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Aquilax1291 posted a message on Crusader Transmog Thread!Posted in: Crusader: The Church of Zakarum -
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overneathe posted a message on [Spoilers Ahead] D3: Reaper of Souls - Game Modes: Adventure, Bounty, Loot Runs, Challenges, Devil's Hand, and More Stuff!
THIS TOPIC IS A MASSIVE WORK IN PROGRESS AREA
There are still so many strings to include in this section. Check front page for an update list
Remember this is a SUPER early build - This is not anywhere near ready for testing. Some of the strings may just be for testing, and may not go live.
Game Modes and Information
Here are some of the better piles of information we managed to find!
DiabloFans Quote:
- StoryMode - Campaign
- AdventureMode - Adventure
- AdventureModeLocked - Locked: Once you've completed Story Mode on any hero, you'll be able to participate in Adventure Mode!
- AdventureModeIdle - Click here to activate Adventure Mode and change settings.
- StoryModeIdle - Click here to activate Story Mode and change settings.
- SliderText - Increase Difficulty by using the slider below.
- AdventureModeDesc.. - Play Loot Runs, Bounties & Devil’s Hand
- OpenWorldBountyWarning - {s1} has started a bounty in {s2}! The world is about to be reset.
- OpenWorldDungeonFinderWarning - {s1} has started a lootrun in {s2}! The world is about to be reset.
- OpenWorldDevilsHandWarning - {s1} has started a devils hand quest for {s2} in {s3}! The world is about to be reset.
- DifficultySelector_Description_0 - At this difficulty enemies are weaker and have less health.
- DifficultySelector_Description_1 - This is the baseline Diablo III experience.
- DifficultySelector_Description_2 - Enemies are slightly more powerful and have a little more health.
- DifficultySelector_Description_3 - Enemies are more powerful and have more health. There is also an increase to experience and item drops.
- DifficultySelector_Description_4 - Enemies are more powerful and have more health. There is also an increase to experience and item drops.
- DifficultySelector_Description_5 - Enemies are much more powerful and are very difficult to kill. There is also a significant increase to experience and item drops..
- DifficultySelector_Help_0 - Recommended for players with either little or no experience with dungeon crawlers (point and click RPG’s) or for players more interested in story than a challenge.
- DifficultySelector_Help_1 - Select this difficulty if you are familiar with dungeon crawlers (point and click RPG’s).
- DifficultySelector_Help_2 - This level is intended for players with experience playing dungeon crawlers and want a little challenge.
- DifficultySelector_Help_3 - This level is intended for players who are looking for a challenge and have a healthy amount of gear to back them up in combat.
- DifficultySelector_Help_4 - This level is only recommended to players who have aquired a good deal of gear and are seeking a much greater challenge.
- DifficultySelector_Help_5 - Only adventurers with the highest level of skill and gear should consider this difficulty..
Loot Run Strings
A lot of information about Loot Runs has been found!
DiabloFans Quote:
- Name - Loot Run
- Step1Splash - Kill 500 enemies
- Step3Splash - Kill the Loot Run Guardian
- Step7Splash - Enter the Loot Run Entrance
- Step7Header - Enter the Loot Run Entrance portal in New Tristram.
- Step1Header - Kill 500 enemies inside the Loot Run Entrance portal.
- LootRunKey - Bring this to Zoltun Kulle and he will open a portal to a Loot Run.
- X1_LR_HubWorld - [TEMP] Loot Run Hub
- X1_LR_BossWorld - [Temp] Boss Arena
- X1_LR_Boss_Test_SkeletonKing - Loot Run Boss Arena
- X1_LR_Level_01 - [TEMP] Loot Run Level 01
- X1_LR_Level_02 - [TEMP] Loot Run Level 02
- X1_LR_Level_03 - [TEMP] Loot Run Level 03
- X1_LR_Level_04 - [TEMP] Loot Run Level 04
- X1_LR_Level_05 - [TEMP] Loot Run Level 05..
- X1_LR_Level_06 - [TEMP] Loot Run Level 06
- X1_LR_Level_07 - [TEMP] Loot Run Level 07
- X1_LR_Level_08 - [TEMP] Loot Run Level 08
- X1_LR_Level_09 - [TEMP] Loot Run Level 09
- X1_LR_Level_10 - [TEMP] Loot Run Level 10
- Name - Loot Run
- Objective17Desc - Loot {Left} Chests
- Objective16Desc - Loot any {Left} Chests
- Objective13Desc - Kill {Left} Monsters
- Objective18Desc - Destroy {Left} Breakables
- Objective20Desc - Kill {Left} Elites
- Objective14Desc - Loot any {Left} Chests
- Objective21Desc - Destroy {Left} Breakables
- Objective15Desc - Kill {Left} Elites
- Objective23Desc - Destroy {Left} Breakables
- Objective24Desc - Kill {Left} Monsters
- Objective26Desc - Destroy {Left} Breakables
- Objective25Desc - Kill {Left} Monsters
- Objective28Desc - Kill {Left} Elites
- Objective27Desc - Loot {Left} Chests
- Objective22Desc - Loot {Left} Chests.
- Objective30Desc - 1
- Step29Splash - Find and Slay the Dungeon Boss!
- Step38Splash - Enter the Dungeon
- Objective35Desc - 2
- Objective36Desc - 3
- Objective37Desc - 4
- LootRunBar - You have started a Loot Run!
- Kill enemies to fill this bar. When it is full, a portal will open to the Loot Run guardian.
- LootRunBar_title - Loot Run
- LootRunBarComplete - You have opened a portal to the Loot Run guardian! Enter the portal and defeat it!
- LootRunBarComplete_title - Loot Run Boss Portal
- LootRunComplete - You finished your first Loot Run!
- When you find additional Portal Keystones, take them to Zoltun Kulle to open new Loot Runs.
- LootRunItemPickedUp - You have found a Portal Keystone!
- Take it to Zoltun Kulle to open a Loot Run.
- MenuLabel - No Loot Runs
- Line0 - Finish what you're doing now, then I'll open another portal for you.
- MenuLabel - Loot Run
- Line0 - Be patient. I cannot open another portal for you until the raid guardian is defeated and everyone has returned..
- LootRunBar -You have started a Loot Run!
- Kill enemies to fill this bar. When it is full, a portal will open to the Loot Run guardian.
Challenge Strings
Strings for the new challenges!
DiabloFans Quote:
- Start : Do you wish to start this trial?
- Started : Another player has started this trial, do you wish to join?
- ChallengeTypeWave Fight : Wave Trial - Destroy each enemy wave as quickly as possible. Extra time is converted into bonus experience and gold!
- ChallengeTypeHorde : Horde Trial - Slay an unending horde of monsters. Kill monsters before the timer ends to earn bonus experience and gold for every kill!
- ChallengeTypeTimed Dungeon : Collapsing Dungeon - Loot Nephalem Relics to delay the dungeon collapse and earn time bonuses!
- ChallengeTypeZapper : Berseker Trial - Slay monsters before they become enraged! Killing marked monsters before they enrage grants bonus experience and gold!
- ChallengeTypeGoblin Hunt : Goblin Hunt - Find the treasure goblins before they all escape!
- ChallengeTitle : Nephalem Trial
- ChallengeEncountered - You've discovered a challenge portal!
- Challenge are optional scenarios with rewards that you can attempt multiple times to get a better score.
- ChallengeEncountered_title - Challenge Encountered!
- ChallengeEncountered_con - Press {icon:button1, 2} on a challenge portal to enter an optional scenario with rewards.
More Challenge Strings
Make sure to check the over 100 quest objectives thread for even more strings on these!
DiabloFans Quote:
Quest_x1_A5_Challenge_GuardSlaughter- Name : [temp] Guard Slaughter
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Fight the endless horde!
- Objective8Desc : {c_gold}Kill Bonus Earned:{/c} {Done}
- Step11Splash : Speak to Orek
- Description :
- Step14Splash : Slay the remnants of the Horde!
Quest_x1_A5_Challenge_DreadGhosts- Name : [temp] Dread Ghosts
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Activate the four totems
- Objective8Desc : Scavengers Killed: {Done}
- Objective11Desc : Activate the Totems: {done}/{Needed}
- Objective14Desc :
- Objective19Desc : Slay the Champion Scavenger
- Step13Splash : Speak to Orek
- Objective25Desc : Kill the remaining scavenger ambushers!
- Step26Splash : Kill the marked monsters before they are empowered by the energies of the chest!
- Objective27Desc : Halt as many rituals as you can!
- Step30Splash : Kill the remaining monsters
Quest_x1_A5_Challenge_LastStand- Name : [temp] Last Stand
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Waves Cleared: {Done}/{Needed}
- Objective8Desc : {c_gold}Time Bonus Earned:{/c} {Done}
- Objective11Desc :
- Objective14Desc :
- Step9Splash : Open the Chest
Quest_x1_A5_Challenge_AncientEvils- Name : Ancient Evils
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Waves Cleared: {Done}/{Needed}
- Objective8Desc : {c_gold}Time Bonus Earned:{/c} {Done}
- Objective11Desc :
- Step13Splash : Investigate the Chest
- Description :
Quest_x1_A5_Challenge_HunterKillers- Name : [temp] Hunter Killers
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Fight the endless horde!
- Objective8Desc : {c_gold}Kill Bonus Earned:{/c} {Done}
- Step11Splash : Speak to Orek
- Description :
- Step14Splash : Slay the remnants of the Horde!
Quest_x1_A5_Challenge_MaggotMound- Name : Maggot Mound
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Activate the four totems
- Objective8Desc : Scavengers Killed: {Done}
- Objective11Desc : Activate the Totems: {done}/{Needed}
- Objective14Desc :
- Objective19Desc : Slay the Champion Scavenger
- Step13Splash : Speak to Orek
- Objective25Desc : Kill the remaining scavenger ambushers!
- Step26Splash : Kill the marked monsters before they are empowered by the energies of the chest!
- Objective27Desc : Halt as many rituals as you can!
- Step30Splash : Kill the remaining monsters
Quest_x1_A5_Challenge_Netherbeasts- Name : Nether Beasts
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Fight the endless horde!
- Objective8Desc : {c_gold}Kill Bonus Earned:{/c} {Done}
- Step11Splash : Investigate the Chest
- Description :
- Objective15Desc : Slay the remnants of the Horde
Quest_x1_A5_Challenge_HostileRealm- Name : Temp Hostile Realm
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Waves Cleared: {Done}/{Needed}
- Objective8Desc : {c_gold}Time Bonus Earned:{/c} {Done}
- Objective11Desc :
- Objective14Desc :
- Step9Splash : Open the Chest
Quest_x1_A5_Challenge_ElderOnes- Name : temp Elder Ones
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Activate the four totems
- Objective8Desc : Scavengers Killed: {Done}
- Objective11Desc : Activate the Totems: {done}/{Needed}
- Objective14Desc :
- Objective19Desc : Slay the Champion Scavenger
- Step13Splash : Speak to Orek
- Objective25Desc : Kill the remaining scavenger ambushers!
- Step26Splash : Kill the marked monsters before they are empowered by the energies of the chest!
- Objective27Desc : Halt as many rituals as you can!
- Step30Splash : Kill the remaining monsters
Quest_x1_A5_Challenge_FlyingAssasins- Name : Flying Assasins
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Fight the endless horde!
- Objective8Desc : {c_gold}Kill Bonus Earned:{/c} {Done}
- Step11Splash : Speak to Orek
- Description :
- Step14Splash : Slay the remnants of the Horde!
Quest_x1_A5_Challenge_Sentinels- Name : Sentinels
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Waves Cleared: {Done}/{Needed}
- Objective8Desc : {c_gold}Time Bonus Earned:{/c} {Done}
- Objective11Desc :
- Objective14Desc :
- Step9Splash : Speak to Orek
Quest_x1_A5_Challenge_SoulDrain- Name : Soul Drain
- Step1Desc_Barb :
- Step6Splash :
- Objective3Desc : Activate the four totems
- Objective8Desc : Scavengers Killed: {Done}
- Objective11Desc : Activate the Totems: {done}/{Needed}
- Objective14Desc :
- Objective19Desc : Slay the Champion Scavenger
- Step13Splash : Speak to Orek
- Objective25Desc : Kill the remaining scavenger ambushers!
- Step26Splash : Slay the monsters who are enraging!
- Objective27Desc : Halt as many rituals as you can!
- Step30Splash : Kill the remaining monsters
Loot Run Bosses
These are the strings for the bosses you will see in loot runs. As with EVERYTHING we are posting. This information can change at any time.
DiabloFans Quote:
- X1_LR_TestBossEncounter_Encounter_Name - The Cultist Legion
- X1_LR_TestBossEncounter_Join_Instruction - Triggered by {s1}
- X1_LR_TestBossEncounter_Info_Text - Cultist Legion
- X1_LR_TestBossEncounter_Taunt_Text - Wave Fight Challenge
- X1_LR_Boss_Alcarnus_01_SkeletonKing_01_Encounter_Name - Boss: Random Boss Fight
- X1_LR_Boss_Alcarnus_01_SkeletonKing_01_Taunt_Text - Defeat the Boss!
- X1_LR_Boss_Keep_01_Gluttony_01_Encounter_Name - Boss: Random Boss Fight
- X1_LR_Boss_Keep_01_Gluttony_01_Taunt_Text - Defeat the Boss!
- X1_LR_ZoltunKulle_Encounter_Name - Boss: Random Boss Fight
- X1_LR_ZoltunKulle_Taunt_Text - Defeat the Boss!
- X1_LR_Boss_Keep_01_Despair_01_Encounter_Name - Boss: The Library of Fate
- X1_LR_Boss_Keep_01_Despair_01_Taunt_Text - Defeat the demon Despair!
- X1_LR_Boss_Keep_01_Gluttony_01_Encounter_Name - Boss: Gluttony
- X1_LR_Boss_Keep_01_Gluttony_01_Taunt_Text - Defeat Ghom, the Lord of Gluttony!
- X1_LR_Boss_Keep_01_SpiderQueen_01_Encounter_Name - Boss: The Lair of the Spider Queen
- X1_LR_Boss_Keep_01_SpiderQueen_01_Taunt_Text - Defeat the Spider Queen!
- X1_LR_Boss_Alcarnus_01_SkeletonKing_01_Encounter_Name - Boss: The Crypt of the Skeleton Monarch
- X1_LR_Boss_Alcarnus_01_SkeletonKing_01_Taunt_Text - Defeat the Skeleton Monarch!
- X1_LR_FallenChampion_Summoner_Encounter_Name - Boss: Rokrak
- X1_LR_FallenChampion_Summoner_Taunt_Text - Defeat the Brutal Fallen Master
- X1_LR_Boss_Belial_Encounter_Name - Boss: The Battle for Caldeum
- X1_LR_Boss_Belial_Taunt_Text - Defeat Belial, Lord of Lies!
- X1_LR_Boss_SpiderQueen_Encounter_Name - Boss: The Lair of the Spider Queen
- X1_LR_Boss_SpiderQueen_Taunt_Text - Defeat the Spider Queen!
- X1_LR_Boss_SkeletonKing_Encounter_Name - Boss: The Crypt of the Skeleton King
- X1_LR_Boss_SkeletonKing_Taunt_Text - Defeat the Skeleton King!
- X1_LR_Boss_Siegebreaker_Encounter_Name - Boss: The Demon Gate
- X1_LR_Boss_Siegebreaker_Taunt_Text - Defeat the demon Siegebreaker!
- X1_LR_Boss_MistressOfPain_Encounter_Name - Boss: The Maiden of Lust
- X1_LR_Boss_MistressOfPain_Taunt_Text - Defeat the Maiden and destroy the final Sin Heart!
- X1_LR_Boss_Maghda_Encounter_Name - Boss: Maghda's Den
- X1_LR_Boss_Maghda_Taunt_Text - Defeat Maghda!
- X1_LR_Boss_Gluttony_Encounter_Name - Boss: The Larder
- X1_LR_Boss_Gluttony_Taunt_Text - Defeat Ghom, the Lord of Gluttony!
- X1_LR_Boss_Despair_Encounter_Name - Boss: The Library of Fate
- X1_LR_Boss_Despair_Taunt_Text - Defeat the demon Despair!
- X1_LR_Boss_Butcher_Encounter_Name - Boss: The Butcher's Lair
- X1_LR_Boss_Butcher_Taunt_Text - Defeat the Butcher!
- X1_LR_LittleBelial_Encounter_Name - Boss: The Crypt of the Skeleton King
- X1_LR_LittleBelial_Taunt_Text - Defeat the Skeleton King!
- X1_LR_Boss_Keep_01_Maghda_01_Encounter_Name - Boss: Malefique
- X1_LR_Boss_Keep_01_Maghda_01_Taunt_Text - Defeat the cruel Malefique
- X1_LR_Boss_Keep_01_Despair_01_Encounter_Name - Boss: Despair
- X1_LR_Boss_Keep_01_Despair_01_Taunt_Text - Defeat the vicious Despair
- X1_LR_Alcarnus_01_Despair_01_Encounter_Name - Boss: Despair
- X1_LR_Alcarnus_01_Despair_01_Taunt_Text - Defeat the vicious Despair
- X1_LR_Boss_Alcarnus_01_Warden_01_Encounter_Name - Boss: Reformed Warden
- X1_LR_Boss_Alcarnus_01_Warden_01_Taunt_Text - Defeat the Reformed Warden
- X1_LR_Boss_Keep_01_Warden_01_Encounter_Name - Boss: Reformed Warden
- X1_LR_Boss_Keep_01_Warden_01_Taunt_Text - Defeat the Reformed Warden
- X1_LR_Boss_Keep_01_MistressOfPain_01_Encounter_Name - Boss: Mistress of Pain
- X1_LR_Boss_Keep_01_MistressOfPain_01_Taunt_Text - Defeat the alluring Mistress of Pain
- X1_LR_Boss_Alcarnus_01_MistressOfPain_01_Encounter_Name - Boss: Mistress of Pain
- X1_LR_Boss_Alcarnus_01_MistressOfPain_01_Taunt_Text - Defeat the alluring Mistress of Pain
- X1_LR_Boss_Keep_01_SpiderQueen_01_Encounter_Name - Boss: Spider Queen
- X1_LR_Boss_Keep_01_SpiderQueen_01_Taunt_Text - Defeat the Spider Queen
- X1_LR_SpiderQueenB_Encounter_Name - Boss: Spider Queen
- X1_LR_SpiderQueenB_Taunt_Text - Defeat the Spider Queen
- X1_LR_Boss_Alcarnus_01_SpiderQueen_01_Encounter_Name -Boss: Spider Queen
- X1_LR_Boss_Alcarnus_01_SpiderQueen_01_Taunt_Text - Defeat the Spider Queen
- X1_LR_Boss_Spider_01_Warden_01_Encounter_Name - Boss: Reformed Warden
- X1_LR_Boss_Spider_01_Warden_01_Taunt_Text - Defeat the Reformed Warden
- X1_LR_Boss_Spider_01_Maghda_01_Encounter_Name - Boss: Malefique
- X1_LR_Boss_Spider_01_Maghda_01_Taunt_Text - Defeat the cruel Malefique
- X1_LR_Boss_Spider_01_MistressOfPain_01_Encounter_Name - Boss: Mistress of Pain
- X1_LR_Boss_Spider_01_MistressOfPain_01_Taunt_Text - Defeat the alluring Mistress of Pain
- X1_LR_Boss_Spider_01_SkeletonKing_01_Encounter_Name - Boss: The Crypt of the Skeleton Monarch
- X1_LR_Boss_Spider_01_SkeletonKing_01_Taunt_Text - Defeat the Skeleton Monarch!
- X1_LR_Boss_Spider_01_Despair_01_Encounter_Name - Boss: Despair
- X1_LR_Boss_Spider_01_Despair_01_Taunt_Text - Defeat the vicious Despair
- X1_LR_Spider_01_Gluttony_01_Encounter_Name - Boss: Gluttony
- X1_LR_Spider_01_Gluttony_01_Taunt_Text - Defeat Ghom, the Lord of Gluttony!
- X1_LR_Boss_Cath_01_Warden_01_Encounter_Name - Boss: Reformed Warden
- X1_LR_Boss_Cath_01_Warden_01_Taunt_Text - Defeat the Reformed Warden
- X1_LR_Boss_Cath_01_Despair_01_Encounter_Name - Boss: Despair
- X1_LR_Boss_Cath_01_Despair_01_Taunt_Text - Defeat the vicious Despair
- X1_LR_Boss_Cath_01_SkeletonKing_01_Encounter_Name - Boss: The Crypt of the Skeleton Monarch
- X1_LR_Boss_Cath_01_SkeletonKing_01_Taunt_Text - Defeat the Skeleton Monarch!
- X1_LR_Boss_Cath_01_Gluttony_01_Encounter_Name - Boss: Gluttony
- X1_LR_Boss_Cath_01_Gluttony_01_Taunt_Text - Defeat Ghom, the Lord of Gluttony!
- X1_LR_Boss_Cath_01_MistressOfPain_01_Encounter_Name - Boss: Mistress of Pain
- X1_LR_Boss_Cath_01_MistressOfPain_01_Taunt_Text - Defeat the alluring Mistress of Pain
- X1_LR_Boss_Cath_01_SpiderQueen_01_Encounter_Name - Boss: Spider Queen
- X1_LR_Boss_Cath_01_SpiderQueen_01_Taunt_Text - Defeat the Spider Queen
- X1_LR_Boss_Crypt_01_Warden_01_Encounter_Name - Boss: Reformed Warden
- X1_LR_Boss_Crypt_01_Warden_01_Taunt_Text - Defeat the Reformed Warden
Nephalem Trials Lore Strings
Nephalem Trials have lore added!
DiabloFans Quote:
- Line0 - The time of testing is upon you, nephalem. From your own memories, and from the world around you, this place constructs the challenges you must overcome. The nephalem are the heirs to great power, but not all are worthy of it. If you are to achieve your birthright, then complete these trials, and take your rightful place among us.
- Line5 - [temp] Well done hero! UR GREAT
- Line0 - Enemies of the nephalem surround you.
- Line0F - Enemies of the nephalem surround you.
- Line1 - Are you strong enough to survive the trials?
- Line1F - Are you strong enough to survive the trials?
- Line2 - Are you ready? Then your trial begins.
- Line2F - Are you ready? Then your trial begins.
- Line3 - Many nephalem have stood where you are now, but few succeeded in overcoming the trials.
- Line3F - Many nephalem have stood where you are now, but few succeeded in overcoming the trials.
- Line4 - Prove yourself worthy of your birthright.
Bounties
Bounties are one of the new features in Reaper of Souls, part of the Adventure Game mode.
DiabloFans Quote:
Conv_X1_AdventureMode_Busy_A1.txt- MenuLabel - No Bounties
- Line11 - I can't give you a bounty until you finish what you're doing now. And believe me, nothing would make me happier.
- X1_Bounty_Board - Bounty Board
- Bounty - You have acquired a bounty!
- Complete these objectives for a reward.
- Bounty_title - Bounty
- BountyComplete - You finished your first bounty!
- Return to Mayor Bron in New Tristram for your reward. He can also give you additional bounties.
- BountyComplete_title - Bounty Complete!
The Devil's Hand
The Devil's Hand seems to be another brand new feature!
DiabloFans Quote:
Conv_X1_DevilsHandIntro.txt
MenuLabel - The Devil's Hand
Line0 - What is the Devil's Hand?
Line1 - A threat. A riddle. A game of cards where there are winners—and corpses.
Line4 -To join the game, you must bring us artifacts. When you deliver a set, we will deal you in.
Line2 - And who is "we"?
Line3 - The Covenant of Shadows. We search the lands for these artifacts. They are very dangerous, and we know how to keep them... safe.
Line8 - Will you play?
Conv_X1_Lore_DevilsHand_1.txt- MenuLabel - The Covenant's Search
- Line5 - My journey has led me to the west. This land is as perilous as I thought—evil is drawn to it like a lodestone. It is perfect... There will be many artifacts. With time, I can gather enough of them to realize the Covenant's aspirations. Until then, I shall keep to the shadows.
- MenuLabel - The Black King's Reign
- Line5 - Even in death, a king has power. The ruler of Tristram fell once and rose twice. His eldest son also met death and walked again, and so followed his son's daughter—with dire consequence. Now, I present the skull of Leoric to the Covenant, in hopes that its remaining power serves us well.
- MenuLabel - Implements of the Dark Coven
- Line5 - Two witches there were, united in evil but divided in purpose. Two masters they served, both hidden in shadow and reborn in flesh. And two deaths they will meet, by one hand. This same hand has brought much to me... and I believe that it is only the beginning.
- X1_Lore_DevilsHand - Thenia's Chest
- caOut_Boneyards_chest_devilshand - Cultist Cache
- TrOut_Highlands_Chest_devilshand - Royal Coffer
- DevilsHand_01_01 - Obtained from the Royal Coffer in the Northern Highlands.
- DevilsHand_01_02 - Obtained from the Skeleton King.
- DevilsHand_01_03 - Obtained from the Butcher.
- DevilsHand_01_04 - Obtained from Sotnob the Fool in the Halls of Agony.
- DevilsHand_01_05 - Obtained from Rockmaw inside the Lost Mine or Scavenger's Den in the Fields of Slaughter.
- DevilsHand_02_01 - Obtained from Ssthrass in Dahlgur Oasis.
- DevilsHand_02_02 - Obtained from Belial.
- DevilsHand_02_03 - Obtained from Inquisitor Hamath in the Stinging Winds.
- DevilsHand_02_04 - Obtained from the Cultist Cache in the Desolate Sands.
- DevilsHand_03_01 -Obtained from common enemies in the Keep Depths.
- DevilsHand_03_02 - Obtained from Treasure Goblins.
- DevilsHand_03_03 - Obtained from common enemies in the Fields of Slaughter and Arreat Crater.
- DevilsHand_03_04 - Obtained from Dragus, Demonic Ballista, Siegebreaker, and Azmodan.
- DevilsHand_03_05 - Obtained from Cydaea and Act III Succubi.
- DevilsHand_03_06 - Obtained from the Lacuni known as 'Envy.' She can sometimes be found inside the Ice Cavern in the Fields of Slaughter.
- DevilsHand_03_07 - Obtained from Ghom and Act III Golgor.
- DevilsHand_00_02 - Loving Oath
- DevilsHand_00_03 - Defender's Oath
- DevilsHand_00_01 - Broken Oath
- DevilsHand_00_04 - Cruel Oath
- DevilsHand_01_01 - The Black King's Trophy
- DevilsHand_01_02 - The Black King's Skull
- DevilsHand_01_03 - The Black King's Tainted Elixir
- DevilsHand_01_04 - The Black King's Bloodied Gauntlet
- DevilsHand_01_05 - The Black King's Journal
- DevilsHand_02_01 - Dark Coven Scroll of Illusions
- DevilsHand_02_02 - Dark Coven Insignia
- DevilsHand_02_03 - Dark Coven Torturing Device
- DevilsHand_02_04 - Dark Coven Jar of Reagents
- DevilsHand_02_05 - Dark Coven Familiar
- DevilsHand_03_01 - Icon of Wrath
- DevilsHand_03_02 - Icon of Greed
- DevilsHand_03_03 - Icon of Sloth
- DevilsHand_03_04 - Icon of Pride
- DevilsHand_03_05 - Icon of Lust
- DevilsHand_03_06 - Icon of Envy
- DevilsHand_03_07 - Icon of Gluttony
- DevilsHandItemPickedUp_title - Devil's Hand
- DevilsHandItemPickedUp - You found a Devil's Hand item!
- Click this button to find out more about it.
- DevilsHandSetComplete - You have completed a Devil's Hand set!
- Return to Thenia in New Tristram to redeem it for a legendary item.
- DevilsHandSetComplete_title - Devil's Hand Set Completed
- DevilsHandRedeem - Click a card to reveal one of the random rewards. You can keep it or choose to look at the other card. If you do, you must keep the second card.
- DevilsHandRedeem_title - Redeeming Devil's Hand
- DevilsHandQuestLore - These are the Devil's Hand sets you can collect.
- Click on one to see what you need to complete it.
- DevilsHandTracking - Click on an item to track it!
Loads of Adventure Mode Strings and Dialogue
DiabloFans Quote:
Conv_X1_AdventureMode_Busy_A1- MenuLabel : No Bounties
- Line11 : I can't give you a bounty until you finish what you're doing now. And believe me, nothing would make me happier.
- Line11F : I can't give you a bounty until you finish what you're doing now. And believe me, nothing would make me happier.
Conv_X1_AdventureMode_GiveQuest_A1- Line3 : I have bounties. Lots of bounties. Care to try one or three?
- Line3F : I have bounties. Lots of bounties. Care to try one or three?
- Line0 : Do my bounties and there might be a New Tristram for you to come back to.
- Line0F : Do my bounties and there might be a New Tristram for you to come back to.
- Line1 : Tristram needs your help. A lot of help.
- Line1F : Tristram needs your help. A lot of help.
- Line2 : Can you do something for me? If not, don't worry. Being mayor wasn't exactly my life's dream, y'know?
- Line2F : Can you do something for me? If not, don't worry. Being mayor wasn't exactly my life's dream, y'know?
- Line4 : Tristram will be a better place if you do this. It couldn't get any worse, anyway.
- Line4F : Tristram will be a better place if you do this. It couldn't get any worse, anyway.
- Line5 : See if you can collect this bounty. I'd say the odds are about even.
- Line5F : See if you can collect this bounty. I'd say the odds are about even.
Conv_X1_AdventureMode_GiveQuest_A2- Line3 : I need your help with something.
- Line3F : I need your help with something.
- Line0 : Caldeum still has troubles. Want to help clean it up?
- Line0F : Caldeum still has troubles. Want to help clean it up?
- Line1 : Ready to do some bounty hunting?
- Line1F : Ready to do some bounty hunting?
- Line2 : My friend, you are the best bounty hunter out there. Ready to get to work?
- Line2F : My friend, you are the best bounty hunter out there. Ready to get to work?
- Line4 : The emperor will be grateful if you can do this.
- Line4F : The emperor will be grateful if you can do this.
- Line5 : Only you can collect this bounty.
- Line5F : Only you can collect this bounty.
Conv_X1_AdventureMode_GiveQuest_A3- Line3 : Right, I need your help.
- Line3F : Right, I need your help.
- Line0 : Bastion's keep is in trouble again, friend. But you can help.
- Line0F : Bastion's keep is in trouble again, friend. But you can help.
- Line1 : These bloody bounties won't do themselves - ready to start?
- Line1F : These bloody bounties won't do themselves - ready to start?
- Line2 : Give 'em hell, friend. Here's a bounty.
- Line2F : Give 'em hell, friend. Here's a bounty.
- Line4 : I won't lie, we need help on this bounty.
- Line4F : I won't lie, we need help on this bounty.
- Line5 : Ready to kill 'em all?
- Line5F : Ready to kill 'em all?
Conv_X1_AdventureMode_GiveQuest_A4- Line3 : I need your help with something.
- Line3F : I need your help with something.
- Line0 : Caldeum still has troubles. Want to help clean it up?
- Line0F : Caldeum still has troubles. Want to help clean it up?
- Line1 : Ready to do some bounty hunting?
- Line1F : Ready to do some bounty hunting?
- Line2 : My friend, you are the best bounty hunter out there. Ready to get to work?
- Line2F : My friend, you are the best bounty hunter out there. Ready to get to work?
- Line4 : The emperor will be grateful if you can do this.
- Line4F : The emperor will be grateful if you can do this.
- Line5 : Only you can collect this bounty.
- Line5F : Only you can collect this bounty.
Conv_X1_AdventureMode_Gossip_A1- MenuLabel : "Mayor" Bron?
- Line8 : No one wanted to be mayor after Holus. Then someone got a notion in their head that running an inn was like running a town.
- Line8F : No one wanted to be mayor after Holus. Then someone got a notion in their head that running an inn was like running a town.
- Line9 : Now that I look around, they might not have been far off...
- Line9F : Now that I look around, they might not have been far off...
- Line11 : Luckily, mayor is not a full-time job, so I can still run the Slaughtered Calf Inn.
- Line11F : Luckily, mayor is not a full-time job, so I can still run the Slaughtered Calf Inn.
- Line10 : Excellent rooms at a reasonable rate. And if you don't like it, enjoy bunking with the goatmen.
- Line10F : Excellent rooms at a reasonable rate. And if you don't like it, enjoy bunking with the goatmen.
Conv_X1_AdventureMode_Gossip_A2- MenuLabel : The State of Caldeum
- Line8 : Thanks to you, Emperor Hakan was back on the throne and in firm control when Malthael's reapers struck.
- Line8F : Thanks to you, Emperor Hakan was back on the throne and in firm control when Malthael's reapers struck.
- Line9 : Since we'd had time to rebuild, I was able to organize a resistance. Thousands died, but many thousands more were saved.
- Line9F : Since we'd had time to rebuild, I was able to organize a resistance. Thousands died, but many thousands more were saved.
- Line10 : In a way, you saved Caldeum twice, my friend. As always, we are grateful.
- Line10F : In a way, you saved Caldeum twice, my friend. As always, we are grateful.
Conv_X1_AdventureMode_Gossip_A3- MenuLabel : The Keep Stands
- Line8 : Malthael didn't send his bloody reapers here, so some of the lads wanted to dash back to Westmarch and get in the fight.
- Line8F : Malthael didn't send his bloody reapers here, so some of the lads wanted to dash back to Westmarch and get in the fight.
- Line9 : Truth be told, I did too. But a good soldier stays at his post. Hard as it was, we manned the walls here.
- Line9F : Truth be told, I did too. But a good soldier stays at his post. Hard as it was, we manned the walls here.
- Line10 : I knew you'd be there in the thick if it though. Everyday I'd tell you to kill 'em all. I guess you heard me, eh?
- Line10F : I knew you'd be there in the thick if it though. Everyday I'd tell you to kill 'em all. I guess you heard me, eh?
Conv_X1_AdventureMode_Gossip_A4- Line8 : Thanks to you, Emperor Hakan was back on the throne and in firm control when Malthael's reapers struck.
- Line8F : Thanks to you, Emperor Hakan was back on the throne and in firm control when Malthael's reapers struck.
- Line9 : Since we'd had time to rebuild, I was able to organize a resistance. Thousands died, but many thousands more were saved.
- Line9F : Since we'd had time to rebuild, I was able to organize a resistance. Thousands died, but many thousands more were saved.
- Line10 : In a way, you saved Caldeum twice, my friend. As always, we are grateful.
- Line10F : In a way, you saved Caldeum twice, my friend. As always, we are grateful.
Conv_X1_AdventureMode_HandIn_A1- Line0 : Another bounty complete!
- Line0F : Another bounty complete!
- Line1 : You must really like this town. Why, I have no idea.
- Line1F : You must really like this town. Why, I have no idea.
- Line2 : All of Tristram's grateful. Whoever's left, that is.
- Line2F : All of Tristram's grateful. Whoever's left, that is.
- Line3 : Fine work. It may even help things.
- Line3F : Fine work. It may even help things.
- Line4 : Thanks to you, Tristram is a little safer today. Which means it's still more dangerous than every other place in the world.
- Line4F : Thanks to you, Tristram is a little safer today. Which means it's still more dangerous than every other place in the world.
- Line5 : I'm going to run out of bounties if you keep this up! No, not really.
- Line5F : I'm going to run out of bounties if you keep this up! No, not really.
- Line7 : Well done! I have something for your trouble. No, don't worry, we can absolutely afford it.
- Line7F : Well done! I have something for your trouble. No, don't worry, we can absolutely afford it.
- Line8 : And here I thought I'd never see you again.
- Line8F : And here I thought I'd never see you again.
- Line9 : You keep doing these bounties, I guess I'll keep on as mayor. Is that why you're doing this?
- Line9F : You keep doing these bounties, I guess I'll keep on as mayor. Is that why you're doing this?
Conv_X1_AdventureMode_HandIn_A2- Line0 : You've finished another bounty.
- Line0F : You've finished another bounty.
- Line1 : You have done it!
- Line1F : You have done it!
- Line2 : My thanks, friend. That bounty required your touch.
- Line2F : My thanks, friend. That bounty required your touch.
- Line3 : You do fine work, my friend.
- Line3F : You do fine work, my friend.
- Line4 : Emperor Hakan II thanks you.
- Line4F : Emperor Hakan II thanks you.
- Line5 : One more bounty off the books.
- Line5F : One more bounty off the books.
- Line7 : Well done. I have something for your trouble.
- Line7F : Well done. I have something for your trouble.
- Line8 : You did it! Here... with my thanks.
- Line8F : You did it! Here... with my thanks.
- Line9 : All of Caldeum is grateful. Will you accept this reward?
- Line9F : All of Caldeum is grateful. Will you accept this reward?
Conv_X1_AdventureMode_HandIn_A3- Line0 : Did it again, huh?
- Line0F : Did it again, huh?
- Line1 : Another bounty.
- Line1F : Another bounty.
- Line2 : Fine job with that bounty.
- Line2F : Fine job with that bounty.
- Line3 : Well done!
- Line3F : Well done!
- Line4 : Bastion's keep is safer today because of you.
- Line4F : Bastion's keep is safer today because of you.
- Line5 : One less bounty to trouble us.
- Line5F : One less bounty to trouble us.
- Line7 : Excellent. For your trouble.
- Line7F : Excellent. For your trouble.
- Line8 : I'm grateful you could take care of that. Here's a reward.
- Line8F : I'm grateful you could take care of that. Here's a reward.
- Line9 : Please accept this reward, from the entire garrison of Bastion's keep.
- Line9F : Please accept this reward, from the entire garrison of Bastion's keep.
Conv_X1_AdventureMode_HandIn_A4- Line0 : You've finished another bounty.
- Line0F : You've finished another bounty.
- Line1 : You have done it!
- Line1F : You have done it!
- Line2 : My thanks, friend. That bounty required your touch.
- Line2F : My thanks, friend. That bounty required your touch.
- Line3 : You do fine work, my friend.
- Line3F : You do fine work, my friend.
- Line4 : Emperor Hakan the Second thanks you.
- Line4F : Emperor Hakan the Second thanks you.
- Line5 : One more bounty off the books.
- Line5F : One more bounty off the books.
- Line7 : Well done. I have something for your trouble.
- Line7F : Well done. I have something for your trouble.
- Line8 : You did it! Here... with my thanks.
- Line8F : You did it! Here... with my thanks.
- Line9 : All of Caldeum is grateful. Will you accept this reward?
- Line9F : All of Caldeum is grateful. Will you accept this reward?
Conv_X1_AdventureMode_LootRuns_A1- Line8 : No one's ever finished a bounty before. But since you did, it's my job as mayor to give you your reward.
- Line8F : No one's ever finished a bounty before. But since you did, it's my job as mayor to give you your reward.
- Line11 : Take this arcane fragment. It glows whenever I walk past the Horadric altar, which I'm sure is a good sign.
- Line11F : Take this arcane fragment. It glows whenever I walk past the Horadric altar, which I'm sure is a good sign.
- Line9 : When I found it, I thought to meself, this is just the sort of thing you'd be interested in.
- Line9F : When I found it, I thought to meself, this is just the sort of thing you'd be interested in.
Conv_X1_AdventureMode_MovingOn_A1- MenuLabel : Asheara's Bounties
- Line1 : I'm fresh out of bounties at the moment. Don't worry, I'll have more later. Find Asheara of the Iron Wolves in Caldeum. She may need your help.
- Line1F : I'm fresh out of bounties at the moment. Don't worry, I'll have more later. Find Asheara of the Iron Wolves in Caldeum. She may need your help.
- Line2 : In Caldeum, Asheara of the Iron Wolves should have bounties for you. Maybe take some of these monsters with you!
- Line2F : In Caldeum, Asheara of the Iron Wolves should have bounties for you. Maybe take some of these monsters with you!
- Line3 : You've handled all my bounties for now. I've heard that Asheara of the Iron Wolves in Caldeum may need your help, however.
- Line3F : You've handled all my bounties for now. I've heard that Asheara of the Iron Wolves in Caldeum may need your help, however.
Conv_X1_AdventureMode_MovingOn_A2- MenuLabel : Captain Haile's Bounties
- Line1 : I'll have more bounties later, but for now, you should check with General Torion. He commands the garrison at Bastion's Keep.
- Line1F : I'll have more bounties later, but for now, you should check with General Torion. He commands the garrison at Bastion's Keep.
- Line2 : General Torion at Bastion's Keep likely has some bounties for you. You've taken care of all of mine, for now.
- Line2F : General Torion at Bastion's Keep likely has some bounties for you. You've taken care of all of mine, for now.
- Line3 : You've completed every bounty I had. Check back later, but for now, General Torion at Bastion's Keep is your best bet.
- Line3F : You've completed every bounty I had. Check back later, but for now, General Torion at Bastion's Keep is your best bet.
Conv_X1_AdventureMode_MovingOn_A3- Line1 : I'm clean out of bounties. That angel, Ithereal, was looking for your help. He's about somewhere.
- Line1F : I'm clean out of bounties. That angel, Ithereal, was looking for your help. He's about somewhere.
- Line2 : That great bloody angel Ithereal is nearby. Think he needs your help.
- Line2F : That great bloody angel Ithereal is nearby. Think he needs your help.
- Line3 : Well, you've done all my bounties. Talk to that angel, Ithereal. He's somewhere nearby.
- Line3F : Well, you've done all my bounties. Talk to that angel, Ithereal. He's somewhere nearby.
Conv_X1_AdventureMode_MovingOn_A4- Line1 : I'll have more bounties later, but for now, you should check with General Torion. He commands the garrison at Bastion's Keep.
- Line1F : I'll have more bounties later, but for now, you should check with General Torion. He commands the garrison at Bastion's Keep.
- Line2 : General Torion at Bastion's Keep likely has some bounties for you. You've taken care of all of mine, for now.
- Line2F : General Torion at Bastion's Keep likely has some bounties for you. You've taken care of all of mine, for now.
- Line3 : You've completed every bounty I had. Check back later, but for now, General Torion at Bastion's Keep is your best bet.
- Line3F : You've completed every bounty I had. Check back later, but for now, General Torion at Bastion's Keep is your best bet.
Conv_X1_AdventureMode_NoQuest_A1- MenuLabel : More Bounties
- Line1 : I can't give you a new bounty until you finish the one you have!
- Line1F : I can't give you a new bounty until you finish the one you have!
- Line2 : Finish that bounty, then I'll give you a new one.
- Line2F : Finish that bounty, then I'll give you a new one.
- Line3 : You can't have two bounties at once! I certainly don't know why you'd want to.
- Line3F : You can't have two bounties at once! I certainly don't know why you'd want to.
- Line5 : Why don't you finish that bounty before I give you another one?
- Line5F : Why don't you finish that bounty before I give you another one?
Conv_X1_AdventureMode_NoQuest_A2- MenuLabel : More Bounties
- Line1 : You must finish your current bounty before I can give you another.
- Line1F : You must finish your current bounty before I can give you another.
- Line2 : Finish the bounty you have, and I can give you a new one.
- Line2F : Finish the bounty you have, and I can give you a new one.
- Line3 : You can't pursue two bounties at once!
- Line3F : You can't pursue two bounties at once!
- Line5 : One bounty at a time. You don't want to tire yourself.
- Line5F : One bounty at a time. You don't want to tire yourself.
Conv_X1_AdventureMode_NoQuest_A3- MenuLabel : More Bounties
- Line1 : Finish the bounty you've got, and I'll give you another.
- Line1F : Finish the bounty you've got, and I'll give you another.
- Line2 : I can give you a new bounty when you finish the one you got.
- Line2F : I can give you a new bounty when you finish the one you got.
- Line3 : You're eager to kill more, eh? Got to finish the bounty you already have, though.
- Line3F : You're eager to kill more, eh? Got to finish the bounty you already have, though.
- Line5 : You want another bounty? Finish the one you have!
- Line5F : You want another bounty? Finish the one you have!
Conv_X1_AdventureMode_NoQuest_A4- Line1 : You must finish your current bounty before I can give you another.
- Line1F : You must finish your current bounty before I can give you another.
- Line2 : Finish the bounty you have, and I can give you a new one.
- Line2F : Finish the bounty you have, and I can give you a new one.
- Line3 : You can't pursue two bounties at once!
- Line3F : You can't pursue two bounties at once!
- Line5 : One bounty at a time. You don't want to tire yourself.
- Line5F : One bounty at a time. You don't want to tire yourself.
Conv_X1_AdventureMode_Tutorial_A1- Line11 : Welcome to New Tristram, traveler!
- Line11F : Welcome to New Tristram, traveler!
- Line8 : Wait. You came back? Well, you've returned just in time. I don't think we'll see out another season.
- Line8F : Wait. You came back? Well, you've returned just in time. I don't think we'll see out another season.
- Line9 : Did I mention that I'm mayor? Since you seem to like this place so much, maybe you could help by performing bounties.
- Line9F : Did I mention that I'm mayor? Since you seem to like this place so much, maybe you could help by performing bounties.
- Line10 : Might even be a reward. Here. Try this one first.
- Line10F : Might even be a reward. Here. Try this one first.
More Strings on Wave Clears, Buffs, and Random Stuff
DiabloFans Quote:
- ChallengeWaveClearBonus - Wave {Param1} cleared with {Param2} seconds left! Bonus Loot and Experience granted!
- ChallengeVesselRitual_ClearBonus - Wave {Param1} cleared with {Param2} Dark Vessels killed before they could transform.
- ChallengeHordePlayerKillTracker - Total of {Param2} monsters before the timer ended.
- ChallengeTimedDungeon_TimeLeftWarning - Dungeon will collapse in {Param1} seconds!
- ChallengeWaveClearBonus_OneSecond - Wave {Param1} cleared with just 1 second left! Bonus Loot and Experience granted!
- ChallengeWaveClearBonus_TotalTime - Your foes have been vanquished! Total Time Bonus earned: {Param1}
- ChallengeTimedDungeonBonus_OneGoblin - {Param1} Treasure Goblin, the dungeon is safe now. Claim your loot!
- ChallengeTimedDungeonBonus - {Param1} Treasure Goblins, the dungeon is safe now. Claim your loot!
- ChallengeZapperBonus_OneRitual - You killed {Param1} Enemy before the ritual empowered it.
- ChallengeZapperBonus - You killed {Param1} Enemies before the ritual empowered them.
- LR_Buff_Damage - Buff granted, double damage for 30 seconds!
- LR_Buff_Tesla - Nephalem Power increased, party members are now electrified for 30 seconds!
- LR_Buff_Resource - Buff granted, unlimited casting for 30 seconds!
- LR_Buff_God - Buff granted, invulnerable for 30 seconds!
- LR_Buff_Molten - Buff granted, molten for 30 seconds!
- LR_Buff_Swift - Buff granted, faster movement speed for 30 seconds!
- ChallengeTimedDungeon_FinalFive - {Param1}...
- ChallengeWaveClearBonus_Champion - Your battle prowess calls forth a {c_blue}Champion Elite!
- ChallengeWaveClearBonus_Rare - A Rare Elite has joined the fray!
- LR_BossPortalActivated - A portal to a dungeon boss has been summoned!
- DungeonFinderTimerTemp - {Param1} seconds before dungeon closes
- X1_LR_FallenLunatic_A - Not all lights are welcome.
- X1_LR_sandWasp_A - The hum of pain borne on delicate wings.
- X1_LR_ZombieCrawler_B - Fingers clawing at the ground, flesh being dragged across the floor.
- X1_LR_Monstrosity_Scorpion_A - The chitinous crawling of death.
- X1_LR_Unburied_A2 - The ground shakes as they lumber towards you.
- X1_LR_WitherMoth_A - The buzzing of wings sends a chill down your spine.
- X1_LR_ThousandPounder - They don't need weapons. They just like them.
- X1_LR_CryptChild_A - Their innocent laughter will ring in your ears as they tear you apart.
- X1_LR_Lamprey_A - A delicacy seeks you for its dinner.
- X1_LR_Corpulent_A - Their death births more pain.
- X1_LR_FleshPitFlyer_A - Some carrion don't wait for you to be dead.
- X1_LR_Spiderling_A2 - So many legs to contend with.
- X1_LR_ZombieFemale_B - Like all good mothers they want to birth more children.
- X1_LR_FallenGrunt_A - Can you see their joy at the thought of your pain?
- X1_LR_Brickhouse_A - Like striking at the ground itself.
- X1_LR_creepMob_A - Beware the arm you cannot see.
- X1_LR_Succubus_A - Temptation never was so dangerous.
- X1_LR_morluSpellcaster_A - No footsteps warn you of their coming.
- treasureGoblin_A - Catch it while you can.
- X1_LR_treasureGoblin_A - The telling sound of a coin hitting the ground.
- X1_LR_shadowVermin_A_1000MonsterFight_LR - The darkness seems to be closing in on you.
-
6
KingKongor posted a message on Long interview with the Game Director - Joshua Mosquiera !
Hey guys, I had the privilege to have a 1 on 1 interview with our awesome game director...I hope you like the questions and I hope you LOVE the answers !
Alot of these questions have not been asked yet and should def inform ALOT of you !
Enjoy.
PS: Gamescom is a very busy place and even int he business area (where the interview was held) it was still quite noisy...I sadly do not own professional interviewing gear. -
42
MrMonstrosity posted a message on Loot 2.0, discovering its true potential.Posted in: Diablo III General Discussion
Rarity
If you ask any veteran Diablo player what their most memorable moment was from a past Diablo game, more often than not it will involve a story about the time when a certain rare item dropped for them. Whether that drop was a legendary (unique) item which was statistically next to impossible to find, a high rune needed to craft an amazing runeword, or even just a legendary item with perfect stats, the feeling was pretty much all the same (alright.. finding something like a Windforce, Zod rune, or Tyrael’s Might was a little different haha). Players could probably even go as far as recalling the time of day, act, zone, or monster that dropped that particular item, it was that memorable. How can we give this same nostalgia feeling back to the items in Diablo III?
Drop Rates
Drop rates have changed dramatically since release. I remember when the game was first launched I had almost leveled up two characters to max level before seeing my first legendary drop. I didn't really mind the low drop rates (even though the items were usually worse than rares), but it was a huge change compared to Diablo II where you couldn't finish the first Act on normal without seeing one drop. Where Diablo II had all items available in the hardest difficulty, Diablo III did things differently by splitting them up between four difficulties. This severely limited the amount of legendary items which could be found.
The good news is there is a change coming in loot 2.0 which which will make all legendary items available in every difficulty. I don't need to dive into all the details regarding this as many people are already aware of them, but what I want to talk about is the new possibilities this opens up. Possibilities in regards to drop rates. What I'd love to see now is the shift back to different drop rates inside each item type. I wouldn't mind the statistically impossible drops if it was offset by the fact that there were other, more common items available.
For example, let's take a look at legendary two-handed swords. Currently in patch 1.0.8 if we were to find a legendary two-handed sword in Inferno difficulty it would could only be one of 4 possibilities. With the new change that number will now increase to a possible 9, more than double the previous amount. We now have enough items in the same item type to afford to have substantially different drop rates.
(numbers are just for show)
The difficult part is balancing drop rates alongside the Auction House. In Diablo II the rarest item of them all, Tyrael's Might, had the highest chance to drop from the last boss in the game. Do you know what that drop rate was? A staggering 1:409,739 (0 Magic Find / 1 player game). Considering there was no Auction House available in Diablo II, even seeing one on another player was a feat of it's own. If Blizzard tried to make an item equivalent to that in Diablo III the drop rate would probably need to increase to something in the millions due to the Auction House.
Something could also be added to increase the excitement and also help people recognize the rarity of the item visually. Something as subtle as a different particle effect in the legendary's beam of light would go a long way to recognize when something truly special dropped. I don't know about you but if I saw an unidentified two-handed sword on the ground with a sparkling beam like The Grandfather's below I'd be jumping out of my seat in excitement.
How cool would that be, especially for new players or the less informed to know how rare their drop was without running to the Auction House to check the prices. What do you think the order in rarity is of the legendary helms below?
In one of the recent developer interviews Travis day is heard saying that he wants to create items that will be remembered. He even goes on to compare the impact of the items he hopes to create to that of World of Warcraft's Legendary sword, Thunderfury. I just pray that the reason he's using Thunderfury as an example isn't just for the sole reason it was powerful but also that not everyone had one and that it took not just a lot of hard work to get but even just plain luck. It wouldn't have had near as much impact if everyone on the server was running around with it, people knew of you and your guild if you were lucky enough to receive one, that's the reason it was remembered.
While I'm on this topic I'm going to also going to mention my own opinion in regards to the transmogrification system which might be making it's way into Diablo III. Don't include legendary items. The unique models are just as much of the reason as the unique properties as to why they can be labeled as a legendary. Do what you want with rares, but please leave legendary items out of it. If you absolutely think legendary items need to be included than at least connect the ability to do so with only the items your character has personally identified, at least that would help keep the integrity of the rarest items.
So please Blizzard, I beg, move away from the only thing rare about an item being the combination of random properties to the actual item itself.
Rewarding the Hunt
At the heart of the Diablo series lies the single most important aspect of the game, the hunt for items. It's the search for rare items which makes us stay up all hours of the night killing demon after demon, hoping for that one special drop.
Since the introduction of the Auction House the hunt for items has changed, instead of hunting for items in the game world we're now instead supposed to hunt for deals on the Auction House. Players are rewarded more for sitting outside the game than actually killing monsters. The Auction House isn't going away, so how can we give incentive to those that actually play the game?
Recognition for Discovery
This idea I haven't seen pop up anywhere and I've had stuck in my head since my days of playing Diablo II and I think has a lot of merit as a feature in terms of both game play longevity and progression. The idea first came to me doing Act 3 Mephisto runs one night playing Diablo II a long time ago. As cheesy as it might be I used to keep a pen and paper at my desk to write down what unique items I'd find during my play session, something that I could not only use to brag about to my younger brother but also something I could use to record my own collection of items (pen and paper achievements...lol).
The idea would be to connect a bonus, most likely in the form of small stat increases, to the discovery of items. It's such a simple idea and one I feel would change the game for the better. In the example below I used the achievement layout to showcase the idea.
Notice how I used the word "identify"? This would be such a simple way to ensure that people couldn't just buy every single item off the AH to reap all of the benefits, players would now rewarded for playing the game not the Auction House. The bonus wouldn't have to be huge, just a little something to be recognized for the effort (or luck) put in to obtaining items. Sure someone could buy or trade for unidentified items outside the AH but it would be much harder to do, especially if they adjusted the drop rates accordingly.
So maybe you're rocking a Maximus and you find a Warmonger, wouldn't it be cool if by just finding a weapon of the same type you just increased your two-handed sword damage by 1%. Better yet, if the bonuses were account wide similar to achievements, you could find something on your Barbarian that could potentially give a small boost to another class. I think this idea is great in terms of progressing your character as you play the game. As another added bonus for identifying an item, and if the transmogrification feature existed (which I hope it never does) would be to allow that item's model to be applied to another item of the same type.
This next addition is for all you lore junkies and collectors out there. With being a game designed completely around cool items why don't we know more about the history of them? There's an entire in-game journal which for the most part is completely ignored. Why not make a section for all the cool items we find?
I don't know about you but there's so many items like the Grandfather that I'd like to know more about. I'm sure the writers at Blizzard could throw us a bone, the Diablo story is rich with lore.
Magic Find
Ah, the stat everyone loves and hates at the same time. Just like it was in Diablo II, Magic Find is a very valuable stat. So much that people were actually switching to an entirely different gear set just to boost it as high as possible before landing the killing blow on elites and champions. Blizzard's fix, the addition of Paragon levels to slowly make the need for Magic Find on items obsolete as a player progressed to level 100. Sure this was a great bonus to have and fixed the need to swap gear but it also created an entirely new problem, punishment to play anything other than your character with the highest Paragon.
Something that struck me by surprise is a recent quote taken from the recent Blizzard Developer Interview with Diablofans:
Originally Posted by Travis Day (Blue Tracker / Official Forums)
We've definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you don’t feel like we’re taking anything away from you if you want to try new characters or try out different play styles within the game.
I used to think the same way as Travis, I've always wanted to try out some other classes other than my barbarian but there was something always holding me back, something called Paragon levels. Was it the slight boost in primary stats stopping me from switching to a different character? Nope, it was the thought of all the loot I would be missing out on if I didn't have my valuable Magic Find which Paragon levels granted me. I would easily trade 300 of my primary stat to jump on a different character for a night, but when it came down to missing out on the potential for loot, nope not a chance.
I think it would be completely wrong of Blizzard to make Paragon levels account wide. Paragon is meant to provide players who've reached level 60 an extended progression system, don't shorten that to 1/5th of the time needed by requiring only one character to reach Paragon 100. Instead, bare with me on this one, why don't we remove Magic Find from items and Paragon levels. Wow, do you feel that? That's called freedom, the freedom to play any character you want now and not have to sacrifice loot.
So, if we no longer get our beloved Magic Find from either items nor Paragon levels where do we get it now? Well, what if we moved it all into Nephalem Valor and tried something like this:- Remove the NV cap size of 5
- Cap Magic Find at 500% for every character
- Award different values of Magic Find per stack of NV depending on the Monster Power
- Earn NV at any level, not just at level 60
- Lose a stack of NV for every death
- De-emphasize the need for Magic Find in general
Simple changes right? But lets look at what issues we may have just solved:- Rewards players for playing at a higher Monster Power (reach MF cap faster)
- Rewards players for staying in one game and playing through all acts
- Lower level characters have the same chance at finding legendary items
- No longer punished for playing low Paragon characters (No MF)
- Stops high MP leachers (if they keep dying it's not worth it)
- Might help somewhat to combat bots
- Players shouldn't need to get to max MF to find good items, sure it should help but not as much as it does currently.
(the new "Magic Find"?)
Crafting
Crafting has such huge potential to be one of the most interesting parts of Diablo III. Not only that but it might be the only way to fix the economy in it's current state. A little over a year into the game and we can already see the hyper inflation resulting from a game with no proper item or gold sinks. So, what can be done to crafting to get and keep a healthy economy?
Salvaging
Something absolutely needs to be done to make salvaging items more desirable. Yeah there's Brimstones, but I'm not sure why Blizzard decided to make them have a 100% chance of being salvaged from legendary items. I guess It probably made sense back when legendary items were actually hard to find at release, but when they increased the drop rates they should have also removed the 100% salvage chance.
I've already suggested this idea before regarding new types of Brimestone's but I'd like to mention it again. The idea is that by salvaging legendary items they'd have a small chance to produce a type of Brimstone depending on the elemental type of the item that's being salvaged. Maybe even tie in the rarity of the legendary item being salvaged to the chance of producing one.
Make these also be part of crafting recipes for all of the artisans. Obviously crafting recipes as a whole need help before this could even be implemented but I'm sure we'll see that happen along with loot 2.0. It would definitely increase the amount of legendary items being removed from the economy.
Legendary Crafting Materials
In Diablo II we had Runes which were the primary crafting reagent. Runes ranged from the very commonly found to the near impossible to find. Blizzard really needs to introduce similar crafting reagents in loot 2.0. They obviously can't be called runes, as those already exist in the form of Skill Runes, but they need to exist in some other form. They need to be something that we can find out in the game world by killing things and more importantly be highly valued in the crafting system.
I think I've found the perfect place for them to drop.
You may recall coming across monsters with purple name plates and unique names during your play sessions. What are they you ask? Your answer is as good as mine, the only thing they're linked to right now is an achievement. Sure some of them are obviously in the game for a laugh, Jay Wilson comes to mind, but for the most part they just exist for no reason at all. Why don't we give them a reason to exist? Blizzard could toss those rare crafting materials on their loot table with a very tiny drop rare and put them to good use. Beef them up a bit in terms of health and damage similar to Keywardens and they'd be perfect. Give them a little bit more randomness in their spawn locations so they can't be easily farmed and you'd have a very nice feature.
There's 82 named unique monsters as part of the acheivement "A Unique Collection", giving them all a chance to drop a unique crafting reagent would be an amazing way to spice up crafting. Throw on a Bind to Account similar to Demonic Essence and you'd really have people out in the world playing the game like it was meant to be played.
If you're anything like me your stash and bags are already really full of items that you couldn't possibly fathom the idea of more crafting materials. This next idea is to help all of us hoarders get a little breathing room.
This would be so welcome, having separate inventories for weapons and armor, crafting materials, gems, and the upcoming mystic artisan. Make picking up items automatically place them in the right inventory and you would have probably one of the most welcome features to many people alike.
While we're at it let's go ahead and clean up something I wish was never implemented in the first place... 15 gem versions. Blizzard should reduce the number of types found in the first 3 difficulties to one each, there's not really any point in having more.
Removing these steps in gem progression could be countered by just decreasing the drop rates accordingly. While we're talking about gem drop rates I don't see why we can't just have all gem grades be drop-able, but with increasingly low drop rates. At least that would give self-found players a chance at getting to the higher versions. It's not like upgrading gems is good gold sink anyways, we can definitely find a better one.
The Mystic
Everybody knows she's coming in the expansion but just how she'll work is still a mystery. The mystic might have features like crafting elixirs or potions, but she'll most definitely be involved in some type of item upgrading or enhancement feature. I tried my best to come up with a solution that not only works in terms of item progression, but also something to become the main item and gold sink for the game.
It was very hard trying to come up with an idea on just how her features should work. You obviously want to avoid making it so players only have to find one item and then just keep upgrading it until it's the best item in the game. That's why I didn't include a way to reroll item properties in my version of the mystic. I think by not allowing the re-roll of item properties it should at least still give reason for players to seek out upgrades. Instead my version focuses on only upgrading the originally rolled stats on an item. These stats could be upgraded to it's max potential value, but only for an increasingly amount of gold as it gets near max value. Take a look at the example below to see how upgrading this helm's Critical Hit Chance would work.
If you noticed above by placing the item you wish to upgrade in the mystic's menu you are shown the max value of the properties which already exist on the item. By clicking on each property you'd be presented with the required materials and cost to upgrade the stat. The idea is for different stats to be upgraded using different crafted materials, materials being a combination of both Bind on Account and tradable materials. This would ensure someone couldn't just buy all the crafting materials off the AH and upgrade to a perfect item, they'd be forced to play the game in order to collect the BOA items similar to Demonic Essence.
The next thing you may have noticed is the cost associated with upgrading the Critical Hit Chance on the helm by .5%. The number is meant to be big, this cost will be the main gold sink in the game and most likely a cost most min/maxers would be willing to pay to upgrade an item. The most interesting concept however is one that you can't see in the picture above. The concept being as you gradually upgrade your stats on an item the monetary costs associated with the upgrades also increases.
In the example above you can see how the closer the value moves to it's maximum potential, the higher the cost associated with the upgrade. This in some way mimics how the current gem progression system works that we all use Diablo III.
Legendary Items
This is the biggie and one of the additions I'm most excited for from loot 2.0. The developers, more specifically Travis Day, have already stated that they want to make game changing legendary items. Game changing in terms of the way items interact with skills, passives, and gearing choices.There probably will be a couple different types of items that will make up the this whole concept, lets explore some.
Class specific legendary items and set bonuses have the most potential when it comes to items that change the way skills and passives work. Really, it's the only option since putting skill changing properties on an item type available to all classes would be pointless seeing how skills are unique to each class.
In the expansion I can't see any classes getting any additional Skill Runes. What I could see though is a new empty rune slot being added.
What rune belongs to this slot you may ask? Well the answer is, it depends on the items you're using!
When I was originally trying to determine just how adding new Skill Rune effects on items should work I didn't have the empty rune slot. The problematic scenario I kept running into was, what if someone didn't want to use the new Rune Skill being offered by the item? Would they have to just shun that item out of their possible gear choices and find something else? That's where the idea of an empty Skill Rune slot came from, now when equipping an item with a new rune variation they wouldn't be forced to use it anymore, they'd have the choice of turning it off/on just like any other Skill Rune.
The beauty of a system like this is that it offers a huge depth in game play compared to the current system. Currently in the game once you hit level 60 you're done discovering your skills. With a system like this even at level 60 you could keep discovering new builds depending on what items you've found. Remember the idea of super rare items I talked about above? Imagine playing the game for a year and finally getting your hands on one of those super rare items with a sweet new Rune Skill, your entire play style or build could change to something completely different. It would make the game feel so fresh, people wouldn't be able to just run to the forums, look up the best build, and be done with swapping skills forever. Instead new builds would constantly be discovered that not everyone would have access to right away. This idea could even go further, what if a new build needed not only 1 but even 2 or 3 new Rune Skills only available on items. Combining gear to make new builds, who'd have thought? If Blizzard added even one new item to the game at a later point it could have the potential to create entirely new builds.
The next type of item I'll touch on is the also made to be for class specific items.
These could directly add new bonuses to passive skills or skills themselves. In the example above I gave a direct bonus to the Barbarian passive skill, Brawler. That seems pretty simple on it's own but what I hope you all noticed is the twist at the end which reads "within Pickup Radius". Hmm did I just make a once useless stat potentially sought after by the Barbarian class?
What I hope you all take away from this example is that we don't need to be so focused on making every single affix as good as one another. Lets make items do the work in making this happen. Imagine if there was a shield that changed the way Thorns damage worked and allowed stacking it to be viable, or a mace that made stacking as much armor as possible increase the damage of one of your skills. The possibilities are endless here and I really hope these are the type of ideas Travis Day is working on.
The next, and final type of legendary item that we could see wouldn't really have anything to do with Runes or skills at all. Instead these items would focus on providing unique new ways to play and gear your character. Imagine if you found the Girdle of Giants below.
Pretty cool eh? Some might think it doesn't change much because of the reduced damage, and really it might not do much in terms of directly increasing your overall damage. It might not even look like it would be better than today's Witching Hour which has amazing damage stats. It instead does something else, it opens up how many choices the Barbarian has in possible weapon choices. This one item added hundreds of different combinations of weapons. Maybe some of these combinations have the potential to create a new build, the possibilities could be endless. This is just the result of one new belt, imagine if other similar type items existed.
[saving this area for showcasing my legendary item thoughts]
In Conclusion
If you made it this far in my crazy long post I salute you and thank you very much for taking the time to look over my ideas. As you can see I'm very passionate when it comes to Diablo in general, especially when it comes to the hunt for items. I think by working together, the Diablo community and Blizzard, we'll finally get to the point where we can call Diablo III the greatest ARPG every created.
Thank you.
If you haven't checked out my other posts please feel free to look them over and let me know what you think.
http://www.diablofan...review-a-dream/ (old ideas, but still an interesting read)
http://www.diablofan...-dream-fanmade/ (pretty cool idea for a variation of the classic ladder system)
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Edriel posted a message on [Suggestion]: The Mystic [Pt. 2] - PowersBattle.net US Forum Thread: http://us.battle.net...opic/9280238065Posted in: Diablo III General Discussion
Battle.net EU Forum Thread: http://eu.battle.net...opic/7646754631
Reddit: http://www.reddit.co...tic_pt2_powers/
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Edit: It seems that my idea is similar to Gosu's one and probably it inspired mine, so please take a read on his idea as well (it's highly rated and I encorauge you to read it because it's a very interesting read): http://us.battle.net/d3/en/forum/topic/7980249170#1
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Hi again everyone!
Before I start I want to sincerely thank you all for all the positive feedback and critics you gave me and for supporting my ideas!
I also want to thank overneathe and all the Diablofans.com staff!
Thanks guys!
So...
...here's the second and last part of my idea for the mystic artisan (if you missed part 1 you can click here ).
Remember to like if you like also on the Blizzard official forums (links above)!
As always, I want to apologize for my English.
TLDR version at the end of the post.
POWERS - PREMISE
You can skip this part if you want because it doesn't explain anything about my suggestion but it just let you know how I got to this idea.
Some time ago, in the italian forum, we were discussing about how game-changing legendaries could impact the game and why Blizzard decided to only focus on game-changing legendaries instead of focusing also on passive abilities.
Aside from passive abilities (they should be game-changing and fun, much like how Paralysis or Arcane Dynamo work and not simple "+% damage" or "+X resource" - this is IMHO of course) matter I thought that affixes that improves active abilities like "Increases Shock Pulse Damage by X%" could be very interesting.
The sad thing is that if I want to increase the damage of my blizzard for my wizard (sorry for the rime eheh) I can't do it because there is only an affix that improves it and it is "Increases Duration of Blizzard by X Seconds".
These "type of affixes" could have a great potential but all that potential is wasted simply because I cannot decide how to improve my skills... so here's my idea.
POWERS - BASE CONCEPT
Class affixes are "fixed" and the player cannot decide what type of "upgrades" his skills can have (e.g. as I wrote above, the only "upgrade" for the blizzard spell is just an affix: "Increases Duration of Blizzard by X Seconds").
To increase character customization in terms of build diversity I thought of a solution:
change all the affixes like "Increases Duration of Blizzard by X Seconds", "Increases Frenzy Damage by X%" etc. into "+X Magic Power" and "+X Mighty Power" respectively.
The mystic can change that "power" into "anything the player desires".
For example if the player drops an item with the affix "+3 Magic Power" he can go to the mystic to "convert" that affix into another affix that improves any of his wizard skills:
if he decides to "improve" blizzard he can choose the way to "upgrade" it: more damage, more duration or less Arcane Power cost (this is just a hypothetical example - Diablo could maintain the same "upgrades" that there are now on the live game so the blizzard spell will maintain have the only affix it has that is "increase duration" affix).
The number "3" indicates the "potency" of the "upgrade": for example if the player decides to reduce the arcane power cost of the spell he could get a reduction of 5 or 6. If that "potency" was less than "3" the arcane power reduction would have been 3 or 4 with "potency 2" and 1 or 2 with "potency 1".
POWERS - SUBDIVISION
As I've already explained, the powers will replace skill affixes.
Let's see their subdivision then:
Specific Powers- Wizard: Magic Power Replaces affixes like: "Increases Critical Hit Chance of Energy Twister by X%", "Increases Magic Missile Damage by X%" etc.
- Monk: Spiritual Power Replaces affixes like: "Increases Critical Hit Chance of Wave of Light by X%", "Reduces resource cost of Lashing Tail Kick by X Spirit" etc.
- Barbarian: Mighty Power Replaces affixes like: "Increases Critical Hit Chance of Revenge by X%", "Reduces resource cost of Weapon Throw by X Fury" etc.
- Demon Hunter: Dark Power Replaces affixes like: "Reduces resource cost of Cluster Arrow by X Hatred", "Increases Critical Hit Chance of Multishot by X%" etc.
- Witch Doctor: Tribal Power Replaces affixes like: "Reduces cooldown of Wall of Zombies by Xseconds", "Increases Corpse Spiders Damage by X%" etc.
- Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor: Nephalem Power
POWERS - ENCHANTMENT
As I wrote above, if the player wants to use the powers of an item he has to ask the help of the mystic who will enchant that item with a skill-affix chose by the player.
Let's have a look on the first image:
The player will now place the item into the slot:
As you can see from the tooltip the wand has the affix "+3 Magic Power".
This will allow the player to enchant the wand with affixes that improves the wizard's spells.
Let's see other images to explain how that "+3" works:
Notice how the different affixes requires different "quantities" of Magic Power and how the different affixes have also different ranges of damage.
In the last image you can see that there can be rare and legendary enchantments.
Enchanted items can be traded to a condition (more on this later) but I would like the recipes couldn't, at least legendary ones.
This is because I'd like the game to less be "AH-dependant" and more focused on the real gameplay.
However I can accept that every recipe can be traded but as I've just written I'd like not.
So let's have a look on the last two enchantments (Monk's ones):
In this last image don't look at numbers (they're just an example) but look at that "Limit: Unique".
What does that mean?
It means that even if the player can enchant an infinite number of items with that affix he can only equip one item with that affix!
This is to avoid an abuse of legendary enchantments (this limit may be found also on non-legendary enchantments and that limit may be superior to 1 - for example there might be an item with "Limit: 2" which means that the player can equip two items with that affix.)
Note n°1: in these images I divided the affixes in the following way (only demonstrative):
- intensified: it means that this affix will increase the damage of the skill
- virtuous: it means that this affix will decrease the resource cost of the skill
- rapid: it means that this affix will decrease the cooldown of the skill
- focused: it means that this affix will inecrease the critical strike chance of the skill
"Minor, "normal" (without anything), Superior" is refered to the "power" of the affix based on the "quantity of potency" needed to enchant that affix on the item.
Note n°2: I thought that the maximum "potency" a player could find on an item was "3" and that he could use the Power only once per item without considering the quantity of potency used by the enchantment.
However I think that it would be nice to also have the possibility to enchant different affixes that requires different quantity of potency:
for example the player could enchant "Minor Intesified Ray of Frost" (requires 1 potency) and "Virtuous Blizzard" (requires 2 potency) on an item with "+3 Magic Power" because the sum of both potencies is 3.
However this doesn't allow the player to enchant a "same-family" affix multiple times: for example the player cannot enchant "Minor Intensified Ray of Frost" three times or "Minor Intensified Ray of Frost" and "Intensified Ray of Frost" on a same item but if he wants he can enchant "Minor Intensified Ray of Frost", "Minor Virtuous Ray of Frost" and "Minor Focused Ray of Frost" on a same item.
The player has decided to enchant the wand with "Superior Intensified Ray of Frost" and:
POWERS - SET ENCHANTMENT
Have you ever wondered why the fourth set bonus of Inna's Grandeur reduces the spirit cost of Sweeping Wind and not another ability?
What if I don't use Sweeping Wind and I've got the full set?
Have I a set bonus "wasted"?
Personally I wondered this many times.
Why did they put such limit to the player's customization? Why didn't they give a way to let the player decide which bonus to have?
Well.. my idea solves this problem:
Set-bonus-enchantment recipes are different from the others:
they have only one level (minor and superior are gone) of potency and a fixed value: in this last image you can see that Intensified Lashing Tail Kick has only one "potency level" and that the damage is a fixed numer (20%) and not a range of values.
This is to avoid having different values on different pieces of the set.
Note
Option n°1: enchanted set-bonuses on the different pieces of the set can be different from each other but they will activate only if those enchants are the same: for example the player needs 4 pieces of Inna's set with all 4 of them with the affix "Increases Lashing Tail Kick damage by X%" to activate the bonus. If only one of those pieces has another affix the bonus won't activate.
Option n°2: enchanted set-bonuses on the different pieces of the set can activate even if the various affixes are different from each other: the player can enchant "Intensified Lashing Tail Kick" on the Inna's chest, on the other three pieces he can enchant whatever he wants and the fourth bonus set will activate anyway (in this case, the enchanted-bonus values must be lower than the ones of Option n°1).
With this option the problem of "having different values on different pieces of the set" won't exist anymore so the enchantments could maintain their "potency level" (minor, normal, superior) and their value range.
Set enchantment could be spread to all other sets as well:
for example the Tal Rasha fourth bonus set could have Magic Power, Zunimassa could have Tribal Power etc.
Let's see the final effect:
POWERS - DISENCHANTMENT
With the disenchantment the player can remove enchants on items and on set bonuses.
This operation allows the player to:
1 - sell and trade previously-enchanted items (an item must be disenchanted to be sellable/tradable)
2 - reroll the enchanted affixes if their values don't satisfy the player
What do we obtain with this operation?
We will have a great gold sink because if the player decides to sell or trade his enchanted items he has first to disenchant them by paying the mystic.
In addition the player can reroll the affix values until he is satisfied and this operation helps to remove gold and materials from the game (maybe the "reroll operation" cost could increase every time the player decides to do it).
Another thing that we obtain is the fact that the player will not be "boosted" by other players. Why?
Because if a player decides to have a certain type on enchantment on an item but he doesn't have the recipe he cannot buy that recipe in the Auction House and he must farm for it.
This will happen only in the case of non-tradable enchantment recipes (I wrote about this earlier).
Here's the UI for the disenchantment:
POWERS - NEPHALEM POWER
The Nephalem Power is the affix that gives the player the most freedom in choosing what enchants he wants to do on an item.
I think that a good solution for the "+X Nephalem Power" affix is to make it able to roll only on legendary items but I must admit that giving that possibility to rare items as well would be cool too.
POWERS - ADDITIONAL SUBDIVISIONS
I believe that many of you think that with this suggestion it's going to be too easy to have what the player desires so I thought of additional power subdivisions:
Class Specific Powers- Abilities
- Wizard
- Primary Magic Power: it can enchant only wizard's primary skills
- Secondary Magic Power: it can enchant only wizard's secondary skills
- Defensive Magic Power: it can enchant only wizard's defensive skills
- Forced Magic Power: it can enchant only wizard's force skills
- Conjured Magic Power: it can enchant only wizard's conjuration skills
- Mastered Magic Power: it can enchant only wizard's mastery skills
- Magic Power: it can enchant all wizard's skills
- Monk
- Primary Spiritual Power: it can enchant only monk's primary skills
- Secondary Spiritual Power: it can enchant only monk's secondary skills
- Defensive Spiritual Power: it can enchant only monk's defensive skills
- Technical Spiritual Power: it can enchant only monk's techniques skills
- ... and so on ...
- Runes
- Wizard
- Runic Primary Magic Power: it can enchant only wizard's primary skill runes
- Runic Secondary Magic Power: it can enchant only wizard's secondary skill runes
- Runic Defensive Magic Power: it can enchant only wizard's defensive skill runes
- Runic Forced Magic Power: it can enchant only wizard's force skill runes
- Runic Conjured Magic Power: it can enchant only wizard's conjuration skill runes
- Runic Mastered Magic Power: it can enchant only wizard's mastery skill runes
- Runic Magic Power: it can enchant all wizard's runes
- Monk
- Runic Primary Spiritual Power: it can enchant only monk's primary skill runes
- Runic Secondary Spiritual Power: it can enchant only monk's secondary skill runes
- Runic Defensive Spiritual Power: it can enchant only monk's defensive skill runes
- Runic Technical Spiritual Power: it can enchant only monk's techniques skill runes
- ... and so on ...
- Abilities
- Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor
- Soothed Nephalem Power: it can enchant every class' skills
- Runes
- Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor
- Runic Nephalem Power: it can enchant every class' runes
- Abilities and Runes
- Wizard, Monk, Barbarian, Demon Hunter, Witch Doctor
- Nephalem Power: it can enchant every class' skills and runes
Q&A
Let's pretend that the devs won't add any new "skill-upgrade-affix" and that they will maintain only the current ones like you wrote earlier. In this case your idea will just make the life easier for a player to get the "perfect" item.
For example currently in the game if the player wants to increase Cleave damage he has to look for items that have that affix and that affix is rolled among many others of the same "type" like "increases Frenzy damage", "reduces fury cost of Rend" etc. instead with your suggestion the player would have just to look for items with "+X Mighty Power" or "+X Nephalem Power" and this will make just the life easier and it won't help customization. What do you think?
Well.. it's true.
But at least the player would have the chance to change a skill-affix into another one without the need to change any piece of gear.
I don't know if I'm wrong but don't you think that this will help customization by giving the player more freedom for "build-experimentation"?
Doesn't this idea make the game even harder to balance? Mostly if they will decide to introduce new "skill-affixes".
This is also true.
While this suggestion is focused to give the devs also (and not only) a base inspiration for the introduction of new "skill-affixes", I'm not against the non-implementation of them but first of all I think that the game must be balanced and then my idea could help the implementation of new skill-affixes.
What about using a similar idea for Crowd Control effects such as "fear on hit", "blind on hit" etc?
For example the devs could replace those affixes with an unique affix "Control Power" that will allow the player to enchant the item with whatever he wants ("similar" effects like stun/freeze should be revised of course because they do almost the same thing)
This could be a great idea but I don't want to expose myself too much
I'd like to see what the community has to say about this.
If I have the possibility to replace a specific value of a legendary item it would make a dropped legendary with that value capped useless.
In fact at the moment if I find a Visage of Giyua with the following magic properties: "Reduces cooldown of Summon Zombie Dogs by 9 seconds. (Witch Doctor Only)" (and maybe also 6% chance to critical hit) I would be rich.
With your idea I could find that legendary with just "tribal power" and I could just reroll the value over and over again until I'm satisfied with it.
These type of without-risk operations give too much power to the player at the expense of only a bunch of gold (gold sink) and this would destroy the "market" that "works" around the items randomization.
Nice statement. This is actually true.
A solution could be this:
a rolled valued of an affix on the first enchantment is maintained and "saved" into the item, so even if the player disenchants and then re-enchants the same affix the value will remain the same of the previous enchant.
Example:
if the player enchants "superior intensified ray of frost" and the value rolls at "27%", that value will remain "27%" even if he decides to disenchant the item and re-enchant "superior intensified ray of frost" because let's say that that value is "bound" to the item and to the account.
This will allow to maintain a high level of customization while also maintain the randomization that characterizes Diablo 3.
Once the player decides to disenchant the item there could a message (like the one that you get when you want to salvage a legendary item) that warns the player that if he decides to re-enchant the same enchant that was previously enchanted he will get the same value as before.
Lastly if the player decides to sell or trade that item and the buyer decides to enchant "superior intensified ray of frost" too the item will roll a value that might differ from "27%" because it lost the "bound" to the previous owner which didn't allow it to roll a different value.
I think you should remove the 'disenchant' option as there needs to be a 'top tier gear sink' which is currently lacking in D3.
I think that if you decide to keep the item and enchant it, it become BOA and can only be salvaged/vendored after that.
Imagine if you find a BIS legendary item and then it also has +3 Nephalem Power - it would be worth soooo much. but as soon as the first person chooses to enchant it it becomes BOA and is taken out of the economy. What do you think?
It's a nice idea to make the items Bind on Account (I'm not against BoA items) but I know that many people doesn't like them and that's why I prefered to not go into that direction.
That's all guys!
I hope my english didn't make you want to crash your monitor ahah
TLDR version just down here.
TLDR VERSION
Replace all affixes like "increase Frenzy damage", "increase Fist of Thunder damage", "reduce the arcane power cost of Disintegrate", "reduce the cooldown of wall of zombies" etc. with:
- Magic Power (for wizards)
- Mighty Power (for barbarians)
- Spiritual Power (for monks)
- Dark Power (for demon hunters)
- Tribal Power (for witch doctors)
- Nephalem Power (for everyone)
Those powers can be replaced with new affixes that improves the skills but if the player wants to do it he needs the help of the mystic that can enchant those affixes into an item by removing the "powers".
Every power can have a different amount of "potency" and that potency determines the "power" of the enchanted affix. Potency can be 3 at max.
If the player wants to sell/trade the enchanted item he has to disenchant it first and this operation will also allow the player to "re-enchant" the item with the same or a different affix.
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28
Edriel posted a message on [Suggestion]: The Mystic [Pt. 1] - SealsBattle.net US Forum Thread: http://us.battle.net...opic/8891689930 highly ratedPosted in: Diablo III General Discussion
Battle.net EU Forum Thread: http://eu.battle.net...opic/7527573396 highly rated
Reddit: http://www.reddit.co...stic_pt1_seals/
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Hi everyone,
before I start I want to apologize for my English. I hope you can understand it!
You might remember me for this thread.
This time I want to show you two ways I thought to make the mystic an artisan with original (I hope) mechanics.
This is the first part while the second one will come in the future (aka soon™).
It's a VERY VERY long read so I will put a TLDR version at the end of the whole post, but if you have some free time, please take a while and lis... read my idea
Like if you like!
PART 1: SEALS - BASE CONCEPT
What are the seals?
Seals are new droppable items that will allow the player to enchant any white item.
What is it that makes them different from the blacksmith's crafts and from a "similar-Diablo2-enchantment" implementation?
The difference is that with this system the player can choose which magic properties can be enchanted on the item.
Of course the choice remains random in some way (more on this later).
It doesn't seem a great idea... is there something that makes it cool?
Of course! It's been quite a while since I thought that Diablo 3 has a lot of potential in terms of character customization but mechanics like the ability to place statistics or the skill tree (that I really loved) that were a fundamental part of Diablo2 both for customization and replayability were cut from Diablo 3.
But it is also true that there are people who didn't like those mechanics so:
how to create another way to customize your character?
This is where my idea kicks in: seals can level up by capturing the souls (gain experience) of slayed monsters.
On every level they can be infused with different magic properties chosen by the player (these properties are the ones that will be enchanted on the item).
However, this wouldn't have been enough to make this idea looking great... maybe it would've just made it more frustrating.
So why not create a similar mechanic that players miss a lot, like Diablo 2 runes?
That's why I thought that if the player chooses the right combinations of skills (magic properties) to infuse into the seal he can unlock the secret properties of the seal itself.
But still, this was not enough for this feature because probably it would've been too easy to create the perfect seal so I had to think of two ways to make everything more hard:
1 - adding "breakibility" to the seal: on every level up and on every skill infusion ("skill infusion" is refered to the action of the player when he chooses a magic property to infuse into the seal) there is a 5% chance that the seal will break.
2 - adding another mechanic: the purification of the seal
What is the purification of the seal?
If the player reaches a point where the percentage of "breakability" is high he can decide to use the seal for an enchant so he can avoid to break it prematurely.
To be able to use the seal the player has to purify it by freeing and destroying the evil souls trapped into it.
Basically when the evil souls are free, the seal will disappear from the altar (more on this later) and some elite monsters will appear.
These monsters will be as powerful as the seal was.
Once the player has killed every monster of that elite pack, the last one killed will drop the seal in its purified form.
The purified seal allows the player to enchant a white item (more on this on the fourth part).
Elite monsters can also appear when the seal breaks prematurely, so it is important to handle these new items with care!
Another very important thing: if the player is not able to kill the spawned elite monsters the seal is lost forever!
So the player has to be careful to not make the evil souls too powerful!
Note: Purified seals cannot be traded
Are there different types of seal?
Yes:
- Seal of valor: can enchant one-handed weapons
- Seal of power: can enchant two-handed weapons
- Seal of will: can enchant armor items
- Seal of honor: can enchant jewels (white jewels? why not? maybe crafted by the jeweler)
- Seal of the Nephalem: can enchant class items
Seals are also divided based on the maximum level they can reach (e.g. the "Austere seal of valor" can reach only level 2 while the "Pure seal of valor" can reach level 3 and so on - note: the maximum level limit is 10) and based on their quality (magic, rare or legendary).
PART 2: SEALS - SKILL CHOICE AND INFUSION
In this part I will show you the first images of the new seal interface.
Here's the first one:
and here's the tutorial:
Let's see what happens if the player puts a seal into the altar:
As you can see the player chose a seal of valor and you can also notice that the quantity of souls needed for the seal to level up is 50.
The next image will show you the tutorial that appears when the seal reaches level 1:
See how the "breakability" percentage has increased to 5%.
This means that on the next level up or on the next skill infusion, the seal has a 5% chance to break.
At this point the player has just to click on the button "1 unused seal skill point" to open the window where he can choose which skill he would like to infuse into the seal:
This image shows you how the choice of a skill is made.
The player can choose one of two skills randomly chosen from a pool of many others.
Skills are divided between Primary and Secondary skills which can have other "secondary skills" called Traits.
Primary skills are infused into the first globe of every row of globes and they will determine what type of properties the seal will have.
Secondary abilities instead will improve or add effects that will "ensue" the characterization of Primary skills (I hope "ensue" makes sense).
Let's make an example based on the image above.
Cold Power will add cold damage to the item while:
- Freeze will add a chance to freeze the enemies
- Frozen Hell will additionally increase the cold damage done by Cold Power
- Blizzard will allow the player to use the Blizzard spell of the wizard (this affix doesn't exist at the moment but I think that the implementation of this idea would need a game with a larger pool of affixes and where an item can have more than just six affixes).
As you can see from the example above you can notice that the Primary skill determine the main "element" (in this case it's the cold damage) while Secondary skills just "ensue" it (I hope "ensue" makes sense here as well).
Anyway here's the tutorial that clears out any doubt you might still have:
This tutorial gives you another important information: the right combinations of skills allows you to unlock other primary or secondary skills so in the "list" of Secondary skills and Traits it won't appear any "Hidden" skill (which can be either Primary, Secondary or a Trait) because it is up to the player to discover "what skill unlocks skill X or Y or Z".
The player will have to choose from Fire Power or Cold Power and in our case he will choose Cold Power:
You can see how the Monster Power has increased and how it is based on the Primary skill (Primary skills will also determine the monster power).
Keep in mind that the seal breakability increases with a skill infusion as well infact it is now at 10% while previously was only 5%.
Let's see what happens at level 2:
This level activated two globes: one for another Primary skill and one for a Secondary skill so the player's choice for the next skill infusion can be made on two Secondary skills, two Primary skills or one Primary skill and one Secondary skill.
Have a look again on the seal breakability percentage.
On this next image you can see that the player has chosen another Primary skill:
and on the next level the altar will appear like this:
But let's take a step back: what would have happened if the player's choice was a Secondary ability instead of another Primary ability?
Here's the answer:
and the tutorial:
and level 3:
But let's take another step back and let's see which were the skill choices when the player decided to infuse "Freeze":
In the image above you can see that the Freeze skill has no Traits while Blizzard has. In this case the Traits of Blizzard would influence Blizzard of course, making it stronger by adding or improving its effects (e.g. a trait could add the effect of a Blizzard rune).
This time let's take a step forward instead and let's pretend that the seal has just reached level 4 and that the player has laready infused both Freeze and Blood Bath.
The player decides to infuse the next skill and:
But didn't Freeze have no traits? So how is it that possible?
Frozen Explosion is a Trait of Freeze and the infusion of both Freeze and Blood Bath unlocked it.
Frozen Explosion is infact a Hidden skill!
Hidden skills are a fundamental part of this idea and they will lead us to the next part but before we procced I want to try to be even more clearer on how this whole system works.
Basically this idea was inspired by one of my favorite games series: Heroes of Might and Magic.
If you never played any of them you might not be able to understand what I mean, but the ones familiar with the series will understand for sure.
I took the mechanic of the hero's level up (mostly from heroes 5) and just modified it a bit to be "Diablo-like".
Before we get to the next part I will show you one last image that might clears everything out (those of you familiar with Heroes of Might and Magic 5 might recognize it even if it is modified):
Don't look at the icons (they're just examples) but at the "sense" of the image.
I hope this helps to make everything clear on how my idea works.
PART 3: SEALS - HEROIC SKILL
This part explains how to unlock the "secret skill" of a seal with the right combinations of skills.
As I wrote above, the player doesn't know in advance how to unlock a secret skill.
However, it is possible to know what skills can unlock the Heroic Skill (this can be changed if it's too easy to unlock it).
What is the Heroic Skill?
I'm sure many of you noticed the big globe that is "alone". That globe is where the Heroic Skill will be infused.
Every Heroic Skill will give different magic properties depending on the type of seal and on the combinations of skills.
How do you unlock the Heroic Skill?
You just have to make the right decisions when you will infuse a skill.
But let's have a look on a first image:
You can notice that there is a "light" around the first globe: it means that the player is on the right way to unlock the Heroic Skill.
Let's skip to a higher level and let's pretend that the player infused the right skills to unlock the Heroic Skill:
and the tutorial:
and now with the Heroic Skill already infused:
Notice the green colored bonuses. Those are the Heroic skill magic properties!
The image above represents a case where everything went well (perfect skill choices and very lucky randomness), but in most cases the player will have to "wait" before having the chance to infuse the Heroic Skill because as I wrote earlier skills are randomly chosen from a pool of many of them.
In the image below you can see that the player had to wait until the max level to be able to infuse the Heroic Skill:
The player is also allowed to keep infusing skills even after the infusion of the Heroic Skill to make the seal more powerful but if he decides to do so he knows that the seal might break.
You can notice this with two images I showed you: a level 6 seal breakability is much lower than a level 10 but also their "power" is much different.
NOTE
I already explained this earlier but to make it clear I will explain this again:
in the images the level 10 seal breakability is 100% because the last skill has already been infused.
A level 10 seal with one seal skill point still remaining has a 95% breakability: this means that with the last skill infusion the player has a 95% chance to break the seal and if the infusion is successful the breakability percentage reaches 100% (the max level limit is 10 so with this last successful infusion the player does no longer have the risk to break the seal)
Let's have a look on the last two images before proceeding to the next part:
PART 4: MYSTIC - ENCHANTMENT
Once the player has purified the seal he cannot enchant a white item alone: he needs the help of the mystic.
To enchant an item you just need materials and gold.
Let's see a first image of the user interface:
As you can see there are two "slots": in one the player has to put the white item and in the other he has to put the right purified seal (seal of valor for one-handed weapons, seal of the nephalem for class-items etc).
There is also an "Item Statistics" panel where the player can see what magic properties the item will gain.
Here's an image of how the enchantment works:
The player just needs the required materials and gold and the enchantment will happen.
PART 5: MYSTIC - UPGRADE OF A SEAL
Seals can be upgraded and this allows the player to increase the maximum level limit a seal can reach.
This means that if the player wants a level 10 seal (which is the maximum level limit cap) he needs the help of the mystic (droppable seals reaches a maximum level of 6 in Inferno difficulty).
Here's two images on how the user interface will look like:
As you can see you can upgrade magic and rare seals (legendary too).
Higher level and legendary upgrades are droppable recipes of course.
On the image below you can see what the player needs to upgrade a "Seal of Will" (max level 1) into an "Austere Seal of Will" (max level 2).
You can now understand how important is the role of the mystic.
We will now have a look on the tooltip of a seal:
Let's explain its characteristics in detail:
you can notice that this is a rare seal and that it has a "Sacred power".
"Sacred Power" is just an indication to know what it is its maximum level.
However, you don't need to remember every single "power" to know what it is its maximum level because just below that there is this writing: "Level 5".
So this seal can reach level 5 at maximum.
If the player wants to increase its level cap he needs the mystic and the "upgrade operation" won't modify its magic properties in any way (except the level cap of course).
Speaking of magic properties you can see that this seal have two of them:
- Chance to break the seal recuded by 20%
- Monster power is reduced by 25%
This means that the seal has less chances to be broken and that the power of the monsters is reduced by 20% when they are released.
There are many more magic properties of course:
- Seal can be reused (only on a legendary seal)
- Indestructible (only on a legendary seal)
- Infused Skills power is increased by 5% per seal level
- Maximum level is 15 (on a legendary seal with reduced seal breakability and with the magic property above)
- Elemental skills power is increased by 10%
- Monster power is increased by 10% (yes, there are also negative magic properties!)
etc etc.
I also thought to give the Mystic the ability to also craft seals other than just upgrade them.
PART 6: CONCLUSION
I think that this idea will add a great amount of longevity to the game and a different "style" of enchantment.
I believe that if a player wants to create the perfect seal he needs to farm a lot but I hope that this doesn't lead to more frustration:
if the creation of Heroic Seals was almost impossible to do this idea would just need some adjustments like increasing the skill infusion choice from only two skills to three.
I know that to implement all of this the game would need a major overhaul but maybe the devs can take this idea to create a much more enjoyable and deeper-depth game.
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Edit - Note
I'm not a fan myself of "break things" mostly if you have worked so hard to obtain those things.
As I wrote in a post on reddit I couldn't come up with anything else other than this "breakability" and I think that some features needs some downsides to make the game less linear.
Of course the "breakability" can be removed and changed to something else so that's why I'm writing here a couple of alternatives
Diablo (EU - EN):
instead of adding more seal breakability, with every seal lvl, it should add the chance of decreasing the seal of 1 seal lvl, so it would not get destroyed, but just lose one lvl. bcs it would be really annoying and propably really hard otherwise to get a lvl 10 seal.
CrniVuk (US - EN):
instead of "breaking" it in a way that it dissapears let the Seal simply be dissabled unless you can repair it again with some other specific item/seal/what ever.
That way the progress you worked for months doesnt just dissapear, and you encourage players to get out there and do something against it.
This could also work as a gold sink, as the Mystic has to repair it for you of course.
There can be other alternatives of course, just remember that this is a base idea that can be used by the devs.. so anything can be changed to be less complex / frustrating etc. It needs hard testing.
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This is all and I will leave you with two last images of the new UI (TLDR version after the images):
TLDR version:
Added a new droppable item: seals.
Seals are livellable items that must be purified (you have to kill the evil souls inside it) to make them able to enchant a white item (the enchantment requires the help of the mystic).
The magic properties infused into the seal can be choosen by the player in a random way (much like Heroes of Might and Magic 3/4/5) with the seal skill points that are earned through the levels of the seal.
The mystic will also increase the maximum level limit that a seal can reach.
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50
MrMonstrosity posted a message on Patch 1.0.9 Preview, a dream...Patch 1.0.9 PreviewPosted in: Diablo III General Discussion
Well, we just recently launched patch 1.0.8 but we're already well into development on 1.0.9, and while it's still weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. The next patch is going to be the biggest patch we’ve developed to date and most certainly provide the most features and systems changes. To kick things off, I wanted to provide an overview of some of the larger features, systems changes and game improvements.
Introducing the Trading Post
When we first started working on the Auction House the initial idea was to make a system that was easy to use and as efficient as possible for players to buy and sell gear. The end result was a system that was almost too efficient at what it did and removed all player interaction completely from the process.
We want to get back to the roots of what made Diablo II trading so popular over the years, but at the same time also improve it by taking what works rather well with Diablo III's Auction House to enhance it. In patch 1.0.9 we'll be removing the Auction House and introducing the Trading Post. The Trading Post works in a similar fashion to the Auction House in terms of its search functions and interface but with some key differences. Gold will no longer be used as the currency when it comes to buying items, instead you'll be trading the items you collect through your adventures with other players. You'll be able to use an interface to select which items you have for trade and also search for items other players across your region have for trade.
The Trading Post will offer an easy to use interface to make the trade process simple:- Choose the items you wish to trade.
- Search what others have to offer or the offers you receive.
- Accept offers through the interface without needing to be in game.
- Ability to barter back and forth with other players.
Here's an example of how a trade might work:
Player A just finished his play session for the night and has a sword that he wants to trade. He opens up the Trading Post interface and adds the sword he just found to his trade window and then logs off for the night.
Player B is searching for a new sword for his Barbarian and uses the search filter to find one that matches the criteria he's looking for, he sees the sword that Player A just posted. Player B selects the items he feels he'd be willing to part with from the items he has for trade and creates an offer.
Player A logs in the next day and finds he's received many offers for the sword he'd posted the night earlier. Player A goes through a couple of the individual offers but decides to use the search feature instead to filter the offers to help find a specific item he's interested in. Player A finds the offer Player B has sent, likes the item, feels it's fair trade, and clicks approve.
The items are traded to each players account.
The removal of the AH also means the removal of the Real Money Auction House. Many players refer to the RMAH as a “Pay to Win” feature, that wasn’t our original intent but in reality it does hold true in many scenarios and we feel it really is removing the enjoyment out of actually playing the game for a majority of our players. It will no longer be possible to purchase items using real currency, however we still have plans to offer the option to buy and sell gold. Gold will still remain as the main currency in the game but instead of being the sole currency will be used in combination with other in game items.
We’re also exploring the idea of drastically reducing the amount of gold dropped from normal monsters. We’d like the main source of gold to be from killing bosses, elites and champions, opening chests, and completing side dungeons. This should result in the value of gold to increase as we add in new features that rely on gold and also act as an extra step to combat gold sellers and bots. We'll provide some more details on this further down in our blog entry and will also be sharing more information in the near future.
Crafting
To salvage, or not to salvage…
We’ve introduced 7 new Brimstones to the game, each corresponding to one of the 7 types of available weapon damage. Salvaging a weapon with a specific type of weapon damage whether it be Holy Damage, Cold Damage, Fire Damage, Lightning Damage, Arcane Damage, or Poison Damage will have a chance to produce one of the new Brimstones. Salvaging a legendary Physical Damage weapon or a legendary armor piece will also produce a new type of Brimstone. Salvaging jewelry will provide a chance to receive any of the new Brimstones.
Salvaging legendary Lightning Damage weapons and jewelry will sometimes produce a Charged Brimstone.
Salvaging legendary Poison Damage weapons and jewelry will sometimes produce a Toxic Brimstone.
Salvaging legendary Cold Damage weapons and jewelry will sometimes produce an Icy Brimstone.
Salvaging legendary Fire Damage weapons and jewelry will sometimes produce a Fiery Brimstone.
Salvaging legendary Arcane Damage weapons and jewelry will sometimes produce an Arcanic Brimstone.
Salvaging legendary Holy Damage weapons and jewelry will sometimes produce an Angelic Brimstone.
Salvaging legendary Physical Damage weapons and armor will sometimes produce a Somatic Brimstone.
These new Brimstones are not a 100% guaranteed when salvaging legendary items, but rather will only a small 5-10% chance to be produced. While you may not receive a Brimstone every time you salvage an item, we’ll also be making a type of “consolation” item which can be sold to a vendor for a significant amount of gold. This should create a market not only for the Brimstone’s themselves, but the legendary items that produce them. We want you to be faced with a difficult choice when you find a legendary item, do you keep the item, trade the item away, or salvage the item for hopes of a Brimstone?
These new Brimstones will be the key ingredients used to craft the newly updated Blacksmith and Jeweler items which are also being introduced with patch 1.0.9.
A New Ally
Patch 1.0.9. not only updates the current crafting system for the Blacksmith and Jeweler but will also introduce a third type of craft. We’re introducing the Mystic, Myriam Jahzia, who was first introduced during beta. The Mystic’s primary purpose will be enchanting items which will include the upgrading of existing stats on items and also the re-rolling of the randomly generated properties found on an items.
The Mystic will require significant amounts of gold and combinations of the newly introduced Brimstones in order to purchase her services, further strengthening the market value of legendary items and gold.
The point of the mystic is to offer players a new way to improve their characters in terms of item progression as they play the game instead of relying solely on finding drops. Now all legendary drops, no matter if the item is an upgrade or not, can potentially be used to upgrade your character. We think this system offers players fantastic item progression and will allow all players including some of the top geared players in the world to continue upgrading their gear for a very long time.
We haven’t decided on the costs associated with upgrading each of the many different stats yet but we do know they will vary from stat to stat. We expect stats such as Increased Attack speed, Critical Hit Chance, and Critical Hit Damage to fall into one category, primary stats in another, and so on. We don’t expect unique procs or unique properties found on legendary items to be included with this feature. Expect this to broken down into a different blog post all together in the coming weeks.
We would also like to point out that by using the Mystic to enchant items the item itself will also become Account Bound. This will ensure items are constantly being removed from the economy as they’re upgraded and still allow non-enchanted items with desirable properties or highly rolled stats to have a high trade value and continue to be sought after as they will help players skip some of the steps necessary to eventually upgrade to a “perfect item”. We don’t expect players to ever be able to fully upgrade every item on their character or even be required to, but it’s something the min/maxing type players can strive for over time.
The Mystic will also offer unique potions and elixirs that can’t be purchased or found anywhere else in the game. These items can be purchased with gold and brimstones and when used will give the player bonuses to stats such as Magic Find, Experience Gained, and Movement Speed, for a limited amount of time. Think of them as a Shrine that persists through death and lasts much longer.
Truly Legendary Items 1.0.9 and Beyond
We want to make “game-changing” legendary items the norm going forward. Our philosophy for legendary items has always been the same, to be powerful and promote build diversity. We know we haven’t been able to deliver on this fully up to this point, but with patch 1.0.9 we think we’ve finally been able to make this reality. When a player finds a legendary or set item the first thing they should be thinking is how can they use this item on one of their characters or how it might fit into a specific build.
Class specific items
We feel the one of the best ways make legendary items truly game changing is to allow certain items to alter the way specific class skills and passives work. While we can’t obviously give every single legendary item the ability to alter skills and runes we chose to focus only on class-specific items and set bonuses. This made the most sense in terms of design, we could take an item that was already exclusive to one class and use it to provide new and interesting ways of playing that class.
Patch 1.0.9 introduces revamped class-specific items and set bonuses that provide unique alterations to already existing skills and passives. The most intriguing idea behind this concept is going forward we’ll be able to constantly open up new and exciting builds for each class as new items are introduced to the game. With the introduction of one new item or even mixing different items an entire build could be born. This will truly allow new builds to be built around items.
Legendary status
We're not just updating class specific items in patch 1.0.9. We're going to revisit all legendary items to make sure they live up to their legendary status by not only providing great stats but also providing unique properties that will change a players game experience. While class-specific items will change the way skills and runes work for classes, we still want to make sure non-class specific legendary items also have an impact on build diversity. We decided to go a little bit of a different route with non-class specific items. Rather than focusing on individual class skills and passives, these items will introduce new unique properties that might change a players gameplay or change the way specific stats interact with a character. By doing this we can take a non desirable stat and change it into something a specific build highly values when using one new item. We plan on releasing a entire blog post dedicated to this topic in the next few days but here's a taste of the type of things we'll be talking about.
Itemization
In addition to the upcoming legendary items we're going to be reworking the way elemental damage and physical damage work with weapons. Weapon damage including the base damage of the item will roll either as Holy, Cold, Poison, Fire, Arcane, Lightning, or Physical weapon. By doing this we can use the "adds % elemental damage" affix found on many of the legendary items in the game to provide a direct damage boost to weapons that also have the corresponding damage type.
For example, if you have a sword that has a damage range of 700-1000 Fire Damage and you equip an item with the property "Adds 5% Fire Damage", the new damage range of the sword will be 735-1050 Fire Damage. This not only provides a simple way of calculating damage but also provides an interesting way to combine weapons and armor.
We'll also be including more information in the next coming days in addition to the blog post regarding legendary items.
Promoting Exploration and Adding Excitement
You call that a dungeon? This is a dungeon!
Many ideas have been discussed by our developers in terms of how we can constantly add exploration back to game after the initial play through for our players. There’s nothing that saddens us more than seeing 90% population running the same act or in many cases the same zone over and over knowing that if they do anything different they’re hindering efficiency in both terms of items and experience gained. While repetition has always been part of the Diablo series we feel this can be cut down substantially. You’ve already seen improvements when it comes to giving players options in regards to this when we adjusted the monster density in patch 1.0.8, we’d like to go a bit further.
In 1.0.9 we’ll be improving on the randomly generated side dungeons found in all acts across the game in Inferno difficulty. We’ve created new tiles for almost every zone across all 4 Acts which will allow spawn locations to be found in every part of the game. An entrance in the wall found in the Cathedral, a burrow found the in Dahlgur Oasis, many different possibilities exist. We’ll also be taking a look at every aspect of them to truly make them a random experience. Things such as:- Increasing the amount of spawn locations substantially in terms of both Acts and where they can spawn in each zone.
- The difficulty, dungeons can be found with additional monster power levels above the current game.
- Dungeon size, number of levels, the layout, and tile sets.
- The type of monsters
- The “end boss(s)”, which includes a random elite/champion pack which is buffed considerably
Of course there needs to be an incentive to search out for these improved dungeons, which is why we’ve created them to provide a fairly substantial buff in terms of experience gained from the monsters inside and also completing the entire dungeon. We’ve also decided to add a new type of chest found exclusively inside these randomly spawned dungeons which not only provides a much higher than average chance to drop legendary items but also provides a small chance to find items of immense power that can’t be found anywhere else.
We think by adding these new features it will promote exploration across all acts and provide a much needed type of end game experience for our players which doesn’t take away from Diablo III’s storyline.
Beam me up...
One of the most exciting events in regular play session is hearing that special “clang” legendary items make and seeing that beam of light coming from the pile of corpses at your feet. Over the past patches we’ve increased the chance of finding these items and we really think they are in a very good place in terms of drop rates. While RNG is still a huge factor when it comes to the amount of legendary items you see drop in a play session we still wanted a way to add to the excitement without actually increasing the drop rates any further. We think we’ve found an artificial solution that does just that.
Now when playing with your friends or other players in public games you’ll be able to see and hear all legendary and set items that drop in game, even if they aren’t yours for the taking.
We’ve received very positive feedback on the elite/champion and goblin announcement introduced in patch 1.0.8, so much that we’ve decided to extend it to also include an announcement when players identify legendary items. Now through your chat window you’ll be able to see and view the items your friends and party find during their play session. Obviously this won’t be taken positively by all players so we’ve also added the option to hide or display these messages from chat.
In Conclusion
We’re very excited to share this new patch with you and gather your feedback. This patch will be our biggest one to date and we think it adds to Diablo III immensely in terms of fun game play and longevity. We defiantly aren’t done yet when it comes to improving the game and we’ll work hard to provide our player base with many features to come.
Be sure to check out the new information on Dungeons, which can be found here: http://www.diablofans.com/topic/92538-patch-109-dungeons-a-dream/
And then I woke up from my dream and came to the realization that we were still only in Patch 1.0.7...
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33
Edriel posted a message on [Suggestions]: The Talisman and The Burning Hells PortalsEdit:Posted in: Diablo III General Discussion
Link to U.S. Forums Thread: http://us.battle.net...opic/8156055717 highly rated
Link to EU English Forums Thread: http://eu.battle.net...opic/6787929710 highly rated
Link to EU Poland Forums Thread: http://eu.battle.net...opic/6891639245 highly rated
Link to Reddit discussion: http://www.reddit.co...nd_the_burning/ highly rated
And “like”... if you like (on the official forum threads and reddit too if you'd like of course)
Thanks everyone for the very positive feedback. It's much appreciated!
I'm glad that so many people liked the suggestions!
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Hi everyone,
I wanted to send an e-mail directly to the developpers but it seems that they don't have a direct way to give them feedback (the only one I could find was this: wowcmfeedback@blizzard.com but it seems it refers only to the feedback on CMs, MPVs etc. - and anyway the files in .pdf are too big to be sent to them ).
So the only way to do it it's by using the forums so I will write my ideas here.
I'm sorry about the very long read BUT this is my feedback and it was intented to be read by the developpers, so if you don't want to read it, just stop here.
(remember that these are just simple ideas that the developpers can take as base to create something new and improve the game)
Here's the e-mail:
Hi,
I'm Edriel, an italian Diablo 3 player.
Firstly I want to apologise if my English is not very good, I'm really trying to write in the most clearer way I can but I don't know if I will succeed.
Since the launch of the game I felt that this chapter of the Diablo series could be very successful.
However I don't think that in its current state it can become a masterpiece.
With that in mind I started to make many suggestions on the Italian Forum and after a while quite a few people who were excited about my ideas suggested me to personally send you my feedback.
So that's why I'm writing you this e-mail.
I hope you will enjoy the two ideas I translated for you, because it took quite a while to do it
P.S. I posted the Talisman idea in September so it might feel a bit “old”.
P.P.S. I hope you can answer me, even just a “we received your feedback and we appreciate it would be nice”
Sincerely
Edriel
an italian fan of the Diablo series
FIRST SUGGESTION - REINTRODUCTION OF THE TALISMAN
➢ BASE CONCEPT
This idea is ment to improve 2 important aspects of the game that currently, in my opinion, are lackluster:
1. Longevity
2. Paragon Level design
I imagined something that is not far from the philosophy of the Diablo series and something that I really loved in other games: the souls.
The Talisman will be a special container that will allow the player to capture the souls of defeated enemies.
As you can see from the image the Talisman will feature 5 minor globes and a supreme globe of souls.
In the 5 minor globes the player will trap the souls of lesser demons (normal monsters or Elite monsters – the quantity of souls needed to full the globes depends on balance of course and on the talisman type. So the player can have “situations” where he/she needs just one Elite monster to fill completly the globe, “situations” where the quantity depends on how many times the player used the Talisman or “situations” where he/she needs a mix of normal and Elite monsters' souls and in this last case Elite souls would fill more the globe) while in the Supreme Globe the player can capture the soul of a Boss.
Every minor globe of souls will activate its own effect based on the type of Talisman that I will show you time to time.
When all the minor globes are full, the player is allowed to capture the soul of a boss that will increase or add other effects.
In addition everytime the players starts a new game session all globes are empty.
➢ TALISMAN OF THE NEPHALEM
This idea could replace the current mechanic of the Nephalem Valor by inherently including it into the Talisman.
The idea can also be “expanded”. But how? In this way:
This is the Talisman of the Nephalem.
As you can see there are various effects: +1 Artisan Item, +1 Follower Item etc.
These effects will unlock everytime the relative minor globe is full, but the effects (or bonus items in the case of this type of Talisman) are not cumulative so, for example, if the player has both the first and the second globes full, only the second effect will be applied.
With this Talisman the player needs just one Elite monster to fill completly a single minor globe and the effects will be applied only on Elite monsters kills and Boss kills.
Once all 5 minor globes are full, as I wrote above, the player can capture the soul of a Boss.
This soul will grant him/her the chance to have all the effects active, but when he/she kills another boss or when he/she kills an Elite monster and the “Talisman procs”, all souls will be lost.
Why did I wrote “Talisman procs”? Because if you did see there is a “chance to find 1%”.
What does that mean? It means that the chance to find bonus items is only of 1%.
Don't worry about that percentage because it refers to a Paragon Level 1 character: the percentage is equal to the Paragon Level of the character.
If the player kills another boss, instead, the chance is always set to 100%.
In this next image you can see the tutorial that might clear any doubt you could still have:
In this other image you can see that the player has a 1% chance to find an extra gem on the next kill of an Elite monster (or Boss):
This last image shows you how the Talisman will look like when all the globes are full:
➢ TALISMAN OF ENCHANTMENT
I feel that the lack of a quest that makes you enchant an item is very sad, so I thought a way to allow the Talisman to enchant items.
My initial thought was that this system should have had a mechanic based completly on the “harvest” of souls so without the need to add new droppable items and with a completly random enchantment.
However I feel that the introduction of new droppable items would fit much more the philosophy that the
developpers wanted for Diablo3.
These new items are the Soulstones and they will have one magic property each (except one particular soulstone of which I will write later)
This image represent the Talisman of Enchantment.
To explain how it works here's another image:
As you can see even in this case there is a sinergy between the Talisman and the Paragon Levels: the higher is the player's character Paragon Level the more powerful are the magic properties.
Let's have a look now at how a Soulstone looks like:
This is the particular Soulstone I wrote about earlier.
It will have always a primary statistic and a relative magic property of the class that uses that statistic.
For example the “Soulstone of Virtue” grants Dexterity and:
– Spirit Regeneration
or
– Life points per Spirit points spent
All other Soulstones will have their magic properties and their relative values completly random.
Let's have a look on how this Talisman works (make sure you check the Paragon Levels everytime):
Last but not least, the image that shows you how a full-globe-talisman looks like:
The soul of the Boss, as you have seen from the images, will give you a random number of sockets.
Anyway, this idea can be replaced with, maybe, a better one that allows the soul of the Boss to add a random magic property instead of the sockets.
Note: This Talisman idea can be used to craft new and powerful rings and amulets as well!
➢ TALISMAN OF SKILLS
This type of Talisman will allow the player to improve his/her abilities.
Let's see how it looks:
With this Talisman, whenever the player starts a new game session, the globes won't become empty.
The quantity of souls the player captured will be saved so the player's efforts won't be wasted, because every talent point the player gains makes the next Talisman “refill” longer.
To prevent that a player becomes too powerful, there can be a maximum number of talent points a player can gain.
To learn how this Talisman works I will show you an image:
Like every other Talisman I showed you, even this one has a sinergy with Paragon Levels.
The last image represent the Talisman when it has all its globes full:
➢ TALISMAN OF ABILITIES
This Talisman allows the player to benefit from various temporary buffs chosen by the player himself/herself.
Every 10 Paragon Levels a globe will unlock (in this Talisman there is another type of globe – the globles of temporary buffs - where the player can “put” the chosen buff) and it will allow the player to benefit both a longer duration of the buff and a “major quantity” of buffs at once.
Every globe has a duration of 5 minutes (hypothetical duration).
However, the 10th Paragon Level is an exception because the player will unlock not one, but two globes.
Anyway here's a first image to understand better what I've just written:
Now another image that shows you how the Talisman works:
In this case the temporary buff has already been chosen. To choose a temporary buff the player has just to click on the globe of temporary buffs. Once he/she clicked on it a window will open: this window is much like the window that allows the player to choose his/her passive abilities (just to let you know how it looks like).
From the image you can also understand that the temporary buff is already active because the minor globe linked to it is full.
Let's skip to level 20:
At level 20 a second minor globe of souls will unlock. This will allow the player to benefit from temporary buffs for another 5 minutes, but he/she must pay attention because the minor globes are not cumulative.
This means that the duration is just refreshed and it won't stack so the maximum duration is always 5 minutes.
At Paragon Level 30:
In this last image the player has just filled the second minor globe of souls.
This will grant him/her another temporary buff for another 5 minutes since the duration has just been refreshed by the second minor globe.
Just to make it clear: temporary buffs stacks with each other so in this case the player benefits of both temporary buffs.
What happens at Paragon Level 100?
This image explains that when the player captures the soul of a Boss, he/she can benefit of all the temporary buffs for a maximum duration of 30 minutes (or until he/she kills another Boss) with doubled effects!
Isn't there a negative aspect?
Yes and no: it's true that the supreme globe of souls makes the player very powerful, but the downside is that he/she must kill a boss within 5 minutes from when he/she filled the last minor globe.
This is the Talisman at full power:
Note - Temporary buffs can be various: e.g. +10% armor, when you drink a healing potion you gain 50 points of Fury etc, +5% movement speed etc.
➢ TALISMAN OF PORTALS
This Talisman has the simple function to capture souls. Once enough souls are captured the player can decide to release them to open a portal that leads to the Burning Hells.
The monsters that the player will find inside the portal will be stronger the higher the Paragon Level is.
Here's an image to explain how it works:
Here's an image of the new UI:
➢ THE TALISMAN
All these Talismans are separated ideas, but I thought that it would be awesome if all of them could be implemented into the game:
By clicking on the icons, the player can choose which Talisman he/she wants to use, so the Talisman itself will change its functionalities based on the player's choice.
The function of the Talisman can be changed any number of times within a game session but everytime the player changes a type of Talisman for another all souls will be released.
The Talisman of skills is no exception, but the bonuses the player receives from the skill points (the ones that are already allocated) will continue to be granted to him/her even if the Talisman is set to another type.
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P.S. You can check the animated gifs of the talismans of portals and abilities at these links (but the words are in
italian sorry):
Portals: http://imageshack.us...minatoevoc.gif/
Abilities: http://imageshack.us...itaanimato.gif/
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SECOND SUGGESTION – THE BURNING HELLS PORTALS
➢ BASE CONCEPT
This idea might be similar to the Talisman of Portals one, but I can assure that its philosophy is completly different.
After you defeat Diablo in Inferno difficulty the player will find out that there are still many Burning Hells Portals active throughout all Sanctury! The player's mission is to seal all of them.
To start the “sealing operation” the player has to talk with the Caravan Leader in any act.
The NPC will show the player the map of Sanctuary where he/she can see where the portals are.
After the player has chosen which portal to seal, he/she will start a quest that will be different everytime: mission rewards, objectives, treasures, bonuses etc. will be different from mission to mission (except a particular one,called “Enigma” where the objective is always the same – more on this later).
The tooltip of a mission looks like this:
● Mission Type
▪ Objectives
● Enemies in the area
▪ Resistances, abilities, damage, etc of the enemies
● Rewards based on the Mission Type
▪ Quantity or type of reward
● Description of the mission
The Description of the mission will be the only thing that has a fixed “pre-set” since the number of mission types is limited to three (the number is just the number of mission types I could thought about, but the number can increases depending on the feedback received).
It might sound a bit complicated now, but I can assure you that it's a very simple idea and with the help of some images everything is going to be much clearer.
Once the player has accepted the mission, he/she will get teleported to the area where the portal is and we can start the “sealing operations”. When the quest is completed the player can get his/her rewards.
➢ MISSIONS
Let's have a look at the map:
In this map the player can see where the portals are.
In every game session the position of the portals changes but the total number of them is always 10 (hypothetical number).
Let's have a look:
Note the different positions of the portals between the two images.
At this point the player has just to choose what portal he/she wants to seal so he/she will mouse-over over one and:
Let's analize the tooltip:
Mission: Assault
The mission type Assault is one of the three different mission types.
Assault indicates a mission where the player has more than one objective (objectives are random – I wrote about this earlier) and he/she must do them in a precise order. For every objective the player completes he/she will get a reward (more on this later).
Monsters
This point indicates which monsters the player has to fight against when he reaches that area.
In addition the player will know what the resistances, the abilities, the weakness etc. of the monsters are going to be.
Note: I thought that the resistances and the weaknesses of the monsters could be a fixed number (like 50%) and that only their damage increase could be random.
Another nice idea would be that the resistances of the monsters scale with Monster Power (MP0 = 5% resistance, MP1 =10% resistance... MP10 = immunity and no weaknesses ---> of couse the immunities cannot be to all elements...)
I thought it would be nice to reintroduce the resistances (even if it goes against developpers' will) mostly to give a sense to the elemental damage types.
In addition the player knows before the battle what type of resistances/weaknesses the mosters will have, so he/she can prepare better himself/herself with another type of weapon and/or another build etc.
Objective Rewards
Everytime the player completes an objective he/she will receive the rewards that are listed in this point.
Mission Rewards
When the players completes the mission he/she will get the rewards listed here.
Note: Just to be clear, even if I wrote this earlier, the rewards are random, and so are enemies etc.
E.g. If the player gets another Mission: Assault he/she might get the objective to kill X number of monsters and then save Y villagers, the monsters might be Moloks and Cultists with cold resistance and fire weakness, the objective reward might be Z quantity of gold and the Mission reward might be a rare amulet.
Let's have a look on the second mission type:
Mission: Race against time
In this mission the player has only one random objective but he must do it within a certain amount of time.
The thought a player should have is: will I go for the mission rewards or for the hidden treasures?
As you could understand, if the player wants the hidden treasures he/she must explore very well the entire area to look for them at the probable expense of a mission accomplishment (you lose time while looking for hidden treasures) or if the player wants the mission rewards he/she has to leave behind a lot of hidden treasures.
Note: This would be an ideal situation which might change due to the player's progress (more gear, lower MPs with end-game gear etc).
Hidden Treasures
This is a list of what items the player can find if he/she explores very well the area.
By doing so he/she loses time and he/she might fail to complete the mission.
Hidden treasures can be found inside corpses, chests, ashes etc.
Enemies and Mission rewards
The same as in Assault
Let's have a look on the last mission type:
Mission: Enigma
This mission type will have always a fixed objective: “disable traps”.
By looking at the image you can easily understand that there are no enemies, but this doesn't mean that when the player activates/disables a trap they won't appear.
To disable a trap, a player has to solve little enigmas (in Soul Reaver 1 style – just to be clear on how I ment these enigmas to be – but much much easier to solve) or he/she must activate and then destroy them (much like the one in the Cathedral where when you click on the chest a lot of skeletons appear).
Rewards
Everytime a trap is disabled/destroyed it will drop something. “That something” is what it is listed in this point.
Enemies and Mission rewards
The same as in Assault and in Race against time.
Now that the player knows what type of missions and rewards he/she can get, he/she has only to decide where to go:
Once the player has completed that mission (note how the portal is now grey-colored):
he/she has only to choose another one:
and so on.
➢ Q&A AND ACHIEVEMENTS
Q. What does the player have to do once he/she has the map of the burning hells portals open?
A. As I wrote above, the player has just to mouse-over over a portal to choose which mission he/she wants to do and once he/she decided he/she has just to click on that portal and the click “accept”.
Q. What would happen if a player relogs into the game after he/she got a disconnection while he/she was doing a mission?
A. As I wrote above, the position of the portals changes on every game session.
However if the player gets a disconnection or has to log-out, the mission will remain active and when the player steps back into the game he/she will see a town portal that leads to area of that mission.
Of course, if the player was doing a Race against time mission type that mission would get cancelled if too much time has passed between the disconnection and the relog.
Another thing: the Burning Hells portal of that mission will remain active, visible and will stay on the same position as it was before the relog. When the mission is completed that portal will grey-out and be disabled like all others. This is to clarify in case you had some doubts if there could be a case where a player could get more than 10 portals open at once in a single game session.
Q. Aren't there going to be any monsters in the Enigma missions?
A. Enigma mission type is like the other two, so the player might have to fight against monsters. That image was just an example to let you see that you could get an empty map and a “relative safe” area (however, monsters can spawn from traps!)
Q. In the Race against time mission type the player could just skip the mission rewards and just look for hidden treasures! Didn't you think about it?
A. In this mission type the rewards must be balanced in a way so the player MUST choose what he/she really wants to do: fail the mission and look for treasures or complete the mission and leave the treasures?
Q. Is there any achievement for the Burning Hells Portals?
A. Yes, here's a couple:
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P.S. Enigma missions might not be very “Diablo” like, but I think that something different might help this game to become a real success. Also you can have a mission that is a mix of all three... well.. the combinations can be many... it's just a matter of immagination I guess.
P.P.S. “Missions” can be renamed to “Quests” of course
If you would like to check my other ideas you can click on the link below:
http://eu.battle.net...opic/6533923479
That is an index of all my ideas for Diablo3, but unfortunately they are all in Italian.
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Reintroduction of the Talisman
and
The Burning Hells Portals
by Edriel - an italian fan of the Diablo series
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8
Gheed2010 posted a message on Diablo 3: Designed for ConsolesPosted in: Diablo III General Discussion
There's a chance, but this isn't battle.net, so adult, well-reasoned posts without personal attacks that actually discuss the series usually stay up. Sorry. -
1
FutureChris posted a message on 10 Auctions cap still needed?The cap is partially Blizzard's way of throttling item inflation. The larger the cap, the more that the highest-performing players dictate the values in the AH.Posted in: Diablo III General Discussion
If you're finding items fast enough that nothing you have in the AH is under 20 mil, then you're probably vendoring a ton of items that could actually sell for several million, simply because you can't sell. Or, you might have a second or third account, or be using lots of mules, etc.
If the cap is raised, your top items sell faster (if it's in your stash, there's no chance it will sell). As a result of this, you sell further down your list, meaning that you put even more downward pressure on AH prices.
The cap doesn't have much of an effect on players who are slower or play less, because maybe you're only finding 2-3 items/day that you think are worth selling.
I think the cap is fine. I think it would be interesting to make it a bit more flexible, though I'm not sure what the right system would be. Perhaps an "overflow listings" tab where you can list another 5-10 things but the cut is even worse so you only get 75% of the proceeds. - To post a comment, please login or register a new account.
1
Who cares, just hop on in on the hypetrain
1
Blizzard will announce a Diablo Remastered version at blizzcon 2016.
This is Remastered version will include both the story of Diablo and Diablo II in a new 3D Engine, while generally retaining the gameplay of Diablo II.
Why? For one, because the general audience of the Diablo franchise has no idea what happened before Diablo III. I can argue that these stories were one of the most epic ones ever told in a video game. Personally, I find it a logical decision to get the audience more involved into the story, as we are with Warcraft, and prepare the brand for future releases.
Other hints that were given recently are dead giveaways of this decision. Of which some are shown recently through Twitter and the Blizzcon panel schedule.
Lets talk Twitter first, the guys from Blizzard north suddenly showed up at Blizzard HQ. Coincidence? I hardly think so. This would only make sense when a Remastered version is being worked on, and the first ones to see outside of the company should be the original developers. It's a noble and honorable gesture towards them.
"Diablo 20th Anniversary
Duration: 60 Minutes (Mainstage)
Join the Diablo III development team for a look back on two decades in Sanctuary, and get a first look at our plans to celebrate the occasion."
No Diablo 4, however it could be considered as such.
When looking at the wording, it's the Diablo III team that's working on a new project. Perfectly understandable, who else is better qualified than running a Remastered version in the engine of Diablo III? We are taking a look back at what is being Remastered.
Blizzard has always used GAME: "what's next" to show that there's a new game or expansion being worked on.
"First look", which suggests, it's a relatively large project and that there is more to come.
As said, the audience has just received a glimpse of what the Diablo universe is really about in he latest Diablo installment. I believe that a Remastered version to tell the story of the past is the only route to getting the brand ready for any future releases.
"Diablo Art & Design
Duration: 60 minutes.
Chris Amaral - 3D Modeling, Michael Franchina - Traditional Drawing, Zaven Haroutunian - Design"
It's absolutely not worth talking a full hour about design when it comes to upcoming patches for Diablo III. However, talking about the design and new 3D models in a Remastered Diablo II is critical and most logical panel to have. It is by far the most important aspect of remastering a game.
Other Diablo panel;
"Diablo III - Dev Talk and Q&A
Duration: 60 minutes.
The Diablo III team digs deep into upcoming patches, showcasing new features and epic content making their way into the game in the future. They’ll also answer any burning questions you might have."
This tells me that they have a long lasting patch strategy for Diablo III instead of an expansion. A showcase for what's in store for Diablo the coming year. There would be more panels regarding lore/design/gameplay when a new title(D4) is announced.
Diablo floor map:
Last year, Diablo was somewhat the ignored kid and had a booth the size of a toilet stall (no kidding, look it up!). This year the floor map shows an actual booth with something to play. The booth is too small (less than 50% of any other booth) to showcase anything new. If a new title is shown, even an expansion, with a playable version, the hype train would be real and it would require a much larger booth. Instead, it will
most likely showcase ALL diablo games. In other words, no playable version of the Remastered game is shown on the floor.
What hat are your thoughts? Or better yet, what do you hope that they will announce?
1
1.10 D2 LOD with proper battle.net integration. I WOULD LOVE IT!
How about modern graphics on these games? They did have a full team at their disposal for more than 2 years...
1
I think this was pretty much confirmed when they could predict the item stats before an item was identified
3
Rate the above transmog, and post your own transmog!
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In my opinion, this game has a lot of potential that Blizzard missed by a mile. Is it successful? Depends on who you ask right?
My observations and personal experience tells me that 95% of the people, that bought the game, quite playing within a couple months. (From the people I know, and it might be around this number when using actual numbers.) This tells me the game has a lot of fans that quit playing for whatever reason. Simply put, theres something wrong / missing with Diablo 3.
I think a lot of players will eventually try the game again when some massive revamps occur, such as,
Loot 2.0
Random events
New content
But only time will tell if they player-base sticks around. Its proven very unpredictable with this game.
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None of my friends will come back to play, the game is still inherently broken.
The archon change is awesome though
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