• 7

    posted a message on Expansion Key Notes
    Expansion Key Notes

    These are the keynotes of Diablo 3’s future Expansion, and will contain:
    Ø Battle.Net
    Ø Items
    Ø World
    Ø Crafting
    Ø Paragon
    Ø PvP
    * Keep in mind that the game changes are made keeping 1.0.7 in mind.



    Battle.net 2.0+
    • Game Menu = City Hub
    Upon logging in and choosing a character, the player will now be placed into a Major City Hub. The City Hub is real-time place where players can meet each other. The City Hub will be introduced with Act VI and has a player cap of 100, after reaching 100 players; a new instance of the City Hub is made to ensure a playable environment.

    The Medieval City Hub:
    • Blacksmiths Guild Street
    o Your Backsmith and 3 Highest Experience Blacksmiths of players.
    • Jewelers Guild Street
    o Your Blacksmith and 3 Highest Experience Blacksmiths of players.
    • Mystics Guild Street
    o Your Blacksmith and 3 Highest Experience Blacksmiths of players.
    • Auctioneers Area
    o Different Auctioneers for Gems, Crafting, Armor and Weapons.
    • PvP Queue Area
    o Defense of the City
    o Endless Rush
    o Gladiator
    • Waypoints
    o The City Hub Waypoints are connected to all acts.
    o Upon entering a different act; no quests will be present. However, all bosses will be spawned.
    o Selecting quests is available through the Gate System.
    • Gates (Game Selection Area)
    o Gate to quest area in ACT VI
    o Gate to open game system
    o Gate to quest selection
    • Random Objectives at Random Times.
    o Random Objectives, from defending Tristram from waves of random monsters to defeating a set amount of monsters/ elites/ goblins to completing randomly generated events throughout the game. Completing the objective is rewarded with a treasure chest. Higher monster power increases the quality of the treasure.
    • Guilds
    o Guild support has been added
    • Half of Fame (Ladder)
    Items
    • Item stats are now allocated into 3 main categories and 1 bonus category.
    • Rare Armor items dropped from monsters now roll 4 to 6 affixes and have a small chance to roll 1-2 sub-affixes.
    • Legendary Armor items have had their sub-affixes removed, and now have an average chance to roll an extra 1-3 sub-affix. Legendary items also have small chance to roll legendary-specific sub-affixes that are not listed below.
    • Items now roll at least one primary class attribute
    • Primary (Affix)
    o Strength (Class)
    o Dexterity (Class)
    o Intelligence (Class)
    o Vitality
    • Offensive (Affix)
    o Critical Hit Chance
    o Critical Hit Damage
    o Attack Speed
    o Defense Piercing % (New)
    o Bonus Damage
    o Bonus Elemental Damage
    o Increases damage against Elites
    o Mixed Stat, two of: (Crit / Crit Damage/ Increased Attack Speed/ Defense Piercing%), each 45% of max base value.
    o Skill Bonus (New) (Specific skill bonus, all skills are available)
    o Standard Socket (New).
    o Specialized Socket (New). Increased effect if socket and gem match color.
    • Defensive (Affix)
    o Reduce Damage from Elites
    o Reduce Control Impairing effects
    o Reduce Slow effects (New)
    o Health Regeneration
    o Increased Healing by % (New)
    o Increased Block
    o Movement Speed
    o All Resistance
    o Elemental Resistance (Fire/Cold/Poison/Physical/Arcane) – Double Cap of All Resistance.
    o Armor
    o Life %
    o Reduced Melee Damage
    o Reduced Ranged Damage
    • Bonus (Sub-Affix)
    o Bonus %XP
    o Magic Find
    o Gold Find
    o Gold and Item pickup radius increase (New)
    o Resource Stat (Barbarian / Witch Doctor / Demon Hunter / Wizard / Monk)
    o Chance to Blind/Freeze/Fear/Bleed/Knockback/Immobilize/Stun
    o Level Reduced Requirements
    o Treasure Hunter (New) Increases chance of finding Treasure Goblins and Resplendend chests and increases the quality of loot received through objectives and PvP.
    • All items now roll equal primary attributes.
    • All items now roll at least one primary (class) attribute.
    • The affixes indestructible and thorns have been removed from the game.
    • The magic and gold find cap has been removed.
    • Players are considered Elites as of 1.0.7
    • Diamond gem has been added.
    o Weapon - Defensive Piercing %
    o Armor - All Resistance
    o Helm - Reduces Damage by %
    • Wings can now be added to your inventory, and can now be toggled on or off that persist through game switching.
    • Charm System introduced.
    o A dedicated inventory will be introduced with a quest in Act IV.
    o Charms spawn in sizes of 3x1, 2x1 and 1x1. Charms are rolled similar to items (affix / sub-affix).
    o Each Charm Size has unique affix and sub-affix rolls.



    World
    • Acts
    o Players can now switch between acts through the waypoint system.

    o All zones should spawn equal mobs and elites packs based on their size. For a zone of 1000m2 meters spawns 100 mobs, and 4 champion packs, and a 2000m2 zone spawns 200 mobs and 8 champion packs. Some degree of randomness will be used to vary elite pack amounts.
    • Bosses
    o Sub-bosses have had their legendary drop chance increased by 300% when killed with 6 Nephalem Valor stacks or higher.

    o End of Act bosses have had their legendary drop chance increased by 400% when killed with 10 Nephalem Valor stacks or higher.
    • Unique Name Monsters
    o Health increased by 400% and now have a 200% increased chance of dropping legendary items. Their loot table has also been changed to match the loot table of rare and champion monsters.
    o Now roll (difficulty +1) random abilities.
    o Upon killing a named monster, the player increases the Nephalem Valor cap by 1.
    o Upon killing a named monster, the player gains a Nephalem Valor stack.
    • Nephalem Valor
    o Nephalem Valor stack size cap increased to 10.
    o Nephalem Valor now increases your Magic and Gold find and Experience gained by 10% per stack.
    • “Secret Level”
    Treasure Goblins now have a very small chance of dropping a Gheeds’ Treasure Tome when killed. The Tome can be used on other Treasure Goblins, making their portal permanent and enterable by players.

    Gheeds’ Exotic Treasure Island contains:
    o Treasure Goblins
    o Goblin Gladiators (GG’s)
    o Goblin Mages (GM’s)
    o Goblin Fanatic of Gheed (GFG’s)
    o Uber Treasure Goblin King, comparable to an end of act boss.
    o (Very small chance of spawning Gheed himself)
    o Many treasures!



    Crafting
    • Mystic has been added as new crafter, unlockable in Act VI.
    The Mystic specializes in altering armor and weapons.
    o Alter item appearance
    o Change to another random sub-affix
    o Reroll amount of sub-affix
    o Change to another random primary (class) attribute
    o Reroll amount of affix
    o Craft Rare Dyes
    • Altering Affixes require very rare materials dropped from monsters.
    • Altering Sub-Affixes require rare materials dropped from monsters.
    • Altering Sub-Affixes quality require common salvage materials.
    • Altering an items’ appearance requires one of an items with the desired appearance, and it will be destroyed in the process.
    o Special items unlocked by achievements
    • Crafters can now specialize in a certain tree.
    o Reducing its craft cost
    o Craft time
    o Unlocking special recipes
    o Gaining unique appearances
    o Experience system after maximum level.
    o Higher Quality Affix
    o Higher chance of rolling a Sub-Affix
    • Off-hands can now roll base damage ranges (Witch Doctor/ Wizard Source)
    • Quivers can now roll base attack speed
    • Shields can now roll base block chance
    • Crafting uses the new Affix / Sub-Affix system.
    Paragon Level Perks
    • (Account Bound), I.E. All characters benefit from the bonuses.
    • Upon reaching level 100 all your characters gain an additional 50% more experience after reaching level 60 and gain magic find equal to your highest paragon level character.
    • Level 100+ is only available for expansion characters.
    • Each level beyond 100 increases the experience gained by 3% for all characters on your account.
    • Level 1-100: Magic and Gold find bonus as well as attributes.
    • Perks:
    Introduce perk system at Paragon 50

    Level 50: Increases the starting amount of Nephalem Valor stacks by 1.
    Level 55: Increases the chance of finding Legendary items by a small amount.
    Level 60: Treasure Goblins and Resplendent chests are now marked on the minimap.
    Level 65: You can now list 15 auctions, up from 10.
    Level 70: Your experience gain is increased by 5%.
    Level 75: Monsters explode more violently.
    Level 80: Increases the chance of finding rare monsters by a small amount.
    Level 85: Increases healing received by 10%
    Level 90: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
    Level 95: You resurrect players 35% faster
    Level 100: The size of your Charm Specific Inventory is increased by 2.
    Level 105: Increases the pickup radius of gold and items pickup by 2 yard.
    Level 110; Increases your movement speed by 5% in PvE areas
    Level 115: Increases your stash by 1 half-tab.
    Level 120: Reduces the crafting costs by 20%
    Level 125: Increases the number of followers you can have in a solo game to 2.
    Level 130: Increases item quality of random objectives
    Level 135: Increases the chance of finding rare monsters by a small amount.
    Level 140: Reduces the cast time of town portal to 2.5 seconds.
    Level 145: Increases the size of your additional stash tab.
    Level 150: Increases movement speed by 5% in PvE areas
    Level 155: Increases the starting amount of Nephalem Valor stacks by 1.
    Level 160: Increase item quality of PvP objectives
    Level 165: The size of your Charm Specific Inventory is increased by 2.
    Level 170: You can now list 20 auctions, up from 15.
    Level 175: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
    Level 180: Increases the number of followers you can have in a solo game to 3
    Level 185: Reduces the duration of control impairing effects by 15%
    Level 190: Increases the duration of your control impairing effects by 15%
    Level 195: The size of your Charm Specific Inventory is increased by 2.
    Level 200: 1 Follower will now join you in a multiplayer game.
    - FIERY WINGS ITEM
    - All your characters gain an additional 25% more experience after reaching level 60.

    Level 201-999: Increases XP by 3% per level after reaching level 60. Also Room for future perks.



    PvP
    • Defense of the City
    Players can now queue up to compete against each other in “Defense of the City”. The goal of Defense of the City is to kill as many monsters as fast as possible while defending the different city gates.
    Random monsters will spawn in waves that will even challenge the most experienced players.

    o Instanced for each team, with the addition of a scoreboard (Monsters Killed)

    o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

    o Average siege duration of 10 minutes.

    o Game Modes
    ]- 1v1v1v1
    ]- 2v2v2
    ]- 4v4

    o Queue system that will match players according to gear equipped. Cannot change gear while in Queue or during Defense of the City
    • Endless Rush
    Players can now queue up to compete against each other in “Endless Rush”. The goal of Endless Rush is for a team to venture as deep as possible into a randomly generated dungeon.

    Random dungeon levels will spawn, with random monsters and elite packs.

    o Instanced for each team, with the addition of a scoreboard (Level Reached)

    o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

    o Average Rush duration of 15 minutes.

    o Game Modes
    ]- 1v1v1v1
    ]- 2v2v2
    ]- 4v4

    o Queue system that will match players according to gear. Cannot change gear while in Queue or during Endless Rush.
    • Gladiator
    Players can now queue up to compete against each other in “Gladiator”. The goal of Gladiator is for a team to kill as many other players of the opposing team(s) as possible while being sieged by heavy duty demons.

    o Scoreboard of players killed by team

    o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

    o Average Gladiator duration of 10-15 minutes.

    o Game Modes
    ]- 1v1v1v1
    ]- 2v2v2
    ]- 3v3

    o Queue system that will match players according to gear equipped. Cannot change gear while in Queue or during Gladiator.

    o Players can queue for Gladiator against other players or teams of their choosing.

    o Players can place wages on who will be victorious in “Gladiator”







    * Notes are fan-created by Varox (Varox#2933), Astion @ Diablofans.com.
    * Changes I would like to see to Diablo 3, simply because I love playing this game, and hopefully for long time to come!
    * These changes are how I would like to see the game changed. Ofcourse personal opinions may vary, but I would greatly appreciate the feedback (both ways)!

    -Varox
    Posted in: Diablo III General Discussion
  • 1

    posted a message on End of the world
    Within the quantum multiverse theory, the world has already ended countless times. We are the lucky ones!
    Posted in: Off-Topic
  • 3

    posted a message on Quitting Diablo 3, Ive had ENOUGH!
    Quote from Psychatog

    I just wanted to know that loser fanboys were wasting their time to come here and say stupid stuff like "dont let the door hit you on the way out" or "good riddance"

    These people are quitting for a good reason, this game is ridiculous and they have a right to share their opinion Those of you that just respond with hate are sad little basement dwellers and should just keep your hate to yourself like you do the other 98% of your day.

    Sounds like you described yourself perfectly.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Idea: Incentives for Group Play
    Group Play is heavily discouraged by the way the game works in this state.. Which is odd, since the designers specifically created the game for the best co-op experience.

    Simple idea:
    1 player game = 5 stacks of nephalim (with a bonus 100% chance to drop an extra rare from bosses and champions/rares) Which is how it currently works.

    2 player game = 6 stacks of nephalim (with a bonus 133% chance to drop an extra rare from bosses and champions/rares)

    3 player game = 7 stacks of nephalim (with a bonus 166% chance to drop an extra rare from bosses and champions/rares)

    4 player game = 8 stacks of nephalim (with a bonus 200% chance to drop an extra rare from bosses and champions/rares)


    opinions?
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Idea: Kill Streak = Magic Find Bonus
    Hey guys!

    I've been playing this game with much love and I feel the game lacks finesse with some of its systems. The Kill Streak system is one of them. At early levels it felt awesome to kill a whole bunch of monsters at the same time, while also getting a small bonus. However, the bonus is gone and the kill streaks mean nothing more than an already saturated feeling and a pixel display of your score. Why stop there? Its Diablo, its a loot game.. So heres a very straight forward idea;

    Kill Streaks add a temporary magic find boost!


    Example:

    Kill Streak 100!

    Adds 50(or X) MF for 2(or X) Minutes

    -Cap of maximum bonus
    -Relavitly easy to add to the game
    -New meta (end)game
    -Incentive to clear trash over skipping to elite groups = play more of the game = find more spots to grind other than Act 3 all the way to Azmodan.



    +++ Other streak bonusses could add something small to the game as well
    Massive Blow: After attaining a massive blow of X, the next mob you kill will explode with a bunch of treasure and gold
    Surviviour: Comments?
    Savior: Comments?
    Demolist: Comments?
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Kripp tips @Blizzard
    The PvP levels and Champion levels are brilliant!
    This in combination with the ladder, resetting each 6 months (WITHOUT resetting characters). Yeah, who wouldn't like that?

    +1 to Kripp, such a shame he isnt on this forum.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Has anyone noticed
    Posted in: Diablo III General Discussion
  • 3

    posted a message on The Uncovering of ACT 1
    I've been getting a lot of positive responses for digging out information out of the Diablo 3 Beta client, so here ya go, an fairly accurate sketch of the Act 1 storyline.
    Enjoy!



    "The Fallen Star" has made these fields uninhabitable! What was once a blooming green farmers paradise but has become a place of demons and despair! However there are still farmers that do not wish to leave their homes and crops. It is our duty to save/evacuate as many villagers as possible from these corrupted lands.





    In the last section of the Fields of Misery you meet the Scoundrel. I can only presume he leads us to the Drowned Temple.




    Leah: "Legend has it that within the Temple angels would come to impart their wisdom to the Nephalem."
    And so your quest begins to obtain wisdom regarding the impending Demonic Apocalypse.
    Once arrived at The Drowned Temple it is guarded by Alaric. He tells you; to enter this Temple you need 2 magical Beacons.

    The Beacons can be found in the Crypt of the Ancients and the Warriors' Rest. Which are presumably located in the Festering Woods.

    Alaric then mentions only a TRUE NEPHALEM can enter the Temple, which havn't been seen in thousands of years according to Leah.

    Inside the Temple we meet Alarics' Brothers, the guardians of the Drowned Tempel.
    The guardians seem to be lost in the battles of the past, and do not know the present. We will need to kill the guardians to proceed.

    In the Drowned Temple I presume you do speak to an Angel, who explains what/who the Fallen Star is, and what this means for Sanctuary.














    For an yet to be uncovered reason you travel to Worthams Chapel (By boat at New Tristram). Perhaps in order to reach Leorics Manor.





    Eventually leading up to Highlands Crossing, where you meet a Khazra Shaman. He asks you to find a magical staff.







    The Khazra (a feral goatman race) are barricading a narrow passageway between The Northern Highlands and Leorics Hunting Grounds. We will need to find a staff located on a kart in The Southern Highlands and give it to the Khazran Shaman to secure our passage.








    When the player has passed the blockade you will have reached Leorics Hunting Grounds, the source of all goat men. You will need to stop The Khazra from summoning their brethren.
    Eventually you will reach Leorics Mansion







    I believe that cultists are located within Leorics Manor, in the Halls of Agony to be exact. The cultists seem to be performing dark rituals to summon a mighty demon. However, the summoning requires fresh blood, bones and flesh. The supply of villagers used to come from The Highlands and The Fields of Misery. However most of the villagers have fled from the goatmen, and we have saved the villagers in the Fields of Misery.
    By doing so we disrupted the summoning. It is our job to find this demon and slay him. This demon is rumored to be Azmodan, the endboss of Act 1.

    The act finishes in New Tristram. Where you depart to Caldeum.

    I will update this post as soon as I get new information regarding the storyline.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Screenshots of an new unseen zone!
    Some screenshots of a new Act 1 zone. Enjoy!









    Posted in: Diablo III General Discussion
  • 3

    posted a message on Your opinion on the monk pillar
    Next up:

    Barbarian rising up a wooden shack from the ground.
    Posted in: Monk: The Inner Sanctuary
  • To post a comment, please or register a new account.