• published the article Patch 10 - Unofficial Changes + Official Patch Notes
    UPDATE

    Official Blizzard Quote:



    The currency-based auction house is back up! As noted in the patch notes, all beta participants have had their Battle.net Balance reset to 50 Beta Bucks.


    UPDATE Official Patch 10 Notes have been posted below.

    UPDATE 2 Weapon Skill Affix List Added

    Patch 10 - Unofficial Class Changes
    Below we have the unofficial class changes coming with patch 10. We will be updating this post with a lot more in the hours to come as well was the official notes once posted. If you see anything that looks odd, point them out in the comments.

    Barbarian
    • DiabloWiki.com - Nerves Of Steel Nerves Of Steel: Your DefenseArmor is increased by 25% of your Vitality.
    • DiabloWiki.com - Tough as Nails Tough as Nails: Increases armorArmor by 100%. / Thorns damage dealt increased by 100%.
    • DiabloWiki.com - War Cry War Cry: Generate: 30 Fury / Cooldown: 30 seconds / Unleash a rallying cry to increase the armor ofArmor for you and all allies within 30 yards by 100% for 60 seconds.
      • Alabaster: Increases maximum Life by 16% and regenerates 122890 Life per second while affected by War Cry.
    • DiabloWiki.com - Ground Stomp Ground Stomp: Shake the ground to inflict 70110% weapon damage to all enemies within 12 yards and stun them for 3 seconds.
      • Crimson: Increase damage to 136214% weapon damage.
    • DiabloWiki.com - Ignore Pain Ignore Pain: Cooldown: 6030 seconds / Reduces all damage taken by 65% for 53 seconds.
      • Indigo: Increases duration to 108 seconds.
      • Golden: When activated, knock back all enemies within 8 yards and deal 50% weapon damage to them. Also reduces cooldown time to 4010 seconds.
    • DiabloWiki.com - Ancient Spear Ancient Spear: Throw a spear with a maximum range of 45 yards, pulling an enemy back to the barbarian, slowing movement speed and dealing 100145% weapon damage.
      • Alabaster: Enemies hit with Ancient Spear will be tossed in the opposite direction and damage is increased to 130188% weapon damage.
    • DiabloWiki.com - Furious Charge Furious Charge: Rush forward to inflict 100190% weapon damage to enemies at the destination and 60190% damage to enemies along the path of the charge.
      • Crimson: Increase damage at the destination to 234445% weapon damage.
    • DiabloWiki.com - Wrath of the Berserker Wrath of the Berserker: Cost: 50 Fury / Cooldown: 120 seconds / Enter a berserker rage which raises several attributes for 15 seconds. / Critical Hit: 10% / Attack Speed: 45% / Dodge Chance: 20% / Movement Speed: 20%
    • DiabloWiki.com - Earthquake Earthquake: Shake the ground violently dealing 2400% weapon damage followed by an additional 150250% weapon damage over 8 seconds to all enemies within 18 yards.
    • DiabloWiki.com - Leap Attack Leap Attack: You leap into the air to inflict 70100% weapon damage to all enemies within 8 yards of the destination.
      • Obsidian: Jump into the air with such great force that enemies within 7.5 yards of the origin of the jump take 182260% weapon damage.
    • DiabloWiki.com - Revenge Revenge: Inflict 150220% weapon damage to all enemies within 11 yards and gain 5% of your maximum Life for each enemy hit.
      • Crimson: Increase damage to 234343% weapon damage.
    • DiabloWiki.com - Overpower Overpower: Cooldown: 15 seconds / Deal 150260% weapon damage to all targets within 9 yards. If Overpower critical hits, the cooldown on it is automatically reset. / Cooldown: 15 seconds
    Demon Hunter
    • DiabloWiki.com - Sentry Sentry: Drop a turret on the ground. The turret begins firing at nearby enemies for 40%% weapon damage. Lasts 3620 seconds
    • DiabloWiki.com - Rain of Vengeance Rain of Vengeance: Fire a massive volley of arrows around you. Fires 1 waves of arrows that strike for 190385% weapon damage.
      • Crimson: Summon 20 Shadow Beasts to drop bombs on nearby enemies, dealing 247500% weapon damage each.
      • Indigo: Launch a massive volley of guided arrows that rain down on enemies for the next 12 seconds for 148300% weapon damage.
      • Obsidian: Summon a Shadow Beast that drops grenades from the sky for 14 seconds dealing 142289% weapon damage.
      • Golden: A group of 9 Shadow Beasts plummet from the sky at a targeted location dealing 296601% weapon damage and stunning enemies for 2 seconds.
      • Alabaster: Summon a wave of 11 Shadow Beasts to tear across the ground, knocking back enemies and dealing 247500% weapon damage.
    • DiabloWiki.com - Rapid Fire Rapid Fire: Cost: 20 Hatred initially, and an additional 10 Hatred while channeling / Rapidly fire at 6 times your normal attack speed dealing 38for 228%% weapon damage as Physical with every shot.
    • DiabloWiki.com - Impale Impale:
      • Golden: Every use releases a burst of knives centered on you, dealing 104% weapon damage to all enemies within 10 yards.
    • DiabloWiki.com - Strafe Strafe: Cost: 1819 Hatred while channeling / Shoot at 4 times your normal attack speed at random nearby enemies for 140% weapon damage while moving at 65% of normal movement speed. Every shot deals 35% weapon damage.
    Monk
    • DiabloWiki.com - Transcendence Transcendence: Every point of Spirit spent heals you for 16.2118.6 Life.
    • DiabloWiki.com - Seize the Initiative Seize the Initiative: Your DefenseArmor is increased by 25% of your AttackDexterity.
    • DiabloWiki.com - Fists of Thunder Fists of Thunder: Generate: 6 Spirit per attack / Unleash a series of extremely fast punches that deal 100% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit Generators due to the high attack speed.
    • DiabloWiki.com - Breath of Heaven Breath of Heaven: Heal increases to 12999490 - 194914235 Life, and damage increased to 0 - 1 Holy damage.
      • Indigo: Increases the healing to 168912337 - 253418505 Life.
    • DiabloWiki.com - Cyclone Strike Cyclone Strike:
      • Obsidian: The initial cast will also heal you and all allies within 24 yards for 292421352 Life.
    • DiabloWiki.com - Serenity Serenity: Cost: 10 Spirit / Cooldown: 6045 seconds / You are enveloped in a protective shield that intercepts all incoming damage for 3 seconds and grants immunity to all control impairing effects.
      • Crimson: Heal yourself for 479134994 - 584742705 Life when Serenity is activated.
    • DiabloWiki.com - Mantra of Healing Mantra of Healing: Recite a Mantra that causes you and all allies within 40 yards to gain increased Life regeneration by 81.2593.1 Life per second. Lasts 3 minutes. / For 3 seconds after activation the effect is increased to 406.12965.6 Life per second. / This is a Mantra. You can only have one Mantra active at a time.
      • Crimson: Increases the Life regeneration granted by Mantra of Healing to 162.41186.2 Life per second.
    • DiabloWiki.com - Mantra of Conviction Mantra of Conviction:
      • Golden: You and your allies have up to a 30% chance to be healed for 2441779 - 3252372 Life when using melee attacks on an enemy under the effects of Mantra of Conviction.
    • DiabloWiki.com - Inner Sanctuary Inner Sanctuary:
      • Golden: You and all allies regenerate 105.6771.1 Life per second while inside the circle.
    • DiabloWiki.com - Seven-Sided Strike Seven-Sided Strike: Dash rapidly between many nearby enemies 7 times striking for 115160% weapon damage with every hit.
      • Crimson: Teleport to the target location for the strike, and damage increases to 149208% weapon damage per hit.
    • DiabloWiki.com - Blinding Flash Blinding Flash: Blind duration increased to 97 seconds.
      • Crimson: For 53 seconds after using Blinding Flash, all of your attacks are infused to deal 35% additional weapon damage as Holy
      • Golden: Increases the duration enemies are blinded to 97 seconds.
    Witch Doctor
    • DiabloWiki.com - Gruesome Feast Gruesome Feast: Whenever you are healed by a health globe gain 10% of your maximum Mana and 10% AttackIntelligence for 10 seconds. The AttackIntelligence bonus can stack up to 5 times
    • DiabloWiki.com - Blood Spatter Blood Spatter: (old: Grave Injustice): Whenever an enemy dies within 8 yards, regain 1% of your maximum Life and Mana and the cooldown on all of your abilities is reduced by 1 second. This range is extended by items that increase your gold and pickup radius.
    • DiabloWiki.com - Hex Hex:
      • Golden: The Fetish Shaman will periodically heal friendly targets for 11378304 Life.
    • DiabloWiki.com - Soul Harvest Soul Harvest: Feed on the life force of up to 5 nearby enemies within 15 yards. Gain 126 AttackIntelligence for each affected enemy. This effect lasts 30 seconds.
      • Crimson: Gain 3652669 Life for every affected enemy.
    • DiabloWiki.com - Sacrifice Sacrifice:
      • Indigo: Gain 7715635 Life for each sacrificed dog.
    • DiabloWiki.com - Locust Swarm Locust Swarm: Summon a plague of locusts to assault enemies, dealing 60180% weapon damage per second as Poison forover 3 seconds. The locusts will jump to additional nearby targets.
    • DiabloWiki.com - Gargantuan Gargantuan:Summon a large zombie follower to fight for you. The Gargantuan attacks for 3025% of your weapon damage as Physical damage with every swing.
      • Indigo: Gargantuan gains a Cleave ability allowing its attacks to hit multiple targets for 5344% of your weapon damage as Physical.
      • Golden: The Gargantuan only lasts 15 seconds but is also more powerful. The Gargantuan's fists burn with fire, dealing an additional 11385% of your weapon damage as Fire and knocking enemies back with every hit.
    • DiabloWiki.com - Fetish Army Fetish Army: Summon an army of Fetish creatures to fight by your side for 20 seconds. Dagger-wielding fetishes attack for 280% of your weapon damage as Physical.
      • Indigo: Adds 2 dagger-wielders to the army and increases their damage to 340% of your weapon damage as Physical.
      • Obsidian: Adds 2 Fetish casters to the army. The casters breathe fire that deals 320% of your weapon damage as Fire in a cone in front of them.
      • Alabaster: Adds 2 Hunter Fetishes to the army. Hunter Fetishes shoot blowdarts at enemies dealing 380% of your weapon damage as Poison.
    • DiabloWiki.com - Firebats Firebats:
      • Obsidian: Enemies in the area are plagued. Damage is slow at first, but can increase over time to a maximum of 162% weapon damage per second as Poison.
    • DiabloWiki.com - Wall of Zombies Wall of Zombies: A line of zombies emerges from the ground attacking anybody standing nearby for 0 - 02 physical damage per second for 5 seconds.
    Wizard
    • DiabloWiki.com - Temporal Flux Temporal Flux: Whenever you deal Arcane damage, enemies are slowed by 2430% for 2 seconds.
    • DiabloWiki.com - Illusionist Illusionist: Whenever you suffer more than 15% of your Life in a single hit, the cooldowncooldowns on your Mirror Image and Teleport abilities isare automatically reset.
    • DiabloWiki.com - Galvanizing Ward Galvanizing Ward: Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain 122890 Life per second. / The following skills are improved: / *Energy Armor / *Ice Armor / *Storm Armor
    • DiabloWiki.com - Ice Armor Ice Armor: Surround yourself in a barrier of ice that increases armor by 500%, causing 0 - 0 Cold damage to attackers, chilling them for 2 second(s). / Duration: 120 seconds
      • Golden: Whenever you are struck by a melee attack the bonus armor granted by Iceyour Armor is increased by 5525% for 10 seconds. This effect can stack up to 3 times.
    • DiabloWiki.com - Wave of Force Wave of Force: Explode a wave of pure energy that repels projectiles and knocks back nearby enemies. This also slows the movement of enemies by 50% and deals 205350% weapon damage as Physical.
      • Crimson: Increases damage to 266455% weapon damage as Physical, but reduces knockback.
      • Indigo: Enemies hit have a 70% chance to cause a smaller Wave of Force that deals 102175% weapon damage as Physical and knocks back enemies caught in its wake.
      • Alabaster: Increases the distance enemies are knocked back, and stuns all affected enemies for 3.5 seconds.
    • DiabloWiki.com - Frost Nova Frost Nova: An explosion of ice freezes nearby enemies for 3 seconds and deals 6550% weapon damage as Cold.
      • Indigo: A frozen enemy that is killed has a 17% chance of exploding another Frost Nova dealing 3325% weapon damage as Cold.
      • Alabaster: If Frost Nova hits at least 5 targets, you gain 30% chance to critically hit for 12 seconds.
    • DiabloWiki.com - Arcane Orb Arcane Orb:
      • Alabaster: The orb will pierce through targets, damaging any enemy it passes through, dealing 146% weapon damage as Arcane.
    • DiabloWiki.com - Diamond Skin Diamond Skin: Increase damage absorbed to 203014828 damage. / Cooldown: 15 seconds
      • Obsidian: Increase the maximum absorption amount to 406129656 damage.
    • DiabloWiki.com - Hydra Hydra: Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 31.3% weapon damage as Fire per attack. You may only have one Hydra active at a time.
      • All runes re-worded to display that only one hydra may be active:
    • DiabloWiki.com - Blizzard Blizzard: Call down shards of ice to pelt an area dealing 6550% weapon damage per second as Cold for 3 seconds.
      • Indigo: Increase the size of the Blizzard to cover 22 yards, and deal 5945% weapon damage per second as Cold.
    • DiabloWiki.com - Magic Missile Magic Missile:
      • Indigo Rune is now named Split (use to be Fork):
    • DiabloWiki.com - Magic Weapon Magic Weapon:
      • Crimson: Melee attacks poison enemies, dealing 30% of weapon damage as Poison forover 3 seconds.
    • DiabloWiki.com - Ray of Frost Ray of Frost: Project a beam of frozen ice that blasts 270155% weapon damage as Cold to the first enemy it hits, slowing the target's movement by 40% and attack speed by 30% for 5 seconds.
      • Crimson: Damage increases slowly over 1.5 seconds to inflict a maximum of 369212% weapon damage as Cold.
      • Obsidian: Increase enemy slow amount to 46% for 7 seconds, but damage is reduced to 216124% weapon damage as Cold.
      • Alabaster: Enemies who die leave a patch of ice on the ground that causes 10560% weapon damage as Cold to enemies moving through it over 3 seconds.
    • DiabloWiki.com - Energy Armor Energy Armor: Focus your energies, increasing your DefenseArmor by 20% but lowers your maximum Arcane Power by 20. Lasts 120 seconds. / This is an Armor spell. Only one Armor spell can be active at a time.
      • Alabaster: Also increases your Precisionchance to critical hit by 256% while Energy Armor is active.
    • NEW PASSIVES
    • DiabloWiki.com - Black Ice Black Ice: Cold damage dealt to chilled and frozen targets is increased by 20%.
    • DiabloWiki.com - Paralysis Paralysis: Lightning damage dealt to enemies has up to a 5% chance to stun the target for 2 seconds.




    Diablo 3 Potion Update
    The old potions have got a graphic update (top), while five new potion graphics have been added (bottom).





    Diablo 3 Chinese Logo
    It looks like the Chinese version of the Diablo 3 logo has been added.





    New Skill Affixes
    A list of new Affixes have been added related to class skills. There are currently 8 levels of each affix. We got a hint of these in Jay's System Changes article.

    Barbarian
    • Skill_Barbarian_Bash: of Bruising
    • Skill_Barbarian_Cleave: of Sundering
    • Skill_Barbarian_Frenzy: of the Maniac
    • Skill_Barbarian_HotA: of Demolition
    • Skill_Barbarian_Overpower: of Conquest
    • Skill_Barbarian_Rend: of Evisceration
    • Skill_Barbarian_Revenge: of Vengeance
    • Skill_Barbarian_SeismicSlam: of Shattering
    • Skill_Barbarian_WeaponThrow: of Hurling & of Barrage
    • Skill_Barbarian_Whirlwind: of Vertigo
    Demon Hunter
    • Skill_DemonHunter_Impale: of Razor
    • Skill_DemonHunter_BolaShot: of the Bounty Hunter
    • Skill_DemonHunter_HungeringArrow: of the Predator
    • Skill_DemonHunter_Chakram: of the Boomerang
    • Skill_DemonHunter_ClusterArrow: of Splinters
    • Skill_DemonHunter_ElementalArrow: of Blasting
    • Skill_DemonHunter_EntanglingShot: of Binding
    • Skill_DemonHunter_Grenades: of the Grenadier
    • Skill_DemonHunter_Multishot: of Volleys
    • Skill_DemonHunter_RapidFire: of Salvos
    • Skill_DemonHunter_EvasiveFire: of Suppression
    • Skill_DemonHunter_SpikeTrap: of Spines
    • Skill_DemonHunter_Strafe: of Prowess
    Monk
    • Skill_Monk_CripplingWave: of Breaking
    • Skill_Monk_TempestRush: of Reflex
    • Skill_Monk_DeadlyReach: of Lunging
    • Skill_Monk_ExplodingPalm: of Bursting
    • Skill_Monk_FistsofThunder: of the Monsoon
    • Skill_Monk_LashingTailKick: of the Scorpion
    • Skill_Monk_SweepingWind : of the Wind
    • Skill_Monk_WaveofLight: of Radiance
    • Skill_Monk_Wayof100Fists: of Pummeling
    WitchDoctor
    • Skill_WitchDoctor_AcidCloud: of Corrosion
    • Skill_WitchDoctor_CorpseSpiders: of the Black Widow
    • Skill_WitchDoctor_Firebats: of the Deep
    • Skill_WitchDoctor_FireBomb: of Blazing
    • Skill_WitchDoctor_Haunt: of the Wraith
    • Skill_WitchDoctor_LocustSwarm: of Pestilence
    • Skill_WitchDoctor_PlagueofToads: of the Jungle
    • Skill_WitchDoctor_PoisonDart: of Stinging
    • Skill_WitchDoctor_SpiritBarrage: of Phantoms
    • Skill_WitchDoctor_ZombieDogs: of Domination
    • Skill_WitchDoctor_WallofZombies: of the Lost
    • Skill_WitchDoctor_ZombieCharger: of Blind Rage
    Wizard
    • Skill_Wizard_ArcaneOrb: of Spheres
    • Skill_Wizard_ArcaneTorrent: of Shooting Stars
    • Skill_Wizard_Blizzard: of Hail
    • Skill_Wizard_ShockPulse: of Ruin
    • Skill_Wizard_Disintegrate: of Entropy
    • Skill_Wizard_Electrocute: of Striking
    • Skill_Wizard_EnergyTwister: of Wild Magic
    • Skill_Wizard_ExplosiveBlast: of Detonation
    • Skill_Wizard_Hydra: of the Myriad
    • Skill_Wizard_MagicMissile: of Evocation
    • Skill_Wizard_Meteor: of Comets
    • Skill_Wizard_RayofFrost: of Chill
    • Skill_Wizard_SpectralBlade: of Slashing




    Official Patch 10 Notes
    The Official Patch 10 notes have been posted


    Official Blizzard Quote:




    General


    A number of significant changes have been made to key aspects of Diablo III in this patch. To learn more about these changes and why they were made, please be sure to read the "System Changes" blog, written by Jay Wilson.
    • All characters have been wiped. Please note that this wipe will also affect gold, achievements, items, followers, and artisans.
    • The Battle.net Balance for all beta participants has been reset to 50 Beta Bucks
    • Core character attributes have been reworked significantly
      • Attack, Defense, and Precision have been removed
      • Dexterity, Intellect, Strength, and Vitality have been added:
        • Dexterity
          • +Demon Hunter damage
          • +Monk damage
          • +Dodge (for all classes)
        • Intellect
          • +Witch Doctor damage
          • +Wizard damage
          • +Health from globes (for all classes)
        • Strength
          • +Barbarian damage
          • +Armor (for all classes)
        • Vitality
          • +Health (for all classes)
      • Armor will now supplement Defense, as well as provide +Physical resist
      • +Chance to Crit has been added as an item affix
      • Player Life per Vitality has been changed:
        • Players will now start out with 10 Life per Vitality at level 1
    • Nephalem Altars have been removed and players can now swap unlocked skills at any point during gameplay via the Skills list. This will impose a 30-second cooldown on the newly-activated skill, during which time the skill cannot be exchanged for another.
      • Please note that the skills system is still considered a work-in-progress and will be undergoing additional changes in future patches. This iteration of the system is not final.
    • Scrolls of Identification have been removed and players can now identify an item by right-clicking on the item's icon
    • The Nephalem Cube has been removed and the salvage ability has been added to the Blacksmith artisan
    • The Cauldron of Jordan has been removed
    • Stone of Recall has been renamed to "Town Portal" and can now be accessed directly via the Skill bar UI
    • The fifth quick slot button has been moved next to the Town Portal ability in the Skill bar. This slot will eventually be to dedicated to potions, but can currently be used as a normal slot.
    • Skills will now display simplified tooltips by default
      • To view Advanced tooltips, press and hold the CTRL key when hovering over skill icons
    • The duration of the global chill effect granted by cold damage has be increased from 0.4 seconds to 0.6 seconds
    • Achievements have been re-enabled
    Classes
    • Barbarian
      • Active Skills
        • Ground Stomp
          • Damage increased from 70% to 110%
        • Ignore Pain
          • Cooldown reduced from 60 seconds to 30 seconds
          • Duration reduced from 5 seconds to 3 seconds
        • Leap Attack
          • Damage increased from 70% to 100%
        • Revenge
          • Damage increased from 150% to 220%
      • Passive Skills
        • Nerves of Steel
          • Now increases Armor by 25% of your Vitality
    • Monk
      • Active Skills
        • Blinding Flash
          • No longer breaks on damage
          • Duration reduced from 5 seconds to 3 seconds
    • Wizard
      • Active Skills
        • Frost Nova
          • Damage reduced from 65% to 50%
        • Ice Armor
          • No longer increases your Armor
        • Wave of Force
          • Damage increased from 205% to 350%
      • Passive Skills
        • Temporal Flux
          • Slow amount increased from 24% to 30%
    Crafting
    • General
      • Leveling artisans in Normal difficulty now only requires gold
    • Salvaging
      • Common (white) items can no longer be salvaged and common crafting materials have been removed in all difficulty levels
      • Salvaging a Magic (blue) item will always give you a Magic material, as well as a chance to receive a Rare (yellow) or Legendary (orange) material
      • Salvaging a Rare item will always give you a Rare material and a Magic material, as well as a change to receive a Legendary material
      • Salvaging a Legendary item will always give you a Legendary material, Rare material, and Magic material
    Items
    • General
      • Attack, Defense, and Precision random affixes have been replaced with Dexterity, Strength, and Intellect
      • The base damage on slower weapons has been increased. This is because we’re also increasing the potency of elemental damage properties, and elemental damage benefits faster weapons more than slower weapons.
      • The drop rate of Magic items between level 1 and level 20 has been lowered. Single affix-Magic items are now introduced more slowly, and double affix-Magic items won’t appear until later in the game.
    • Vendors
      • Wandering Merchants now have a 50% change to sell a limited stock Rare item of any type
      • Amulets have been moved from the Collector to the Fence
    Monsters
    • Electrified monsters no longer spew lightning on death
    • Arcane Enchanted monsters no longer cast an extra arcane beam on death
    Bug Fixes
    • Players should no longer be disconnected from Battle.net when moving a stack of 0 items to the their Skill action bar
    • Rapidly moving around items in a character’s inventory should no longer cause those items to become unresponsive
    • Items that display full durability, but are still considered slightly damaged should now be able to be posted on the Auction House
    • Monsters that are killed should now always properly play their death animation rather than remain standing

    Posted in: Patch 10 - Unofficial Changes + Official Patch Notes
  • published the article Itemization Changes, Blue Posts, Sword of Justice Interview, Jay Wilson Speaks to Korea
    UPDATE: Bashiok on patch 10.


    Official Blizzard Quote:



    is tomorrow still looking good for #Diablo3 Patch 10?
    Depends on how testing goes today.




    Itemization Reduced?
    With the recent announcement of the system changes, a couple of users have voiced some concern with the changes to the core attributes. Many worry about the amount of itemization being reduced by the attributes affecting different stats now. Bashiok has commented to help further explain the ideology behind these changes and how the itemization is not reduced at all.


    Official Blizzard Quote:



    Core attributes are important. They're your core attributes! But they have never been and continue not to be the primary driving force behind your itemization choices. At all times you're going to need to keep doing and avoiding more damage. Enemies get tougher, they hit harder, and take more hits. No matter who you are you have to counter those inevitable truths. No character would ever say "I can ignore defensive stats because I am a glass cannon!" no, you get to Inferno and you'll die. You can be a glass cannon, but it's going to be a balance between offense and defense, not an all-in decision. There is an inevitable requirement to have a variety of the core stats, offensive and defensive. It's the balance that's important.

    Ok, so, core stats are super great, but they're still just four of all the bonuses that items can roll and provide your character. Four. And for most builds they're never going to be where you're focusing your attention. The other things that can roll up (which still include +armor, +dodge, +health globe, +crit chance, +crit damage, by the way) have always been the more important decision. It's your choice between doing more damage or being more defensive, but that's a forgone conclusion. That's not where true build diversity ever comes from, it's too broad a plateau.

    Are you taking Attack (before) or your classes' core damage stat (now)? Are you taking Armor (now) or Defense (before)? Are you taking Precision (before) or +crit (now)? These are the same things.

    For example, a Barbarian gets both "resist-all" armor and Attack-like damage from "Strength", so why would he ever choose Dexterity's dodge over that?

    Barbarian's will always want Strength now just like they always wanted Attack before. Armor is a damage reduction. Dodge completely negates damage. They're extremely different in practice and your survivability, and at high difficulty play barbarians will absolutely want +dodge. And they don't have to take Dexterity to get it. Ideally a barbarian would find an item with +Stength and +Dodge on it. It would be devalued for the barb if it had +Dexterity on it. (tah dah itemization diversity)

    Also, would he truly ever choose to go after a stat that increases health globe benefits, over strength?

    Up to that player and their build. Would he ever want crit over flat damage increases? Would he take an increase to the damage of cleave over a crit damage increase? These are the choices you'll have to make and what makes building characters fun.

    Now, obviously the class stats are the top priority, but each stat has equal value, simply because it can be used by somebody.

    What this guy said.

    It's also about item comparison, and that's simply not an issue in the beta. You're not getting enough drops or enough tough decisions to make item comparisons a problem for you.

    What was happening for us at high levels is that the stats we had required you to think about the item for at least a couple seconds just to realize it's not a good item for your character. By having a single damage stat now you're focusing on, it reduces the number of failed comparisons that quickly add up at later levels. The tough decisions are still really tough and you'll be comparing items for a long time to try to figure out which one is better, but all of the less meaningful drops take less time to realize that the item is not for you and quickly move on. Again that's something that you just can't get a good sense of in the beta, but Diablo II players should sympathize with what this change does to resolve item comparison headaches.

    Now we are going back to the mathematically correct ways of going after core attributes.

    I think there may be a confusion that +dodge is tied to Dexterity now. Or +health globe is tied to Intellect. That's not the way it works, those stats are and still roll as their own affixes on items.

    Also I sort of misspoke in that this change doesn't really affect build diversity, of course, all the same stats exist for people to stack or do whatever they want with. But it greatly increases item diversity.

    You have your reasons for removing stat distribution, but to argue it was to prevent players for sucking in inferno is something I'll never comprehend.

    I never said and it's absolutely not to help people "not suck". The same "I don't have enough defense to survive" exists now as it did before. If you're saying that a player would be playing and not realize the numbers on his items going higher was to give him more damage and/or defense then that's just not a valid assessment of what makes a player skilled.

    Is there still a +attack affix or is that one actually gone?

    Your damage is increased by your core class stat, but there are many other affixes that can improve your damage in various ways. It's the same. When you wanted Attack before you just want your class stat now instead. (Tracker/Official Forums)





    Blue Posts

    Official Blizzard Quote:



    Legendary items in the beta in patch 10
    I don't think so. And less magical items actually. We're rebalancing some item distribution rates. (source)

    white items(being useless) does that mean there will be a better drop rate for magic items?
    I don't think so. And less magical items actually. We're rebalancing some item distribution rates. (source)

    With removing the ability to salvage white items what will u do with common scrap.
    Common salvaging materials are being removed and crafting recipes are being balanced. (source)

    Why Include White Items?
    Diablo is about loot explosions. We can't realistically have loot explosions without a bunch of confetti and glitter that makes it all look exciting, but has no value except to make the explosions more satisfying. Gold still did this to a degree, but we were missing the "arrows and bolts" of yesteryear. White items were worth something and we really didn't have any junk we could just throw out with no limit. Now we do. (Blizz Tracker/Official Forums)





    IGN Interview with Aaron Williams
    IGN recently posted an interview they had with Aaron Williams, author of the Sword of Justice. In case you missed our interview with him, you can check it out here.


    IGN Comics: What led you to take on this assignment? Are you a big fan of the games?

    Aaron Williams:
    I have to thank former DC/WildStorm editor Scott Peterson for giving me the opportunity to try my hand at it. We'd worked together before on another comic called North 40, and he'd read some of my indie work on a comic called Nodwick, which is a fantasy spoof. And I'm definitely a fan of the Diablo franchise. Had I known how much my index finger was going to be needed for mousing around in the game, I would have stuck with piano lessons for a few more years.


    IGN: How much freedom did you have as far as developing the story? Was it an intentional decision to distance the book from the characters and locales of the games?

    Williams:
    I had quite a lot of freedom, so long as I didn't contradict or run into game content that Diablo III was going to establish. That is, I had to make sure my wizard character, Shanar, used the spells at her disposal in the game, especially in combat. I also had a scene that was going to take place at the Forgotten Tower, but that area is, shall we say, "spoken for" and we didn't want to either spoil it or have the player think, "but this comic says two people came here and trashed the place already. How come it's not a smoking crater?" This wasn't as restrictive as it sounds, really, as most of the story takes place in an unexplored area of the Dreadlands. (Full Interview)





    Jay Wilson Speaks to Korea
    Jay Wilson speaks to Korean gamers via YouTube about the long awaited Diablo 3.

    Posted in: Itemization Changes, Blue Posts, Sword of Justice Interview, Jay Wilson Speaks to Korea
  • published the article Patch 10 Not This Week, Conference Call, Senior Game Producer Leaves, Blue Posts
    Update: Todays news has been added.

    Patch 10 Not This Week
    It looks like we will not be seeing patch 10 hit beta servers this week!


    Official Blizzard Quote:



    Quick update for everyone! We've discovered a few issues with Beta Patch 10 which could affect player login. Instead of releasing the patch as-is and addressing those issues later, we felt it necessary to take some time to resolve them now. As a result, the soonest we'll be able to release Beta Patch 10 is next Monday, January 23.




    Activision Blizzard Q4 Conference Call
    The date for the Q4 results conference has been posted. They will be having the call Feb 9th at 1:30 PST. Something to keep in mind, If they do plan to give any key information about the release, release dates usually come the week of the call, and not during the call. As always we will keep you updated with any information that comes from the conference.





    Diablo 3 Senior Game Producer Leaves
    Steve Parker posted on twitter today saying he has left Blizzard. Blizzard has also opened up a new job listing to fill his shoes.

    Diablo III Senior Game Producer Steve Parker announced via Twitter he is no longer working at Blizzard Entertainment. He didn’t specify the reason.

    "Hey Twitter, I’m no longer working at Blizzard or on D3. I’ve had a great 5 years there and those guys are going to do an amazing job with Diablo.”

    It’s unknown if his departure has a connection with the recent announcement of System Changes, or if the game is pretty much ready (except for the cleaning up process), and thus his work is finished and he’s moving on to other projects.

    In a later tweet, Steve Parker commented “Thanks! Looking forward to bigger and better things.” Follow up comments via Twitter don’t show any hard feelings with the studios prompting to think he departed for personal reasons, and to explore other career opportunities. (source)




    Blue Posts

    Official Blizzard Quote:

    Blizz Tracker/Official Forums)

    Inventory and Waiting For Players
    Diablo III has a larger inventory. An enormous shared stash. Items take up less space. We don't encourage carrying tons of potions. No identify scrolls/tomes. No TP scrolls/tomes. We don't have charms. And we're still evaluating some of the other inventory items, which could free up even more space.

    Yes, you will need to go back to town every once in a while but I don't think it's quite as severe as some are imagining it to be.

    what happened to your philosophy of,fast paced action and,Do no harm to co-op
    After a lot of playing at high levels we realized returning to town and breaking up the action is actually good. There are some more designery reasons that reinforce all of this, but the bottom line is that the action is very important, and being actively engaged in the action. Being able to be out and killing for hours and hours straight was negating the fun elements. Just like a story arc has highs and lows, a game needs to promote those ups and downs through its mechanics.

    As far as harming co-op, there's really no difference now. Before you'd say "WAIT UP" and everyone would have to stop while you examined each item and decided to sell, salvage, or keep it. In the best case scenario everyone would agree to stop and do this at the same time. It's no different than everyone agreeing to head back to town, and in fact it provides a more prominent, not to mention safe, pause point where everyone can take care of a few quick tasks, and then head back out.

    Say your friend's inventory is full, but yours isn't, well you both decide to TP and while he's going through his bag you have time to craft a few things, or alt+tab free of fear to read reddit or something. Whatever. It's not different to the co-op game because you had to stop before, and the benefits to being in town now are actually pretty substantial.

    I am not going to "wait up" for someone
    Then you will die. You're going to have to stick together to survive, and that's going to force groups to stop together. It's a lot better for everyone if that stopping point is in-town, for the aforementioned reason that not everyone takes the same amount of time to complete the same tasks, and there's more things that can be accomplished in town. Not to mention it's safer if you need to grab some more Cactus Cooler or take a bio break.

    Every 15 seconds or so there's a side room and you have to decide to pursue that interest in the name of picking up an item or to stay with the group.
    That is absolutely the case, but you're not thinking about how that dynamic changes when the game is actually difficult. Beyond Normal if you take off to go clear that side room on your own and either you will die, the rest of your group will, or both.

    So now Blizzard is intentionally interrupting my experience?
    Managing your inventory is and has absolutely always been an integral part of the Diablo experience. Picking up items and deciding which ones to keep, equip, or otherwise is the game. When it comes down to it that is the entire point of the entire game. Killing demons to get item drops, and those item drops being 'dealt with' in some way.

    You had to stop and manage your inventory before. You have to do the same thing now. The difference is a 2 second cast timer to head back to town and a right click on the Blacksmith. You're going to be just fine.

    Will the Town Portal timer be cancelled if you're hit in combat?
    Yes, even if you dodge the attack.(Blizz tracker/Official Forums)

    Communication
    It's weird because this is exactly how we develop every single game. You have to go all in with a system. You have to believe in it and sell it and make it absolutely certain it's the best it can be... until you figure out it's not and throw it away and go with the new better solution you just realized was better. You don't half !@# something or noodle around testing possible theories, you find the best solution you can and you go after it full force, because that's really the only way you can successfully test it and see if the electric fence has any weaknesses.

    That's the iterative game design we embrace. It's what we do. I think the issue is that Diablo III is really the first game, in my opinion, where the window into the design process has been open all the way from the beginning* (and boy oh boy has it been open for a long time). We didn't have BlizzCon during the development of Diablo II, Warcraft III, or even World of Warcraft. We didn't have websites that supported big in depth articles, we didn't have billions of people on the internet, we didn't have twitter and Facebook and live Q&A chats and all this stuff we have now that offers unparalleled access into the play by play development of a game. For us we enjoy being able to share that stuff. You all get to follow along in the process of us creating our games! We think that's awesome. But it has some pretty big cons in that sometimes it's hard to understand why we work the way we do. I'm not going to ask you to "Trust in Blizzard" or some other far fetched motto, but I do want to impress that this isn't different than the development of any of our other games.

    *Sure there was StarCraft II but the design changes aren't quite as HUGE because they tend to be more about individual units and their balance, although there were some very substantial changes to StarCraft II systems very late in the development process.

    I think the biggest issue with this process is that the fans who are truly super devoted become so involved in the process that they get obsessed with the game and want to play it so badly.
    Personally, that's what I do. When I'm super excited about a game I completely avoid all news and information on it. I can usually tell when a game is announced if I'm going to like it or not, I'm pretty accurate with my initial assessments. After that I'll just completely avoid any and all information about it, that way when it's released it's a totally fresh experience. I sit in a dark room, quiet, and enjoy the experience. Each thing unfolds as the developer intended, good or bad.

    I don't intend to tell anyone here to do the same, I'd be lonely (and potentially out of a job) if you weren't here, but I think that approach, at least for me, definitely has had a big benefit to the way I play and appreciate games.

    There was a time when I was obsessed with Unreal. I followed that game day and night for... however long it took, four or five years. I sat in an IRC channel every single day waiting for news, discussing the game, raging when I found out they were scrapping it and starting over, and that was a lot of my time closely following that game. I can definitely identify with that and appreciate the ups and downs, but yeah, I totally support and now personally embrace that attitude of finding out about the game when you play it the first time.

    You announced a release window, missing it, then announcing another release window, then missing it again, then you make it sound like this game still needs a ton of work? you do this for every game?
    We never said we're missing our new target. But no, we generally don't tell people anything about release targets because they tend to be reduced to screaming obscenities at us when we inevitably miss them, reminding us why we used to not tell anyone anything.

    Again, right now, people are begging to know a release window. And we should update them so... they can be nasty and angry when we miss it again? I don't understand who benefits from that.

    tatements like this are rather alienating because even those who aren't ranting, being obscene or whatever will read into this as what the company perceives of it's fanbase as a whole.
    When you're right you're right. It's late. I apologize.

    I look forward to continuing the conversations with you all tomorrow and next week.(Blizz Tracker/Official Forums)

    Skill Slot Reduction
    1, 2, 3, 4, LMB, RMB, alt-RMB.

    7 slots.

    (Pro tip: press the X key to swap to your alt-RMB. The X key can be rebound to something else too.)

    So no TAB swap?
    No, it used to work that the alt-RMB ability would swap in when you hit TAB. Which can still be the case, you'd just rebind the X key to TAB.

    You guys are basically arguing against a system that was never a problem to begin with that they have now forced and locked you into a certain system.
    In play testing higher levels we just haven't found any use for normal attacks for any of the builds we've been using. There's always a skill that's zero cost and usually builds resource or is just out and out better than a normal attack. Which doesn't mean a build doesn't exist, but since you still have 7 available slots if you want to keep normal attack on your LMB, you can still do that.


    Other problems that occur is that Witch Doctor are also basically forced to have 6 skills all of which drain mana as they have no regenerators. If they choose to make one of them an auto attack they miss out on having 6 skills and are stuck at 5.
    Wuh? The witch doctor has a ton of mana regenerators. That's like his whole thing.

    I just checked, and this option is not available. Do you promise it will be on release? :)
    Eek, right, it's still on the to-do list. I refuse to make any promises. :)
    (Blizz Tracker/Official Forums)

    Twitter
    as dev. progresses closer and closer to release, will there be more frequent "systems" updates posted by Jay? (as they're decided)?
    Potentially. Depends on how much more we think we're going to change. (source)

    Teleport question. If I put Alabaster on it does that 1.2 sec delay mean I can keep casting over and over before 1.2 sec?
    Correct! (source)
    " class="blizzsource">

    White Items
    White items will not be worth the inventory space. No one will pick them up. If people start picking them up we'll reduce the meaningless amounts of gold they already sell for even further. We can address these things if they happen.

    Being perfectly honest about the cauldron and cube, they were removed for very 'designery' reasons which makes it difficult to explain to people playing the game. Players want more freedom, more choice, almost limitlessly, but a game is defined by its limitations. It's our job to define those limitations, and enforce them to create the type and feel of the game we're attempting to produce. There are a lot of good reasons, such as breaking up combat, giving very solid and safe stopping points for groups (especially strangers), as well as ensuring players are staying acquainted with the town, its inhabitants, features, and what it offers. A player may say, well that should be my choice, I should just be able to kill demons without a break for as long as I want. It's our job to make those limitations for the betterment of the enjoyment of the game, even if it's an intangible and almost psychological improvement that on the surface appears to be a nonsensical remove of freedom. I expect this response to further confuse and enrage, unfortunately.
    (Blizz Tracker/Official Forums)

    Inventory and Waiting For Players
    Diablo III has a larger inventory. An enormous shared stash. Items take up less space. We don't encourage carrying tons of potions. No identify scrolls/tomes. No TP scrolls/tomes. We don't have charms. And we're still evaluating some of the other inventory items, which could free up even more space.

    Yes, you will need to go back to town every once in a while but I don't think it's quite as severe as some are imagining it to be.

    what happened to your philosophy of,fast paced action and,Do no harm to co-op
    After a lot of playing at high levels we realized returning to town and breaking up the action is actually good. There are some more designery reasons that reinforce all of this, but the bottom line is that the action is very important, and being actively engaged in the action. Being able to be out and killing for hours and hours straight was negating the fun elements. Just like a story arc has highs and lows, a game needs to promote those ups and downs through its mechanics.

    As far as harming co-op, there's really no difference now. Before you'd say "WAIT UP" and everyone would have to stop while you examined each item and decided to sell, salvage, or keep it. In the best case scenario everyone would agree to stop and do this at the same time. It's no different than everyone agreeing to head back to town, and in fact it provides a more prominent, not to mention safe, pause point where everyone can take care of a few quick tasks, and then head back out.

    Say your friend's inventory is full, but yours isn't, well you both decide to TP and while he's going through his bag you have time to craft a few things, or alt+tab free of fear to read reddit or something. Whatever. It's not different to the co-op game because you had to stop before, and the benefits to being in town now are actually pretty substantial.

    I am not going to "wait up" for someone
    Then you will die. You're going to have to stick together to survive, and that's going to force groups to stop together. It's a lot better for everyone if that stopping point is in-town, for the aforementioned reason that not everyone takes the same amount of time to complete the same tasks, and there's more things that can be accomplished in town. Not to mention it's safer if you need to grab some more Cactus Cooler or take a bio break.

    Every 15 seconds or so there's a side room and you have to decide to pursue that interest in the name of picking up an item or to stay with the group.
    That is absolutely the case, but you're not thinking about how that dynamic changes when the game is actually difficult. Beyond Normal if you take off to go clear that side room on your own and either you will die, the rest of your group will, or both.

    So now Blizzard is intentionally interrupting my experience?
    Managing your inventory is and has absolutely always been an integral part of the Diablo experience. Picking up items and deciding which ones to keep, equip, or otherwise is the game. When it comes down to it that is the entire point of the entire game. Killing demons to get item drops, and those item drops being 'dealt with' in some way.

    You had to stop and manage your inventory before. You have to do the same thing now. The difference is a 2 second cast timer to head back to town and a right click on the Blacksmith. You're going to be just fine.

    Will the Town Portal timer be cancelled if you're hit in combat?
    Yes, even if you dodge the attack.(Blizz tracker/Official Forums)

    Communication
    It's weird because this is exactly how we develop every single game. You have to go all in with a system. You have to believe in it and sell it and make it absolutely certain it's the best it can be... until you figure out it's not and throw it away and go with the new better solution you just realized was better. You don't half !@# something or noodle around testing possible theories, you find the best solution you can and you go after it full force, because that's really the only way you can successfully test it and see if the electric fence has any weaknesses.

    That's the iterative game design we embrace. It's what we do. I think the issue is that Diablo III is really the first game, in my opinion, where the window into the design process has been open all the way from the beginning* (and boy oh boy has it been open for a long time). We didn't have BlizzCon during the development of Diablo II, Warcraft III, or even World of Warcraft. We didn't have websites that supported big in depth articles, we didn't have billions of people on the internet, we didn't have twitter and Facebook and live Q&A chats and all this stuff we have now that offers unparalleled access into the play by play development of a game. For us we enjoy being able to share that stuff. You all get to follow along in the process of us creating our games! We think that's awesome. But it has some pretty big cons in that sometimes it's hard to understand why we work the way we do. I'm not going to ask you to "Trust in Blizzard" or some other far fetched motto, but I do want to impress that this isn't different than the development of any of our other games.

    *Sure there was StarCraft II but the design changes aren't quite as HUGE because they tend to be more about individual units and their balance, although there were some very substantial changes to StarCraft II systems very late in the development process.

    I think the biggest issue with this process is that the fans who are truly super devoted become so involved in the process that they get obsessed with the game and want to play it so badly.
    Personally, that's what I do. When I'm super excited about a game I completely avoid all news and information on it. I can usually tell when a game is announced if I'm going to like it or not, I'm pretty accurate with my initial assessments. After that I'll just completely avoid any and all information about it, that way when it's released it's a totally fresh experience. I sit in a dark room, quiet, and enjoy the experience. Each thing unfolds as the developer intended, good or bad.

    I don't intend to tell anyone here to do the same, I'd be lonely (and potentially out of a job) if you weren't here, but I think that approach, at least for me, definitely has had a big benefit to the way I play and appreciate games.

    There was a time when I was obsessed with Unreal. I followed that game day and night for... however long it took, four or five years. I sat in an IRC channel every single day waiting for news, discussing the game, raging when I found out they were scrapping it and starting over, and that was a lot of my time closely following that game. I can definitely identify with that and appreciate the ups and downs, but yeah, I totally support and now personally embrace that attitude of finding out about the game when you play it the first time.

    You announced a release window, missing it, then announcing another release window, then missing it again, then you make it sound like this game still needs a ton of work? you do this for every game?
    We never said we're missing our new target. But no, we generally don't tell people anything about release targets because they tend to be reduced to screaming obscenities at us when we inevitably miss them, reminding us why we used to not tell anyone anything.

    Again, right now, people are begging to know a release window. And we should update them so... they can be nasty and angry when we miss it again? I don't understand who benefits from that.

    tatements like this are rather alienating because even those who aren't ranting, being obscene or whatever will read into this as what the company perceives of it's fanbase as a whole.
    When you're right you're right. It's late. I apologize.

    I look forward to continuing the conversations with you all tomorrow and next week.(Blizz Tracker/Official Forums)

    Skill Slot Reduction
    1, 2, 3, 4, LMB, RMB, alt-RMB.

    7 slots.

    (Pro tip: press the X key to swap to your alt-RMB. The X key can be rebound to something else too.)

    So no TAB swap?
    No, it used to work that the alt-RMB ability would swap in when you hit TAB. Which can still be the case, you'd just rebind the X key to TAB.

    You guys are basically arguing against a system that was never a problem to begin with that they have now forced and locked you into a certain system.
    In play testing higher levels we just haven't found any use for normal attacks for any of the builds we've been using. There's always a skill that's zero cost and usually builds resource or is just out and out better than a normal attack. Which doesn't mean a build doesn't exist, but since you still have 7 available slots if you want to keep normal attack on your LMB, you can still do that.


    Other problems that occur is that Witch Doctor are also basically forced to have 6 skills all of which drain mana as they have no regenerators. If they choose to make one of them an auto attack they miss out on having 6 skills and are stuck at 5.
    Wuh? The witch doctor has a ton of mana regenerators. That's like his whole thing.

    I just checked, and this option is not available. Do you promise it will be on release? :)
    Eek, right, it's still on the to-do list. I refuse to make any promises. :)
    (Blizz Tracker/Official Forums)

    Twitter
    as dev. progresses closer and closer to release, will there be more frequent "systems" updates posted by Jay? (as they're decided)?
    Potentially. Depends on how much more we think we're going to change. (source)

    Teleport question. If I put Alabaster on it does that 1.2 sec delay mean I can keep casting over and over before 1.2 sec?
    Correct! (source)

    Posted in: Patch 10 Not This Week, Conference Call, Senior Game Producer Leaves, Blue Posts
  • published the article System Changes
    UPDATE: Bashiok has posted on the forums regarding the system changes, Posts added to bottom.

    Diablo 3 System Changes
    The anticipated System Changes have finally come in! Here's a quick summary of the changes:
    • Scrolls of Identification are gone - players can now identify rares/legendary items without them.
    • Button '5' is now dedicated to potions.
    • The Mystic artisan has now been removed from the game.
    • The Cauldron of Jordan and Nephalem Cube have been removed.
    • The Stone of Recall is now a button at the bottom and has been renamed "Town Portal".
    • The Blacksmith is now responsible for salvaging players' items.
    • Common (white colored) items are no longer salvageable.
    • Character Attributes have been changed. See below for details.
    • Character stats are now placed in the same place as the inventory panel and the old dedicated stats panel has been removed.

    Official Blizzard Quote:






    While working on Diablo III we've been called out for messing around with systems too much, that the game is good as-is and we should just release it. I think that's a fair argument to make, but I also think it's incorrect. Our job isn't just to put out a game, it's to release the next Diablo game. No one will remember if the game is late, only if it's great. We trust in our ability to put out a great game, but we're not quite there yet. In addition to finishing and polishing the content of the game we're continuing to iterate on some of the core game systems. So all that said, I'd like to provide everyone an update on some of the systems we're currently working on.

    We’re changing some of the systems we’ve gotten the most feedback on both internally and from the beta test, including crafting, items, core attributes, and inventory. We’ll go over those changes and the reasons for them. In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system. :)

    Let’s start off small: Scrolls of Identification are no longer in the game. Unidentified items and the act of identifying them is still very much part of the game, but now when obtaining an unidentified item you'll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified. We love the double-discovery of finding a present and then unwrapping it, but we don't think it requires a physical item you have to find and keep in your bags to get the same effect. From now on you'll just be able to inherently identify all your items, no need to carry scrolls. Your character in Diablo III is just that badass now.

    We’re also moving the fifth quick slot button, which is becoming a dedicated potion button. A dedicated potion button is something we went back and forth on throughout development. Recently it became apparent that players need to be aware of their potions for emergency situations. Our combat model doesn’t promote or even allow chugging potions in rapid succession, but they’re certainly useful when you run into a string of bad luck with health globes, or if you just get in over your head. This is one of our newest changes, so the button and mechanics don’t actually function in beta Patch 10, but that’s our intent and you’ll be seeing it supported in future beta updates.

    The design team is currently looking at systems and cleaning them up, removing any superfluous system objectives and those that are beyond fixing. Thus, we're removing the Mystic artisan. As we look at the big picture, the Mystic simply wasn’t adding anything to our customization system. Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it, so we’ll revisit the Mystic and enhancements at a later time. Removing her from the game took some time, but it’s nowhere near the efforts that would be required to flesh out a better customization system. We hope she’ll be able to join your caravan in the future, but for now we’re going to focus on the extensive customization options the game already offers.

    We're also looking at systems we’ve created and making sure that the rationale that brought us to these designs still makes sense. The Stone of Recall, for instance, has a short cast time and allows you to return to town. Early on we said we wouldn't have town portals, as they introduced too many combat exploits, but we were able to resolve them. Because we have the Stone of Recall, though, we began to evaluate systems that were originally implemented to deal with the exclusion of town portals.

    So we've decided to remove the Cauldron of Jordan and Nephalem Cube. They were implemented to allow for salvaging and selling items when there was no quick and easy way to return to town. Now that the Stone of Recall exists, we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk. It’s a good idea to break up combat so that players have a moment to evaluate their gear and crafting options before venturing back out. In addition, we've decided to just call it what it is and the Stone of Recall is now Town Portal, and is integrated directly onto the skill bar UI.




    The Blacksmith artisan will now salvage items. With removal of the Cube we needed some mechanic in town that allowed you to salvage your items, and it just makes sense for the Blacksmith to offer it.






    One other important change is that common (white) items will no longer be salvageable. We found that it caused a few itemization issues, but mostly this is due to a general philosophy shift on the importance of items. Previously, our thinking was that when an item dropped it should always be useful to you in some way, either the stats could be an improvement for you, or in the case of white items you could break it down and craft something better. Through a lot of play testing we have come full circle to the Diablo II methodology -- a lot of stuff that drops just isn’t worth picking up. Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.

    This leads us to the last change I'll be detailing today:

    We're changing core character attributes to Strength, Dexterity, Intellect, and Vitality, and the benefits each stat provides is being broken down as:
    • Strength
      • Increases Barbarian damage
      • Increases Armor
    • Dexterity
      • Increases Demon Hunter damage
      • Increases Monk damage
      • Increases Dodge
    • Intellect
      • Increases Wizard and Witch Doctor damage
      • Increases Health gained from Health Globes
    • Vitality
      • Increases Max Health
    We're dropping Defense, Attack, and Precision as attributes, Armor is taking over for what Defense used to provide, +Physical Resist will take over for Armor, and +Chance to Crit will fill in for Precision. Obviously these stat changes are one of the bigger systems changes we're currently working on as they have far reaching requirements to re-itemize and balance the game.

    This change makes the stats more intuitive and fixes some of the itemization issues we were running into. We want to make it clear that junk items aren’t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system.

    By and large these changes have little impact on which items you’re going to want. The item hunt has always been based on secondary stats and affixes, and we’re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something we’ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.

    Moving on, with the removal of the Cauldron of Jordan, Nephalem Cube, and by moving Town Portal to the skill panel, we're now displaying character stats directly on the inventory UI. Now you can see your stats go up and down as you try on different items. All the same info is available; we’re just streamlining the UI, making it more useful. It might seem insignificant but we're pleased with the results.




    All of these are changes that will in one way or another be seen in the latest beta patch, and so we hope that those of you with access please try them out and let us know what you think in the Beta Feedback forum.

    There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. We’re also working on a number of other large systems changes -- specifically with the skill and rune systems. We're not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.

    We want Diablo III to be the best game it can be when it launches. To get there, we're going to be iterating on designs we've had in place for a long time, making changes to systems you've spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience. Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo III won't just live up to our expectations, but will continue to do so a decade after it's released.

    Jay Wilson is game director for Diablo III and the Inventor of Meat. He believes that Kate Beckinsale is the greatest actress that’s ever lived.






    Blue Posts
    Bashiok as responded to acouple of clearifying questions about these system changes.


    Official Blizzard Quote:



    Keep in mind everything detailed in the article today is already in the game, and most of it is complete. Once you get Patch 10 and see that, I think it may sink in that these aren't theoretical changes we're still working on, they're changes we've completed. Obviously the potion button still needs a little work to hook it up correctly, and the character attribute changes need to be balanced and tested for itemization throughout the game, but overall these are changes we've already made.

    I do not intend to impress that we're close to release, or infer any such "we're <-- this --> done" kind of statement, but most of these are fairly straightforward changes that are already complete and implemented. We do have more changes, skills and runes, affixes to add, more items, Battle.net features, testing, testing, and more testing etc. to do so we're obviously still not there yet, but none of the changes detailed today are theoretical or yet to be implemented. (Tracker / Forums)

    It looks like these changes have been in the works for awhile now. Will the upcoming patch reflect these changes?
    Yes, all of these changes are complete and will be present in beta Patch 10.

    But white items still cost gold? Wont that make them worth something, making me to fill my inventory and later sell them in town
    They'll sell for very little. It will quickly become apparent they're not worth the inventory space.

    Why have items that are useless?
    To make seeing a good item drop that much rarer/exciting.

    Will the new Salvage method be included in the new patch?
    Yup!

    What about "upgrading" gems? since u removed the mystic, its not implemented anymore?
    That's the Jeweler. :)

    Jay's article says strength affects barbarian damage and dexterity, DH's etc... That's just core, rite? Weapons still add most?
    Well there's the basic weapon damage, then if it has +Strength on it you *probably* wouldn't want that item as a wizard.

    What if per chance the weapon damage is vastly superior? wouldn't that make sense to take it for secondary attribute?
    Very possible! It won't always be an absolute "It has X I don't want it." You'll still need to evaluate.

    Town Portal: Instant or cast?
    It's the same as the Stone of Recall, just in a different spot with a new (old?) name. It's a 2 second cast I believe.

    what? was just getting excited about stone of recall! U guys had me convinced that scrolls suck, and stones rock (no pun intended)
    It's the same thing, we just moved it and renamed it.

    Posted in: System Changes
  • published the article Patch 10 Soon, Article Tomorrow, Twitter Wave #4, Generated AH Items, Sword of Justice #2, Poison Dart
    Update: Systems article will not hold a release date. (source)

    Beta patch 10 Before Weekend and Character Wipe.
    Looks like we will be seeing the patch before this weekend if all goes well (as early as tomorrow). Keep in mind that all character data will be wiped with this patch.


    Official Blizzard Quote:



    We're currently in the process of preparing the next beta patch for release and wanted to provide all beta testers with a heads-up that a character wipe will be included. Please note that, as with previous character wipes, this wipe will also affect gold, items, followers, and artisans.

    We're hoping to release beta patch 10 before the weekend (potentially as soon as tomorrow evening), but we don't yet have a precise ETA. We'll provide more information as it becomes available, and patch notes will be posted once the patch is live.

    Thanks for your continued feedback and testing!




    Systems Article Tomorrow
    It looks like we will be getting the Article by Jay at some point tomorrow, we will post it as soon as its up!


    Official Blizzard Quote:



    Zarhym said last week that in a next couple of weeks that a writeup of what is being worked on would be posted.This week? Comment?
    I don't know what he was talking about. He drinks a lot of cough syrup. (jk it'll be going up tomorrow)



    Twitter Beta Wave #4
    Make sure to check your emails today, as the fourth wave of the twitter invites have gone out to the winners!


    Official Blizzard Quote:



    Round 4 winners have been selected and emails have been sent. Be sure to check your junk mail and spam folders. Grats everyone!




    Generated AH Items
    Blizzard has told us in the past they will not be placing items up on the AH and that it will be fully player driven. Bashiok confirmed this once again today.


    Official Blizzard Quote:



    Gold and other stackable items can be searched for and purchased from multiple people in a single transaction. You can get a better explanation here: http://us.battle.net...opic/3595343777

    In short, no, we don't generate any items or gold on the auction house. It's a player driven feature and the items you're buying are from what other players have found and placed on the AH for sale. There can certainly be a situation where you may want to buy 1 million gold and only 850,000 is available in total from all current auctions. You'd be informed of this when presented with a final purchase price.

    Any word on whether we will have better search features in final release?
    We do want to have a full search, and not just drop down selectors, but it's a feature that may or may not make it in for the initial release. We think the drop downs do work pretty well right now, especially considering the randomness of the vast majority of items. (Blue Tracker / Official Forums)




    Sword of Justice Issue #2 Sneak-Peak
    The second issue of the official Diablo comic is now available for purchase. Click on the image to read the whole page.

    The Dreadlands are being corrupted by madness, causing its victims to open their flesh and lash out at friend and foe alike. Jacob, a young fugitive from the city of Staalbreak, may be Sanctuary's only hope to stop this plague before it consumes or destroys mankind. His destiny is bound to a mysterious sword and the woman who watches over it, but his own troubled soul may keep him from embracing its true power in time.







    Witch Doctor - Poison Dart Runed
    Today, we would like to showcase the first looks at the Witch Doctors DiabloWiki.com - Poison Dart Poison Dart ability with all five runes. Disclaimer: Please keep in mind some effects or graphics may be missing or not be working correctly!

    Posted in: Patch 10 Soon, Article Tomorrow, Twitter Wave #4, Generated AH Items, Sword of Justice #2, Poison Dart
  • published the article 10 Character Limit, Runed Way of the Hundred Fists, Poll, Screenshots
    10 Character Limit Per Region
    Bashiok has shared with us the final plan for the amount of heroes you will be able to create per region.


    Official Blizzard Quote:



    Is the 10 character limit purely for the D3 beta? Or will we be limited to 10 characters for the full game?

    We're sticking with a 10 character limit per region for the foreseeable future.




    Monk - Way of the Hundred Fists
    A premiere look at the Monk' s Way of the Hundred Fists ability runed. Disclaimer: Please keep in mind some effects or graphics may be missing or not be working correctly!






    Poll Recap - Hardcore Vs Softcore
    Awhile ago we had highlighted some recent polls on DiabloFans. One of the more interesting polls was the debate between playing Softcore or Hardcore in Diablo III. Obviously, most players chose to play softcore given the numerous deaths most of us will face but there are a few daring players who want to risk it all with Hardcore. Whether or not Inferno changes their mind, at least upon death, players will still be able to view their slain heroes with their new Hall of the Dead feature.





    Beta Screenshots
    In the first screenshot, we see a DiabloWiki.com - Wizard Wizard using Arcane Orb to obliterate some skeletons in his way. Next, we have a Wizard fighting DiabloWiki.com - Manglemaw Manglemaw, a unique Unburied guarding the path to the King's Crown. Lastly, a DiabloWiki.com - Monk Monk is making fast work of DiabloWiki.com - Headcleaver Headcleaver to save Deckard Cain.

    Posted in: 10 Character Limit, Runed Way of the Hundred Fists, Poll, Screenshots
  • published the article WhirlWind Runed, Player Limit, Book of Cain Signing and Art
    Barbarian - Whirlwind Runed
    With this video, we would like to show you the runed versions of the Barbarian's DiabloWiki.com - Whirlwind Whirlwind. Disclaimer: please keep in mind some effects or graphics may be missing or not be working correctly!





    Bashiok on the player limit
    Bashiok put out a few tweets today about player limits.


    Official Blizzard Quote:



    Hey, regarding your post on Dec-12 about graphics, will the player cap will be increased since it was limited by graphics before?
    I'm not sure what you're referring to, but in any case no, the cap for players in a game is and will remain 4.

    But that doesnt explain the 3vs3 in arena when thats 6 players. I dont see the logic.
    Arena maps are a specific size and design, and there are not hundreds of enemies, just players.

    reffering to JW saying a while ago that limit was capped bc too much graphics going on & you recently said they arent intensive.
    Ah ok, I see. Yeah FPS/performance is not the same as readability. We have a 4 player limit for readability.




    Book of Cain signing video
    As you might be aware a signing for the Book of Cain was held last week and the likes of Chris Metzen, Micky Nielson and Flint Dille attended. The guys at The Worldstone Keep managed to take a video of the event. You can see the writers of the book talk about it and some future plans for similar project for their other franchises, as well as making a short but interesting Q&A Session.





    Book of Cain Art
    Artist Adrian Smith published two drawings he made for the Book of Cain - the first is a portrait of DiabloWiki.com - Lilith Lilith and the second depicts an uknown giant demon.
    Posted in: WhirlWind Runed, Player Limit, Book of Cain Signing and Art
  • published the article Shock Pulse Runed, Cross-Region Play, VES Award Nomination, Book of Cain, Art Gallery Update
    Wizard - Shock Pulse Runed
    With this video, we would like to show you a first look at the runed versions of the Wizard's DiabloWiki.com - Shock Pulse Shock Pulse. As always, please keep in mind some effects or graphics may be missing or not be working correctly!





    Playing on South Korea Servers and Game Still not Ready.
    Bashiok replied on the forums about being able to play on the South Korea servers. He also took this time to give us a little bit more information on how cross-regional play will work.


    Official Blizzard Quote:



    With an NA account you'll be able to play everywhere, but you'll only be able to use the currency-based auction house in NA.

    Just for normal play, imagine it like Diablo II. On every region you have access it's a completely separate database, different gold auction house, and you have a different set of 10 characters available. Each region is a separate 'realm' of the game.

    We'll have more information about the whole cross-regional play closer to launch.

    So is this subject to change, or concrete?
    And as per your updated post, can we change these regions in-game since you invoked the D2 example?
    That would be surprising and pleasant, for once.

    Sorry, it's a bit confusing to explain even though it's extremely simple and obvious in practice.
    Pretty solid, of course nothing is guaranteed.
    Yes the whole point is you can change regions in-game.
    You're welcome. :)

    So as an australian does this mean I'm only allowed to use the SEA rmah? That's kinda terrible for a lot of people.
    I'm unaware of all the regional breakdowns. I'd wait for the more info I referenced.

    From what the blue said, you wouldn't have access to their RMAH anyway.
    But it's good to know that we have access to at least one purely gold-based economy.

    Hrm. Well Korea still has a currency-based auction house, there's just no current cash out functionality. They can buy and sell items and still build up their Battle.net balance to buy Blizzard goods and services from the store.

    So, I was right, they have an auction house that uses Battle.net balance, which is separate from the gold auction house. There are some details I'm still fuzzy on because the Korea Battle.net balance works a bit differently from ours.

    In any case, it won't be the currency-free option you're looking for. (Blue Tracker / Official Forums)

    Jay on Korea Rating
    Got our ratings from Korea! No, this doesn't mean a release date because the game is not done yet. Update soon on what we're working on. (Source)





    Blizzard VES Award Nomination
    The Black Soulstone cinematic was nomited for the award for an Outstanding Visual Effects in an Animated Commercial or Video Game Trailer.


    Official Blizzard Quote:




    Congrats to Blizz's Cinematics team for their VES Award nomination! http://www.visualeff...awards-nominees



    Book of Cain now available on BlizzStore
    The Book of Cain is now available for purchase from the official Blizzard store.


    Official Blizzard Quote:



    @Diablo Hey is the Diablo 3 Book of Cain actually out of stock or even released?

    @Capt_Logun It is available now and you can find the #Diablo III: Book of Cain in stock on our #BlizzardStore at http://bit.ly/zG0u2G





    Diablo Art Update
    Blizzard updated the Diablo art gallery today. Some of the pieces you may have seen before and others you may have not yet.

    Posted in: Shock Pulse Runed, Cross-Region Play, VES Award Nomination, Book of Cain, Art Gallery Update
  • published the article Diablo 3 Passes South Korea's GRB. "Many More" Beta Invites, Book of Cain, Wizard's Hydra, Screenshots
    Diablo 3 Finally Passes South Korea's GRB
    update - Bashiok posted with some information about the status of the AH for South Korea

    Official Blizzard Quote:



    So, I was right, they have an auction house that uses Battle.net balance, which is separate from the gold auction house. There are some details I'm still fuzzy on because the Korea Battle.net balance works a bit differently from ours.

    In any case, it won't be the currency-free option you're looking for.


    It seems Diablo 3 officially has a rating for South Korea, Rated 'M'. However it seems this rating comes with the lack of a RMAH. We will keep you updated with any information. (source)

    Note: The following is a Google translation of part of the article.
    Quote from »
    ㅇ geimmul Rating Board (abbreviated 'geimwi', Chairman yisugeun) 13 days of the 2012 classification of the hearing in 4th Blizzard's Diablo 3 ', the' Rated M 'classification as decided.

    ㅇ ratings board with respect to this classification, cash transactions between users feature is not implemented because of the fact it was not subject to review, he said.

    ㅇ In addition, the interpretation of the Law Review and refer to relevant organizations, in the process for future service modifications (updates) in cash transactions between users through the implementation of functions to modify the content if the reclassification of non-reportable (classification reapply) Obviously the target is said.



    Bashiok on "Many More" Beta Invites
    Bashiok replied to a user on twitter about more possible invites.


    Official Blizzard Quote:



    Will there be any more beta invites for diablo?
    Yes. Many.
    this is something we know little about. Can we expect these new invites to come shortly after the writeup by Jay Wilson?
    We generally don't announce beta invites beforehand, provide invite numbers, etc. It just makes people go insane. (source)




    Wizard - Hydra Runed
    Today we have the Wizard's DiabloWiki.com - Hydra Hydra spell. We had a first look at this at Blizzcon '10 but a few things have changed. Now even more so than in the past, keep in mind some of the effects and graphics are not fully working at this time. (for example, no poison cloud appears on the ground, The eleictric hydra does not fire, and so on.)






    Electronic Version of Book of Cain?
    In case you are stuck on pure digital media, Blizzard is looking into a digital version of the Book of Cain. While not mentioned, a narrated version by Deckard Cain would defintely add to the appeal.


    Official Blizzard Quote:



    Hello, is there a digital version of Book of Cain that I can buy from an online retailer?

    @Diablo No, only a hardcover is available. We are exploring digital possibilities but nothing for sure yet.




    Beta Screenshots
    In the first screenshot, we have a DiabloWiki.com - Wizard Wizard who has been frozen after killing a Champion Skeleton with the frozen attribute. Then we have a DiabloWiki.com - Witch Doctor Witch Doctor and his mongrels attacking a horde of Zombies after dispensing of an electrified champion. Finally, we have a DiabloWiki.com - Barbarian Barbarian attacking a Carrion Nest in the Den of the Fallen, a random dungeon that is a nod to the Den of Evil.

Posted in: Diablo 3 Passes South Korea's GRB. "Many More" Beta Invites, Book of Cain, Wizard's Hydra, Screenshots
  • published the article Development Article Soon, What's NOT Delaying the Game, Zarhym on "The Big Meeting"
    Development Article coming Soon.
    Zarhym posted to let us know we should be getting a nice article about the development status of Diablo 3 in the near future.


    Official Blizzard Quote:



    Jay Wilson just wrote up a lot of good new info on the #D3 development status which we'll be releasing in the near future.
    Near future... Are you able to specify further and say that it "might" be out this week, e.g?
    Not this week. (source)




    What's NOT Delaying the Game
    Some hot topics on what could be delaying the game have always been the possible console version of the game as well as the South Korea rating. Zarhym gave us a quick post that neither are delaying the game.


    Official Blizzard Quote:



    It's safe to say the potential banning of your game from one of your biggest markets has something to do with something
    Is this confirmation people still believe that has anything to do with anything?

    We've said it's not impacting our development process or release schedule. If you think it's a conspiracy I can't help you.

    Hello sir - how will the console version of #DiabloIII impact the release date?

    It won't. Actually, our console hires have been helping us with the PC/Mac version. (source)




    Zarhym On "The Big Meeting" and More
    You may remeber the "Big meeting" Zarhym tweeted about. A lot of rumors were going around about what this might be about. Zarhym has come and put down those rumors.


    Official Blizzard Quote:



    If you're looking to our personal Twitter accounts for any hints of information that might help you ascertain a release date of Diablo III, you're going to be disappointed.

    I'm assuming you're referring to my tweet about a "big meeting." I have several meetings a day and just felt like being silly on my personal feed on a Monday morning. Was it really enlightening or informative? No. Was there ANY indication that meeting had anything to do with Diablo III development or release? No. (Because it didn't.) Do I sometimes tweet about the weather, cute cats, rocks on the ground, and other random stuff that won't bring you any closer to your copy of the game? Totally.

    If you guys don't have anything of importance to say please do us a favor and don't say anything.
    Since everything you mentioned in your OP was taken from Twitter, I'm assuming you're asking that we not use our personal social media accounts to communicate with anyone until our company announces a release date for Diablo III.

    The unfortunate fact is we're human beings. We use social media to communicate with others about day-to-day affairs, whether or not what we're saying pertains to our jobs.

    If you want to follow what we're saying, awesome. But if you feel like any post we make that has anything to do with our careers, yet isn't breaking news about the status of Diablo III, is just a huge tease or attempt to bait you... well, you're crazy... and almost as excited for this game as we are. :)

    Nope, I'm not demanding anything. I'm suggesting that when it comes to a product release date they shouldn't announce a buisness meeting specifically regarding that project and through offical channels without having some actual information to present to the community.
    After reading this post I'm quite confused. Do you have a link to an announcement made via one of our official channels where we said we were having a business meeting about a product release?

    I'm pretty sure what you're referring to doesn't exist. It actually seems you, or someone who told you this, filled in a lot of blanks incorrectly.

    So saying "WE HAVE A BIG MEETING AND YES ITS ABOUT DIABLO 3!!!1" on twitter isnt a tease?

    when everyones been tearing their hair out to find out when the games released? (4 months after saying the game was in a polishing stage)

    First of all, that's quite a bit of paraphrasing what was actually said. Second, I'm a community manager. I don't think you understand how many meetings I have about Diablo III which have absolutely nothing to do with a release date. We do what we can to plan out announcements and generate website content based on the timeline given to us by other departments.

    There are quite a few people who work at Blizzard, many of whom do not work on Diablo III. Just the same, there are many people (like me) who do work on Diablo III in some capacity, but aren't working on things you're necessarily dying to know more about right now.

    Since my post about being in a meeting seems to have been such a mean tease, I'll tell you more about it. There were six people in a room and we were discussing the functionality and layout of a few web pages, as well as what text still needed to be filled in and what the best way is to get localized versions of each piece of text generated for the site.

    Please contain your excitement. :P

    Spoiler alert: we also have a meeting tomorrow with Jay Wilson and other lead Diablo III developers (as we do every Thursday). One question which will almost certainly not be brought up is: so when are we releasing the game? Instead, we'll be asking about all of the cool things they're working on now to make the game even better.

    We want the game out just as badly as you do, but we're not going to sacrifice quality or implement systems that don't feel fleshed out just to get the game in your hands. It has to be a game worthy of being in your hands.

    This is what everyone is referring to. As to how legitimate of a site this is. I dunno.
    diablo.incgamers.com/blog/comments/release-date-decided

    I speculate that such blind speculation yielded a lot of page views.

    So zarhym is this to mean we shouldn't expect any news in the coming weeks for diablo 3?
    No, we have a post from Jay Wilson in the works that does a good job of explaining what his team is currently working on. We want to give you all a status update on the design of some of the systems we either haven't fully fleshed out yet, or are still scrutinizing. It'll likely be followed by an update to the beta servers and you can expect the post probably late next week.

    You do understand that everything you guys post on twitter ends up as a thread on here right?
    If you KNOW people are going to take every little bits you give them and run with it then why are you giving it to them at all?

    I don't report on Twitter. I post about random things in my life and pretend people care. If I mention I'm in a meeting and confirm it has something to do with Diablo III, I'm not backing down just because a couple of bloggers decided to drum that up with crazy speculation and assumptions. THAT can more aptly be referred to as "nothing to report of importance."

    If you think Bashiok deciding to shave one day is some cosmic sign Diablo III is being delayed beyond some date we never confirmed in the first place, you're in for heartache. We don't live, eat, and breathe Diablo III milestones. Sometimes we do things in life -- and post about those things -- even when they don't fit into a master puzzle which must be completed in order for you to possess a copy of the game.

    Fair enough, but why is the topic of a release date "certainly not (going to be) brought up?" I mean, if it's never brought up because no one wants to rush anyone else, how can it be decided?
    Believe me, there are plenty of folks within the company discussing development schedules, product release projections, and all that jazz.

    It's not the community team's role to work with the developers to determine a release date. Our meetings are to talk about gameplay, systems, features, story, etc.

    Actually, in this tweet we have a confirmation that what was discussed during that meeting WAS related to Diablo III (and therefore in some way related to the development of Diablo III)
    No, a meeting related to Diablo III is not therefore related to Diablo III game development. We have websites and all sorts of other things surrounding the Diablo brand which we talk about in meetings.

    We understand you have many meetings, in some cases more than one per day, but you have never gone out of your way before to communicate to fans about them before (aside from major meetings / quarterly reports). Which made us think that this meeting was special in some way.
    I have spoken about being meetings many times before on my Twitter feed. Sometimes I've posted pictures from those meetings. The fact that people chose to care so much about these few tweets from Bashiok and me, because a couple bloggers tied them together in a pretty package to stir up hype, is ridiculous.

    And as much as some people hung on every word of said tweets, they sure misinterpreted them.

    Right now I see May, maybe April as being the earliest it will be released. As much as that sucks.
    Just stop. Please don't take that two and put it with the other two. They don't need to be mashed together in a downward spiral where everything said is between the lines. It's not. I'm not using a language you need to decode. I'm trying to get you to stop thinking there are secret implications behind our words. Read what is being said and think about it for a least a few minutes before deciding how it is/isn't a sign of when the game will be released.

    I didn't say the company isn't discussing release dates. I... :(

    Too many people, it would seem. It's great you guys strive to make such a polished and satisfying games, but I get the feeling there is/are a lot of second-guessing/conflicting ideas.....
    I understand what you said, but I want you to know you took what I said and then ran into a huge tangent. Your statements aren't really based on information I gave you, nor are they accurate. Having more staff in the company, particularly for customer support and community development, shouldn't be used as evidence to argue there are too many cooks in the kitchen.

    Compared to the rest of the gaming industry, you'd probably be surprised by how small the Diablo III development team is. And the reason it's relatively small is because we do want it to be a family of highly talented individuals who have a certain synergy to challenge one another -- developers who know what they like and don't like, but at the end of the day can come together and agree on a design vision.

    I just caution you not to assume that our company's growth has diluted the development teams into bland groups of programmers plugging away for a paycheck. Our weekly meetings with the Diablo III developers are amazing because of how passionate they are about their game. They know what they're doing and aren't being blocked by bureaucracy, as you seem to be suggesting.

    Also, with all of these extra people with jobs like community manager and whatnot, it would be pretty great if somebody could find the time to actually tell the community what in the hell is happening.
    Isn't this thread sort of about the opposite? We're being told not to saying anything unless it's really important and directly related to the release of the game.

    We told you at the end of last year we wouldn't be shipping the game until 2012. That didn't mean we'd have the final details ready to announce by January of this year. We'll share with you whatever information we can whenever we can.

    This is slightly unfair, because the OP's topic came from the misguided point of view that you were indeed tweeting about a realse date meeting (because of a certain fan sites spin).
    Fair enough. Looking back, it's pretty unfortunate that a few unrelated postings here and there on the internet were tied together into what seemed like the start of the biggest Diablo news of the year. :\

    So what really happened? I had a typical Monday meeting and Bashiok shaved. (Blue Tracker / Official Forums)

    Twitter
    Put yourself in our shoes, we know NOTHING about the current state of the game
    It's in the polish/test phase. You know that, but you want details we can't provide. We just want it to be awesome at any cost. (source)

    Posted in: Development Article Soon, What's NOT Delaying the Game, Zarhym on "The Big Meeting"
  • published the article No Release Date Yet, Beta Key Contest Round 3, More On Consoles, Explosive Blast Runed
    Diablo 3 - "High Level Meeting" and No Release Date
    Yesterday, Zarhym confirmed there was a high level meeting for Diablo 3. Though there are lots of rumors going around on what this meeting may have been about, nothing has been confirmed! However, today Zarhym posted on twitter saying at this time they still do not have a release date set.


    Official Blizzard Quote:



    This meeting's high-level shit, yo. Gettin' all professional up in this bitch.

    It better be D3 related!!!
    It is!(source)

    say something to community to stop this "no release date" madness. You are CMs! Commuticate with us!
    We don't have anything to communicate that'll make you happy. No set release date yet. Them's the facts.(source)

    As I recall, you announced Starcraft 2 8 weeks before you actually released the game.
    There'll be lead time. Not sure how much. I've been working on the promo material (a la Your Fortune Awaits / Join the Dominion). (source)

    We use target dates, but obviously have missed some. We won't announce a date until we're sure it's g2g. ;) (source)





    Beta Key Contest - Round 3
    BlizzardCS has begun the third round of their Twitter beta key give away. If you would like a chance to enter and win a Diablo III beta key, you can find all of the conest info here.


    Official Blizzard Quote:



    All messaging for the 3rd round winners of the #DiabloBeta Sweepstakes has been sent out at this time. Congratulations to the winners!




    PC/Mac Still Top Priority
    While it has been mentioned over and over again, Bashiok reconfirmed that the "announcement" of the console version of Diablo III will not effect the work and release of the PC/Mac version. A few sites such as kotaku have reached out to blizzard about this as well.


    Official Blizzard Quote:



    "Yup" wasn't meant to be an announcement. We're still exploring a console version, but more importantly working on the PC/Mac version.

    Official Blizzard Quote:



    I reached out to Blizzard for clarification, and received the following from a company representative:
    "Bashiok's response on Twitter was intended as a confirmation that we're actively exploring the possibility of developing a console version of Diablo III, as we've mentioned in the past. This is not a confirmation that Diablo III is coming to any console platform. Our focus right now is on finishing the PC/Mac version of Diablo III and making sure it's a worthwhile successor to the Diablo series."





    Wizard - Explosive Blast Runed
    With this video, we would like to show you a first look at the runed versions of the Wizard's DiabloWiki.com - Explosive Blast Explosive Blast. As always, please keep in mind some effects or graphics may be missing or not be working correctly!

    Posted in: No Release Date Yet, Beta Key Contest Round 3, More On Consoles, Explosive Blast Runed
  • published the article Diablo 3 on Consoles, Electrocute Runed, New Game System Info Soon, Diablo 3 Comic
    Diablo 3 and Consoles
    We already knew blizzard has been actively seeking new workers for the Diablo console project. A recent tweet from bashiok has once again confirmed this, along with informing us of who the projects lead designer is.





    Wizard - Electrocute Runed
    Today we have the Wizard's DiabloWiki.com - Electrocute Electrocute spell runed (Minus the Alabaster rune). As always please keep in mind some effects or graphics may be missing or not be working correctly!






    New Info Coming In the Next Few Weeks
    It looks like we will not have to wait to long to get information on the new game systems blizzard has been working on. Bashiok replied on twitter saying we should see some new information in the next few weeks.


    Official Blizzard Quote:



    What are some of the features that you guys are working on? What could possibly be holding Diablo 3 back? Just really curious haha
    We'll be sharing some of it in the next couple weeks.




    Diablo 3 Comic
    chewingfat came out awhile back with a short comic titled "scroll of companion".

    Posted in: Diablo 3 on Consoles, Electrocute Runed, New Game System Info Soon, Diablo 3 Comic
  • published the article BestBuy Countdown, Elemental Arrow Runed, Wiki Digest #6, Book of Cain Signing
    Diablo 3 BestBuy Countdown
    If you haven't checked, we updated yesterday's news posts with information regarding the release date sign. BestBuy was told to take down the sign by a GM. Also on this note, it was indeed confirmed the sign was a BestBuy product. However, today Bashiok came out as clear as everyone wanted with the following statement:


    Official Blizzard Quote:



    Diablo III does not have a release date. Any store or person claiming otherwise is guessing.




    Demon Hunter - Elemental Arrow Runed
    Today we have the Demon Hunter's DiabloWiki.com - Elemental Arrow Elemental Arrow. As always, please keep in mind this is not 100% what it will look like live. Some effects/graphics could be off. Please keep this in mind!





    Wiki Digest #6
    PhrozenDragon has brought us our weekly updated on the wiki!

    What's New?
    As many of you have undoubtedly noticed, the wiki DiabloWiki.com - Main Page Main Page has received a graphical overhaul. The design features some increased space usage, diablo news on the main page and some helpful links for people who whish to get involved in the wiki.

    As always, Apoc has made some interesting additions to the wiki, such as information on DiabloWiki.com - Map Generation Map Generation and DiabloWiki.com - Procedural Generation Procedural Generation, which talks about the random map elements of Diablo III. He's also taken to making the wiki more asethetically pleasing by adding monster and map images to articles.

    New user Ebonmourn has dug into the wiki and updates some of our legacy parts. The DiabloWiki.com - Immune Monsters (Diablo II) Immune Monsters (Diablo II) list, which lists all monster immunities in the game and how to break them, has finally been completed and is now complete. He also began completing the various Diablo II item list pages, adding affix lists to them. So if you're still wondering what affixes a http://diablowiki.com/sword" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - sword"/> sword, or any other Diablo II item can spawn with, wonder no more.

    I myself have taken to slowly update the wiki with all the new lore information we've received from the Book of Cain. The work is far from complete but there have been some noticeable additions to the wiki already: check out any of the DiabloWiki.com - Great Evil Great Evil such as DiabloWiki.com - Mephisto Mephisto, or minor pages such as that of DiabloWiki.com - Vischar Orous Vischar Orous. If you want to keep track of what pages are being updated, bookmark this page. Any pages I update with Book of Cain references will appear here.

    Jinshin has also helped out with some lore additions to the DiabloWiki.com - Horadrim Horadrim and Mephisto pages.

    I also want to give a shoutout to all of our minor contributors who may not have made big changes, but their work is still much appreciated. These are Verity, Sojourna, Tioproza and a host of anonymous editors who left nothing but their IP adress behind.

    What's Being Discussed?
    Ebonmourn has started a discussion regarding how we should handle embedded headers in the wiki.




    Book of Cain Signing
    Blizzplanet was able to get some nice pictures of the book signing this past week over at Book Soup!
    Posted in: BestBuy Countdown, Elemental Arrow Runed, Wiki Digest #6, Book of Cain Signing
  • published the article Weapon Throw, Q1 Not Confirmed, Bashiok on Beta Timeline and Demo, BestBuy Release Countdown
    Diablo 3 Countdown?

    UPDATE - It appears the sign has now been removed! (source)
    Update 3:
    It gets more interesting! When we called the Rochester, Minnesota Best Buy this morning, a manager explained that the sign has been taken down as a directive from the store's "GM" (general manager), not because the manufacturer had asked but because the manufacturer has been "not very firm" in picking a launch date. As many had guessed (per the misspelling of "February," among other things), the signage was made in-house and not sent by Blizzard. If you happen to spot any similar signage in your local big box retailer, don't hesitate to contact us!


    A lot of hype is going around today about the BestBuy countdown banner at one of their stores. It is counting down to February 1st, midnight release. However, there are a few things to keep in mind. We have had many blue posts saying retailers will not know the release date before we do. We also have (read above) a blue post saying they like to give us a few months warning before a title comes out. Bashiok also replied about this on twitter today.



    Official Blizzard Quote:



    whats the word on this? http://t.co/dqQ8mt7G
    The word is lol. (source)

    yeah, but its on their website, and the forums are blowing up. ill admit i got excited for the first time in a long time.
    Retailers will not know a date until its officially announced through a press release.(source)

    you guys really need to let best buy know...unless im missing something here
    We can't really keep every individual retail shop from making up a date.(source)





    Barbarian - Runed Weapon Throw
    Today we have DiabloWiki.com - Weapon Throw Weapon Throw for the Barbarian. The Indigo rune has been left out in this video. Also, its very important to note that these skills may be missing some effects/graphics. PLEASE keep this in mind while watching.





    Diablo 3 Not Confirmed for Q1
    Bashiok posted quickly. last night. that he had made a mistake by saying Q1 and that the game is still on track for "early" 2012.


    Official Blizzard Quote:



    Sorry I wasn't intending to imply anything by writing first quarter, just an honest mistake. Our official target is still "early 2012". Not sure if it makes too much difference one way or the other, but I don't want people to nitpick a mistake. :)





    Bashiok on When Beta Ends and Demo
    Bashiok posted on the legacy forums last night stating that the beta probably wont be ending until close to the release of the game. He also says in this same post, that they usually try to let us know two months in advanced for release dates.


    Official Blizzard Quote:



    We probably won't end beta until shortly before release, and traditionally we've tried to announce release dates about two months before release. I couldn't speculate how invites might ramp up or down when the beta finally comes to a close, it definitely is not coming to a close yet though.

    Bashiok did say there was a strong possibility of a demo after release
    We'll probably make a trial edition at some point. It's sort of a demo I suppose, but it's a bit better because it's essentially the full game just with locks put on certain areas. So you'd be able to jump into multiplayer games with your friends, but maybe you wouldn't be able to play beyond a certain place and wouldn't have access to all the game systems (certainly not auction houses) but if you choose to buy the game all that stuff just unlocks.
    Posted in: Weapon Throw, Q1 Not Confirmed, Bashiok on Beta Timeline and Demo, BestBuy Release Countdown
  • published the article Runed Grenades, SK Rating, Class Balance, Level Expansion, Followers, Blue Posts
    Demon Hunter - Grenades Runed
    Today we have the Demon Hunters runed DiabloWiki.com - Grenades Grenades spell. As always please remember this may not be 100% accurate for what it will look like live. Also don't forget to thank Dokaroth for his help!





    South Korea Rating
    It looks like this topic will not be going away any time soon. DualShockers has just come out saying that the GRB has once again, for the fourth time, delayed the rating for Diablo 3. The next meeting will not be until Wednesday, so stick around for more information on this.

    South Korean industry and media sources (like the prominent local gaming site Thisisgame.com) expected Diablo III to finally receive the much coveted 18+ rating in Korea today, but it simply didn’t happen.

    The endless saga (that is now turning into something more similar to a farce) that sees the rating of the upcoming and massively anticipated game by Blizzard continuously postponed by the local Game Rating Board continues: during the hearing that happened today no decision was taken.

    According to the Korean branch of Blizzard there’s no indication that something is wrong with the game, so the company is taking a “wait and see” stance, but quite obviously the officials of the Game Rating Board believe that the game requires further time and consideration in order to be rated, despite the fact that the usual waiting time for a local rating is 15 days.

    In the meanwhile the fanbase of the game is starting to reach the boiling point: South Korean gaming forums are bursting with comments towards the Game Rating Board that could be defined “uncharitable” if I wanted to write the euphemism of the century. The Korean gaming media is starting to use imaginative headlines that include words like “misfiring” or “dud” referring to the hearings of the committee.

    Many western fans and part of the media are convinced (despite the firm denial by game director Jay Wilson and other Blizzard sources) that the lack of any western release date for Diablo III is due to the rating problems in Korea, and some are blaming Blizzard for committing to a global release.

    At the moment there’s no word, official or unofficial, about when the rating could actually be delivered. The next hearing of the Game Rating Board is next wednesday, but we don’t know if Diablo III will even be on the schedule.




    Class Balance
    While it was said numerous since the announcement of the DiabloWiki.com - PvP PvP system, it appears as though they still want some balance within PvP. If not directly for this reason, then to just make sure each class is equally as strong.


    Official Blizzard Quote:



    If it's balanced perfectly it'd be 50/50. :) I don't know, ranged does have a damage advantage just because ... its ranged. A melee oriented class like the monk has to close the gap to do any damage, but luckily the monk has a few options to close the gap. The monk is going to be beefier though with more defense and vitality over the wizard, ideally that'd negate any extra damage the wizard is able to pull off before getting pommeled. There isn't a right answer, though. It comes down to skill selection, gear, and the players. Everything being equal it comes down to balance, and that should be equal as well if we do our jobs right, and if we don't you can expect some hotfixes or patches to try to make it that way. ;)




    Level Expansion
    Blizzard is already planning on how to handle the level progression once expansions begin coming out for Diablo III. Both increases in level caps and better gear will accompany the extra content to allow for a continual flow from Normal to DiabloWiki.com - Inferno Inferno.


    Official Blizzard Quote:



    Diablo III levels are intended to pace the content, 1-30 in Normal, 30-50 in Nightmare, and 50-60 in Hell. It would stand to reason that were we to release an expansion we'd want additional levels to pace the additional content. There will absolutely be newer and better items introduced at some point as well, potentially even in patches.




    Follower Viability
    At BlizzCon, DiabloWiki.com - Jay Wilson Jay Wilson revealed that DiabloWiki.com - Followers Followers will be viable past Normal difficulty; influenced by community feedback. Bashiok ratified this decision in digital ink on the official forums. While not revealing anything new, he shared some tidbits surrounding this direction.


    Official Blizzard Quote:



    When we first announced the follower feature we revealed that these unique characters would accompany your hero on an adventure to save Sanctuary, but that they would only be able to survive in Normal difficulty. The amount of positive support the follower feature received, as well as the number of players who wanted to be able to keep these companions throughout the game -- even into the toughest difficulties -- left us wondering if it would be possible.

    At BlizzCon we announced that we had taken that player feedback and were indeed working to make the single-player followers (templar, scoundrel, and enchantress) viable in the later difficulty levels.

    We want to share some of the details surrounding this change and what it will mean for the single-player experience.

    A lot of us wanted to see followers become viable throughout the game too, and agree they really add something to the experience as a whole. One of our main driving forces in making this decision was the benefits of the co-op experience, and the disadvantage of playing alone in the Nightmare, Hell, and Inferno difficulties. Followers won’t follow you into co-op games because you’ll already have the superior firepower of your friends to help you, but playing alone you’re going to want to take advantage of their benefits. We’ve made the later difficulties of the game brutally difficult, and we realize that for those attempting to tackle these later difficulties alone, they’re really going to actually want some additional support in the form of the followers.

    Some players didn’t like their experience with mercenaries in Diablo II. We took feedback regarding mercenaries very seriously when designing Diablo III followers, and they differ from mercenaries in a few key ways that we think set them apart and resolve many issues. First of all, there is no resurrection or cost to your followers’ deaths, which makes their upkeep far less intrusive. When a follower takes enough damage to “die”, they simply take a knee, catch their breath, and after a few moments are back in the fight. That downtime could potentially have an effect on your own survival, but it’s unlikely to create a situation where you’re worrying about them or constantly working to keep them alive. We don’t want to turn what could be a fun benefit into a punishment by making players pay for their followers’ poor combat choices.

    Secondly, when you die, so does your follower. These aren’t characters that can hope to compete or continue on without you. While some players prefer to be the lone wolf taking on the forces of evil, our intent isn’t to dilute the hero aspects by adding more wolves to your wolf pack. We want followers to be an extension of your bad-assery, not a liability. The followers could almost be considered automated buffs/damage skills, but of course with quite a bit more flavor and customization options.

    We still have some tweaking to do with the followers, including their skills and end-game balancing. We continue to discover cool little ways to improve how each follower performs and the complements the different heroes. Our intent is to ensure players who take followers along find them to be helpful additions to their single-player experiences.

    In the meantime, we’re interested to hear what you think of followers at end game and what your intent will be. Will you ever play alone, considering the benefits of co-op (personal loot drops, increased killing speed)? If you do play single player will you bring a follower? Or do you intend to challenge yourself by not bringing one?
    (Blue Tracker / US Official Forums / EU Official Forums)




    Blue Posts

    Official Blizzard Quote:




    A real-time clock
    We're already working on implementing an in-game clock, and the current design is to have it associated with the mini-map (but that of course may change before release). Since it's not a critical feature, though, it may or may not be added to the beta. (Blue Tracker / Official Foums)

    Salvaging and Chat spam
    We're looking into a few different chat issues at the moment, and the impact that salvaging has on the chat window is something we feel could be improved. We're considering a variety of solutions for this, but don't have any plans to share just yet. (Blue Tracker / Official Foums)

    On screen text display and variations
    Great feedback! We'll look into better defining the different types of messages that appear in the chat window through color. (Blue Tracker / Official Foums)

    Posted in: Runed Grenades, SK Rating, Class Balance, Level Expansion, Followers, Blue Posts