Lylirra
Community Manager
Edited by Lylirra on 12/15/11 9:07 PM (PST)
Diablo III Beta Patch 8 – v.0.5.0.8059
Released 12/15/11
General
Battle.net BattleTags are now live! To learn more about BattleTags and how to set up yours today, check out the official FAQ (http://us.battle.net/d3/en/blog/4132437). Please note that in order to log into the Diablo III beta, you must create a BattleTag via Account Management.
Due to a change in the way we store character data, all characters have been wiped. Please note that this wipe will also affect gold, achievements, followers, and artisans.
Achievements have been temporarily disabled and will not be available again until a future patch. During this time, characters will be unable to earn new achievements or complete any additional objectives of achievements in progress.
Players will now see recommended items for their active character when accessing the auction house Search tab.
Classes
Barbarian
Active Skills
Cleave
Ability will now deal 115% weapon damage to all targets caught in its swing, rather than 120% weapon damage to the primary target and 90% weapon damage to secondary targets
Revenge
Radius increased from 8 yards to 11 yards
Demon Hunter
Active Skills
Bola Shot
Hatred generation increased from 2 to 3
Damage reduced from 105% to 100%
Elemental Arrow
Hatred cost increase from 5 to 10
Damage increased from 125% to 145%
Fan of Knives
Speed reduced from 200% weapon speed to 140% weapon speed
Grenades
Hatred generation increased from 2 to 3
Hungering Arrow
Hatred generation increased from 2 to 3
Damage reduced from 90% to 85%
Rapid Fire
Initial Hatred cost reduced from 30 to 20
Monk
General
A new skill has been added: Cyclone Strike
Available at level 7
Costs 75 Spirit
Pulls all enemies within 24 yards towards you, followed by a furious blast of energy that deals 275% weapon damage as Holy
Active Skills
Breath of Heaven
Spirit cost increased from 25 to 50
Healing amount increased by 200%
Crippling Wave
Base effect duration increased from 4.5 seconds to 5 seconds
Lethal Decoy
This skill has been removed
Mantras
Mantra of Conviction, Mantra of Evasion, Mantra of Healing, and Mantra of Retribution
Cooldown removed
Now costs 25 Spirit
Duration increased from 1 minute to 3 minutes
Wizard
General
Signature spells no longer cost Arcane Power, regardless of level
These spells include: Magic Missile, Electrocute, Shock Pulse, and Spectral Blade
The order in which skills are awarded from levels 1 to 13 has been slightly adjusted:
Arcane Orb is now available at level 3
Disintegrate is now available at level 8
Electrocute is now available at level 13
Shock Pulse is now available at level 5
Spectral Blade is now available at level 6
Active Skills
Diamond Skin
Cooldown reduced from 25 seconds to 15 seconds
Duration reduced from 5 seconds to 3 seconds
Items
The introduction of magical items into the game has been slowed
Monsters
General
Baby Quill demon health increased from 1% to 25% of normal Quill Beast health (they grow up so fast)
Affixes
Arcane Enchanted will now appear at level 7, up from level 1
Mortar will now appear at a level higher than current beta content
Plagued poison cloud duration reduced from 12 seconds to 9 seconds
Quests and Events
All quests and events have had their item and recipe rewards removed and will now only award gold and experience on completion
This does not affect treasure received from event objects for events like the "Jar of Souls”"and only applies to rewards obtained through the quest UI
Gold rewards from quests have received a tuning pass
User Interface
The Options UI has undergone several improvements, but remains a work-in-progress. Please report any issues in the Beta Bug Report forum.
The Friends List has been redesigned to be smaller and more accessible while in other menus and screens
The Banner Customization menu has been reworked to improve navigation and usability
why remove lethal decoy and not chaange it back to its original design??
I'm all for the Monk, it's going to be my first hero. With that thought, Lethal Decoy never seemed to fit with the monks play style, it just seemed like a random oddball skill tossed into the monks kit for no particular reason. More Kung-Fu skills please!
Some weird changes. Why do signature spells no longer cost arcane power?? And why did they decrease the magical item drop rate, when it wasn't very high to begin with.
why remove lethal decoy and not chaange it back to its original design??
I'm all for the Monk, it's going to be my first hero. With that thought, Lethal Decoy never seemed to fit with the monks play style, it just seemed like a random oddball skill tossed into the monks kit for no particular reason. More Kung-Fu skills please!
lethal decoy fits the monk play style IMO but they focused on "lethal" and forgot about the "decoy" part also the cost have always been too high, i mean 75 for a decoy is too much...
pss: now they should return the Spirit pool back to 200 with the new mantras costing 25, and pls remove the annoying cooldown on SSS or return Beacon of Ytar
Some weird changes. Why do signature spells no longer cost arcane power?? And why did they decrease the magical item drop rate, when it wasn't very high to begin with.
Signature spells cost previously decreased with level so at level 60 they would have no cost. So now they just decided what the heck, if they are going to cost nothing we may as well just do that to start with. Probably to avoid confusion and weird balance issues when leveling up. Now they can focus on simply balancing the damage instead of having to juggle decreased cost and damage.
As for decreasing the magic item drop rate I don't know. I suppose they want us to have less materials for crafting early in the game? Crafting is atm the best source of good items since good item drops are very rare. Now we'll get less materials to craft with. But also less of a chance to actually get a good magical item drop.
Not too bothered with it, it's just for the very start of the game.
Less magical items should mean you get less good items AND less crafting materials leading to even less good items.
This should make gameplay a bit harder.
Also, if and when AH will be back it will be interesting to see how the market will run, both on items and crafting materials (less stuff -> higher prices?)
Some weird changes. Why do signature spells no longer cost arcane power?? And why did they decrease the magical item drop rate, when it wasn't very high to begin with.
They don't refer to the DROP RATE, but rather, how early a character will see magic items!
Example: Initially, Magic items started to drop at, let's say, level 2. Now, the game will only start dropping magic items at level 5.
As the notes say, the INTRODUCTION of magical items has been slowed, not the RATE at which magical items drop.
I believe it just means that we'll have to start taking notice of any common items we might find...
Rollback Post to RevisionRollBack
Build Courage, when Courage seems to fail...
Regain Faith, when there is little reason for Faith...
Create Hope, when Hope is forlorn...
Anyone else notice that they seem to be cycling a lot of new spells and abilities into the Beta by changing the level requirements for the skills? I think it's a sneaky way of debugging and balancing other skills without having to admit that's what they are doing. They can sell all this as "balance" Considering the real balancing requirements won't start until Nightmare at least, when you have all the skills, I think this is just a way to try to keep people interested and/or debug some things that perhaps internally they think need a little work.
edit: OMG, I just got my own tinfoil hat! That's so awesome!
When Blizz announced Lethal Decoy i said "omg this doesn't fit the monk wft" and people called me a troll/hater.
EHehuHEUehE suck it fanboys ! I'm glad that crapy skill is gone. Fix Wave of Light pillar rune (change the bell graphics too) and the monk will be free of sillyness! Cool.
I'm still waiting for the patch note that will fix the DH resource system. Imo it's not working because most of the DH"s abilitie were not designed to generate resource. A good example is grenades: since it's a AoE spammable ability, i usually starts the fights using it to clear out the mobs and only then i use my hatred spenders to kill the big ones. The most covinient time to use this hatred generator is when your hatred is full... Not working.
Damn, Barbarian Cleave got smaller DMG, oh well XD
Cool to see that WitchDoctor is almost (?) finished in skills and passives.
And yeah, give the Monk more Kung Fu! NICE!
Now, how about that bell/pillar change/fix?
I would think you'd be happy that you only lost 5% to the primary target of cleave, but gained 25% dmg to all the other targets. I'd consider that a pretty good buff.
I think it's meant to make Cleave a really AoE-centered ability. The difference between Cleave and Bash in single targets were too small... Picking bash was never worthy.
Community Manager
Edited by Lylirra on 12/15/11 9:07 PM (PST)
Diablo III Beta Patch 8 – v.0.5.0.8059
Released 12/15/11
General
Battle.net BattleTags are now live! To learn more about BattleTags and how to set up yours today, check out the official FAQ (http://us.battle.net/d3/en/blog/4132437). Please note that in order to log into the Diablo III beta, you must create a BattleTag via Account Management.
Due to a change in the way we store character data, all characters have been wiped. Please note that this wipe will also affect gold, achievements, followers, and artisans.
Achievements have been temporarily disabled and will not be available again until a future patch. During this time, characters will be unable to earn new achievements or complete any additional objectives of achievements in progress.
Players will now see recommended items for their active character when accessing the auction house Search tab.
Classes
Barbarian
Active Skills
Cleave
Ability will now deal 115% weapon damage to all targets caught in its swing, rather than 120% weapon damage to the primary target and 90% weapon damage to secondary targets
Revenge
Radius increased from 8 yards to 11 yards
Demon Hunter
Active Skills
Bola Shot
Hatred generation increased from 2 to 3
Damage reduced from 105% to 100%
Elemental Arrow
Hatred cost increase from 5 to 10
Damage increased from 125% to 145%
Fan of Knives
Speed reduced from 200% weapon speed to 140% weapon speed
Grenades
Hatred generation increased from 2 to 3
Hungering Arrow
Hatred generation increased from 2 to 3
Damage reduced from 90% to 85%
Rapid Fire
Initial Hatred cost reduced from 30 to 20
Monk
General
A new skill has been added: Cyclone Strike
Available at level 7
Costs 75 Spirit
Pulls all enemies within 24 yards towards you, followed by a furious blast of energy that deals 275% weapon damage as Holy
Active Skills
Breath of Heaven
Spirit cost increased from 25 to 50
Healing amount increased by 200%
Crippling Wave
Base effect duration increased from 4.5 seconds to 5 seconds
Lethal Decoy
This skill has been removed
Mantras
Mantra of Conviction, Mantra of Evasion, Mantra of Healing, and Mantra of Retribution
Cooldown removed
Now costs 25 Spirit
Duration increased from 1 minute to 3 minutes
Wizard
General
Signature spells no longer cost Arcane Power, regardless of level
These spells include: Magic Missile, Electrocute, Shock Pulse, and Spectral Blade
The order in which skills are awarded from levels 1 to 13 has been slightly adjusted:
Arcane Orb is now available at level 3
Disintegrate is now available at level 8
Electrocute is now available at level 13
Shock Pulse is now available at level 5
Spectral Blade is now available at level 6
Active Skills
Diamond Skin
Cooldown reduced from 25 seconds to 15 seconds
Duration reduced from 5 seconds to 3 seconds
Items
The introduction of magical items into the game has been slowed
Monsters
General
Baby Quill demon health increased from 1% to 25% of normal Quill Beast health (they grow up so fast)
Affixes
Arcane Enchanted will now appear at level 7, up from level 1
Mortar will now appear at a level higher than current beta content
Plagued poison cloud duration reduced from 12 seconds to 9 seconds
Quests and Events
All quests and events have had their item and recipe rewards removed and will now only award gold and experience on completion
This does not affect treasure received from event objects for events like the "Jar of Souls”"and only applies to rewards obtained through the quest UI
Gold rewards from quests have received a tuning pass
User Interface
The Options UI has undergone several improvements, but remains a work-in-progress. Please report any issues in the Beta Bug Report forum.
The Friends List has been redesigned to be smaller and more accessible while in other menus and screens
The Banner Customization menu has been reworked to improve navigation and usability
Miscellaneous
Fire gate damage has been reduced
I'm going to miss Lethal Decoy, but Cyclone Strike sounds like fun.
This should be an interesting patch.
I'm all for the Monk, it's going to be my first hero. With that thought, Lethal Decoy never seemed to fit with the monks play style, it just seemed like a random oddball skill tossed into the monks kit for no particular reason. More Kung-Fu skills please!
pss: now they should return the Spirit pool back to 200 with the new mantras costing 25, and pls remove the annoying cooldown on SSS or return Beacon of Ytar
Signature spells cost previously decreased with level so at level 60 they would have no cost. So now they just decided what the heck, if they are going to cost nothing we may as well just do that to start with. Probably to avoid confusion and weird balance issues when leveling up. Now they can focus on simply balancing the damage instead of having to juggle decreased cost and damage.
As for decreasing the magic item drop rate I don't know. I suppose they want us to have less materials for crafting early in the game? Crafting is atm the best source of good items since good item drops are very rare. Now we'll get less materials to craft with. But also less of a chance to actually get a good magical item drop.
Not too bothered with it, it's just for the very start of the game.
This should make gameplay a bit harder.
Also, if and when AH will be back it will be interesting to see how the market will run, both on items and crafting materials (less stuff -> higher prices?)
They don't refer to the DROP RATE, but rather, how early a character will see magic items!
Example: Initially, Magic items started to drop at, let's say, level 2. Now, the game will only start dropping magic items at level 5.
As the notes say, the INTRODUCTION of magical items has been slowed, not the RATE at which magical items drop.
I believe it just means that we'll have to start taking notice of any common items we might find...
Regain Faith, when there is little reason for Faith...
Create Hope, when Hope is forlorn...
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
edit: OMG, I just got my own tinfoil hat! That's so awesome!
EHehuHEUehE suck it fanboys ! I'm glad that crapy skill is gone. Fix Wave of Light pillar rune (change the bell graphics too) and the monk will be free of sillyness! Cool.
I'm still waiting for the patch note that will fix the DH resource system. Imo it's not working because most of the DH"s abilitie were not designed to generate resource. A good example is grenades: since it's a AoE spammable ability, i usually starts the fights using it to clear out the mobs and only then i use my hatred spenders to kill the big ones. The most covinient time to use this hatred generator is when your hatred is full... Not working.
Really nice patch through !
Cool to see that WitchDoctor is almost (?) finished in skills and passives.
And yeah, give the Monk more Kung Fu! NICE!
Now, how about that bell/pillar change/fix?
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I would think you'd be happy that you only lost 5% to the primary target of cleave, but gained 25% dmg to all the other targets. I'd consider that a pretty good buff.
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But i still think bahs needs a small buff!
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