred for your enemies grows, significantly reducing your resource costs and cooldowns.
    • Legendary Power #4: 28.3%
      • Elemental attacks have a chance to trigger one of powerful abilities inspired by the Lord of Hatred himself: Charged Bolt, Poison Nova, and Freezing Skull. Lightning damage has a chance to trigger a Charged Bolt. Poison damage has a chance to trigger Poison Nova. Cold damage has a chance to trigger Freezing Skull.
    • Legendary Power #5: 25%
      • Summons an Evil Force to fight alongside the player for a period of time. This force would take the form of a non-attackable melee pet, and it would be possible to potentially have more than one Evil Force active at once.

    Taking almost 29% of the global vote, our winning legendary power is: #4!

    "Elemental attacks have a chance to trigger one of powerful abilities inspired by the Lord of Hatred himself: Charged Bolt, Poison Nova, and Freezing Skull. Lightning damage has a chance to trigger a Charged Bolt. Poison damage has a chance to trigger Poison Nova. Cold damage has a chance to trigger Freezing Skull." 

    From here, designers Travis Day and John Yang will flesh out the rest of item's stat budget, including the power itself (adding actual damage values and making slight adjustments as needed). Stay tuned to diablo3.com for an updated tooltip once that process is complete as well as a quick Q&A with Travis and John on how this particular part of Legendary item design works.

    As with our last vote, thanks to each and every nephalem who've participated in some shape, way, or form in this project so far. We hope you're enjoying it as much as we are, and look forward to revealing the final, complete Legendary soon!

    P.S. - Don't forget to participate in our Choose Your Name vote!


    RoS Collector's Edition Box

    A beautiful picture showing RoS Collector's Edition Box was shared on twitter today by /r/Diablo's mod Thunderclaww. Let us know how you like the visual and if this is how you imagined it!

    Posted in: Beta Hotfixes, Feedback on 2H, Paragon XP Changes, Feedback on Legendary, RoS CE Box, Design a Legendary Results