Life on Hit on PTR Explained, Transmog Adjustments, Chinese Diablo 3 Graphics, Diablo Cosplay at Japan Expo

Naxxramas Not Releasing on July 15th, Heroic Card Back to be Shown Before Naxxramas
Hero Rotation for Week of July 15th, Developer Q&A #6 Livestream - July 22nd
Warlords of Draenor - Darker Nights, Gaze of the Black Prince Returns, Blue Tweets

Life on Hit on PTR Explained

Grimiku took some time to explain in detail how the changes made to Life-on-Hit on the current PTR build work. He also mentioned how they will be raising LoH by another 100% (probably a retroactive change), and the LoH from Paragon points by 50%. Be aware this is subject to change, but also be prepared in case your build relies on LoH.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

Life on Hit has undergone a number of changes, and it can be little confusing at first. I'll go over how LoH is currently working on the PTR, but it's also good to keep in mind that it's still subject to tuning.

The bullet-point basics:

  • You gain your Life on Hit amount per cast, so long as you're doing damage.
  • The amount healed per cast does not change based on the number of targets hit.
  • You continuously gain a portion of your Life on Hit value while channeling.
  • We're increasing LoH on items by another 100%, and LoH in Paragon by 50% in an upcoming PTR build
  • We're aware that this needs tuning, particularly with large packs of monsters, or those with Reflect Damage.
More long-form explanation:

Currently in the live game, you’ll receive Life On Hit when an ability hits an enemy, and then that mechanic is run through the proc coefficient of the ability itself. As a general rule, this means that many AoE skills give very small amounts of Life On Hit vs. single targets, and you typically get large amounts of Life on Hit against multiple targets.

We want players to be able to heal consistently at the times you need it most: Boss fights and Elite fights. To support this, we’re altering some of the conditions of Life On Hit. Life On Hit will now trigger once per ability activation as long as that ability requires an animation*. This means casting Magic Missile, Frozen Orb, and Blizzard all provide the same Life On Hit per cast. Channeled spells provide an equivalent amount of healing over any given period of time to non-channeled spells.

Not only does this allow you to gain more Life when you’re attacking a low number of targets with AoE skills, it provides more consistent healing between various skills, and it also separates Life On Hit from the proc system. This last benefit is important as it means we can be more generous with allowing Legendary items to proc various effects.

All of that said, there is still some tuning to do now that we’ve adjusted how Life on Hit works. We’ll be keeping an eye a close eye on it, and continue to make the necessary adjustments to get it in line with where we want.

*Attacks that deal damage, but don't animate (like Overpower, or Frost Nova) do not trigger Life on Hit. The intention is to prevent double LoH procs per animation cycle since these skills can be cast while attacking, or channeling.

Transmog Adjustments

There are some quality of life changes planned to the Transmogrification system in patch 2.1, and players should be able to test them out soon in the PTR. Check them out below.

Originally Posted by Blizzard (Blue Tracker Official Forums)

We've got some adjustments to the Transmogrify system on the way, and you should be able to test them out on the PTR at some point in the near(ish) future. There will still be some restrictions in place, but some of the current ones will be lifted. Specifically the class-restricted limitations will be modified to offer a little more freedom. 

I can tell you up front that you won't be able to Transmogrify your gear to look like another class, but you'll have more options for your own class-specific gear when all is said and done. (Official Forums)

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07/11/2014 03:24 PMPosted by EnkerZan
But what if you want to turn a normal shield into a Crusader shield?
This should work as long as you do it while playing your Crusader. The shield will default back to its normal appearance if you transfer it to another character, though.
07/11/2014 02:40 PMPosted by Zepheron
We especially need more options for 2H flails. 1H flails can be 1H swords/axes/maces, so why can't 2H flails be 2H swords/axes/maces?
The current restrictions on weapon transmogrification will still be in place after this change, but I'll bring this specific situation up at our next meeting.
07/11/2014 02:07 PMPosted by GOSU
Thats good to hear. I will assume my barb can finally transmog Raekors on her gear (also picked this up when I caught part of yesterday's stream, they said someone had this working internally).
This is a good example of what will be possible once these changes take place. Currently, players are unable to Transmog gear into the Raekor set, and even in a situation where the original piece of gear in question is a piece of Raekor. However, after the change a Barbarian could alter their gear to look like Raekors, so long as it’s been unlocked as an option. The item would default to its original appearance when transferred to a different class. (Official Forums)
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07/15/2014 02:18 PMPosted by Skavok
Please for the love all all things holy let us transmog our 2hand flails to other weapon types.
I'm going to bring this up at our next meeting with the developers and see what they say. There might be technical reasons why this is restricted, but the way it currently works is not very intuitive since 1-handed flails can Transmog into other weapons. (Official Forums)

Chinese Diablo 3 Graphics

GamesInAsia posted an article with some images of how Diablo 3 might look in its chinese version. Lots of bones and blood have been replaced with other textures, and they explain why Netease, Blizzard's chinese distribution partner, censors some of those graphics. Check the infographic with all the images.


Diablo Cosplay at Japan Expo

Japan Expo took place at Paris-Nord Villepinte Exhibition Center from 2-6 July, and there were some interesting Diablo cosplays present. There's a preview photos taken by Sylvain Martinez below - you can see all the photos taken here. The Malthael cosplay is by Marine, from Hiluvia Cosplay. Check it out!

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