Below you will find a list of hotfixes recently implemented in our Friends & Family Betathat address various bugs and mechanic tweaks. These have been implemented to encourage experimenting with other items, skills, or mechanics while we revisit them for the next patch.
These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
Adventure Mode
Completing individual bounties will no longer reward a Horadric Cache.
Completing all five Bounties in an Act now also provides Blood Shards.
Completing a Nephalem Rift now also rewards a Greater Horadric Cache.
The XP and Gold rewards from completing Bounties have been reduced; the new values at level 70 are 85,000 XP and 11,800 gold.
Items
The following immunity Rings will no longer drop and have had their unique power disabled. Please note that immunity powers will be revisited in a later patch.
Obsidian Ring of the Zodiac
The Tall Man's Finger
Wyrdward
Rogar's Huge Stone
Rechel's Ring of Larceny
Solanium will now produce Health Globes on Crushing Blow less frequently.
Pride of Cassius has had its unique power disabled. Please note that this item's power will be revisited in a later patch.
Removing and re-socketing a Helm or Sword with a Diamond gem no longer continuously increases the CDR and Elite Damage bonus
Classes Crusader
Active Skills
Heaven's Fury
Bug: Now properly deals 1500% weapon damage over 5 seconds.
Wizard
Active Skills
Shock Pulse
Skill Rune - Living Lightning
Proc coefficient has been lowered from 0.2 to 0.042.
Passive Skills
Dominance
Duration increase amount reduced from 1 second to 0.5 seconds per stack.
Shield amount reduced from 27,323 to 16,394 (at level 70).
Paralysis
Stun chance reduced from 20% to 15%.
Bug: Fixed an issue where Electrocute was generating too many procs from Paralysis.
Great... Now it is even harder to obtain gold to pay for the 50+ million dollar items... >.> And I thought that the highest Gems at 20 million was impossible to obtain...
Good good, Rapebeam is gone, now we might see people testing ACTUAL builds with the Crusader, not just spamming a broken skill and calling the game too easy/Crusaders OP.
It's a shame the immunity rings were removed, I rather liked the idea of them, hopefully they'll be added back in at a later date (maybe in a Hellfire Ring style quest)
While I do agree with the majority of the hotfixes/ changes, I really fail to see the point of reducing nerfing bounties to the extent they did. In a game where Blizzard has changed the majority of items to be BoA and you now have unlimited Paragon levels with scalable XP ratios, let us actually feel like we are getting something for completing bounties. Scale back the items IN the Horadric Cache, but don't eliminate the Cache from the equation altogether. I think that fixing broken skills and adjusting stun procs are needed, but as for the nerf to bounties, I think it is a little much. Removing too much incentive for completing bounties will simply remove the appeal for one of your brand new "endgame features" . With a playerbase already dwindling, I think that would be a step backwards from where you want to go. I anticipate many changes during the course of beta, but I just hope that all of the interesting additions do not fall to the same nerf hammer. Every time players appear to be having fun, enjoying doing one certain thing, Blizzard nerfs it.
I will say, seeing as how I have not PLAYED the beta RoS and am merely going by watching several days worth of multiple streamers, I could be completely wrong. I know they gave good exp and gold, but with all the paragon levels and all the gold sinks they are throwing in I truly think it would even itself out in the end.
Being a Hardcore player, I had to drop from Torment II to Torment I to avoid the insta-elemental deaths due to the removal of rings. I'm happy though, and I hope these rings never actually make it to live =l
85 000 exp for a bounty? That's pathetic. That's not even a bonus, that's a joke. Remember that people get 150m exp / hour or more in D3 vanilla (probably more in RoS) if they hardcore grind, and bounties take quite a while to do.
Bounties take a few minutes to do. And I don't think they need an exp incentive at all, the loot reward is enough.
Except the entire point was that they are REMOVING the loot reward by taking away the Horadric Cache drop. That along with the nerf to XP / Gold really removes any incentive. They took only a few minutes because most players who were able to speed them in minutes were using a Crusader with Heavens Fury (broken skill which did insane amounts of damage). Without that skill, the time involved would increase by a large amount. Increase in time to claim the bounty coupled with severely diminished rewards for that time do not exactly equal a selling point for them. If anything it will remove peoples interest in them completely when they get virtually no XP/ Gold or loot bags (besides the one for completing all bounties in a given act). 5 bounties for one bag of loot which MAY contain something good along with a few hundred thousand gold and XP really doesn't seem worth hopping all over the map.
Bounties take a few minutes to do. And I don't think they need an exp incentive at all, the loot reward is enough.
Except the entire point was that they are REMOVING the loot reward by taking away the Horadric Cache drop. That along with the nerf to XP / Gold really removes any incentive. They took only a few minutes because most players who were able to speed them in minutes were using a Crusader with Heavens Fury (broken skill which did insane amounts of damage). Without that skill, the time involved would increase by a large amount. Increase in time to claim the bounty coupled with severely diminished rewards for that time do not exactly equal a selling point for them. If anything it will remove peoples interest in them completely when they get virtually no XP/ Gold or loot bags (besides the one for completing all bounties in a given act). 5 bounties for one bag of loot which MAY contain something good along with a few hundred thousand gold and XP really doesn't seem worth hopping all over the map.
It's good for the game if Bounties are just rewarding enough to be worth doing, and no more. If the Bounty reward is too much then killing monsters feels bad in comparison - you're encouraged to do the absolute minimum completion goal of each Bounty and then get out of there as fast as possible to speedrun the next one. Bounties are ultimately just an excuse to get people into new zones doing new things, there's no need for them to be the primary source of all exp and loot.
It's good for the game if Bounties are just rewarding enough to be worth doing, and no more. If the Bounty reward is too much then killing monsters feels bad in comparison - you're encouraged to do the absolute minimum completion goal of each Bounty and then get out of there as fast as possible to speedrun the next one. Bounties are ultimately just an excuse to get people into new zones doing new things, there's no need for them to be the primary source of all exp and loot.
I see where you are coming from, and I partially agree with you.
The other side of the coin however is that if you remove almost all of the reward from Bounties, wouldn't you simply avoid them altogether ? If you can simply stay where you are killing mobs in Act 5 lets say, or just farm bosses for 10-15 minutes, why would you decide to go after the bounty if you have to keep wasting time going back and forth between different areas, then back to town 5 times before collecting a reward that MAY give you a few more pieces of vendor trash. After all, I guess it is merely speculation at this point, but Iit just seems like too great of a nerf right off the bat.
Well, it still works. Just not as optimally as it was before.
I have a bad feeling whenever proc coefficients get nerfed. Players just look for the next best thing to trigger whatever they're looking to triggering. Then that might get nerfed. And the next. Then the next. There has to be a better way to curb some of the overplayed tactics. But this cycle (or potential cycle) has to stop first.
What I'm anticipating to get nerfed next is the cooldown decreases. I haven't played the beta or watched much footage but after seeing a lot of the Legendaries having this affix plus it being a possible spec in the Paragon levelling, I imagine some skills like Ground Stomp, Frost Nova and other cooldown-based cc skills might get disgustingly overpowered and be almost constantly available if you stack the right gear. The skills are balanced around the fact that you don't have them all the time. If you break that, things get weird (CM Wizards, Berserkers, Archon etc.). The last thing you want is making difficulty irrelevant by making CC's and summons a constant presence in the fight.
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
It's good for the game if Bounties are just rewarding enough to be worth doing, and no more. If the Bounty reward is too much then killing monsters feels bad in comparison - you're encouraged to do the absolute minimum completion goal of each Bounty and then get out of there as fast as possible to speedrun the next one. Bounties are ultimately just an excuse to get people into new zones doing new things, there's no need for them to be the primary source of all exp and loot.
No one does quests just for the gold/exp rewards, it's the same thing really. It's pointless. And I'm struggling to see who needs 100k gold per bounty if you're smart and have saved up billions of gold already.
STOP complaining, its a BETA, they are doing what they think its ncessary to balance the game, would you rather if they did internal beta and we never knew the numbers ? It was OBIVOUSLY OP (bounty rewards, rings and Rape Beam)...
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The first small batch of hotfixes have been applied to the Friends & Family Beta!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
Adventure Mode
Classes
Crusader
Wizard
Ha. Bagstone.
It's a shame the immunity rings were removed, I rather liked the idea of them, hopefully they'll be added back in at a later date (maybe in a Hellfire Ring style quest)
I will say, seeing as how I have not PLAYED the beta RoS and am merely going by watching several days worth of multiple streamers, I could be completely wrong. I know they gave good exp and gold, but with all the paragon levels and all the gold sinks they are throwing in I truly think it would even itself out in the end.
Except the entire point was that they are REMOVING the loot reward by taking away the Horadric Cache drop. That along with the nerf to XP / Gold really removes any incentive. They took only a few minutes because most players who were able to speed them in minutes were using a Crusader with Heavens Fury (broken skill which did insane amounts of damage). Without that skill, the time involved would increase by a large amount. Increase in time to claim the bounty coupled with severely diminished rewards for that time do not exactly equal a selling point for them. If anything it will remove peoples interest in them completely when they get virtually no XP/ Gold or loot bags (besides the one for completing all bounties in a given act). 5 bounties for one bag of loot which MAY contain something good along with a few hundred thousand gold and XP really doesn't seem worth hopping all over the map.
It's good for the game if Bounties are just rewarding enough to be worth doing, and no more. If the Bounty reward is too much then killing monsters feels bad in comparison - you're encouraged to do the absolute minimum completion goal of each Bounty and then get out of there as fast as possible to speedrun the next one. Bounties are ultimately just an excuse to get people into new zones doing new things, there's no need for them to be the primary source of all exp and loot.
I see where you are coming from, and I partially agree with you.
The other side of the coin however is that if you remove almost all of the reward from Bounties, wouldn't you simply avoid them altogether ? If you can simply stay where you are killing mobs in Act 5 lets say, or just farm bosses for 10-15 minutes, why would you decide to go after the bounty if you have to keep wasting time going back and forth between different areas, then back to town 5 times before collecting a reward that MAY give you a few more pieces of vendor trash. After all, I guess it is merely speculation at this point, but Iit just seems like too great of a nerf right off the bat.
Well, it still works. Just not as optimally as it was before.
I have a bad feeling whenever proc coefficients get nerfed. Players just look for the next best thing to trigger whatever they're looking to triggering. Then that might get nerfed. And the next. Then the next. There has to be a better way to curb some of the overplayed tactics. But this cycle (or potential cycle) has to stop first.
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In my humble opinion, it seems unnecessary to nerf bounty exp and prizes, since they were no big deal even before the hot fix.
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