Today's been a pretty exciting day for Diablo fans, with 200 fresh beta access codes to Blizzard's sweepstakes winners (congratulations!), the third quarterly conference call, and many just beginning to sink their teeth into beta patch five.
While Bashiok told fans not to get too excited about the conference call, some interesting tidbits did come up; primarily, that the beta period is nearing the testing implementation of the Real Money Auction House, and that the Collector's Edition of Diablo III will come with a toggleable pair of wings and some snazzy dyes.
Note: The wings and dyes notes have actually been viewable since BlizzCon on the Collector's Edition webpage. The fallout of the quarterly conference did bring some clarification to light:
Official Blizzard Quote:
The [Collector's Edition] dyes are infinite in their use. Keep them forever, dye as much stuff as you want "Cloud" or "Smoke" colored. The colors are unique to the CE.
The wings are an item you hold in your inventory (don't take up an equipment slot on your character), and it's a toggle. Use to turn on, use again to turn off. They're awesome looking, and stack with other class effects like Shadow Power and Archon. (Blue Tracker | Official Forums)
Official Blizzard Quote:
It's 1 [set of wings] per account. If you want to trade to another character you'd just want to put it in your shared stash before logging out. Same with the dyes. (Blue Tracker | Official Forums)
While all of these great responses did clear up quite a few things, there is still some confusion about the way the wings will work if in the inventory of a Hardcore character. Obviously, under normal circumstances, the wings would be lost on character death.
And while we're on the topic of clearing up confusion: last Friday, we posted the supposedly complete patch notes, coinciding with the reset of the testing server. But the official site has since been updated with most of the recent changes. Here, we have the passive skills that were not included in the patch notes, as well as the skill updates that didn't make the official list.
Skills that were modified to work with weapon damage have not been included in this list because this change was previously announced in the official patch notes. If you would like to see the updated percentages based on weapon damage, please see here.
Now has a 15-second cooldown that is reset whenever Overpower gets a critical hit instead of becoming available on critically damaging an enemy.
Old: Press the advantage of a powerful attack to overwhelm the enemy for 150% weapon damage to all targets within 9 yards. Overpower becomes available whenever you make a critical hit against an enemy.
Reduces the cooldown of your Horrify, Spirit Walk and Soul Harvest spells by 2 seconds. In addition, the next time you receive fatal damage you automatically enter the Spirit Realm for 3 seconds and heal to 10% of your maximum Life. This effect cannot occur more than once every 90 seconds.
The Flash of Insight time restriction has been reduced from 1.5 seconds to 0.9 seconds.
Old: When you deal damage with a Signature spell you gain a Flash of Insight. After 8 Flashes of Insight your next non-Signature spell deals 50% additional damage. You cannot gain a Flash of Insight more than once every 1.5 seconds.
Dealing fire damage to enemies applies a burning effect, increasing all damage done to them by 15% for 3 seconds.
Lastly, it's been some years since most gave up on speculating about certain cryptic elements of Diablo, but discovery of an invisible input element on the Battle.net website has curiosity rearing like a bucking bronco. Perhaps now more interesting than even the seemingly useless Flash Chat_Gem on the official Diablo III website, the invisible box in the web Battle.net interface has finally drawn some interesting official responses:
Great article and a great day today ^^
Not only did I receive Beta Key, the Collector edition's toggleable pair of wings is also a great surprise to me >W<!!! (Pre-ordered it ever since Collector's edition was announced.)
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"I am the Master of My Fate; I am the Captain of My Soul." by William Ernest Henley.
"Each different Spirit Generator ability you use increases your damage by 10% for 3 seconds."
I like everything I'm hearing, but I'm a bit worried about these new passives that encourage you to use different skills. Normally you should want to use different skills because you want to, or because you need them in different situations. It's a bit cheap that they try to encourage you just by giving a damage bonus for it. Or am I getting this wrong?
I wonder how they will have people test the RMAH. Maybe just give everyone fake money in their account? It will be interesting to see if anyone is able to make a "profit" during this testing. It should have implications for the RMAH after release.