New Patch for 2.0.1 PTR and Closed Beta Now Available

New Patch for 2.0.1 PTR and Closed Beta Now Available

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

Originally Posted by Blizzard (Blue Tracker / Official Forums)

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

 Diablo III PTR Patch 2.0.1 - v.2.0.0.21806

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

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

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

Table of Contents


GENERAL

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

 

BOSSES

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

 

CLASSES

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

 

CRAFTING

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

 

EVENTS

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

 

FOLLOWERS

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

 

ITEMS

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

 

MONSTERS

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

Back to Top of PTR Patch Notes

 Reaper of Souls Closed Beta - v.2.0.0.21806

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

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

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

Table of Contents

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


GENERAL

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

 

ADVENTURE MODE

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

 

CLASSES

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

 

CRAFTING

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

 

EVENTS

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

 

ITEMS

  • Level 61-70 shields have received a tuning pass for block amount
  • Legendary shields have received a tuning pass for block amount
  • Life per Wrath Spent and Maximum Wrath now roll at double the amount on a 2-Handed Flail as on a 1-Handed Flail or Crusader Shield

Comments

  • #1 overneathe
    • Class-specific Legendary Sets no longer unlock a transmogrification version of themselves
      • This is to prevent classes who cannot use these items from transmoging them

    First thing in the morning I'm complaining about this.

  • #2 Koksii
    - demon machine nerfed to brimstone-level
    Last edited by Koksii: 2/6/2014 7:38:40 PM
  • #3 Lenekk
    Anyone have video of this:



    • The Soul of Evil
      • Encounter has been greatly revised, resulting in a much greater challenge
          All additional bosses summoned during the fight must be defeated to complete the event
        • Be warned! This battle is not for the faint of heart!


  • #4 Casmiel616
    It is getting better, I'm seeing a couple of a good changes. There are still some balancing issues for certain skills (Zombie Dogs for example), but I like the overall feel. Anyone with knowledge about pets here? Can Fetishes or Dogs trigger Bleed?
  • #5 Enty
    Are people really complaining that monster density is too high?.... I thought I was fighting a gigantic army of demons not a small pack of bandits. What's with the transmog not being allowed for items that a class can't use... and Why is everything easier. When I start in PTR I'm on Torment 1... What do they want me to start at Torment 6?... Make something in this game challenging please. If everything becomes a faceroll I don't think I'm going to enjoy this game as much as I want to.
  • #6 Drachar
    Bleed proc changed from a flat value to based on weapon damage sounds nice.
  • #7 Edriel
    Wait... did they REALLY fix the hitbox?

    Does a monster's hit not hit the player if the player is far enough?

    If so... FINALLY! Only after 2 years...
  • #8 lMarcusl
    Yay, now my Barbarian will not get shot to shit by Blood Clan Impalers because my hitbox is twice the size of the character and I don't have movement speed boots. Nice to see they finally fixed that, now hopefully they might also fix the friggin pathing on Furious Charge, Vault etc.

    Also what the hell is going on with the elements? I understand that diversifying damage types is a good thing, but on half of these skills the damage type makes no sense. I hope they at least change the graphical representations accordingly because from where I'm standing my Rain of Arrows: Stampede just doesn't look all that fiery.
  • #9 Tooch
    Anyone in the Beta that can give us an update on gem crafting prices? Playing self-found D3V, I am really worried that I will spend my entire time just trying to scrape up enough gold to make a marquise. I understand those will be common drops RoS endgame but I hope that their enhanced versions don't still cost 50m (as I saw a while back).
  • #10 lMarcusl
    Quote from Tooch

    Anyone in the Beta that can give us an update on gem crafting prices? Playing self-found D3V, I am really worried that I will spend my entire time just trying to scrape up enough gold to make a marquise. I understand those will be common drops RoS endgame but I hope that their enhanced versions don't still cost 50m (as I saw a while back).

    Honestly, playing self-found D3, why would you ever be interested in making a marquise in the first place? Spending 50m gold to get +4 to Vit? When your character probably already has about 2000 Vit anyway? That's not even talking about the thousands of Tomes of Secrets you'd need to get the Radiants before that. Fuck that.

    Unless they scale the gems up to ridiculous power (I'm talking like the next tier gives you double the stats the previous did) it's not worth going above the basic Star, maybe even Radiant Square. Socketing is a fucking chore in self-found, the only reason I upgrade my gems is because crafting doesn't give you crap, with gems you're at least guaranteed the +4 stat after all those tomes and gold you spend. With crafting you sacrifice materials, gold, tomes, more gold (since salvaging items means you're not selling them for cash) and after 3 acts you still have no upgrades.
  • #11 eman41


    Quote from Enty


    Are people really complaining that monster density is too high?.... I thought I was fighting a gigantic army of demons not a small pack of bandits. What's with the transmog not being allowed for items that a class can't use... and Why is everything easier. When I start in PTR I'm on Torment 1... What do they want me to start at Torment 6?... Make something in this game challenging please. If everything becomes a faceroll I don't think I'm going to enjoy this game as much as I want to.

    Everything is not easier. Torment 2-5 have been made harder to balance the difficulties. You're having trouble reading:

    "Monster Density has been revisited across Acts I-IV

    • Players should now encounter smaller packs of monsters less frequently
    • Act I has received density retuning to be more challenging at higher levels"
    Density has beenincreased.
    Last edited by eman41: 2/7/2014 9:13:52 AM
  • #12 CardinalMDM
    Quote from lMarcusl
    Quote from Tooch

    Anyone in the Beta that can give us an update on gem crafting prices? Playing self-found D3V, I am really worried that I will spend my entire time just trying to scrape up enough gold to make a marquise. I understand those will be common drops RoS endgame but I hope that their enhanced versions don't still cost 50m (as I saw a while back).

    Honestly, playing self-found D3, why would you ever be interested in making a marquise in the first place? Spending 50m gold to get +4 to Vit? When your character probably already has about 2000 Vit anyway? That's not even talking about the thousands of Tomes of Secrets you'd need to get the Radiants before that. Fuck that.

    Unless they scale the gems up to ridiculous power (I'm talking like the next tier gives you double the stats the previous did) it's not worth going above the basic Star, maybe even Radiant Square. Socketing is a fucking chore in self-found, the only reason I upgrade my gems is because crafting doesn't give you crap, with gems you're at least guaranteed the +4 stat after all those tomes and gold you spend. With crafting you sacrifice materials, gold, tomes, more gold (since salvaging items means you're not selling them for cash) and after 3 acts you still have no upgrades.

    Been playing D3V self-found as well...I'm only on the PTR, not on the beta, but the highest gem the Jeweler has standard to combine right now is the Marquise, and no, it doesn't cost 50m, not even 2m. Obviously, if one were to upcraft their gems 100% to their highest tiers on the live game, like I have (not a single gem on my account is purchased or traded for), it would take a ton of time to make even one Marquise...and like Marcus says, it's really not all that worth it once you do.

    However, Tooch, do check around on some of the other Diablo sites for some gem images. While most of the stat boosts up to Marquise are in increments of 4 (Cooldown reduction is in half a percent intervals, same with XP and +damage to elites, etc., in other words, small increments), when you get to Imperial, Flawless Imperial, Royal and Flawless Royal, you can get up to 200+ on one gem, for example, for a core stat. So while it will probably cost a ton of gold to craft, I'd think stat boosts like that would be pretty worth it.

    The expansion is still in development, though, so depending on how feasible it is to get people crafting that many gems to those kinds of tiers, or letting tiers like those drop from enemies, there's likely more development left to go. But that's what I've seen of high end gems so far. That'd be cool if they stuck to that. I wouldn't mind stacking my nickels and dimes in the expansion to finally craft a gem that can boost a core stat by 200 in a single socket.
  • #13 Depthsofhell
    eman41


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    Posted 4 hours ago






    Quote from Enty

    Are people really complaining that monster density is too high?.... I thought I was fighting a gigantic army of demons not a small pack of bandits. What's with the transmog not being allowed for items that a class can't use... and Why is everything easier. When I start in PTR I'm on Torment 1... What do they want me to start at Torment 6?... Make something in this game challenging please. If everything becomes a faceroll I don't think I'm going to enjoy this game as much as I want to.


    Everything is not easier. Torment 2-5 have been made harder to balance the difficulties. You're having trouble reading:

    "Monster Density has been revisited across Acts I-IV



    • Players should now encounter smaller packs of monsters less frequently
    • Act I has received density retuning to be more challenging at higher levels"
    Density has beenincreased.



    --actually t2-5 has been made easier. the mobs hp being reduced made my 60 wiz do t3 np. they nerfed mobs, some items, archon. really hurt the game this patch.
  • #14 VonGimi
    Hey can anyone check to see if these crafted set item bonuses are being changed retroactively? I noticed they are not making NEW sets like they did when they changed most of the sets earlier, and they aren't changing the stats entirely, they are changing the bonus alone. I don't have any of the crafted set items myself so I can't check it. And I already xferred my stuff over to the PTR so I can't buy one on live and than xfer.

    EDIT: Some people are having the same idea... the Born's set is getting bid on the AH like crazy right after this announcement
    Last edited by VonGimi: 2/8/2014 12:48:23 AM
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