• 1

    posted a message on Confirmed: D3 Will Stay Online, iOS Update May Reset Authenticators, Clarification on the AH, Paragon 2.0 Q&A
    So, I haven't been following much Diablo news since shortly after release. I happened to see this post highlighted in the Facebook feed and... I can't say how happy I am to see the AH going.

    Initially, I was really excited about the AH and what it meant--for all the reasons that it was pitched when it was announced. I'll agree that it made gear more accessible, that it saved time and rewarded casual players, that it gave us another mini-game to fool with, and all that other stuff. But for all these little things that it did, it just ripped out the soul of what I found fun for over a decade in 2 and to some degree in 1.

    It simply removed the need for any form of communication. You don't need to ask anyone what optimal stats are--overall or for a given goal--because you could just look up the best-selling gear and glean the information from that. You didn't need to barter with anyone, which was a big part of the trading experience in the older games (it has its downs, yes, but it also has its ups).

    Because of the brevity of the endgame (which there is basically none of) in this one and the others, trade and PvP became the only real reasons to talk in channels--you know, those things that are basically empty 24/7 on D3. With hardly any PvP to speak of--despite the tantalizing features we glimpsed for a BlizzCon or two before launch--trade is the only real dialog that even has a chance in this game, and that's gone, too.

    Yes, this will mean a lot of spamming if no alternative trade route is created. But I don't really look at that as a bad thing, now. No one talks, anyway, so it's not like anything important would be spammed out.

    Part of the fun is figuring out what you need, doing everything you can to find a buyer or seller, haggling the price, figuring out the market, and learning the street language. Doing all of this also encourages making friends and actually talking with them regularly. We don't even need to talk to friends, anymore--the game tells us exactly what they're doing and lets us hop in without a thought. Questing and killing is so streamlined, so linear, that nothing needs to be said. It's easy to forget you're playing with people. There's a lot of players that hate that this game is online-only--I can barely tell the difference.

    I miss all of that. If it weren't for the bots, I'd probably still be playing Diablo 2. (Arguably, the gameplay is much better in 3, too, but gameplay isn't the only selling point in a game for me.)
    Posted in: News & Announcements
  • 2

    posted a message on Followers on Diablo3.com, Cleave Revamped, and an IGN Interview with Jay Wilson
    Followers on Diablo3.com
    Earlier today, Bashiok had tweeted an image of the new followers/hirelings section from the official Diablo III community site, as of then unpublished. The change has since become official: followers now have their own legitimate section on the official site!

    This means that information about the other two followers in the game--those not usable in the beta--are officially up for study. In addition to the fresh lore and media available on each follower's individual page, all of their skills can be observed at large on the latest addition to the official Diablo III tools: the followers' section in the calculator!

    Cleave Revamped
    (Source) Some clarification on the damage mechanics of the Barbarian's DiabloWiki.com - Cleave Cleave skill were prompted on the official Diablo III community forums today. The skill's tooltip seems to lack some vital information regarding its damage application across multiple enemies.

    Official Blizzard Quote:

    I would like to know if this results in all targets receiving 90% damage and if all abilities like this have been overlooked by the developers. If not, I think there should be information about this in-game.

    We want as much information available in the game as possible, within reason, and a reasonable amount of information is really fairly basic to keep tooltips from becoming small novels.

    Cleave is an ability we're looking at right now. We may actually make it so that there is no damage disparity between your target and collateral hits. In any case, the way it's intended to work, if you're holding shift and not targeting anything, is that the first creature you hit takes the 120%. I'm not sure if it's actually implemented that way right now, and as I said could change anyway. Our intent is not to make shift+hitting/casting anything act in a way that is less effective than if you were clicking directly on enemies, so I don't see any need to call anything out when the net result is the same (enemies die).

    [...] As an update Wyatt just changed it to be a flat 115% to all targets caught in the swing. We'll see how that works out.

    IGN Interview
    (Source) For its part, the interview on IGN with Jay Wilson was not particularly shocking, but it did cover several topics that beta testers and Diablo III followers at large may find interesting.

    The beta test, which started several months ago, has been going strong. Even in the beginning, Bashiok and others stated multiple times that the primary purpose of the beta is to test infrastructure, but some other useful insights have been gleaned from the testing, too:

    Official Blizzard Quote:

    How is the project coming along? Mainly, how is the beta been treating you guys and what have you been learning from it?

    It's been really good. Most of the learning from the beta for us was more technical: standing up the hardware, stress testing it, and optimizing for online play -- things like that. We get a lot of good data just watching players play and we get a lot of good feedback as well. We did restrict the content so it's only the first half of the first act. Which is basically the tutorial.

    You were saying that you got some good stress tests. Are they all things that you anticipated and you're prepared for come launch?

    Yeah, no matter how good your automation programs and software are, you can't emulate having the game out in the real world and that's the only way you can see what the hardware can take, how well the networking works, and optimize and tune to those things. There's just nothing like the real environment for that.
    But the beta wasn't the tip of the iceberg. Wilson went in-depth about how the team looks at classes and decides what skills to add to each class's armament:

    Official Blizzard Quote:

    [A] lot of it goes back to the core Blizzard class design philosophy where we look at each class and [ask]: what makes this class special? Why do I want to play it in the first place? What's the fantasy? This is something we ask a lot. And then when we target the key signature [fantasies], we don't let the other classes have those things -- we'd even go so far as to not choose a particular class just based on the fact that its fantasy steps on the fantasy of an existing class.


    For example, the monk is the only class that gets passive movement increases. Other classes can have travel powers but the monk is the only one because he's the fastest. That's his thing: he's fast, he's agile, and he needs things that make him faster and more agile. Each class has rules that we put in; they're loose, but they're strong enough that they make the classes stand apart from one another.
    Continuing on the example of the Monk, Wilson even elaborated on the possible mechanics of a skill that the team is considering adding to the Monk's trees, compensating from what they see as a lack of area-of-effect viability:

    Official Blizzard Quote:

    Basically what we're talking about is [the monk] needed a damage bomb. He needs the occasional ability to just AOE around him effectively. We used to have an ability that we called Circle of Wrath -- that was like Holy Nova in World of Warcraft -- where it does damage and it heals, but for Diablo we felt like that was a confusing skill so we changed it to just a pure healing skill. We took the wrath out of it. But then we found we missed what wrath used to do.

    And so we decided to separate them. So we'll have two different [abilities], but then we're also talking about a bunch of ideas to make it more interesting than just a way to AOE.
    Finally, Wilson elaborated on one of seven of what he calls "design pillars" of Diablo III, principles that have helped them make decisions in the development process and make the game what it is so far:

    Official Blizzard Quote:

    Diablo III design pillars. There were seven of them and one of them was replayability and so we really focused on [replayability] over randomness, because randomness is a tool but replayability is the point.

    We used a lot of different systems for replayability: the difficulties, continuing loot past past normal difficulties, random layouts, random monster distribution, adventures. We don't call them "adventures" anymore, I'm the only one who still does. Events -- we have random events that occur in the world so when you go through an area you'll likely see an event that you haven't seen before.

    We encourage you to check out the rest of the interview here for all the bits and bobs we couldn't fit in this article.

    Fan Creations
    Calavera666, whom we interviewed a few weeks ago, has posted a teaser for his coming comic, Aria of Effect, Part 2.

    He hinted only that "the Skyrim shall tremble," a tricky play on the caption accompanying much of the Diablo III merchandise and advertisements, including both this year's and last year's calendars.

    The full comic is coming this Thursday (tomorrow), so keep your eyes peeled!
    Posted in: News & Announcements
  • 1

    posted a message on DiabloFans.com web page is too busy and cluttered
    Changes are coming soon(TM) :hammy:
    Posted in: Site Suggestions and Questions
  • 1

    posted a message on Diablo "Heablo" Lord of Terror
    Updated :hammy:
    Posted in: Fan Art
  • 1

    posted a message on Third Conference Call, Beta Notes You Didn't See, and Battle.net's "Cheat Box"
    Quote from Bouzouki

    Glad I could help add to the cryptic speculation. lol

    Oh, you have no idea. Your thoughts have been earth-shattering in the cryptic puzzleology academic community.
    Posted in: News & Announcements
  • 3

    posted a message on Third Conference Call, Beta Notes You Didn't See, and Battle.net's "Cheat Box"
    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.

    The DiabloWiki.com - Barbarian Barbarian
    Unmentioned Modified Skills
    Inspiring Presence has been modified:
    • Now allows Barbarians to regenerate 2% of their maximum Life per second instead of 60% of total Life per minute.
    • Old: The duration of your shouts is doubled. While benefiting from War Cry or Battle Rage you regenerate 60% of your total Life per minute.
    Earthquake has been modified:
    • Now deals its damage as Fire-elemental damage.
    • Old: Shake the ground violently dealing 240% weapon damage followed by an additional 150% weapon damage per second for 8 seconds to all enemies within 15 yards.
    Overpower has been modified:
    • 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.

    The DiabloWiki.com - Demon Hunter Demon Hunter
    Unmentioned New Passives
    Night Stalker has been added:
    • Unlocked at level 16.
    • Every time you critical hit, gain 1 discipline.
    • Discipline is used to fuel many of your tactical and defensive skills.
    Numbing Traps has been added:
    • Unlocked at level 21.
    • Enemies hit by Fan of Knives, Spike Trap and Caltrops have their damage reduced by 30% for 3 seconds.

    The DiabloWiki.com - Monk Monk
    Unmentioned New Passives
    Combination Strike has been added:
    • Unlocked at level 21.
    • Each different Spirit Generator ability you use increases your damage by 10% for 3 seconds.

    The DiabloWiki.com - Witch Doctor Witch Doctor
    Unmentioned Modified Skills
    Gruesome Feast has been modified:
    • Now: Whenever you are healed by a health globe gain 10% of your maximum Mana and 10% Attack for 10 seconds. The Attack bonus can stack up to 5 times.
    • Old: Gain 10% Attack for 10 seconds whenever you are healed by a health globe. This effect can stack up to 5 times.
    Vermin has been modified:
    • Now includes DiabloWiki.com - Locust Swarm Locust Swarm.
    • Old: Your Plague of Toads, Corpse Spiders and Firebats abilities do 20% more damage.
    Fierce Loyalty has been modified:
    • Now Witch Doctor pets also gain 100% of the player's Health regeneration items.
    • Old: All your pets gain 100% of the benefit of your thorns items.

    Unmentioned New Passives
    Bad Medicine has been added:
    • Unlocked at level 18.
    • Whenever you deal Poison damage to an enemy, their damage is reduced by 40% for 3 seconds.
    Spirit Vessel has been added:
    • Unlocked at level 20.
    • 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.
    Fetish Sycophants has been added:
    • Unlocked at level 21.
    • Whenever you cast a Physical Realm spell you have a 3% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds.

    The DiabloWiki.com - Wizard Wizard
    Unmentioned Modified Skills
    Arcane Dynamo has been modified:
    • The DiabloWiki.com - Flash of Insight 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.

    Unmentioned New Passives
    Conflagration has been added:
    • Unlocked at level 21.
    • 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 DiabloWiki.com - chat gemChat_Gem on the official Diablo III website, the invisible box in the web Battle.net interface has finally drawn some interesting official responses:

    Official Blizzard Quote:

    Giving up so soon?

    Follow the bird as it tweet, tweet, tweets! (Blue Tracker/Official Forums)

    Is the answer to this latest mystery to be found by following @Diablo on Twitter? Is the invisible box another enigma in a decade of Diablo silliness, or is there reason to wonder?

    New Fan Art

    Left: Demon Hunter painting by Wargasmic, Right: Diablo "Heablo" Lord of Terror by MuppZA
    Posted in: News & Announcements
  • 2

    posted a message on Interview with a (Fan) Artist - Calavera666 on Diablo Comics

    Calavera666 discusses his recent work on a series
    of super-stylized Diablo-themed fan art pieces

    If anyone can be considered a fan of the Diablo franchise, perhaps we should look to the talented individuals bringing their own flair of creativity and ingenuity to a series loved by many since childhood. The first in a series of low-profile interviews, Interview with a (Fan) Artist will expose the creative minds of dedicated Diablo artists.

    This week, we had a short interview with Calavera666 (Ismael Bergara) on his series of super-stylized comic entries, as well as his projected plans for his work. For even more of Ismael's work, check out his profile on DeviantArt.com.

    Also, Ismael has recently uploaded his newest comic strip, a parody on the beta patch five updates. Stay tuned to through the interview for this latest piece of his unique comical style!

    DF: Last weekend, you posted that you're working on an exciting new project: a comic strip series including some cynical takes on three Diablo III characters. Will your work be more comical shorts, or can we expect some kind of cohesive story for some, if not all, of these entries?

    Ismael: I've been considering this project for a while now. I'm very passionate about web comics, and I spend most of my free time diving through them. There's something special, unique if you will, that I've always loved about free web comics, and it's the fact that artists work on them purely based on the desire to craft it, and to deliver it to the community. There's no money behind it, so there's no restrictions. You make comics because you want to, and you make it grow with your most pure and basic humor. In the end, you become your own boss. That means you can completely ruin a storyline, and don't give a f*ck about it!

    But yeah, there will be some kind continuity in the strips. Some will be made in two, three, or four parts.

    DF: The Diabolesques, as you've labeled them, are plays on controversial topics (such as player-named "moon physics.") Was it difficult coming up with these witticisms?

    Ismael: Oh yeah, it's really hard to come up with a monk named "Pillar." I've gathered a council of experts on gaming culture and controversial silliness, just to craft the artful names you see on the characters.

    I have to be honest, my one secret is to lurk through the Diablo III forums. The material writes itself!

    DF: One of your comics, which plays on the handful of DiabloWiki.com - Azmodan Azmodan's generals mentioned at this year's BlizzCon, plays on Monsters, Inc. to convey its silliness. Do you think that cultural references like this alienates potential reading audiences?

    Ismael: There's always the possibility that some readers don't get the meaning of the strips. If you haven't seen Monsters, Inc., you probably wont get the Azmodan's strip. If you haven't been around for the last week, you wont get the "Pillar" strip, either.

    I'll do my best to give some hints on the obscure references, yes, but I don't want to explain the jokes. That would kill the whole spirit of the thing.

    Tip: If people don't get the reference, they'll ask around about it. Free advertising.

    DF: It looks like basically everything you've posted on DiabloFans is comic work. Have you ever worked with other mediums?

    Ismael: In fact, comics are the only thing I've never done before! I do illustrations, I do wall paintings, I make sculptures, I forge armor--I ruin lots of materials while forging armor because I suck at it--I do animation, I make 3D modeling, I cook, I write scripts for low budget movies, I do acting.

    I do lots and lots of stuff, but comics are not on the list. Well, at least not on the everyday list.

    DF: What drew you to comics in the first place? Do you happen to have any inspiration for your humor, or does it all just come naturally?

    Ismael: As I've mentioned before, I'm fond of web comics. I've never hopped on the comic bandwagon before, because my work is oriented to illustration.

    Making illustrations, like a book cover for example, takes a lot of time and effort, but you work on a very specific picture. You have take care of the lights, the design, the shapes of the figures. To make an illustration is to make a sculpture out of a painting.

    Comics, in the other hand, are a completely different matter. Comics need humor, they need constant movement, and they need scripts and fresh ideas.

    The process of making comic strips is very exciting to an artist. It forces you to break down your own traditional barriers in order to come up with a funny but graceful result. It's pretty much like dancing with a pencil.

    But, just like dancing, comic making is a tricky art. Very difficult to master. That's why I've always wanted to give it a try. And you need humor. Humor has to come out of you like water. If you have to force it, then it's not gonna work. You'll end up working out of commitment and obligation, and not from the heart.

    DF: The DiabloWiki.com - Lord of Terror Lord of Terror tries to pass through airport security. What are your thoughts?

    Ismael: Nothing happens. His family owns the company.

    DF: Aside from some great entertainment, do you think there's something to be said for the messages of some of your comics? Do you hold strong opinions on some of the content of your work, such as a female Diablo (Diablette) or the Monk summoning pillars ex nihilo (Monk's Problematic Pillars)?

    Ismael: I may have some opinions about this and that, but that will never show in the comics. If you look closely, I've never taken a stand to attack or defend any of the subjects. I try to make fun of things from a neutral point of view.

    But in the end of the day, I must say that I love every single thing about Diablo III.

    Yes, even the ferrets.

    DF: Do you have anything you'd like to share with the Diablo community at large, besides more great humor and iconic artwork?

    Ismael: Feel free to comment, rate, send suggestions, ask questions--all of those things that would make me feel like I'm important. Look, Ma! I'm on Diablofans!

    And last, but certainly not least, Ismael has finished his latest piece in the Diablo world. This strip takes a light-hearted look at one of the notes included in beta patch five. See if you can figure it out (click for full strip):

    That's all for this time. Once again, we highly encourage you to check out his profile on DeviantArt.com for even more of his unique work. Tune in some indefinite point in the future to see our interview with Richwood666, famous on the board for his continuing work on the female DiabloWiki.com - Demon Hunter Demon Hunter!
    Posted in: News & Announcements
  • 1

    posted a message on Selective Beta 5 Footage, 20th Anniversary Special Article, and More Beta Blues
    Quote from DragonJunkie

    Magistrate thank you for the impale video but you didnt put your curser over the skill so we could see how much damage it does now.
    Could you please tell us.

    Quote from stampy

    I still haven't been able to find footage of the new arcane-enchanted mob effect... would be a good video if the opportunity presents itself :)



    Quote from Enkeria

    Video Request: Character selection screen, I wanna see the animations!



    Quote from Concepticon

    I know ur email now magistrate. expect spam... :o

    gg update btw good shit

    :3 It would be nice to get some spam from Diablo fans and not penis enlargement pills for once.
    Posted in: News & Announcements
  • 1

    posted a message on Selective Beta 5 Footage, 20th Anniversary Special Article, and More Beta Blues
    Diablo III's fifth beta patch brought some big changes to the testing period. To highlight just one of them, here's a short clip showing the graphical changes made for the Demon Hunter's DiabloWiki.com - Impale Impale skill:

    But Impale wasn't the only element to get a graphical update. Much of the Battle.net interface--including the login screen, the character selection screen, and more--saw some changes as well:

    At the launch of the beta patch, though, there were some things missing. The DiabloWiki.com - Cauldron of Jordan Cauldron of Jordan--use to cash in on loot like you would with an in-town NPC while on the battlefield--was moved out of the beta content and into its more permanent position in the overall Diablo III gameplay period. Vasadan responded:

    Official Blizzard Quote:

    The Cauldron of Jordan has been moved into a later part of Act 1, meaning it is not in Beta content anymore. I have contacted the Community team to see if we can get the patch notes updated to not cause any more confusion.

    The note has since been added to the list of official patch notes. Bashiok later added that:

    Official Blizzard Quote:

    [f]or reasons of mechanic introduction and pacing, the Cauldron of Jordan is now awarded to the player after the Skeleton King fight, which means it isn't obtainable within the beta content. It is still very much a game feature though, of course.

    The DiabloWiki.com - Templar Templar, the only hireable hireling (el oh el) in the beta, also saw a tweak that was not mentioned in the official patch notes. The Templar can now wield any one-handed weapon, as opposed to only being able to carry spears as he had in the past. But the change left something to be desired in the follower's voice-overs:

    Official Blizzard Quote:

    We changed the Templar so he can now use any one-handed weapon, not just spears. As for that VO that plays, it may technically sound like a bug if he doesn't have a spear, but since the spear is his signature weapon, it may be OK.

    Finally, Blizzard posted a timeline of Diablo III UI artist DiabloWiki.com - Mike Nocholson Mike Nocholson's daily grind to celebrate their twentieth anniversary. Highlights include the most lucky kids on planet Earth, interaction with Technical Artist DiabloWiki.com - Chris Haga Chris Haga, an all-too-humble observation of his work life, and an idea of what it's like to work for one of the greatest game developers in history.
    Posted in: News & Announcements
  • 2

    posted a message on Diablo III Beta Patch 5 Complete Notes
    The long wait for the fifth beta patch has finally ended. Here's the complete official patch notes for the latest iteration:

    UPDATE (04/11/2011): The official patch notes have been updated; see below. Thanks to PaNtsONhEaD from our IRC (#diablofans on freenode) for the update!

    Official Blizzard Quote:

    • The Cauldron of Jordan is no longer available in beta content. It will be rewarded to players at a higher level in the game.

    Official Blizzard Quote:

    • All characters have been wiped. As part of this process, artisans, gold, and items (including those placed on the auction house or in a shared stash) have also been reset.
    • Switching out class skills will now require the use of a new feature known as the Nephalem Altar. Nephalem Altars are currently located in New Tristram, as well as in key locations throughout Act I. Clicking on an altar will open up the skill UI, allowing both active and passive skills to be selected or exchanged.
    • Quests
      • Gold rewarded from quests has been significantly reduced
      • Experience rewarded from quests after level 4 is now based on the number of mobs you’d have to kill to earn the same amount of experience, rather than being a strict percentage of a level

    • Skills
      • New passive skills have been added for all classes. See individual class notes below for more information.
      • AoE (Area of Effect) skills for all classes have had their damage reduced
      • Single-target skills for all classes have had their damage increased
      • All skills are now based off weapon damage

    • User Interface
      • The in-game UI has been updated with general art and usability improvements

    • Barbarian
      • Active Skills
        • The Barbarian's Fury Generators have received a tuning pass. Bash, Cleave, and Frenzy now generate more Fury whereas the other Fury Generators now generate less.
        • Additional changes include:
          • Battle Rage
            • Damage bonus reduced from 30% to 20%
          • Revenge
            • The chance for this ability to activate has been increased from 10% to 15%
          • Weapon Throw
            • Fury cost reduced from 20 to 10
            • Damage decreased from 210% to 180%

      • Passive Skills
        • New passive skills have been added:
          • Nerves of Steel
            • Unlocked at level 12
            • Your defense is increased by 25% of your Vitality

    • Demon Hunter
      • General
        • Maximum Hatred reduced from 150 to 125

      • Active Skills
        • The order in which skills are awarded has been adjusted for levels 1 to 13.
        • Resource management for the Demon Hunter has been reworked significantly. Skills for the class now fall into the three categories: Hatred Generators, Hatred Spenders, and Discipline Spenders
          • Hatred Generators
            • Bola Shot: Generates 2 Hatred
            • Entangling Shot: Generates 4 Hatred
            • Evasive Fire: Generates 4 Hatred*
            • Grenades: Generates 2 Hatred
            • Impale: Generates 6 Hatred

          • Hatred Spenders
            • Chakram: Costs 10 Hatred
            • Elemental Arrow: Costs 5 Hatred
            • Hungering Arrow: Costs 10 Hatred
            • Rapid Fire: Costs 30 Hatred (initially) and 1.5 Hatred per second for each additional shot

          • Discipline Spenders
            • Caltrops: Costs 8 Discipline
            • Shadow Power: Costs 20 Discipline
            • Vault: Costs 10 Discipline
            • Evasive Fire: Costs 4 Discipline to Backflip

        • Additional changes include:
          • Bola Shot
            • On-hit damage increased from 100% to 105%
          • Chakram
            • Damage reduced from 150% to 135%
          • Grenades
            • Damage increased from 75% to 80%
          • Hungering Arrow
            • Damage increased from 115% to 145%
            • Pierce chance is once again a fixed 35% rather than scaling with level
          • Impale
            • Impale has been given a new spell effect. It is now a thrown dagger instead of a bow shot.
          • Rapid Fire
            • Damage increased from 35% weapon damage per shot to 38% weapon damage per shot
          • Shadow Power
            • Attack speed bonus reduced from 50% to 30%

      • Passive Skills
        • New passive skills have been added:
          • Tactical Advantage
            • Unlocked at level 10
            • Whenever you use Vault, Smokescreen, or backflip with Evasive Fire you gain 60% movement speed for 2 seconds

    • Monk

      • Active Skills
        • Mantras
          • All Mantras now have a 15 second cooldown and grant a bonus effect for the first 3 seconds after activation

        • Additional changes include:
          • Blinding Flash
            • Spirit cost reduced from 50 to 30
            • Duration reduced from 5 second to 3 seconds
          • Breath of Heaven
            • Spirit cost reduced from 75 to 25
            • Healing amount reduced
          • Crippling Wave
            • Damage increased from 120% to 135%
          • Deadly Reach
            • Damage increased from 110% to 120%
          • Fists of Thunder
            • Damage increased from 100% to 120%
          • Lashing Tail Kick
            • Spirit cost increased from 25 to 30
            • Damage increased from 130% to 180%

      • Passive Skills
        • Transcendence
        • Healing per Spirit reduced

    • Witch Doctor
      • Active Skills
        • All Witch Doctor skills now do damage based on your weapon damage and cast at a speed based on your weapon attack speed.

      • Passive skills
        • New passive skills have been added:
          • Circle of Life
            • Unlocked at level 12
            • Whenever an enemy dies within 12 yards there is a 5% chance that a Zombie dog will automatically emerge
          • Jungle Fortitude
            • Unlocked at level 10
            • Reduces all damage taken by you and your pets by 20%

    • Wizard
      • Active Skills
        • The order in which skills are awarded from levels 6 to 13 has been adjusted. Players will now unlock offensive and defensive spells in an alternating order.
        • All Wizard skills now do damage based on your weapon damage and cast at a speed based on your weapon attack speed.

      • Passive Skills
        • New passive skills have been added:
          • Critical Mass
            • Unlocked at level 12
            • Your critical hits reduce the cooldown of your spells by 1 second

    • Templar
      • Skills
        • Guardian
          • Ability now unlocks at level 20, instead of level 5
        • Heal
          • Healing provided by this ability will now scale properly
          • When activated, ability will heal you for ¼ of your total health every 15 seconds
          • Will only heal when player is below 50% health, down from 67%
        • Intimidate
          • Slow amount reduced from 80% to 50%
        • Intervene
          • Intervene is the new name for Taunt, and now unlocks at level 5
          • Radius of monsters to be taunted reduced from 30 to 10 yards
          • Duration reduced from 10 seconds to 5 seconds
          • Will now only cast when player is below 50%
          • Cooldown increased from 15 seconds to 30 seconds
        • Loyalty
          • Life regenerated by this ability will now scale properly

    • General
      • Players now start with 5 health potions
      • Health globes now heal you over 1.5 seconds rather than over 5 seconds
      • The number of chests, shrines, and other interactable items (e.g. bookcases and loose stones) has been greatly reduced across the entire game
      • Items sold from vendors will now be at least one item level lower than those that are currently available to a player via drops from monsters
      • The level of an item is now much more likely to match or be close to the level of the monster from which it dropped, and the affixes that appear are much more likely to be from the upper range

    • Weapons
      • Several significant changes have been made to weapons and weapon damage affixes:
        • The damage bonus granted to two-handed weapons over one-handed weapons has been reduced from 15%-38% from level 1-60 to 13%-32%
        • Wands attack speed has been increased from 1.2 to 1.4
        • Quivers, Orbs, and Mojos will now always come with +Min/Max damage
        • Ceremonial Daggers will now frequently come with +Mana Regen
        • Wands will now frequently come with the +Max Arcane Power
      • The amount of inherent slow granted by cold weapons has been reduced from 3 seconds to 1 second
      • One-handed crossbows and daggers now pull from a separate pool of affixes for + damage
      • The damage variance between weapons of the same type has been reduced.

    • Bug Fixes
      • Fixed an issue that was causing two-handed Monk combat staves to not receive the proper damage bonus

    • General
      • A new Mortar affix has been added to the game. Mortar monsters will lob grenades at enemies outside melee range.
      • Lightning bolt damage from Electrified-enchanted monsters has been reduced by 40%
      • Monsters that are enchanted to an element (Molten, Electrified, etc.) now correctly have 50% resistance to their chosen element
        • Ex: Molten monsters will have 50% damage resistance to Fire at equal level
      • Wretched Mothers in Act I can now only summon one zombie at a time
      • Treasure Goblins are now immune to fear

    • Bosses
      • Skeleton King
        • Whirlwind damage increased from 100% to 300%
        • Cleave damage increased from 80% to 100%

    • Artisans
      • Blacksmith
        • Blacksmiths now start with a Fist weapon and a Dagger weapon option to craft
        • Blacksmith leveling and crafting recipes have received a tuning pass

    • Items
      • Pages of Training will now drop starting at level 6, down from level 8
      • The chance for Magic and Rare items to salvage into higher quality crafting material has been increased from 1% to 5%
      • Salvaging blue items now has a 1% chance to salvage into Legendary crafting material
    Posted in: News & Announcements
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