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After playing on my DiabloWiki.com - PaladinPaladin, I decided it was time to dig deep down to my DiabloWiki.com - Diablo IIDiablo II roots and play the first character that I created, back when the game was first released: the DiabloWiki.com - BarbarianBarbarian. Some current Barb players will be happen to know that the 1.13 Patch brought about a couple of buffs for them:

Official Blizzard Quote:

Barbarian
-Whirlwind - Reduced initial mana cost by 50%.
-Masteries - Changed critical strike chance from 0-25 to 0-35.

Specific changes/improvements
-Removed Oblivion Knight's Iron Maiden curse.

This means for less mana requirements on WW Barbs, which could potentially change the WW Barb Build since you can use items without worrying about gaining the +mana attributes on items. Also, with DiabloWiki.com - Iron MaidenIron Maiden now gone, you won't have to worry about tanking your own damage in return. Here's the build that I went with:
http://diablofans.com/forums/picture.php?albumid=66&pictureid=449&thumb=1

Stats:

  • Strength: This depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Strength. Basically, you only need enough Strength to use all of your items.
  • Dexterity: No need for max block or max attack rating, so don't put any points here.
  • Vitality: Dump the rest of your points here. You'll be taking a lot of damage since you are a melee character; your merc will help out, but you'll be the main tank.
  • Energy: Do not put anything here, it's a waste!
http://diablofans.com/forums/picture.php?albumid=66&pictureid=448&thumb=1
Gear:

Skills: (requires cLvl of 99 if you complete the Skill quests)

WarcriesCombat MasteriesCombat Skills
+1 DiabloWiki.com - HowlHowl+20 Mastery+1 DiabloWiki.com - BashBash
+1 DiabloWiki.com - TauntTaunt+20 DiabloWiki.com - Iron SkinIron Skin+1 DiabloWiki.com - LeapLeap
+20 DiabloWiki.com - ShoutShout+1 DiabloWiki.com - Natural ResistanceNatural Resistance+1 DiabloWiki.com - Leap AttackLeap Attack
+1 DiabloWiki.com - Battle CryBattle Cry+1 DiabloWiki.com - ConcentrateConcentrate
+20 DiabloWiki.com - Battle OrdersBattle Orders+1 DiabloWiki.com - StunStun
+1 DiabloWiki.com - Battle CommandBattle Command+20 DiabloWiki.com - WhirlwindWhirlwind


Mercenary:


Any merc of your choosing will do fine. Some like to go with an A1/A3 mercs for ranged attacks, while others want to go with an A2 merc for the aura's. I would recommend going with the following though:

  • Act 2 Norm - Defensive (DiabloWiki.com - DefianceDefiance)
  • Helm: DiabloWiki.com - Vampire's GazeVampire's Gaze
  • Armor: DiabloWiki.com - Arkaine's ValorArkaine's Valor
  • Weapons: DiabloWiki.com - InsightInsight (Or you can use something else with +DoT effects or other auras. I used Insight so I could spam WW without any trouble whatsoever.)

(See here for discussion.)

0 Comments

When the 1.13 Patch hit the PTR, I decided I was going to revisit the class that I would say i've played the most in my DiabloWiki.com - Diablo IIDiablo II career: the DiabloWiki.com - PaladinPaladin. Unfortunately for all you Pally players out there, he only received one balance change in the latest patch, which was a nerf to DiabloWiki.com - Blessed HammerBlessed Hammer.

Official Blizzard Quote:

Paladin
-Blessed Hammer - No longer ignores resistances of undead and demons.

Though, this change did not really have much affect for any type of Hammer build. PvP players will not have to worry about anything, and most Hammerdin's will do enough damage by the time they get to Hell and are fully geared, that resistances won't be a big deal. With that in mind, I would also like to revisit the last build I used, with a few alternatives in case you cannot obtain said gear.

http://diablofans.com/forums/picture.php?albumid=66&pictureid=456&thumb=1
Stats:

  • Strength: This depends on how rich you are in-game. However, as of now, you can respec your character if you overfill your Strength. Basically, you only need enough Strength to use all of your items.
  • Dexterity: It would be smart to have enough for max block rate here, which is a 75% chance to block a monster.

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    Formula To Calculate Blocking
    Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)

    In our case, Total Blocking is the amount of blocking we want to achieve (75%) and Blocking is the Blocking of your shield plus the DiabloWiki.com - Holy ShieldHoly Shield bonus.
  • Vitality: Dump the rest of your points here. You'll be taking a lot of damage since you are a melee character; your merc will help out, but you'll be the main tank.
  • Energy: Do not put anything here, it's a waste!
Gear:

http://diablofans.com/forums/picture.php?albumid=66&pictureid=457&thumb=1
Skills: (requires cLvl of 89 if you complete the Skill quests)

Defensive AurasOffensive AurasCombat Skills
+1 DiabloWiki.com - PrayerPrayer+1 DiabloWiki.com - MightMight+1 DiabloWiki.com - SmiteSmite
+1 DiabloWiki.com - DefianceDefiance+20 DiabloWiki.com - Blessed AimBlessed Aim+1 DiabloWiki.com - Holy BoltHoly Bolt
+1 DiabloWiki.com - CleansingCleansing+20 DiabloWiki.com - ConcentrationConcentration+1 DiabloWiki.com - ChargeCharge
+20 DiabloWiki.com - VigorVigor+20 DiabloWiki.com - Blessed HammerBlessed Hammer
+1 DiabloWiki.com - RedemptionRedemption+12 DiabloWiki.com - Holy ShieldHoly Shield
+1 DiabloWiki.com - SalvationSalvation


Mercenary:


(See here for discussion.)

90 Comments

Posted Image



Rumours fly as Gamasutra interviews J. Allen Brack about Blizzard's thoughts on Consoles vs PC's, and it seems that a console game may not be too far off for the PC Juggernaut.

Official Blizzard Quote:


  
  "We just want to make the right game for the right platform."

"Think about StarCraft II. Some real-time strategy games have tried to happen on the console. Some of those have been successful, but overall, our experience is that it's going to be a better game on the PC, ergo it's developed on the PC."
  
"But we're a company of gamers. I have two consoles at home. Sam has consoles. We're a culture of gamers. We will definitely work on a console game at some point. I have no doubt about that. It's just [a matter of] what game. What makes the most sense?"

Now, Blizzard has tried in the past to make console games, such as Starcraft 64 (for the Nintendo 64), or Diablo I (for the Sony Playstation). Having played both, I can say with certainty that they were immensely fun for gaming nights, but both were dwarfed by the PC version, complete with a LAN party.

These days however, it seems that LAN parties are becoming a thing of the past. Sure, pockets of resistance still exist. But for the most part, those gaming nights are moving towards multiple consoles in the same house. If Blizzard wishes to take advantage of the changing demographics of the gamer culture, then they may have to release games on consoles once more.

Of their current franchises, Warcraft is the only that has not had a console treatment. Keep in mind that both Diablo and Starcraft 64 were relatively unsuccessful on the consoles. For WoW, which is similar to Diablo, this means bad news. For Warcraft (the RTS version), this also means bad news, since it is similar to Starcraft.

With this in mind, it means that Blizzard may not be using Warcraft as their next console game.

However, this leaves the door open for a new franchise to step up to the plate, and dominate the console world. It's already been confirmed that Blizzard has a new franchise in the works, in the form of an MMO, so it's clear that they are expanding their line.

Whether this means a new franchise will also be made for consoles though, is yet to be seen.

36 Comments

With the long-awaited release of patch 1.13 (see The Wait is Over -- PTR Patch 1.13) and the unfortunate misgivings that followed by dedicated fans all over, suggestions continue to mount. Diablo fan communities are drawing together on the basics that most can agree on and trying to get the word to top dogs at the Legacy Team in the hopes that more substantial changes will come with the longevity of the PTR or perhaps even in future patches.

http://diablofans.com/forums/picture.php?albumid=55&pictureid=423&thumb=1
Approval averages of the patch so far from our own member base have shown from moderate to negative, entailed by sighs of soiled hopes and dashed dreams with a patch that fixed select issues years in standing and avoided others (see Patch 1.13 poll). Positive feelings were common only among 16% of our member base, whereas negative opinions topped them at 34%, with the rest somewhere in the middle (based on the input of sixty-four members- if you have not participated yet in the poll, be sure to contribute here).

Blizzard has stated that they take criticism in to account on the patch and that opinions are being read over by the Legacy Team and others (see official Blizzard representative response here), and rightly so. There is obviously no way short of global Internet failure that could quell the din of fans across the online community. Thankfully, a member at the official Diablo III forums (J2h) has summarized the alleged top suggestions for the patch that have not been met or been achieved adequately.

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1) Runes need to be more obtainable. Although we appreciate the increased drop rate it simply is not enough. Aside from upping the drop rate[:] gambling runes, rune shrines, DiabloWiki.com - hell forgehell forge quest reward upgrade are just some of the ideas that have been brought up.

Drop rates for runes, specifically DiabloWiki.com - high runeshigh runes, or HR's, were said to have been increased in the patch notes revealed by Bashiok (see The Wait is Over -- PTR Patch 1.13). Sixen later ran an article showing rough estimates of the actual increase from the base chance to find select high runes to their new chances of being found (see 1.13 Analysis):

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Having played myself in DiabloWiki.com - Hell modeHell mode on the PTR now, I can safely say that I have found no HR's to date. Maybe the chances do need some more tweaking, or should they stay the same? Some contend that such a change is part of the down-scaling of the difficulty across the board of DiabloWiki.com - Diablo IIDiablo II in the latest patch, which falls nicely in line with J2h's fifth observed patch trend:

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5) There is a concern [t]hat with respec, the removal o[f] DiabloWiki.com - Iron maidenIron maiden and the nerfing of souls the game is becoming easier. I am sure this is debated although I have not actually read the thread myself.

The DiabloWiki.com - WilloWispWilloWisp, or "Soul", as most players call it (for its other type, the DiabloWiki.com - Burning SoulBurning Soul), can be considered one of the most powerful and annoying monsters in the game, often a one-hit kill to the player with low lightning resistance. Even with a large amount of lightning resistance, they often spawn in swarms, such as in the DiabloWiki.com - Throne of DestructionThrone of Destruction in DiabloWiki.com - Act VAct V, Hell mode. Even worse is when they spawn as unique monsters with DiabloWiki.com - ConvictionConviction auras or damage modifiers that augment their attack, often adding to their deadliness. In addition to high damage output, they drain mana in less time than it takes you to click a mana potion.

The official patch note on Willowisps states the following:

Official Blizzard Quote:

- Nightmare/Hell WilloWisps champions/uniques have had their damage greatly reduced.

The damage relief is obviously a help to tip games in the favor of players, but does removing this challenge favor easier play to an extreme and remove a major element of danger?

From themes of danger and challenge springs thought of character fortification. The prime method of doing so is, of course, leveling our characters. It looks like players on the broad are looking for a different kind of grind from the one many have been doing for years now (Baal Runs, anyone?), maybe even something better:

Quote

2) A new way to gain experience would be nice. The most popular way seems to be to make the cow level give more experience. There have been some other suggestions , one of which that jumps out at me is an endless end game dungeon and most would support it but I doubt it is something we will see.

The endless dungeon idea has been being tossed around even by our community for some time, especially in regards to DiabloWiki.com - Diablo IIIDiablo III. Would this provide a refreshing way of leveling as opposed to the medium we've been using for years? Any form of grinding will ultimately become repetitive and boring, but perhaps in light of what we've been doing for many years now, any change would be a good change.

Quote

3) A way to stop bots spamming in games, channels and farming items. A captcha has been suggested but there seems to be a large % of the community against the captcha idea.
http://forums.battle...685883&sid=3000

http://diablofans.com/forums/picture.php?albumid=55&pictureid=406&thumb=1
Now, this one I believe hit right on the bullseye. Bots, third-party programs that are run by computers to do repetitive tasks (at least in the scope of Diablo II), have been spamming our chat channels, spoiling our trade economy, and plaguing our games with advertisements for years now (with poor grammar and spelling, to boot!). To prove the point, I joined a random public channel on US East recently and took an image of an all-too-common scene (see right).

Ways of avoiding bots, at least of the spammy kind, are possible. Creating single player games or games with high level requirements or passwords keep the typically low-leveled bots out of your games so you can go about actually playing the game without a field of tan to blot out your vision. These steps shouldn't be necessary, but be that as it may, are doable.

Bots that run games on an inhuman level, skipping through levels at the speed of light (tentative term) and milking bosses like they're going out of style, have a profound impact on the in-game economy, accelerating it within weeks of a fresh DiabloWiki.com - ladder resetladder reset to hyper inflation of goods and services. They have been around for years now with no working fix.

Right along side bots comes the issue of bugs, possibly even exploits, that soil the game for normal players, duelers, and people just trying to get through the game:

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4) Bug fixes. While the biggest include TPPK, Aura stacking and drop barbs there are a number of minor bugs that would be nice to see fixed as well. There are a lot of details in these threads.

DiabloWiki.com - TPPKTPPK, or Town Portal Player-Killing, has also been around for years, with minor, half-hearted fixes coming from the patching team every so often, such as trimming the duration of projectile skills after using a DiabloWiki.com - Town PortalTown Portal or entering town. Often used against the vastly weaker underbelly of leachers and followers in grinding games, the predator in question normally joins the party filled with prey to discover their location, quickly catches up with them, and in one fluid motion (either via a third-party hack or extensive practice) casts projectiles skills in the direction of the targets, sends up a TP, exits to town, and hostiles the party, with the residual projectiles taking the prey unaware and often killing them.

Aura stacking, which exploits a bug in the trade system, allows a DiabloWiki.com - PaladinPaladin and another player to enter the trade screen repeatedly to "stack" up levels on aura skills, letting the player reach ungodly heights of power. For obvious reasons, this is power is gained illegitimately and ruins the prospect of a fair competition field in dueling games for other completely legit players.

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6) I am sure everyone would like to see new items as long as they are balanced with the ones we currently have. The more choices the more unique our characters can be. New Unique and Rune words have been suggested.

Of course, right along with Diablo II come fuzzy nostalgic feelings of acquiring vast amounts of stuff. Finding, trading, equipping, optimizing, and using items has been a mainstay of the Diablo franchise since its inception. As such, it's only natural that fans would request adding more loot to a loot-centric game.

Invariably, we would want to make sure that such gear would be both functional and affordable. The former is an echo of doubt from DiabloWiki.com - patch 1.11patch 1.11, which added one new DiabloWiki.com - runewordruneword for armor for each character class. Most of these are hardly worth the investment of time or resources with what else is available. More intuitive modifiers and bonuses, though carefully balanced, would make items more ideal for use. The latter, affordability, would be an obvious concern for completely legit players, especially legit single player fans. Many of the newer runewords come at very high prices rune-wise, often requiring a couple if not more high runes. Unrealistic rune requirements encourage an immense amount of grinding and/or duping of runes to attain them. On the other hand, however, perhaps the difficulty in attaining such runewords makes having them all the better.

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7) The enigma/tele debate rages on?€?

http://diablofans.com/forums/picture.php?albumid=55&pictureid=425&thumb=1
What list would be complete without the relatively controversial topic of DiabloWiki.com - TeleportTeleport and DiabloWiki.com - EnigmaEnigma? For years the legitimacy of Teleport, alone, has been questioned, which has heavily affected opinions of it in the upcoming third title (see Teleport, good or bad for D3?). With the Enigma armor runeword granting this skill to any character in the game that can afford the item, it has long been contended that the removal or altering of this item would drastically affect the in-game economy, level griding and DiabloWiki.com - MFingMFing bots, and even duels. Teleport has long been the number one choice by the masses for transportation in Diablo II because of its mana cost efficiency at higher skill levels, the relative ease of attaining high mana regeneration rates, and its instant effect, all the better affected by DiabloWiki.com - Faster Cast RateFaster Cast Rate.

With all that in mind, perhaps Teleportation needs some trimming, or perhaps Enigma needs some nerfing. You decide.

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8) There is a lot of discussion about skill (single or tree) balancing. Here are some of the more popular threads. There are a lot more! Some of the things that keep coming up are Assassin Martial Arts and Druid fire skills,

Ah, yes, and now comes the killer as related to characters: balancing. The magical word has eluded Blizzard for years in Diablo II, despite the innumerable suggestions and cries across the web to make non-cookie cutter builds more viable. Atypical character builds, while fun and a wonderful break from the dull redundancy of rehashing the same-old for character after character, could be viewed as suppressed playing styles for all intents and purposes. Tweaking things like synergy attributes, skill effects, and skill cooldowns can reshape the playerbase's mindset on how to build characters. Other potential limitations, such as monsters that are fully immune to specific (or all) elemental and attack types, restrict the air of open play that many of us wish would return to the game.

Lastly came a suggestion for a change to a manifestation of the DiabloWiki.com - Lord of TerrorLord of Terror, himself:

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9) There is little debate that the community no longer supports the way the Dclone spawn and Annihilus charm is obtain. It seems to be felt that it currently promotes duping. Although most players appreciate the experience and charm itself we would like would like to see this changed.
http://forums.battle...845867&sid=3000

http://diablofans.com/forums/picture.php?albumid=55&pictureid=426&thumb=1
The big man, himself, requires an enormous toll. Thousands of DiabloWiki.com - Stones of JordanStones of Jordan, or "SoJ's", as they're more commonly known, are sold every moment on closed Battle.net in the hope of summoning this powerful adversary to your game (or even your server).

The DiabloWiki.com - Annihilus Small CharmAnnihilus Small Charm, resultant treasure of the defeat of the DiabloWiki.com - Diablo CloneDiablo Clone, is a prize sought after for every build, offering an immense bonus to your character's attributes, skills, and resistances, all the while taking up a modest 1x1 space in your inventory. Sacrifice on the level of SoJ's required to summon the demon really only encourages duping many, many Stones, since the probability of finding one legitimately is already so low.

http://diablofans.com/forums/picture.php?albumid=55&pictureid=427&thumb=1
Duping in general received a hotfix in the patch notes but was rather skimpy on the details (see here). At the same time, it also admitted a wonderful detail about duping: the are other ways of accomplishing it. Such exploits take only the time and dedication of an ardent cheater to find. This, however, will hopefully stem the tide and buy us all some time.

As for whether or not fans and players can be expecting any of these things to be addressed in the live PTR, patch 1.13, or future patches, Bashiok offered a smidgen of hope for the die-hard players that will play until the cows come home, hope that will hopefully prove reliable in the future, as opposed to those raised about the release of patch 1.13 (see WCIII Patch is Up- Diablo II Patch 1.13 Soon to Follow?):

Official Blizzard Quote:

We're being careful right now about posting replies (ie not doing it) because we can't commit to anything yet. There's been too much expectation around 1.13 already. We're still evaluating a lot of reports, a lot of issues, new or returning requests, and we'll have to make decisions on a case by case basis for how we'll move forward. It would be a mistake at this point to further raise expectations of requests/fixes that can't or maybe just won't make it in. To give you a small hint, nothing is going to happen or be decided until after the new year.

[...]

I also want to impress upon everyone that 1.13 isn't and never has been intended as a final patch for Diablo II. I realize with the long delays in getting it to PTR, and longer stretches of time inbetween patches that it seems like it's necessary that 1.13 encompass everything because, well, there's just no guarantee that anything will come after. Or in a timely fashion. But, there is a solid long term plan of action for future support of Diablo II. There's obviously plenty of room for skepticism, and I can't blame anyone for that. But even with that skepticism I hope that we can get the message across that we have no intention of stopping here.

Thanks goes to dunhac82 for tipping off the News Team!

81 Comments

In a very fresh Blizz Tracker post besides answering to the already answered question about UIs Bashiok gave a very fresh and interesting piece of information about variation of scenery within an act.


Official Blizzard Quote:

Q: Will the desert have different area's where the is no uproar of sand blown in my face?

Bashiok: Act II has a variety of locations that aren't just sand blown desert. New locations and changing scenery keep things interesting. We're upping the ante, so you're not going to go into an act and it's essentially the same look and tileset the whole way through. We keep a theme but there's a ton of variation possible, even in a desert.

Q: Day / night cycles ?

Bashiok: Hrm, I don't believe we've talked about Day/Night cycles before. It was something that was discussed early on and if I'm not mistaken they were actually implemented in some form at one time. Well, we don't use trueday/night cycles. What we do is progress the time of day as you advance through the story. So you'll be in a mid-day sunny, wind swept desert, and then you'll move into an area where it's maybe dusk, and then the next area will be night time. So you get that sense of passage of time, but it also allows us much greater control over the look and quality of each area and scene. The visual quality of a "playable painting" isn't something we couldn't achieve with a day/night cycle, so it was pretty easy to decide to hand craft each area to support a specific lighting scheme. It also allows us to do all sorts of fun stuff we probably just couldn't justify if there was no guarantee it would be seen because a player may rarely or only briefly see it as the virtual sun made its rounds.


That is very interesting information indeed.

So contrary to Diablo 2, Day/Night cycle will be static depending on where you are progressing in the storyline, so for example desert location A will always be sunny and played during the day and desert location B will always be played during the night. Wonder how that works out with waypoints and visiting older areas?

Also, I'm very happy that they will try to vary the scenery more in comparison to what Diablo 2 had. Lots of places within the same act were looking exactly the same. Like all outdoor desert areas in Act 2 for example, or the grassy fields of Act 1. In combination with the more static and pre-made outdoors, this will most likely give different areas a lot more distinct look than what we had in Diablo 2.

For example, one desert area could have huge dunes, monsters hiding under sand and popping to ambush the player. Another area could be dominated by huge rocky windblown caverns with creepy things dwelling in them. A third idea I quickly thought of would be an area dominated by a huge oasis, maybe a poisoned one? Ideas are endless!

And in regards to Bashiok's last sentence, the first thing that pops into my mind is enemies that are only appearing during the day, or the night. I personally think this is exactly the right way to go in terms of making the game just mind-blowing.

40 Comments

Diablo III continues to develop its distinct graphics as Blizzard continues to modify skill visuals. Many of the skills have been amazing as far as their effects went, though some allegedly went a bit over the top.

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Blizzard released today that some spells, including those we have already seen, will be going under renovation with new effects:

Official Blizzard Quote:

Some awesome new spell effects coming out of the tech art team including an updated Acid Cloud (witch doctor) and Magic Missile (wizard).

This makes one wonder what prompted such things to be changed. Could it be that DiabloWiki.com - Magic MissileMagic Missile's purple color was decidedly off-putting for a Diablo game? Could DiabloWiki.com - Acid CloudAcid Cloud's breadth have been too saturated with green ooze? Do these things call for change, or are they fine how they are?

What skills look amazing already, and which ones could use improving? Personally, I believe the Witch Doctor's DiabloWiki.com - Plague of ToadsPlague of Toads skill looks completely awesome- who doesn't love biohazardous amphibians bouncing about the screen (see The Witch Doctor's Plague of Toads lame? Hardly.)? In addition, so far I'm loving the Wizard's DiabloWiki.com - Slow TimeSlow Time spell, with its big, flashy bubble.

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Do you have any suggestions for better skill effects? Are any of them too flashy or boring? Do any of them seem to out-pace the "Diablo feel", as many fans call it? Could it be in response to some of the more flamboyant skills that Blizzard could be tuning them down, or is this only a tune-up?