The new patch is out and the new ladder has begun. Good luck getting to the top guys! For a list of suggested builds, see here. Here's a set of the complete patch notes:
Official Blizzard Quote:
A new Mystery has been revealed!
Adventurers of Sanctuary are hereby warned once again, that a new challenge
awaits you. Within Diablo's Bosses, spanning across the world from the
ancient Monastery Catacombs to the Throne of Destruction, is where you'll
find what you seek...
- Fixed an item dupe bug.
- Video improvements for Intel Mac machines with OS 10.5 or greater.
- Fixed an issue where some players could kill other players while in town
- Fixed an issue where some players could disconnect other players when
they had too many active states.
- Fixed two issues where players could stack auras in an unintended way.
Uber Mephisto now checks for both Uber Baal and Uber Diablo to be killed
before spawning summoned minions (Before he would only check for Uber Baal).
The game will no longer stop and then restart the game music after the
window loses and then regains focus.
Fixed an issue where the game window would minimize when running in
windowed mode when it lost focus.
Fixed an issue where the game window wouldn't center properly when it
Fangskin should now properly drop loot in Hell difficulty.
Fixed an issue where auras were not re-applied to your mercenary after
it was resurrected.
Fixed an issue where if you had two items which provided auras to
a mercenary and you unequipped one, the aura from the remaining
item never became active.
Fixed an issue where the Paladin class runeword 'Principle' wasn't
having all of its stats applied properly.
Fixed an issue where the Paladin's Charge ability would become locked
out if Holy Shield faded while charging.
Fixed an issue where the Barbarian's Leap ability could become locked
out if they were hit when they started to leap.
Respecialization is now possible! Completing the 'Den of Evil' quest
will now additionally reward 1 free respec which can be saved. Players
who have already completed this quest should receive 1 free respec in
Increased the drop rate of high runes.
Support for blit scaling in windowed mode. The game can now be
maximized to the largest 4:3 resolution supported (hooray widescreen users).
Some rare drop items now have an orange color. i.e. Runes and items
required for Uber Tristam.
Modified the gold bank limit to be a flat cap not bound by level.
Removed the requirements to create a hardcore character.
Greatly reduced the explosion damage dealt by Fire Enchanted monsters.
Uber Mephisto and Uber Baal's summoned minions no longer give experience.
Removed Oblivion Knight's Iron Maiden curse.
Hellfire Torch Firestorm proc rate has been reduced to 5%.
Users can now toggle the display of text over the Health and Mana
globes by clicking on the bottom area of each orb.
When creating a single player game, each difficulty button is now bound
to a unique key: Normal 'R', Nightmare 'N', and Hell 'H'.
The 'Enter Chat' Button in the battle.net waiting room is now
bound to the 'Enter' key.
Added the windows system buttons to the game window (MIN, MAX, CLOSE).
Added new command line parameter '-nofixaspect' which allows users to
not fix the aspect ratio to 4:3 when maximizing in windowed mode.
This lets the game 'stretch' to fill your monitor.
Added support for '-sndbkg' command line switch. This enables sound
Added the following aliases for pre-existing command line options,
'-nosound', '-window', and '-windowed'.
Revised Skill balance for Player Character classes
Immolation Arrow - Increased radius of Explosion effect by 33% and
Immolation effect by 50%.
Immolation Arrow - Explosion effect damage increased by 20%.
Immolation Arrow - Increased base duration by 33%.
Dragon Claw - Synergy receives 4% additional damage per point of Claw Mastery.
Dragon Talon - The bonus to Attack Rating per point has been increased to 35.
Shadow Master - Increased resistance range per point from 5-80 to 5-90.
Combo points awarded by combo moves now last 15 seconds, up from 9.
Whirlwind - Reduced initial mana cost by 50%.
Masteries - Changed critical strike chance from 0-25 to 0-35.
Blessed Hammer - No longer ignores resistances of undead and demons.
Werebear - Damage bonus increased by 15% across all ranks.
Werebear - Increased health by 25% and armor by 1% per point.
Shockwave - Synergy from Maul adds 5% damage per point.
Blood Golem - Removed negative shared life effect (player no longer
loses life when the golem takes damage).
Corpse Explosion - Increased base damage dealt from 60% - 100%
to 70% - 120% of corpses health.
Poison Nova - Increased base damage by 15%.
Firewall - Synergy receives 1% damage per point of Inferno and
4% per point of Warmth.
Blaze - Synergy receives 1% damage per point of Firewall
Female witch doctor has been added to Diablo3.com including 7 screenshots, two concepts, and her in-game model! http://cot.ag/TaIv1
With the unveiling of the female Witch Doctor, we also got a little more information on exactly how the Witch Doctor plays. With the controversy of whether or not the Witch Doctor is replacing the Necromancer of Diablo II (Blizzard has already said he is not but some beg do differ), we got one more morsel of information showing how he is not. A user on Battle.net asked if the Witch Doctor's pets were going to be similar to the Necro's in the sense of being a zoo keeper. Basically, you keep your pets alive while they kill everything. You toss out a spell (curse) or two and then just res more skeletons. Another user commented on the Witch Doctor's spell Fetish Army, adding to this idea. Bashiok responded with this statement:
Official Blizzard Quote:
Fetish army is really the only mass-summon spell the witch doctor has. The fetish army spell effects are coming along too, it's looking pretty amazing.
But it's really more of an AoE that happens to do its damage by sending out little dudes to fight.
The witch doctor is more about using a small number of summons as damage soaks, and then casting spells for the majority of his damage. Some of which are themselves larger one-off summons. He's not a mass summoner, that's just not the intended flavor of the class.
Basically, Bashiok said that the Witch Doctor's summons are not really meant to lead the fight. Instead, his summons are used more as of a distraction so that the Witch Doctor is free to cast some Firebats, Soul Harvest, Plague of Toads, Skull Flame or the many other offensive skills at his disposal (See Here).
While the Witch Doctor does have quite a few summons, it looks like these summons such as the Gargantuan and Zombie Charger will not be a huge offensive force like the Necro's legion of Skeletons, Mages and Revived monsters. In my opinion, the Witch Doctor's summons act more like the Druid's summons. Where the Zombie Dogs are equal to his wolves and the Gargantuan acts similar to the Grizzly. While nice companions, anyone who has played a summon Druid (my favorite class build) knows that these pets were not strong enough on their own. They needed the character to be in the action with them. Either mixed with shapeshifting or elemental, the Druid had to continue to fight along with his pets.
This difference once again helps differ the Witch Doctor with the Necromancer, possibly leaving room for his return in an expansion.
Thanks to Dauroth for the PM and credit goes to Ka$h for the awesomely speedy first thread!
Also, Bashiok updated us on the time of the Ladder Reset tomorrow:
Official Blizzard Quote:
The Diablo II realms will be brought down at approximately 9:00 AM PDT, March 23 to reset the ladder and release the 1.13 patch.
We anticipate this maintenance could take as long as six hours from the time the realms are brought down. We'll provide more information if that estimate changes.
Interested in learning about or furthering SC2 Map making? Curse's new Mapping website, SC2Mapster, has a ton of the Galaxy API documented as well as some XML Modding documentation. In addition, we have quite a few projects that have already begun. As of right now, Mapster has achieved a few "world firsts", if you will.
Currently, Mapster is the first and only website to offer a Custom Tower Defense Map, created by our very own.
Not too long ago, Blizzard updated its Twitter feed with some new fan art on their official non-officialartwork page. It included a dark, new piece of the female Witch Doctor by Robert Mangano, a colorful but insidious view of the [WIKI2=Greater_Mummy]Unraveler[/WIKI2] from Diablo II by Saturne Mezzasalma, and an epic scene of the female Wizard duking it off with the Undead with her magic blades by Nathan Hardcastle:
Official Blizzard Quote:
Check out our updated #Blizzard Fan Art gallery for some impressive Warcraft, StarCraft, and Diablo pieces! http://cot.ag/9IPTSj
On the local front, DiabloFans has seen some more fantastic home-grown fanart posted by talented members in our Fan Art forum, including work by shibblicious, Tepes, and many others.
Thanks for all your creative and great work, guys: we enjoy it! Keep it up!
(And a special thanks to enkeria for reporting the Twitter post!)
Over the last few weeks, DiabloFans has been slowly but surely rising to the challenge of clan and guild support for our gamer member base. Beginning this month, DiabloFans will [B]support[/B] able and promising clans sprung through our community with forum space and privileges to help gaming culture prosper. Hoping to shed light on the old and the new to inspire and edify hopeful leaders, we have posted interviews for a long-standing Blizzard-based clan, [B]Tysan[/B], and a more recent one by one of our own, the [B]Brotherhood of Destruction[/B].
Now we jump back to the local scene with [B]Sons of Ohr[/B], a loosely-nit guild vying for new members with events already in the agenda, including an Ironman competition this Saturday at 3:00 PM PST (see [B]scheduling thread[/B] for more information).
Guild leader [B]Jetrall[/B] graced us with a unique and informative interview on his driving ambition, goals for Sons of Ohr, and inspiration behind its founding.
For a more complete picture of what the establishment of Sons of Ohr means for many from our years-old community, it may be helpful to look in to the past of its founder, Jetrall, himself a member from the fog of DiabloFans 2006, a time of chaos and community. Personally asked by a previous administrator, Umaro, to work on the technical areas of the site, he was made a moderator, and only a day later, an administrator, to better facilitate his line of work. Since then, he has contributed to DiabloFans in many ways, such as a major site redesign, Carbon Fibre, in summer of 2008 (with the indispensable help of [B]Atrumentis[/B]) and his tweaking of the latest design when it was [B]introduced[/B] by Curse powers-that-be in August of 2009.
Returned to us after a five-month hiatus on personal matters, he's back at full steam as a moderator once more. His return did not only bring more talent back to the DiabloFans staff team, but also some fire to mix with the blaze gathering in our [B]Guilds and Clubs[/B] forum. When asked what spurred him to found a guild only days after returning in full force to DiabloFans, he revealed some key components of the Sons of Ohr way (see bolded sections):
Quote from "Jetrall »
I think the first big thing that prompted my decision was the realization that, after not playing Diablo II for almost two years, I had basically no contacts on Battle.net, anymore. [B]Having a group of friends you can count on is an integral part of multiplayer gaming[/B], from my experience. With that in mind, I knew that [B]I needed something that would fit a busy schedule and would be very open and non-exclusive[/B]. I didn't want to have to devote all my time to the guild or to the game. [B]I figured there were probably others out there like me: people without the time to deal with traditional guilds and needed something different.[/B'] Often times the best way to make your concept a reality is to do it yourself. So I did.
However, his desire to see a comfortable but competent clan take on the DiabloFans scene comes from more than even that. True to the spirit which drives many dedicated regulars to keep up-to-date with DiabloFans, its [B]forum board[/B], and our [B]Wiki[/B], he claims that "seeing the breath of life come back into the guilds forum tugged at the strings of nostalgia" for him. Little wonder, when one considers his role in an age-old guild of DiabloFans now wrapped in legend, the Silver Inferno Crusading Knights, or SICK as it is popularly called. Now gathering dust in a defunct [B]archive forum[/B], it was once the backbone of the DiabloFans active gaming community. The times he shared with SICK were not lost on him:
Quote from "Jetrall" »
Silver Inferno Crusading Knights (SICK) was a huge influence for me in terms of what a guild can strive to be. My experiences with that group, years ago, when it was still active here (on what was then Diablo3.com) helped me understand the social structure of a guild and the potential for what a motivated group of friends can achieve.
Even to this day, the acronym SICK brings to mind both good and bad memories, of both the guild's epic golden days and its slow death. Speaking of acronyms, Jetrall continued to tell us what inspired the name of his new guild, one which we hope will live on to similar grandeur, and one which shares more in common with SICK than one might think at first glance:
Quote from Interview »
[B]DiabloFans[/B]: How did you think up the name Sons of Ohr? Does it have any special significance?
[B]Jetrall[/B]: I was wondering when someone was going to ask me where that comes from. Originally, part of the concept for the guild was going to be a backstory;[B] a mythos that involved a religion (sound at all familiar?) bent on destroying evil in the name of a holy light-force.[/B]
"Ohr" is actually the Hebrew word for "light", so "Sons of Ohr" really means "Sons of Light". This seemed like a good choice, simultaneously delivering the mysticism I was looking for and acknowledging my cultural heritage. While the mythos idea was eventually scrapped, the name that I developed stuck.
With the innate strength of the guild's name comes the dual-importance of its logo. The forging of a guild's banner and logo should not be taken lightly; it is the face that goes before its members for its lifetime. Sons of Ohr is no exception, and imbued in its logo are symbols that inspire and encourage the avid Diablo player in the often mirthless channels and runs of Diablo II games:
Quote from Interview »
[B]DiabloFans[/B]: Your logo is quite sexy. Are the elements involved in it random or do they have intrinsic meaning?
[B]Jetrall[/B]: Why thank you.
The symbolism in the logo is pretty simple, I think. [B]The shield represents strength of character and fortitude while the wings represent charity and a sense of weightlessness[/B] (the idea that the guild is not going to be heavy-handed or crush your schedule). That sort of thing.
Weightlessness, indeed, when one considers the segue to the next part of the interview: Sons of Ohr's interesting take on member allowances. Many clans and guilds across the Diablo realms require members to adhere to strict naming conventions, and reside in specific realms, if not channels, and even specify if members are allowed to be Softcore, Hardcore, Ladder, or Non-Ladder-only. SoO shuns such restrictions, but Jetrall also wisely acknowledges such freedom's possible pitfalls:
Quote from "Jetrall" »
I mentioned earlier trying to be flexible and non-exclusive. I think this is something few guilds manage to achieve - which is both a blessing a curse if you really look at it. While the notion of acceptance is very appealing to some people - especially those who may not always fit into a more common mold - there are also those that are skeptical. Some people may be put off by the idea of having to work around schedules that are very different from their own or having to deal with others' play styles. Still, I think that feeling of community we're trying to inspire will start to catch on sooner than later.
To keep members involved and attract prospective ones, Jetrall is doing his best to try innovative ways of posting guild news and history, such as the Sons of Ohr Wiki page. The upcoming [B]Ironman competition[/B] is also a part of his initiative, one of what he claims his many ideas to spark Sons of Ohr to victory in the long-haul.
How fitting, then, that Sons of Ohr is based on a game that has, itself, been around for the long haul. Diablo II is nearing its decade anniversary, yet Jetrall draws courage from its endurance:
Quote from "Jetrall" »
The game has stood the test of time. I think that's something to strive for myself and to look at with confidence. When you're part of something that never seems to quit, it gives you that little boost to keep going yourself, you know? Hopefully we'll still be here when Diablo III comes out.
So, there you have it: another fledgling clan getting ready to spread its wings and soar through DiabloFans history. For more information about Sons of Ohr, contact [B]Jetrall[/B] or see any of the SoO threads in the [B]Guilds and Clubs[/B] forum. Stay tuned for more on the clan front as DiabloFans interviews on- and off-site leaders around the web!