PC Gamer had the opportunity to talk with Jay Wilson and Wyatt Cheng about the changes coming with patch 1.0.5. Main topics have been bullet pointed but you can read the full interview here.
- The changes to crowd control skills are designed to help create a wider use for these skills.
- The Diablo team will often include Warcraft and Starcraft teams on ideas to get additional input.
- Their current focus is larger, more noticeable changes.
- Monster Level was added to give players the option to optimize their playing. Adding more difficulty for those who want it.
- They hope each player will be able to find their own balance between challenge, speed, and drops.
- They don't want the Monster Level mechanic to be a necessary difficulty for players to complete.
- There are no achievements or specific drops based on monster level chosen.
- Monster Level 0 is easier than the current difficulty but should yield the same current drops.
- Monster power still stacks with party size in proportion to Monster Level.
- Your Magic Find can stack above the 300 cap with the increase in Monster Level.
- The Infernal Machine will have newer versions of previous bosses.
PTR Status: Offline
You may have noticed the link at the top of the news post yesterday. The PTR was up for a small amount of time before being taken offline. There is no ETA for when the PTR will be live again, hopefully soon.
Originally Posted by (Blue Tracker / Official Forums)
Hey all,
We will be bringing the PTR offline for the weekend in order to troubleshoot issues affecting PTR account creation, character creation, and login. While this is only public test (the first for Diablo III) and uneven game performance is expected, we want to make sure that the experience is as smooth and stable as possible. It's going to take some extra work on our end to make that happen, and the PTR will need to be offline while we make our updates.
Thank you so much to everyone who submitted reports about the problems you experienced. We'll be working diligently over the next few days to resolve as much as we can and get the PTR back online so you can test and provide feedback on patch 1.0.5.
We will be bringing the PTR offline for the weekend in order to troubleshoot issues affecting PTR account creation, character creation, and login. While this is only public test (the first for Diablo III) and uneven game performance is expected, we want to make sure that the experience is as smooth and stable as possible. It's going to take some extra work on our end to make that happen, and the PTR will need to be offline while we make our updates.
Thank you so much to everyone who submitted reports about the problems you experienced. We'll be working diligently over the next few days to resolve as much as we can and get the PTR back online so you can test and provide feedback on patch 1.0.5.
How to Change Monster Power Level
Lylirra gives us a quick rundown on how to change the Monster Power levels.
Originally Posted by (Blue Tracker / Official Forums)
Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty.
Step 1: Open up the in-game Options menu (default: Esc) and select the Gameplay tab.
Step 2: Check the box next to "Monster Power" to enable it.
Step 3: Open up the Quest Selection window.
Step 4: Select your designed Monster Power level from the drop-down box near the bottom of the window, under "Difficulty Setting."
Step 5: Once you've set your Monster Power level, quest, and difficulty, click "Select Quest" to confirm.
Step 6: Enter game and profit!
"No Monster Power" is the default setting. Each Monster Power level will increase the health and damage of monsters, and in return players will receive scaling bonuses to experience (for heroes levels 1-60) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulty.
(Note: If you join a multiplayer game, you will adopt the Monster Level of the party leader. When you leave the party, your Monster Power level will automatically revert back to your previous setting.)
Step 1: Open up the in-game Options menu (default: Esc) and select the Gameplay tab.
Step 2: Check the box next to "Monster Power" to enable it.
Step 3: Open up the Quest Selection window.
Step 4: Select your designed Monster Power level from the drop-down box near the bottom of the window, under "Difficulty Setting."
Step 5: Once you've set your Monster Power level, quest, and difficulty, click "Select Quest" to confirm.
Step 6: Enter game and profit!
"No Monster Power" is the default setting. Each Monster Power level will increase the health and damage of monsters, and in return players will receive scaling bonuses to experience (for heroes levels 1-60) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulty.
(Note: If you join a multiplayer game, you will adopt the Monster Level of the party leader. When you leave the party, your Monster Power level will automatically revert back to your previous setting.)
“Appear Offline” Option Coming Soon to Battle.net
We quickly gave a shout out to this new feature coming to battle.net and Diablo III in patch 1.0.5. For those who missed the small note, here is the full rundown.
Originally Posted by (Blue Tracker / Official Forums)
In the coming months, we're planning an update to Battle.net that will give you more control over your online presence when playing Blizzard games. Soon, World of Warcraft, StarCraft II, and Diablo III players will be able to select "Appear Offline" as one of their Battle.net social-status options (along with Available, Busy, and Away) for those times when they want to wander Azeroth by their lonesome, dominate the galaxy in radio silence, or slay demons in solitude. When you choose this option as your status, all of your Real ID friends, BattleTag friends, and character-level friends will see you as “Offline” in their friends list whenever you’re logged into a game.
The “Appear Offline” status option will be added to World of Warcraft, StarCraft II, and Diablo III separately in future updates for each game. For Diablo III, we expect to add the feature in a patch after 1.0.5. For World of Warcraft and StarCraft II, we expect to add the option sometime after the release of each game’s upcoming expansion.
Thanks for your continued feedback, and we’ll share more information on the availability of this new feature in the months ahead.
The “Appear Offline” status option will be added to World of Warcraft, StarCraft II, and Diablo III separately in future updates for each game. For Diablo III, we expect to add the feature in a patch after 1.0.5. For World of Warcraft and StarCraft II, we expect to add the option sometime after the release of each game’s upcoming expansion.
Thanks for your continued feedback, and we’ll share more information on the availability of this new feature in the months ahead.
Curse Weekly Roundup
This week the Curse weekly Roundup takes on a new look!

Comments
#1 Jamoose
Diablo Fan
Posted 23 September 2012 - 04:17 PM
#2 Benegesserit
Cantor
Posted 23 September 2012 - 04:18 PM
This is either a typo or they changed their minds about level 60 players getting xp for ML
#3 ScyberDragon
The Informant
Posted 23 September 2012 - 04:28 PM
[quote]and in return players will receive scaling bonuses to experience (for heroes levels 1-60)[/quote]
This is either a typo or they changed their minds about level 60 players getting xp for ML
[/quote]
yeah, i noticed that too. The original said 59. I would not see any reason for it not to include 60.
Find any Diablo news? Contact me or anyone else on the News team
#4 pixelpojken
Zakarumite
Posted 23 September 2012 - 05:29 PM
#5 Greenjoke
Sexton
Posted 23 September 2012 - 05:29 PM
if drop rates don't change this still makes act 1 more valuable than it currently is. the monsters there are easier by design than act 3. i imagine if you want faster paragon levels it might be easier and faster on act 1 with monster level cranked up. assuming you can't breeze through max monster lvl act 3.
#6 Zeyk23
Sexton
Posted 23 September 2012 - 05:30 PM
[quote]and in return players will receive scaling bonuses to experience (for heroes levels 1-60)[/quote]
This is either a typo or they changed their minds about level 60 players getting xp for ML
[/quote]
It was ambiguous phrasing in the patch notes. You do get exp at 60 in the PTR.
#7 Soth
Advanced Member
Posted 23 September 2012 - 06:27 PM
This is really bullsh*t. I`m starting to see again Blizz in action. They did these same stupid things in WoW (classic). They set up some feature and then they changed the "rules" for this feature in next patch. It really seems they did not think about MF cap so much.
#8 xMantasx
Advanced Member
Posted 23 September 2012 - 06:30 PM
To be more precise. Will i see better chance for ilvl 63 items or just a chance for more 'rare' & 'legendaries' from mobs? Anyone knows this?
#9 Wakka9000
Zealot
Posted 23 September 2012 - 07:06 PM
hey set up some feature and then they changed the "rules" for this feature in next patch. It really seems they did not think about MF cap so much.
[/quote]
You clearly skiped developer blogs. Cap is to get rid of mf\gf on gear complitely in future.
#10 Uldyssian
Cantor
Posted 23 September 2012 - 07:42 PM
#11 bmiha
Zealot
Posted 23 September 2012 - 11:16 PM
If I'm wrong ,correct me please. I'm also interested in how exactly it will work .Thanks
#12 sarge26
Zealot
Posted 24 September 2012 - 12:44 AM
So, we still don't have this sorted out - if you set the monster level to max , you can only have more MF ,meaning you use more MF gear ,MF shrine stacks after 375,400 or whatever is max MF atm, BUT you don't actually get more and better loot if monster level is set to max. Hmm ,so elites are 10 times harder to kill but don't reward better loot ? Well they do, if you have 100000000 MF + the enough kick to go through them. Interesting.
If I'm wrong ,correct me please. I'm also interested in how exactly it will work .Thanks
[/quote]
Never expect beating hard fight mobs guarantees better loots, that's not how it works. Find a right difficulty to maximise the efficiency of farming is the way to go. Only hit next level of difficulty you feel the current level appears to be too easy. Higher difficulty gives you more rolls, it's like lottery, higher difficulty hands out more tickets but you still need some luck to actually win something.
#13 reclaimer3235
Advanced Member
Posted 24 September 2012 - 01:24 AM
#14 Azidonis
Diablo Fan
Posted 24 September 2012 - 01:41 AM
#15 Zeyk23
Sexton
Posted 24 September 2012 - 02:12 AM
So, we still don't have this sorted out - if you set the monster level to max , you can only have more MF ,meaning you use more MF gear ,MF shrine stacks after 375,400 or whatever is max MF atm, BUT you don't actually get more and better loot if monster level is set to max. Hmm ,so elites are 10 times harder to kill but don't reward better loot ? Well they do, if you have 100000000 MF + the enough kick to go through them. Interesting.
If I'm wrong ,correct me please. I'm also interested in how exactly it will work .Thanks
[/quote]
They said very specifically they don't want higher MP to feel mandatory, which it would if it had an exclusive tier of loot or whatever. It should be the most efficient farming for people who can do it, but not a must for everyone who wants to play the "real" endgame.
#16 misterwolf
Zealot
Posted 24 September 2012 - 06:04 AM
More Pico, less Lindsay.
[/quote]
this
#17 Adirelle
Zakarumite
Posted 24 September 2012 - 06:49 AM
That's pretty clear :
[quote[b]]How will it affect the distribution of items? Like, can you find item level 63 stuff in earlier acts if you crank up Monster Power?[/b]
[b]WC:[/b] No.[/quote]
#18 xMantasx
Advanced Member
Posted 24 September 2012 - 09:26 AM
#19 Buu
Advanced Member
Posted 24 September 2012 - 09:51 AM
Reeks of Mike Morhaine saying "Screw you Wilson, you're not working alone and unchecked. We are putting more people besides Cheng creating systems. What the hell were you thinking in cutting team sizes?"
That's what I have been saying all along. Cheng is a quality professional. Might well be a great team leader. But Wilson instead put him as SOLE RESPONSIBLE for the work of at least 12 people. There is so much quality you can juice from a single person. Wilson WASTED Wyatt Cheng.
HEHEHEHEH Evil though on Lindsay and Pico. When they will include the third host, an actress/waitress from Nebraska?
#20 Benegesserit
Cantor
Posted 24 September 2012 - 09:53 AM
Quote
Who says the other games don't get input from the other games' teams?