Blizzard has posted a very quick teaser of some new features coming in patch 1.0.5, including "Infernal Machine", A way for players to battle “uber” versions of some of Sanctuary’s most nefarious bosses.
Originally Posted by Blue Tracker / Official Forums)
(We’ll have articles in the coming days providing all the details on the upcoming patch, but we wanted to give you a sneak peek at what major features to expect.
Defensive Skill Changes
In our eternal quest to promote build diversity; we’ll be making changes to defensive skills across the board while simultaneously reducing incoming damage. The net result is a survivability buff for players, and an increase in build options as defensive abilities become less “mandatory.”
New Event: Infernal Machine
The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.
New System: Monster Power
Similar to the “Players 8” command in Diablo II, the Monster Power system is designed to give players more control over how challenging enemies are in each difficulty.
This and more is coming in Patch 1.0.5! Stay tuned for all the gory details.
Defensive Skill Changes
In our eternal quest to promote build diversity; we’ll be making changes to defensive skills across the board while simultaneously reducing incoming damage. The net result is a survivability buff for players, and an increase in build options as defensive abilities become less “mandatory.”
New Event: Infernal Machine
The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.
New System: Monster Power
Similar to the “Players 8” command in Diablo II, the Monster Power system is designed to give players more control over how challenging enemies are in each difficulty.
This and more is coming in Patch 1.0.5! Stay tuned for all the gory details.
At first I was against the notion of account wide paragon, but then I got my barb to 60 three days ago and am already lvl 10 paragon, and now I don't want to touch my DH because I'm already getting my barb up.
More dmg nerf? Awesome my DH might be more fun now lol
I'd also like to take this time to 'lol' at all the people saying Blizzard was never going to do anything to D3 after launch. Na-Na-Na-Na boo-boo, stick your head in doo-doo =P
"Reduced incoming damage" combined with reduced effectiveness of defensive cooldowns, plus the ability to make the monsters harder as a /players8 style option means it all evens out depending on how you want to play.
not really lol, i think i may enjoy this "uber" thing
I just don't understand why they're nerfing defensive abilities. Wasn't 1.04 supposed to make things easier for players? Why reverse that??
Oh. Wait. It looks like we both only read half of what Blizzard's actually doing. How foolish.
the Black rock pages could play a part as well
I die a lot right now because I can't bring myself to go back to Energy Armor, even though I should given my gear.
Well... the fact that incoming monster will be reduced will have a big effect on wither or not you even need a defensive ability in the first place which is kind of the worry. Currently, I only barely need a single defensive ability (horrify) and I only use it for the + armor boost. With the new patch, I'm pretty sure I won't even need that... I can use big bad voodoo instead and still never have a chance at dying? That doesn't sound more fun... it sounds more mind numbing.
By nerfing monster damage, you're making it more likely that you'll hit a point of gear where you no longer even need a defensive skill. That's why some people aren't thrilled with the idea of even lower monster damage.
I see that concern, but let me put it into my viewpoint (Also, it may be worth noting I only play hardcore).
On my monk I have SSS (Only for the short invul), Serenity, Mantra of healing + time of need rune, Breath of Heaven and Mystic Ally runed earth ally. The last spell is FoT with Thunderclap because you can gain 225% LoH per hit, making it a really great ability to keep yourself alive.
Like you see, 5 defensive spells and 1 semi-defensive spells, that shows a bit HOW important they are. If I take less damage and can therefore drop atleast one defensive spell for something more offensive, Id be happy.
also i dont wanna see the monk devensifly being nerfed...you forget we are a tank character n those are all the defensive skills we got