Patch 1.0.5 Coming to the PTR
The PTR client installer can now be downloaded on the US battle.net page, however it will not run at this time. Go to your account page, click Diablo III, then at the bottom click "Create a PTR Account", once this is done, you will be able to download the PTR client installer.
Patch 1.0.5 will soon be available for testing on the PTR. Once the PTR is up and ready, we'll enable posting in this forum and the PTR Bug Report forum so you can share your feedback and report any issues you may experience while playing.
In the meantime, be sure to check out the patch 1.0.5 PTR patch notes and the information below to find out how to set up your PTR account.
How to Participate:
To participate in the public test, you must have a Diablo III game license attached your Battle.net account that's in good standing (i.e. it hasn't been suspended or banned). While the 1.0.5 PTR will only be in available in English, French, German, and Korean languages, accounts from all regions are eligible to participate.
You will also need to create a PTR account by logging in to your Battle.net Account Managementpage. We will be enabling PTR account creation soon (we'll provide an update once it's available), and once it's up you'll simply need to select your Diablo III game license and then click "Create a PTR account." After you've created your account, you'll be able to download the client from the Diablo III landing page, or from your Games Download page in Account Management.
Please note that will not be able to log in to the PTR client until it's live.
Character Copy:
The option to copy your existing Diablo III characters from your live account to the PTR will become available once the PTR is live. Only one region per account can be copied at a time, however, so if you choose to copy characters from your account in a different region please note that any previously copied PTR characters will be lost.
We'll be providing more details, including an FAQ, once the 1.0.5 PTR is available, so stay tuned!
New System: Monster Power
Similar to the "Players 8" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience (for heroes levels 1-59) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.
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. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring
GENERAL
Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:
When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time
Opening a Resplendent Chest will grant one stack of Nephalem Valor
Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty
If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event's location
Major in-game events in Inferno difficulty that involve a special chest or Unique monster (ex: ) will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion
Several events have had Unique monsters added to them for this purpose
Experience Shrines can now appear in Inferno difficulty
Two new shrines have been added to all difficulty levels:
Empowered Shrine – Increased resource regeneration and reduced cooldowns
Fleeting Shrine – Increased movement speed and pickup radius
Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy
The reduction of snare effects against Elite monsters has been reduced (in the player’s favor):
Normal: 20% to 0%
Nightmare: 30% to 15%
Hell: 40% to 25%
Inferno: 40% to 25%
Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here!
AUCTION HOUSE
Search parameters will now save when switching between the gold and real-money auction house
An additional sortable column has been added to the results window
This column will have a drop-down box populated with each of the Preferred Stats that players indicated for their search (only one Preferred Stat can be selected at a time)
The Preferred Stat list is now sorted alphabetically
A button has been added to allow players to quickly reset Preferred Stat filters to "None"
Players can now search for +Damage on off-hand items
When searching for items to purchase, an option to "autofill" stats based on what the player is currently wearing has been added
Similarly, when selling an item, a "Find Similar" button has been added to allow players to quickly search for items currently up for auction that have similar stats
Bug Fixes
When claiming stackable items from the auction house, the claimed items will always attempt to fill out partial stacks completely before falling back to using an open slot in your inventory
The color-coding for the "Quality" drop-down menu for Pages & Recipes has been updated to match the color-coding for all other categories
Fixed a bug that was causing the minimum value for the Spirit Regen affix to not filter items correctly
BATTLE.NET
The "Friend of Friend" feature for finding and adding Real ID friends is now available for Diablo III
A new item delivery system has been added that will allow Blizzard to send items directly to players (you may see us testing this feature over the course of the PTR)
Achievements
An Achievement button has been added to the in-game hotbar
Players can now link Achievements in chat
Banners
Players can now customize their banner in-game while in town
Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.)
New unlocked banner rewards are now highlighted so they can be found more easily
Chat
Players can now change font color (per channel) and size
Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing
Several additional improvements have been made to in-game chat to increase usability
BOSSES
Azmodan
Bug Fixes
Azmodan should no longer be able to cast Flame Meteors or continue channeling his Laser attack while stunned
CLASSES
General
Defensive bonuses provided by certain class skills have been reduced. To learn more about these changes and why they were made, click here!
Increased Critical Hit chance is now based on the amount of Fury the player has when Hammer of the Ancients is activated:
For every 5 Fury a player has, Hammer of the Ancients has a 1% increased Critical Hit chance
Skill Rune – Smash
The radius of Smash has been slightly increased to help resolve an issue that caused Hammer of the Ancients to occasionally miss targets immediately in front of the player
Skill Rune – The Devil's Anvil
Movement speed reduction increased from 60% to 80%
Every 7 seconds, your next Hatred spender roots all targets hit by it for 2 seconds. Enemies can only be rooted once every 7 seconds. This does not affect Sentry.
Now heals the player to 45% of Maximum Life and slow targets that are knocked back by 60% for 3 seconds
CRAFTING
Crafting materials can now stack to 500
Jeweler Designs that drop in the world will now show up as Rare quality (yellow) to make them more visible on the ground
Salvage now uses the required equip-level of the item instead of the base item level to determine what components the item will be salvaged into
Example: If an item is an iLevel 60 and has a reduced level requirement of 52, the item will salvage into Hell crafting materials instead of Inferno crafting materials
This is being done to accommodate the change of item affixes rolling at the monster’s level rather than the item's level (detailed further in the Items section below)
Crafting reagents can now be converted up to the next highest level at the Blacksmith at a ratio of 10:1
Tomes of Training can be converted up to the next highest level at the Blacksmith and Jeweler at a ratio of 10:1
Reflect Missiles has been replaced with Missile Ward
Missile Ward reduces incoming damage from ranged attacks by 6%
Bug Fixes
Magic Find and Gold Find values inherited from Followers should now respect the 300% cap
Followers will no longer run in place or run slowly when players perform abilities that augment their movement (ex: Leap, Teleport, Vault, etc.)
ITEMS
The cast time for identifying Rare items has been reduced to 1 second
The cast time for identifying Legendary items has been increased to 4 seconds
The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been added
Affixes on items will now roll their level based on the level of the monster killed (rather than the item’s level)
Class-specific items will now drop more often
Items below iLevel 58 no longer drop in Inferno difficulty
Square-quality gems no longer drop in Inferno difficulty
Monk class Skill bonuses can now roll on shields
MONSTERS
Additional health per monster in multiplayer games has been reduced from 75% to 70%
Damage and health of monsters levels 50-63 have been reduced to coincide with the addition of Monster Power
Sand Shark AI has been improved:
Sand Sharks can now use an "Under Sand Attack" while burrowed. The "Under Sand Attack" causes the Sand Shark to charge to the player and do a 10-yard radius earthquake-like attack for low damage.
Sand Sharks can now walk toward you while above ground, which gives players more time to DPS them.
Skeleton Fire Mage fire pools, Wood Wraith spore clouds, and Opressor fire breath attacks should now do reduced damages to pets and followers
Two-handed skeleton executioners have had their escape radius reduced
The "coolup" has been increased on the Fallen Lunatic’s suicide power from 1-3 seconds to 2-5 seconds, giving players a more predictable time to kill them (or run away) before they explode
Bug Fixes
Damage caused by the Reflects Damage affix can no longer be dodged
Fire Chains monsters should no longer link with burrowed monsters (if a monster burrows while linked with Fire Chains, the link will be removed)
The explosion effect of a dying Molten monster and the damage done by the effect should now always occur at the same time
Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic
Heralds of Pestilence will now abort their ranged attack if the player uses a power to make themselves un-targetable while the attack is casting (or "winding up")
BUG FIXES
Shrines will now buff all players that are within the shrine’s radius or in the same level area
Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from
The damage stat in the Hero page should now display the appropriate values when switching main and off-hand weapons with a shield
Fixed a bug where buffs on other players weren’t displaying correctly in the party UI
Fixed a bug that was causing players to not be able to rejoin a multiplayer game if they switched to a character that was saved to a difficulty level not yet unlocked by the other party members
Fixed a crash that could sometimes occur when mousing over the tooltip for crafting materials
Removed the initial tick of damage from fire trenches in Keep Depths and slightly reduced the radius
Tons of things to be excited about. Camping around waiting for PTR to go live so I can check things out myself.
I wonder if we get to keep whatever we find, though... here's to hoping.
I really doubt it. The only games I've ever played that sometimes allowed beta/test period content into live content were the Korean grind MMOs. The purpose of PTR is that Blizzard could wildly adjust things at will w/o concern for your enjoyment (since it's a test realm) and some bug like 100% drop on Legendaries or whatever is more likely in a test environment so I'd bet all my gold that nothing will carry over. It is possible they might hook your live account with an achievement for playing on PTR.
amazing patch to be honest,
they really touched everything that I found annoying/broken.
only thing I dislike is :
"..in return they’ll receive scaling bonuses to experience (for heroes levels 1-59)".
but cannot complain really.
It does say "as well as" after that so it's a bit ambiguous. Not providing any exp incentive for Monster Power after having just added the Paragon incentive would be extremely short sighted.
amazing patch to be honest,
they really touched everything that I found annoying/broken.
only thing I dislike is :
"..in return they’ll receive scaling bonuses to experience (for heroes levels 1-59)".
but cannot complain really.
It does say "as well as" after that so it's a bit ambiguous. Not providing any exp incentive for Monster Power after having just added the Paragon incentive would be extremely short sighted.
Not really. Better loot is more than enough incentive (especially since loot is quickly irrelevant as you level in this game but means everything at 60). With the XP shrines, possible gear bonuses to XP, and the NV buff, I think Blizzard wants to cap how fast people can make it to 100. They really want it to take a while. Besides, better loot = improved combat efficiency which means killing faster thus faster XP anyway. Just not as dramatic as the sub-60 improvements.
amazing patch to be honest,
they really touched everything that I found annoying/broken.
only thing I dislike is :
"..in return they’ll receive scaling bonuses to experience (for heroes levels 1-59)".
but cannot complain really.
It does say "as well as" after that so it's a bit ambiguous. Not providing any exp incentive for Monster Power after having just added the Paragon incentive would be extremely short sighted.
Not really. Better loot is more than enough incentive (especially since loot is quickly irrelevant as you level in this game but means everything at 60). With the XP shrines, possible gear bonuses to XP, and the NV buff, I think Blizzard wants to cap how fast people can make it to 100. They really want it to take a while. Besides, better loot = improved combat efficiency which means killing faster thus faster XP anyway. Just not as dramatic as the sub-60 improvements.
Higher monster power presumably means dramatically more HP which would mean slower exp. It would be silly not to at least increase the exp rate enough to compensate for that.
No fix to the retardedly fast Elite Tremors? With their insane speed (after first shielding), you can NOT run away. It's pretty much GG for glass cannons.
No fix to the retardedly fast Elite Tremors? With their insane speed (after first shielding), you can NOT run away. It's pretty much GG for glass cannons.
No fix to the retardedly fast Elite Tremors? With their insane speed (after first shielding), you can NOT run away. It's pretty much GG for glass cannons.
Having no defensive/escape skills was a choice you made in order to deal damage beyond the scope of normal builds.
No fix to the retardedly fast Elite Tremors? With their insane speed (after first shielding), you can NOT run away. It's pretty much GG for glass cannons.
Having no defensive/escape skills was a choice you made in order to deal damage beyond the scope of normal builds.
dealwithit.jpg
No amount of smoke screen/gloom can save me from those. Also, ALL of my skills are defensive. What are you people smoking. Except their insane speed breaks everything.
They promised to fix them in 1.04.
Man, some people here. Obviously glitched mob = my fault for not being able to kill it.
I am liking these patch notes. Here's to waiting for PTR!
Rollback Post to RevisionRollBack
"From the smallest necessity to the highest religious abstraction, from the wheel to the skyscraper, everything we are and everything we have comes from one attribute of man - the function of his reasoning mind." ~ Ayn Rand
amazing patch to be honest,
they really touched everything that I found annoying/broken.
only thing I dislike is :
"..in return they’ll receive scaling bonuses to experience (for heroes levels 1-59)".
but cannot complain really.
It does say "as well as" after that so it's a bit ambiguous. Not providing any exp incentive for Monster Power after having just added the Paragon incentive would be extremely short sighted.
Not really. Better loot is more than enough incentive (especially since loot is quickly irrelevant as you level in this game but means everything at 60). With the XP shrines, possible gear bonuses to XP, and the NV buff, I think Blizzard wants to cap how fast people can make it to 100. They really want it to take a while. Besides, better loot = improved combat efficiency which means killing faster thus faster XP anyway. Just not as dramatic as the sub-60 improvements.
Higher monster power presumably means dramatically more HP which would mean slower exp. It would be silly not to at least increase the exp rate enough to compensate for that.
Not really.
Many of the best geared people isn't limited at all by how fast they kill enemies, but by how fast they move.
They wont be slowed down in the slightest, and will simply get more loot. If we give them more XP too, paragon lvls could have been awarded as your character hit lvl 60 (maybe not that dramatic, but still).
I think this is the best route to take, and also, it gives you MF above the cap so its even more valuable than paragon lvls
Also, "Square-quality gems no longer drop in Inferno difficulty" does this mean only flawless square will drop, or only radiant+ will drop?
I kinda want neither, because if no more square, the tome of jc lose all worth, and if radiant is going to be top gem it's gonna be a pain =/
Patch 1.0.5 Coming to the PTR
The PTR client installer can now be downloaded on the US battle.net page, however it will not run at this time. Go to your account page, click Diablo III, then at the bottom click "Create a PTR Account", once this is done, you will be able to download the PTR client installer.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the meantime, be sure to check out the patch 1.0.5 PTR patch notes and the information below to find out how to set up your PTR account.
How to Participate:
To participate in the public test, you must have a Diablo III game license attached your Battle.net account that's in good standing (i.e. it hasn't been suspended or banned). While the 1.0.5 PTR will only be in available in English, French, German, and Korean languages, accounts from all regions are eligible to participate.
You will also need to create a PTR account by logging in to your Battle.net Account Managementpage. We will be enabling PTR account creation soon (we'll provide an update once it's available), and once it's up you'll simply need to select your Diablo III game license and then click "Create a PTR account." After you've created your account, you'll be able to download the client from the Diablo III landing page, or from your Games Download page in Account Management.
Please note that will not be able to log in to the PTR client until it's live.
Character Copy:
The option to copy your existing Diablo III characters from your live account to the PTR will become available once the PTR is live. Only one region per account can be copied at a time, however, so if you choose to copy characters from your account in a different region please note that any previously copied PTR characters will be lost.
We'll be providing more details, including an FAQ, once the 1.0.5 PTR is available, so stay tuned!
Official 1.0.5 PTR Patch Notes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
New System: Monster Power
Similar to the "Players 8" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they’ll receive scaling bonuses to experience (for heroes levels 1-59) as well as boosts to Magic Find and Gold Find (for heroes in Inferno) which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.
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. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring
GENERAL
AH auto-pop stats, the new gameplay additions...all awesome.
Will miss WW barb though (huge nerf to proc co-eff = no more WW barbs).
Right now TL2 is godly compared to this game but I'll hit up PTR ASAP to see if I can enjoy 3 loot games at once (BL2).
I wonder if we get to keep whatever we find, though... here's to hoping.
Armory | YouTube | Twitter | Clan Site
I really doubt it. The only games I've ever played that sometimes allowed beta/test period content into live content were the Korean grind MMOs. The purpose of PTR is that Blizzard could wildly adjust things at will w/o concern for your enjoyment (since it's a test realm) and some bug like 100% drop on Legendaries or whatever is more likely in a test environment so I'd bet all my gold that nothing will carry over. It is possible they might hook your live account with an achievement for playing on PTR.
My BNet Profile
they really touched everything that I found annoying/broken.
only thing I dislike is :
"..in return they’ll receive scaling bonuses to experience (for heroes levels 1-59)".
but cannot complain really.
It does say "as well as" after that so it's a bit ambiguous. Not providing any exp incentive for Monster Power after having just added the Paragon incentive would be extremely short sighted.
Not really. Better loot is more than enough incentive (especially since loot is quickly irrelevant as you level in this game but means everything at 60). With the XP shrines, possible gear bonuses to XP, and the NV buff, I think Blizzard wants to cap how fast people can make it to 100. They really want it to take a while. Besides, better loot = improved combat efficiency which means killing faster thus faster XP anyway. Just not as dramatic as the sub-60 improvements.
Higher monster power presumably means dramatically more HP which would mean slower exp. It would be silly not to at least increase the exp rate enough to compensate for that.
Ha. Bagstone.
Your tears, they sustain me.
Having no defensive/escape skills was a choice you made in order to deal damage beyond the scope of normal builds.
dealwithit.jpg
No amount of smoke screen/gloom can save me from those. Also, ALL of my skills are defensive. What are you people smoking. Except their insane speed breaks everything.
They promised to fix them in 1.04.
Man, some people here. Obviously glitched mob = my fault for not being able to kill it.
Not really.
Many of the best geared people isn't limited at all by how fast they kill enemies, but by how fast they move.
They wont be slowed down in the slightest, and will simply get more loot. If we give them more XP too, paragon lvls could have been awarded as your character hit lvl 60 (maybe not that dramatic, but still).
I think this is the best route to take, and also, it gives you MF above the cap so its even more valuable than paragon lvls
Also, "Square-quality gems no longer drop in Inferno difficulty" does this mean only flawless square will drop, or only radiant+ will drop?
I kinda want neither, because if no more square, the tome of jc lose all worth, and if radiant is going to be top gem it's gonna be a pain =/
Thanks Molster!