• published the article PTR 2.4.2 Build 38247 Patch Notes

    Upcoming Adventure Theme Leaked?
    Mini-Map Skill Casting, Medivh's Portals, Rotation & Sales - July 12th, Squadron's Funny #12
    Demon Invasions Preview, Blue Posts, Tweets, Overwatch - Ana, Elemental Spec Preview

    PTR 2.4.2 Build 38247 Patch Notes

    The latest PTR build for Patch 2.4.2 was deployed to the servers yesterday and the patch notes were recently updated to reflect the changes. Below you can see the changelog for this latest build. Some pretty major changes in this one, including to Energy Twister.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    PTR PATCH 2.4.2 - v2.4.2.38247

    GENERAL

    • Gold rewards have been adjusted:
      • The amount of gold dropped by the Gilded Baron Treasure Goblin has been reduced
    • The following changes have been applied to the Season 7 Journey
      • Slayer
        • The Greater Rift requirement has been reduced from 35 to 30
      • Champion
        • The Greater Rift requirement has been reduced from 50 to 40
        • The Nephalem Rift timer has been increased from 6 minutes to 7 minutes
      • Destroyer
        • The Greater Rift requirement has been reduced from 60 to 50
      • Conqueror
        • The Greater Rift requirement has been reduced from 70 to 60
      • Guardian
        • The Greater Rift requirement has been reduced from 80 to 70
        • The time limit to defeat Azmodan has been increased from 15 seconds to 20 seconds

      CLASSES

      • Crusader
        • Active Skills
          • Consecration
            • The healing provided from multiple active Consecrations will no longer stack

       

      • Monk
        • Active Skills
          • Mantra of Conviction
            • Skill Rune - Fists of Fury
              • The maximum stack value is no longer determined by your attack speed and is capped at 15 stacks

       

      • Wizard
        • Active Skills
          • Energy Twister
            • Twisters (excluding those created with the Wicked Wind rune) will now despawn if they stop moving
            • This applies only to the PC/Mac version
      • Bug Fixes
        • Fixed an issue that prevented Kyoshiro’s Soul from activating the 4pc Set bonus from the Monkey King’s Garb set
        • The Sweeping Wind bonus provided by Kyoshiro’s Soul will now properly expire after transitioning between level areas
    Posted in: PTR 2.4.2 Build 38247 Patch Notes
  • published the article Datamined PTR Strings, Mace of Crows & Fallen Pennant in 2.4.2

    Building Zoo from the Budget Basics
    Fall Season Portraits, More Free Heroes vs AI, Cleaner Leoric Skin, Heroes Theme Metal
    Harbingers Teaser Trailer, Time's Running Out

    Datamined PTR Strings

    A new build was datamined from Blizzard PTR servers and some interesting changes were found. They added the achievement and icon for participating in this year's BlizzCon, and there were also some string changes to Season Journey achievements. See below.

     

    Achievements.txt


    Mace of Crows & Fallen Pennant in 2.4.2

    With the Mace of Crows and Fallen Pennant cosmetics dropping in Patch 2.4.2 and it releasing in the near future, it seems a good time to inform players on how to farm these. White Locks has put together two quick videos showing how to find these items - check them out below!

     

     

    Posted in: Datamined PTR Strings, Mace of Crows & Fallen Pennant in 2.4.2
  • published the article Scheduled Maintenance, Missing Transmogs in Patch 2.4.1, Demon Hunter Fanart by Frenone

    Popular Decks of the Week for July 10
    Heroes WTF Moments #57, Heroes Funny & WP Moments #74
    Vengeance DH Spell Animations, Blue Posts, Build of the Month, Elemental Preview

    Scheduled Maintenance

    This next Tuesday there will be the usual maintenance, and the live servers will be down from roughly 7 AM to 9 AM PDT. Plan your farming sessions with that in mind.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    We will be performing scheduled maintenance beginning on Tuesday, July 12th, 07:00 (PDT) and we expect the service to be available again at approximately 09:00 (PDT). During this time the game will be unavailable for play.

    Please follow @BlizzardCS on Twitter for further updates.

    Missing Transmogs in Patch 2.4.1

    A while ago Nevalistis confirmed, based on internal testing by the devs, that the Fallen Pennant and other rate cosmetic items were dropping on the live Patch 2.4.1 servers.

     

    Wyatt Cheng recently made a post explaining how that information was incorrect, and giving details on why the devs wrongly confirmed that these were dropping. These cosmetic items will drop in Patch 2.4.2, and he stated that this won't happen again in the future. Read below.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Hi all,

    In Patch 2.4.1, we introduced a number of new cosmetic items to the game including a few extremely rare items such as the Cosmic Wings and Rainbow Portrait. Among the items intended to be extremely rare are Steffon’s Heavy Lance, Mace of the Crows, and the Harvest Pennant (also known as the Fallen Pennant). As 2.4.1 unfolded, we were surprised to learn that nobody appeared to have found these items. Weeks passed, we checked and double-checked the data, and ran some internal tests—these items were intended to be rare and hidden, but had we perhaps hidden them too well?

    Unfortunately, it turns out we made a mistake. Instead of making the items extremely rare, they did not appear at all. The development team is sorry for this huge misstep on our part—we know that our mistake caused many players to spend hours trying to locate items which we now see in hindsight was a wild goose chase.

    How did this happen? Testing something that is intentionally extremely rare means we need to use some dedicated testing techniques. Our team uses a combination of code reviews, simulation and cheat codes to verify functionality. Sometimes things can appear to work correctly in parts, but malfunction when they are put together. For example, in the case of the Pennant, we were able to verify that individual portions of the criteria to obtain the Pennant functioned correctly, but the end to end process resulted in the Pennant being unattainable once the patch went live.

    The dev team messed up and we’re sorry. We erroneously told our community team (including Nevalistis) that the Harvest Pennant could drop. We can’t make it right overnight but we’d like to start with two changes:

    1. We’ve certainly learned our lesson, and going forward when things are intentionally this rare, we’ll have new testing procedures to make sure a similar mistake doesn’t happen again.
    2. Although we cannot provide direct restitution to the individuals affected, we’re going to have a 48-hour Double Blood Shard Community Buff for this weekend.

    Wyatt

    Demon Hunter Fanart by Frenone

    Frenone shared an incredible Demon Hunter fanart piece on her DeviantArt profile. She also uploaded the speed painting video of the drawing to YouTube. Check them out below!

     

     

     

     

    Posted in: Scheduled Maintenance, Missing Transmogs in Patch 2.4.1, Demon Hunter Fanart by Frenone
  • published the article Double Blood Shard Weekend, Season 6 Ending Soon

    Site Performance Update - Our New Front Page, Editor Issues Resolved
    Zagara & Nazeebo PTR Bugs, Dustin Tweets, Summer Championship Recap & Replays
    Warlords Season 3 PvP Ends July 19

    Double Blood Shard Weekend

    There will be a double shard event during this weekend, so if you're farming Rifts and looking for a specific drop from Kadala this might be a good time before the season is over. Read more below.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)


    If you love getting rare items from Kadala (and who doesn’t?), you’re going to love our upcoming buff!

    Starting this weekend, all heroes who log in to Diablo III on PC, PlayStation 4 and Xbox One will receive double the usual amount of Blood Shards in Adventure Mode! This buff affects all events which grant Blood Shards, including Bounties, Rifts and Greater Rifts.

    The bonus buff begins in the Americas region this Saturday, July 9 at 12:01 a.m. PDT and ends on Sunday, July 10 at 11:59 p.m. PDT.


     

    It’s time to get the final piece you need to finish gearing your character, so be sure partner up with Kadala and get that sweet loot! Good luck, nephalem – and happy hunting!

    *For PC, the buff will start and end at the noted times in each gameplay region according to its local time zone (PDT for the Americas, CEST for Europe, and KST for Asia). For console, the buff will start and end in all regions at the same time, listed above. For time zone assistance, click here.


    Season 6 Ending Soon

    The two week notice before the end of a season has been given earlier today, and Season 6 will end on July 22nd. Season 7 is expected to begin on August 5th, with Patch 2.4.2 going live in between these two dates. See below for all the details.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)


    Here we are again, nephalem. As we prepare to close out another Season in Diablo III, it's time to take a moment to remember what you have achieved and ensure you're ready for the transition to a new Season.If you haven't experienced the end of a Season, there's a lot to know about what happens to your gear, progress, and characters. Don't fret! We're here to give you a full overview of what to expect when the current Season ends and the next one begins.

    Table of Contents:

    The Season Rollover:

    Those who have played through a few Seasons know there has been no shortage of gold, gear, or Paragon levels to earn. So what happens to all that hard earned progress when a Season ends? In short, you get to keep just about all of it. Here's a list of all the rewards from this Season you can expect your non-Seasonal heroes to enjoy:
    • Heroes
      • Seasonal heroes will be converted to either non-Seasonal Normal or Hardcore mode heroes, as appropriate. There's no need to delete any characters to make room for them; your Seasonal heroes will continue to use the same slot they currently occupy in your roster after the rollover. You’ll also be able to use Season Rebirth to convert any non-seasonal character into a Seasonal, level-one character once the next Season begins.
    • Gold
      • Any gold you earn during the Season will transfer to your non-Seasonal heroes.
    • Paragon Experience
      • The total amount of Paragon experience earned is the amount that rolls over, not your raw total amount of Paragon levels gained.
      • For example, if your Seasonal heroes reached Paragon 300, but your current non-Seasonal heroes are already Paragon 400, your new non-Seasonal Paragon level will still be less than Paragon 700 since higher Paragon levels take more experience to earn.
    • Blood Shards
      • Similar to gold, any Blood Shards you have available at the end of the Season will transfer to your non-Seasonal heroes.
      • If your non-Seasonal heroes are currently at the Blood Shard cap, any Blood Shards you earn once the Season ends will temporarily ignore the cap. You can spend these at your leisure; however, note that you cannot pick up any additional Blood Shards until you are below your current cap.
    • Items
      • Items that are currently equipped on a hero or in that hero's inventory will stay on that hero as it moves to a non-Seasonal game mode.
      • Items that are in your Seasonal stash will be sent through the in-game mail system to your non-Seasonal heroes. These items can be claimed by any non-Seasonal hero up to 30 days from the time you first log in after the Season ends.  To access these items, enter a game and hit the Mail icon located in the lower-left corner of your screen to open up your inbox. 
    • Artisan Progress and Recipes
      • If your Seasonal Artisans are a higher level than your non-Seasonal Artisans at the end of the Season, their level will transfer to your non-Seasonal Artisans.
      • Any recipes you have on your Seasonal Artisans that are not available to your non-Seasonal Artisans will be transferred as well.
    • Shared Stash
      • Any Shared Stash slots or tabs you purchase during a Season that are not currently available to your non-Seasonal heroes will be transferred accordingly.
    • Achievements
      • Any achievements or achievement progress made during the Season is automatically applied to your non-Seasonal achievement profile. This happens in real time and does not require the Season to end first. Your achievement point total is also updated appropriately throughout the Season.
    • Kanai's Cube
      • After the Season rollover, any Legendary Powers unlocked using Kanai’s Cube on a Seasonal Character will become available on non-Seasonal characters as appropriate.
      • At the start of a new Season, Seasonal characters will not have access to any Kanai’s Cube Legendary Powers unlocked during previous Seasonal or non-Seasonal play.
    • Season 6 Rewards
      • All players who reach level 70 on a hero in Season 6 will unlock exclusive leg and boot transmogrification appearances. These appearances will unlock immediately upon hitting level 70 on a Seasonal hero, and will be available on Seasonal and non-Seasonal heroes alike (even before the Season concludes). To access your new appearances, simply visit Miriam the Mystic and open the Transmogrification tab.
      • In addition, players can earn portrait frames and an exclusive pet for completing various chapters of the Season Journey.
    Note that all heroes, rewards, and progress will convert to the appropriate non-Seasonal game mode. Any items, gold, Paragon experience, achievements, Artisan levels or recipes, Stash space, and Blood Shards earned on Normal Seasonal heroes with transfer to your Normal non-Seasonal heroes when the season is over. Similarly, anything you’ve earned on Hardcore Seasonal heroes will transfer to your Hardcore non-Season heroes instead. 

    Season 6 Conquests:

    Unlike other rewards, Conquests do not roll over at the end of the Season (because they aren’t available to non-Seasonal heroes). This also means that your non-Seasonal Achievement point total will not be affected by any Conquests you earn during a Season.

    Season 6 Leaderboards:

    Once the Season ends, all Seasonal Leaderboards will be wiped and you will be unable to attain new Leaderboard ranks until the next Season begins. The results of the previous Season’s Leaderboards will remain available for viewing in-game. Once the new Season begins, a handy drop-down menu will allow you to swap between the current and previous Season records.  Don't forget that you can also view current and past Leaderboards right here on our website.



    The non-Seasonal Greater Rift Leaderboards will also be wiped sometime after the end of the Season. However, you'll immediately be able to compete in the currently active Era with your non-Seasonal heroes (including those who have just rolled over), and will not have to wait for the start of the next Season. 

    Season 6 End & Season 7 Start Dates:

    You’ll be able to sort through your rollover rewards and review your progress on the Leaderboards between Seasons. It’s a great time to reflect on the accomplishments you’ve made and enjoy the culmination of your pre- and post-Season loot hunts! Season 6 will be ending on the following dates and times:
    • North America: Friday, July 22 @ 5:00 p.m. PDT 
    • Europe: Friday, July 22 @ 5:00 p.m. CEST
    • Asia: Friday, July 22 @ 5:00 p.m. KST
    Season 7 will begin about two weeks afterwards on these dates:
    • North America: Friday, August 5 @ 5:00 p.m. PDT 
    • Europe: Friday, August 5 @ 5:00 p.m. CEST
    • Asia: Friday, August 5 @ 5:00 p.m. KST
    For time zone assistance, click here. We look forward to seeing you in Season 7!

    Ready for the Rollover?

    How have you fared during Season 6? What was the highest Greater Rift you reached? Did you complete any Conquests? Any other exciting accomplishments to share? Let us know in the comments and prepare yourself—Season 7 is just around the corner!
    Posted in: Double Blood Shard Weekend, Season 6 Ending Soon
  • published the article Short PTR Maintenance July 8th, Play Your Way Thursday – Sindro’s “Convention Barb”

    Clockwork Card Dealer - Get Your Free Pack, Value Town #78 w/ Sjow and SuperJJ
    New Auriel Data, Gul'Dan & Auriel Backgrounds, Obsidian Cyber Wolf Preview, Supports Discussion Part 2
    Legion Developer Q&A - Artifacts and Order Halls

    Short PTR Maintenance July 8th

    There will be a small PTR maintenance tomorrow, likely not lasting more than an hour. Keep that in mind if you're helping the devs test the latest PTR changes.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Attention all PTR participants:

    On Friday, July 8, we will be taking down the PTR for a short maintenance beginning at approximately 9:00 A.M PDT. We anticipate this maintenance taking no longer than an hour, but should any of our plans change, we'll be sure to update this thread accordingly.

    Thank you, as always, for your diligent testing!

    Play Your Way Thursday – Sindro’s “Convention Barb”

    This week's Play Your Way is a somewhat unique Barbarian spec which uses the Convention of Elements ring. Very interesting if you're looking for a different build to try out as the Season gets closer to its conclusion. Check it out!

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Masters of the mightiest elements, Barbarians can take advantage of multiple damage types to devastating effect. In this week’s Play Your Way, Sindro#1947 boosts his generator build through the diversity of Convention of Elements in a way that’s a Bash to play!

    About the Build

    Utilizing a combination of Cleave and Bash, Sindro has propped up these two primary skills into major damage dealers with their respective supplementary Legendary items. To keep his fury fueled (and his Hardcore hero well-protected), he’s donned the full Immortal King’s Call set for both its defensive and offensive capabilities. Lastly, timing plays a key role, as you’ll want a rhythm of rotating between Cleave and Bash for when Physical and Fire elements are being boosted by your Convention of Elements.

    Not going to lie—if I could have held this build for BlizzCon season just for the pun, I probably would have.

    As a Hardcore player, it’s important to play conservatively, and Sindro has pushed through Greater Rift 60 as of the time of this blog. Incredible amounts of splash damage from Battle Rage (Bloodshed), Bash (Pulverize), and some supplemental Area Damage allows the Convention Barb to tear through large groups with relative ease. If attacks are timed correctly, the potential for burst damage is astounding!

    The Skills

    Here’s a closer look at this build in the skill calculator. Active Skills: Passive Skills:

    The Items

    Required Items: Recommended Items: Recommended Legendary Gems: Recommended Kanai’s Cube Powers: Recommended Stats:
    • Offense: Critical Hit Damage, Critical Hit Chance
    • Defense: Resist All, % Life, Elite Damage Reduction
    • Other: Area Damage, + Maximum Fury, Life per Hit

    Tell Us What You Think!

    Do you play Hardcore Barbarian? What build do you run to keep yourself alive while you rain terror upon the legions of Hell? Are you utilizing Convention of Elements in a different way? Let us know in the comments or send in your build—we’d love to hear from you! Join us next time when we’ll be taking a look at the masters of all that is creepy and crawly, the Witch Doctor. See you in Sanctuary!
    Posted in: Short PTR Maintenance July 8th, Play Your Way Thursday – Sindro’s “Convention Barb”
  • published the article And The Heavens Shall Tremble - Piano Version, Auriel Fanart

    Clockwork Card Dealer - Get Your Free Pack, Value Town #78 w/ Sjow and SuperJJ
    New Auriel Data, Gul'Dan & Auriel Backgrounds, Obsidian Cyber Wolf Preview, Supports Discussion Part 2
    Patch 7.0.3 on the Background Downloader

    And The Heavens Shall Tremble - Piano Version

    Tobbeh99 has uploaded a piano version of the Diablo 3 theme "And The Heavens Shall Tremble". While missing a lot of the different instruments from the original version, this is still a unique and enjoyable take on this classic music. Check it out!

     


    Auriel Fanart

    Auriel has been confirmed as the next character to join the Nexus on Heroes of the Storm, and to celebrate that infinitydevin has worked on a drawing of the Archangel of Hope. See it below.

     

    My fan art of Auriel from Diablo 3 in anticipation of her release on Heroes of the Storm soon!!

     

    Posted in: And The Heavens Shall Tremble - Piano Version, Auriel Fanart
  • published the article Season 6 zET Archon Strategy, Guide & Builds

    Fandral/Raven Idol Discover Bug Possibly Fixed Next Patch, Hearthstone Devs at Gamescom, The Angry Chicken #160
    Gul'Dan PTR Live - Tons of Hero & Balance Changes!
    Legion Beta - Build 22133

    Season 6 zET Archon Strategy, Guide & Builds

    sVr90 recently wrote a detailed thread on Reddit with the top tier group meta in S6. It uses the standard Archon as the main damage source, but changing Halo of Arlyse for the Zodiac ring. It was used by Quantum Warriors to clear GR 120 and get rank #1 on the EU leaderboards.

     

    While there's some room for theorycrafting and testing, as he explains in the post, this is considered to be one of the highest level group strategies at the moment. chewingnom also made a similar thread on our forums giving some gameplay tips for the group who wants to run this. Check it out!

     

    Introduction

    Most recently a “fairly” new ET-Archon variant started to climb the leaderboards, dropping its Halo of Arlyse for Zodiac – hence zET. The original idea came from Horrax, was played by Thargor (Dfans) and got refined by a numerous amount of people (check credits section if you are interested in names). The current iteration is quite close to the very well-known meta ET-Tal wizard, focusing on Area Damage and Elemental Damage and playing Pain Enhancer. The huge changeup compared to the ET-Archon build, where you are forced into max CDR, is the fact that Pain Enhancer + Zodiac frees up several primary affixes on your gear (dropping CDR) giving you the possibility to add the DPS affixes the ET-Tal wizard thrives with. As a tradeoff the RG fight becomes harder, dropping any real ability to deal damage while there is no elites to fuel your ET casts – In total: you have to burst the RG down preferably in a single rotation (failure example: 90% -> 0%).


    Build

    The Swami build is considered to be stronger, due to the additional ApoC. In the Swami variant (8 total ApoC) you can consider playing MW:Deflection, which gives you a ridiculous amount of eHP with those high ET breakpoints you’ll be able to hit (5 casts per second). If you can survive without MW:Deflection, you should play MW:Conduit – you’ll feel the difference on the RG pylon click. In the Fazula Build you have to play MW:Conduit, since Tal-Headpiece is not a Wizard Hat.


    Gameplay as zET

    Start of the GR: You have to accept as the last Player on your CoE-Light. Join, get 4 Talstacks, click Archon, find position in next 20 seconds. In your last 2 seconds of Archon: Teleport onto stacking spot, force-attack into the corner.


    Mid of GR: Stack twisters at a corner from CoE-Fire to CoE-Light. Usually you’ll have a decent amount of archon stacks and PE stacks (both giving you IAS) giving you a ridiculous high ET breakpoint (25-30 twisters is where things get crazy). Pop Archon on CoE-Arcane, jump into occulus circle. Do burst-damage for 4-6 seconds, then you are free to do whatever you want for 16 seconds (be a pseudo-barb scouting, pulling, or stay in position if it is dangerous or you have no proc). In your last 2 seconds of Archon: Teleport onto stacking spot, force-attack into the corner. The second you drop from archon you are squishy until you have the 4 Talstacks back; the Monk has to blind and the WD to confuse in that exact second (this is your call to make). You click archon on every second CoE-Arcane after opening the rift – always!

    RG Fight: Place 2-3 Twisters, cast SD on RG (get some AP due to ET/SD with 8-ApoC and MW:Conduit), place another ET and so on. You still pop archon on every second CoE-Arcane. In Archon just smash the ground and explode if RG is in meele, else laser him. You have to time the pylon such that the elites are dragged in the second you come out of archon and from there on you ONLY cast ET (ofc still EB and FN but those have no casting animation and won’t interfere with your ET casts). On next CoE-Arcane you have to oneshot the RG. The hardest thing on the RG for you is to keep sync of your archon and CoE rotations. Once you’re a desynced and failed to reset properly you lost the fight.

    Dying is a ridiculous timeloss in this build, especially in archon (at this point you can probably remake unless you are far ahead of time).

    Gameplay/Build as supWD

    No changes for you mate if you are paired with a Barb. If there is a supDH in group, you drop your Iceblink and Nemesis. Change from Frozen Piranhas to Wave of Mutilation, equip Strongarms and Gogok/Mutilation Guard.


    Gameplay/Build as Monk

    Tsunami, if zET is on APDs. Temple of Protection, if you are paired with a supDH. Possibly mantra considerations to be done, since often the zET can cap out on APS without your transgression already (in great density maps). If your zET has survivability issues (Fazula-zET with MW:Conduit), go with Time of Need and make it spammable (Chant of Resonance or Band of the Rue Chambers) or Agility for dodge. You have to time your blind with your zET dropping from archon.


    Gameplay/Build as Barb

    No Changes in your build. As long as the zET archon is not doing damage (~85% of the time) the elites are allowed to be anywhere and you can position them as you wish. As soon as he gives the 3sec countdown to the burst you have to rageflip them right into the center of the stack. Always remember: CC immune mobs cannot be frogged/flipped into the stack anymore, meaning: If you bring an elite too close to the monk and he starts repetitively to apply cyclone strike on it with implosion, that elite will not be frogged/flipped into center anymore and will only take minor damage from the burst. Keep elites at a distance to the monk and wait for the frogs to grab them or flip them in yourself when the countdown comes. Having them in the stack when there is no damage yet is worthless. This is a changeup to the current meta gameplaywise for you, as in ET having the pack close and not in the center to the stack is not optimal but commonly accepted, since trash will die off constantly and the elites will move in.

    Gameplay/Build as supDH

    Standard wudijo - eeeeehm standard supDH. Seriously. Ask /u/wudijo in this thread. I have no clue.


    Clears and Fails

    There were other 4 Man GR 118 close calls (4:45m Power Rime). I did not bother listing all of them.


    Credits and Shoutouts:

    • Horrax (/u/Horrax) for the CDR ET-Archon build.
    • [EoD]Thargor (/u/Lyrala) and [EoD]Galarix (/u/Galarix) for pushing with the CDR variant and sticking to the build, when no one else did in S6. Huge credit to those guys!
    • [EoD]RinusTalarin for theorycrafting and trying the zodiac variant in different setups. I loved the Endless Walk fails with (2) Vyr, since we did want to include our gg-travelers at any costs :-/
    • [EoD]Thargor (again!) for the amount of theorycrafting and the willingness to reroll his gear as wished – wasting time and ressources on testing!
    • [LoH]Crema (/u/Cremasahne) for trying out a funny 4-Man setup with double wiz. Did not work out :) Some servers rest in peace since that day.
    • [EoD]Hashashin (/u/Hashashime) for bringing up the idea of dropping Barb for SupDH regarding the RG fight in 4-Man.
    • [ZE]wudijo (/u/wudijo) for jumping in as a SupDH and later as a Barb during 4-Man testing without prior knowledge about the build and just “blindly” trusting us.
    • Hoxango (twitch.tv/hoxango) for jumping in as a monk with his experience on high-tier pushing and giving us confidence in the build.
    • WQW for bringing zET action to NS with R1 clears.

    Closing Statement

    Try it out! It’s fun to blow things up. Compared to ET-Meta you are way more mobile (not staying in one spot for 3 minutes). Once you die though, the GR is gone probably, whereas in ET-Meta you’d just switch positions. The optimal group setup on a perfect rift (following elite monstertypes) would be zET/WD/Monk/supDH – however zET/WD/Monk/Barb is more consistent. If you don’t have an issue with hardcore fishing and waiting for the Silverspire-Unburried combination: Go with supDH. Most people asked multiple times: “Does this build more DPS than the current meta build?”. The answer is “probably” - test it yourself. Ask your questions. Most of the people involved will check in hear and may participate in the discussions :)


    TL;DR

    MW either Conduit or Deflection, depending on APoC and survivability.

    1. Start GR on CoE-Light
    2. Click archon on every second CoE-Arcane
    3. Jump into Occulus
    4. Blow up everything
    5. Kill RG

    Is it stronger than meta? Probably yes. Test it, play it, discuss it.


    Disclaimers

    This guide showcases one iteration of the build. Generally speaking there is still a lot of space for theorycrafting left. Gearwise APDs and weapon cube slot are still exchangeable. Furthermore, given how Archon works with elemental damage, changing your elemental composition to 19%arcane and 20%cold/fire let's you play around a lot with your Talstacks and runes! You can freeup a skill slot like that (FN or EB) and take Blackhole/FA (whatever you think is best). What is better? Full arcane or split elemental? That is something only experience and a shitton of minmaxing can answer. So far we believe that the full arcane iteration will be better on the RG, which is why we decided to present that specific variation. If I forgot someone in the credits, whisper me at sVr#21743 or pm me here.

     

     

     

    4-man S6 GR 120 Clear

    Posted in: Season 6 zET Archon Strategy, Guide & Builds
  • published the article Analyzing Group Dynamics & Next Steps, Season 7 Rewards, Conquests & Haedrig's Gift

    Top Constructed Decks of the Week
    Gul'Dan PTR on July 5th, Gul'Dan & Auriel Artworks, Heroes Chop Shop - Episode #1 Auriel
    Legion - Pre-Expansion Quests, Blue Posts, Tweets, DLC #544, Prot Paladin Preview

    Analyzing Group Dynamics & Next Steps

    Bagstone has recently written a very detailed and well thought out feedback thread on the official forums about the end-game group dynamics, what he thinks about the latest changes and talks about potential next steps to improve the situation.

     

    Do you agree with his perspective? What do you think the devs can do to improve the end-game group meta? Let us know in the comments.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Like so many others, I'm thrilled to hear all the changes coming to the "meta" this patch. While the thread was titled changes with regard to group dynamics, I think those changes also affect the game overall - not just in terms of groups, but also the general playstyle both in groups and solo. I hope this is not just an exception, but represents a turning point in game design, where just increasing 9 out of 10 numbers if one is too high isn't the only option. This development has driven us to a point where having a set (that usually gives around a 2000% increased damage bonus) is the difference between T1 and T7. Just adding that sixth item to your build should not enable you to leapfrog half of the entire difficulty scale; it makes you feel like you cheated your way through the RPG-like character progression you expect in a game like Diablo. But anyways, enough rambling, I'll sketch out my thoughts on the upcoming changes, issues that I think should be tackled next (especially in conjunction with the upcoming changes), and what else could be done to further improve the game.

    RE: Problem/change 1 - party buffs are too powerful and will be reduced.

    That is a great change. Further in the post it is argued that this will also "nerf" some solo builds and not only group dynamics, and the datamined information gives away that while many spells are changed from buffing group damage to buffing only a player's damage, the numbers are also changed (mostly from 20% to 15%). There's already an outcry (especially on Reddit) from solo players, but I'd like to remind everyone - players and developers alike - that those simple buff spells aren't good for the game. As someone who passionately played wizard in all of D3V, I vividly remember how there were three fixed spells on every player's bar: Familiar - Sparkflint, Magic Weapon - Force Weapon, and Energy Armor (with Pinpoint Barrier as offensive choice). Those three buttons were pressed every 10 minutes, and then left alone. It led to a very boring playstyle where you would at most use 3, maybe only 1-2 buttons on your bar (especially for the popular perma Archon build). The feedback was unanimous: Please remove those boring buffs and give us alternatives; especially, utility spells. While the buffs weren't removed, the other runes became more interesting features, and a new spell was introduced in RoS (Black Hole).

    Therefore, in addition to this change, here's how the development could take it a few steps further:

    • Change spells to have interesting effects that then benefit the players, rather than just boring "20% increased damage" or "25% reduced damage". A good example for this is the Crusader class which has a lot of buffs, but they are not simple buffs: the Laws have an active and a passive component, which means you have interactivity. The biggest buff (Judgment-Resolved) was a side-effect of mobs being CC'ed. Most importantly, almost all Crusader spells have a cooldown, so they're not spammable effects or 10 minute buffs, but they can be built into a rotation.
    • Make player buffs more transparent (both in party but also for a single player). The "additive vs multiplicative" discussion is unnecessary in a game that is meant to be just about slaying monsters and not about maths (especially due to the fact that no combat log or LUA interface is provided). In addition to reducing all buffs from 20% to 15%, I hope the next PTR's patch notes will also state that all buffs from now on belong to the same category; or at least if they come from the same source. For the majority of players this intransparent distinction is alienating, misleading, and can actually lead to a bad game experience. Other options would be to indicate (through color or a little letter in-game) which category a buff belongs to, or at least provide a "target dummy" in town, or... a combat log ;-)
    • I'm not sure it's necessarily a good idea to scrap *all* party buffs. It might lead to party setups where there is no synergy and 4 people just spread out over the map and fight "on their own", and proximity doesn't matter at all anymore. More than damage buffs, the damage reduction buffs just went too far. There were (and still are) so many 50% damage reduction buffs (or higher) in the game - in spells, on gear, and from gems - that the multiplicity of those created inflated numbers for toughness. I peaked 12 billion toughness on my casual support monk in S5, and I assume high-end groups in S6 can go even much further if they wanted to. And this does not include the damage reduction we don't see (the one on mobs, like Blinding Flash-Crippling Light). For example, you jump from 50m toughness to 112.5m by having just two of those multiplicative 50% buffs (e.g., Aquila Cuirass and DMO 4 piece set bonus). That's an increase of 125% in toughness. With the new damage multiplier per GR tier being 2.338% after GR71 (since 2.4.1), that means your toughness value skips a whopping 35 (THIRTYFIVE) GR levels. Just by adding two buffs. TL;DR: Don't just nerf party buffs, nerf buffs overall. One buff shouldn't make a difference of 15-20 GR levels!
    • Keep in mind that it's not only party buffs that are the reason for bringing support classes. In Season 1, there were only two support classes (WD+Crusader) and two DPS characters (both DH), but the main purpose of the supports was perma-stun (WD) and long-range pulling with the horse (Crusader). It seems like you got this covered based on some of the comments and datamined changes (damage reduction buffs reduced, healing reduced), but just as a reminder that all those fall in the "utility" category. I can't speak for everyone, but I personally think having 4 classes do nothing but DPS would also not be much more enjoyable than what we've seen before. Some sort of support is nice to have, and especially the utility of pulling mobs with you *under some circumstances* should prevail. The ability to create density where there is none helped us to tackle with the randomness of rifts and reduced the amount of fishing to some extent, and it would be unfortunate for that to be completely taken away and turn us all just into mindless non-tactical killing machines. However, the current pulling abilities go a bit too far, of course - which I'll bring up in the next point.
    Hey Bagstone! I just wanted to take a moment to say this is an awesomely written, well-thought out example of feedback. Definitely passing it on, and while I can't promise anything, I wanted you (and the community) to know how much we value such well-constructed posts. We appreciate your analytic and detailed perspective.

    As a somewhat related aside, we just don't have time to comment on every thread. Simply put, there's a TON of feedback to go through and a whole lot more of you than there are us! While we can always improve our communication, responding to everything just isn't feasible. So when we get a bit quiet, rest assured it's because we've got our collective noses to the grinder, not that we aren't listening or reading.

    Season 7 Rewards, Conquests & Haedrig's Gift

    Bluddshed has uploaded a new video showcasing the new Season 7 rewards - the snowy portrait and demonic unicorn pet, the revamped Conquests and Haedrig's Gift differences. He also talks about which class might have a headstart based on which set they get. Check it out below!

     

    Posted in: Analyzing Group Dynamics & Next Steps, Season 7 Rewards, Conquests & Haedrig's Gift
  • published the article The Death of 3-Support Meta on Patch 2.4.2, HolyKnight 3000 "Eight" Wallpaper

    Top Constructed Decks of the Week
    New In Development Video - Auriel, Archangel of Hope Revealed, Gul'Dan Skins & More!
    Legion PvP Q&A, Pre-Patch Grouping and Reset Time Changes, Upcoming Q&A and Raid Test

    The Death of 3-Support Meta on Patch 2.4.2

    Rhykker has put together a video analyzing one of the biggest changes coming with Patch 2.4.2, based on the latest PTR build: the death of the 3-support meta at the end-game. Very interesting and quick video for those who haven't been following patch notes on a daily basis. Check it out!

     


    HolyKnight 3000 "Eight" Wallpaper

    Holyknight released his latest wallpaper, and it looks glorious. I'm particularly fond of this new wallpaper, as it looks great on my own desktop. He's also celebrating 8 years of working on these - see his "thank you" message about that below.

     

     

    It's been a long road so far. Many people I probably cannot count have seen my wallpaper art in some way via the multitude of websites and search engines over the years. If your a fan of Diablo I'm sure you have at least seen one of my wallpapers. To all of you truly thank you for enjoying each and every wallpaper I put out, hell even the ones you hate :). I know i have had great walls and stinkers but all-in-all this is a hobby done out of love for the game world, the community and beyond.

    I use to share my wallpapers with my late father years back he was so proud of them. I wish he could see what I've done these days. It's been over 8 years since the cinematic reveal of Diablo 3 at the World Wide Invitational in 2008. I still remember the very very laggy stream and almost missing the first few seconds of the reveal. I remember scowering the diablofans and diabloii.net forums when people were looking the teasers over with all the clues and hints. All the fun and guesswork and theories that were being done.

    I remember having an idea after my first simple wallpaper I made just from the hype. A wallpaper which looks horrible these days but meh. Had to start somewhere. But i still remember having a silly idea with a runeword for a banner on my forum posts that would be in the corners just as an experiment. Figure I'd make the runes look like they were simply on fire. I had a very old graphics program then. But the simple idea looked so cool i was like do I want to go all in and not look back? After a few days maybe longer I did the same effect to all 33 of the original diablo 2 runes. And just like that the Fiery Runes were born and hit the ground running.

    So sorry I went down memory lane here. Hopefully I can find that old lost banner art or have some of it somewhere so you guys can see where it all began. But thank you for enjoying my work after all this time. If your still reading this then thank you too. This stuff all means the world to me and I wouldn't trade it for anything.

    Also Thank you to the many fansites that have come and gone and are still with us that have shared/featured my wallpapers as well over the years. Also thank you to the Diablo 3 Community Management Team members current and past as well. You guys are all awesome.

    Last but by no means least I'd like to also say thank you to the countless number of fan artists and artists who have allowed me to use their works in my wallpapers. I tried so hard to make sure you were credited and linked back to as best as possible.

    Thank you seriously everyone for 8 proud years working on these wallpapers.

    Holyknight3000(Holyknight) - The Runeweaver
    Posted in: The Death of 3-Support Meta on Patch 2.4.2, HolyKnight 3000 "Eight" Wallpaper
  • published the article Upcoming PTR Journey Changes, Deckard Cain Cosplay Preview

    Top Standard Decks for June 2016, July 2016 Season Begins, The Angry Chicken #157 - The One with Chakki
    New In Development Video - Auriel, Archangel of Hope Revealed, Gul'Dan Skins & More!
    Legion Developer Q&A - PvP

    Upcoming PTR Journey Changes

    Nevalistis shared a couple Season Journey changes that will be implemented in a future PTR patch, based on the testing and feedback of the community. See below.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    A big thank you to everyone who took the time to check out the Season 7 Journey, test the changes and provide feedback! After considering the adjustments mentioned inWyatt’s post last week and reviewing the feedback provided, we have some changes for Season Journey that you can expect to see in the next PTR patch.

    Slayer
    • Now requires Greater Rift 30 (down from 35).
    Champion
    • Now requires Greater Rift 40 (down from 50).
    • Normal rift timer increased to 7 minutes from 6 minutes.
    Destroyer
    • Now requires Greater Rift 50 (down from 60).
    Conqueror
    • Now requires Greater Rift 60 (down from 70).
    Guardian
    • Now requires Greater Rift 70 (down from 80).
    • Azmodan timer has been adjusted to 20 seconds (up from 15).
    Torment XIII is definitely a step up from Torment X in regards to difficulty and it’s our goal to take that and player power into account. Conqueror and Guardian level achievements are intended to be the most intense, but also the most rewarding. That said, we did feel that the Greater Rift requirements were a bit too demanding and have been adjusted. In regards to the time requirements for normal Nephalem Rifts in Conqueror and Guardian, those will remain unchanged for the time being. Some players, classes and builds may have an easier time than others completing those achievements while others may find it more to their liking to find a group to speed things up.

    Another common concern was the legendary gem requirements may be too easy, which is a very valid point! However, with the addition of augmenting legendary gem requirements, we wanted to avoid making the gem requirements feel too grindy. Some achievements will be difficult and challenging while others will require careful planning and time, all of which our goals for Season Journey.

    Again, a big thanks to everyone participating in the PTR and please, keep the feedback for Season Journey and 2.4.2 as a whole coming!

    Deckard Cain Cosplay Preview

    Casteel, also known as Steel Barrel Cosplay on Instagram, has posted a preview of his Deckard Cain cosplay, which he will wear on this year's BlizzCon, on the official Diablo forums. It even got a praise from the community manager. Check it out below.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Hey guys and gals, I just wanted to share some progress on my costume for Blizzcon this year. Check it out. If not, that's cool too.
    https://www.instagram.com/p/BG3KrHbnn8o/
    https://www.instagram.com/p/BFsTJ7THn8J/
    I hope to see you guys there! Thank you Blizzard for making such awesome characters!
    This is shaping up incredibly well! I can't wait to see the final product at BlizzCon. :)
    Great work!

     


    Posted in: Upcoming PTR Journey Changes, Deckard Cain Cosplay Preview
  • published the article New Diablo Job - Game Director, Focused Feedback Threads & Season Journey Achievements

    Top Standard Decks for June 2016, July 2016 Season Begins - Halfhill, The Angry Chicken #157 - The One with Chakki
    Mystic Kingdoms Arthas & Crimson Hare, Team League Rewards Buffed, Twitter Tease
    Legion Developer Q&A - PvP

    New Diablo Job - Game Director

    Blizzard has a very interesting new job opening for an unnanounced project in their career page - they're looking to hire a new game director for the Diablo franchise! Some very interesting responsabilities and requirements - check it out.

     


    Focused Feedback Threads & Season Journey

    The focused feedback threads are back for the latest PTR Patch 2.4.2 patch, so if you're helping them test the massive changes to crowd control, support skills and the end-game group meta feel free to leave your two cents over at the official forums.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    While the PTR is down:
    Can you please give a list of the new Rift-related achievements? Or maybe even a complete list of all achievements? Is HC level 70 still required?
    Is it still T10 in 3 minutes? What time is needed for T11, 12, 13?
    So far, the first 4 Chapters look reasonable, and I absolutely like the idea that the full set requires a little bit more then 3 simple tasks.
    Great question, Hebalon. Here's what you can expect in each tier, for convenience:

    Chapter I
    • Complete a Nephalem Rift
    • Equip 5 Gems into your gear
    • Level your Blacksmith to 10
    • Level your Jeweler to 10
    • Level your Mystic to 10
    • Complete 5 Bounties
    • Defeat Izual at any difficulty level
    • Defeat Rakanoth at any difficulty level
    • Reach level 50
    Chapter II - Completing rewards 1st Haedrig's Gift
    • Complete a Nephalem Rift on Expert difficulty
    • Level all artisans to 12
    • Craft a level 70 item from the Blacksmith
    • Craft a level 70 item from the Jeweler (Ring or Amulet)
    • Enchant an item using the Mystic
    • Fully equip a follower
    • Defeat Cydaea at Hard difficulty or higher
    • Defeat Siegebreaker at Hard difficulty or higher
    • Reach level 70
    • Unlock Kanai's Cube
    Chapter III - Completing rewards 2nd Haedrig's Gift
    • Complete a Nephalem Rift on Master difficulty
    • Transmogrify an item
    • Craft an Imperial level gem
    • Learn 5 Blacksmithing recipes
    • Learn 5 Jewelcrafting recipes
    • Buy 1 item from Kadala
    • Defeat Belial at Master difficulty or higher
    • Defeat Maghda at Master difficulty or higher
    • Complete a full set (Act I-V) of bounties
    • Extract 1 Legendary Power into Kanai's Cube
    Chapter IV - Completing rewards 3rd/Final Haedrig's Gift + New Portrait Frame and Pennant
    • Complete a Nephalem Rift on Torment I difficulty
    • Enchant a weapon to have a socket at the Mystic
    • Defeat Odeg (A1 Keywarden) on Torment 4 or higher
    • Defeat Sokahr (A2 Keywarden) on Torment 4 or higher
    • Defeat Xah'Rith (A3 Keywarden) on Torment 4 or higher
    • Defeat Nekarat (A4 Keywarden) on Torment 4 or higher
    • Defeat the Spider Queen at Torment II difficulty or higher
    • Defeat the Skeleton King at Torment II difficulty or higher
    • Complete a Greater Rift level 20 solo
    • Upgrade a rare item to legendary using Kanai's Cube
    Slayer - Rewards Portrait Frame
    • Complete a Nephalem Rift on Torment V difficulty
    • Level one Legendary Gem to level 25 or higher
    • Complete the Realm of Regret (A1 Uber) on Torment VI or higher
    • Complete the Realm of Putridness (A2 Uber) on Torment VI or higher
    • Obtain a Legendary from Kadala
    • Complete one Set Dungeon
    • Defeat the Butcher at Torment VI difficulty or higher
    • Defeat Zoltun Kulle at Torment VI difficulty or higher
    • Complete a Greater Rift 35 solo
    • Equip additional legendary powers for weapon, armor, and jewelry via Kanai's Cube
    Champion - Rewards Portrait Frame
    • Complete a Torment X Nephalem Rift in under 6 minutes
    • Level 3 Legendary Gems to 35 or higher
    • Craft a Flawless Royal gem at the Jewelcrafter
    • Complete the Realm of Terror (A3 Uber) on Torment X or higher
    • Complete the Realm of Fright (A4 Uber) on Torment X or higher
    • Master a Set Dungeon
    • Defeat Malthael at Torment X difficulty or higher
    • Defeat Urzael at Torment XI difficulty or higher
    • Complete a Greater Rift 50 solo
    • Use Kanai's Cube to convert a Set Item
    Destroyer - Rewards Portrait Frame
    • Complete a Torment XII Nephalem Rift in under 6 minutes
    • Level 3 Legendary Gems to 45 or higher
    • Craft a Hellfire Amulet
    • Complete 1 Conquest
    • Defeat Diablo at Torment XIII difficulty
    • Defeat Adria at Torment XIII difficulty
    • Complete a Greater Rift 60 solo
    • Use Kanai's Cube to augment an Ancient item with a level 30+ gem
    • Extract 20 Legendary powers into Kanai's Cube
    Conqueror - Rewards 1 additional Stash Tab
    • Complete a Torment XIII Nephalem Rift in under 5 minutes
    • Level 3 Legendary Gems to 55 or higher
    • Complete 2 Conquests
    • Defeat Ghom at Torment XIII difficulty in under 30 seconds
    • Defeat Rakanoth at Torment XIII difficulty
    • Complete a Greater Rift 70 solo
    • Use Kanai's Cube to augment two Ancients with level 40+ gems
    • Use Kanai's Cube to reforge a Legendary item
    Guardian - Rewards Portrait Frame
    • Complete a Torment XIII Nephalem Rift in under 4 minutes
    • Level 3 Legendary Gems to 65 or higher
    • Complete 3 Conquests
    • Defeat Azmodan at Torment XIII difficulty in under 15 seconds
    • Complete a Greater Rift 80 solo
    • Use Kanai's Cube to augment three Ancients with level 50+ gems
    • Extract 40 legendary powers into Kanai's Cube
    Sorry if it's a bit messy to read. Tried to get this up for everyone to reference ASAP, so let me know if you see any issues (as there was much copypasta involved).

    New Ban Wave

    Quite a few users are reporting on our forums and over on Reddit a new ban wave on players who used third party software, hacks or bots, on the live version of D3. Unfortunately it seems that quite a few players are reporting potentially false positives.

     

    Quick PSA: while there's no guarantee that a ban will be lifted, specially for those who are guilty, some users are claiming that contacting Customer Support may get your case reviewed - for those who are absolutely 100% certain they did not use anything.

    Posted in: New Diablo Job - Game Director, Focused Feedback Threads & Season Journey Achievements
  • published the article PTR Patch 2.4.2 Build 38066 Live, Season 7 on PTR

    Ben Brode on the Grind to Legend, Deck Spotlight: Wings' Budget C'Thun Priest, Hearthstone Championship Tour 2016 - Summer
    Gul'Dan PTR Soon, June 29th Balance Patch, Supports Discussion, Bikini Stitches & Eagle Eye Tyrande
    Legion Beta Key Giveaway - Week 4: We're Totally Prepared!

    PTR Patch 2.4.2 Build 38066 Live

    A new patch for the 2.4.2 PTR has been released earlier today. It contains some of the changes that we recently datamined, along with a few more interesting changes to how general crowd control mechanics work. Check out the condensed patch notes below.

     

    Originally Posted by Blizzard (Official Post)

    PTR PATCH 2.4.2 - v2.4.2.38066

    To provide feedback on patch 2.4.2, please visit the PTR Feedback forum.
    To report any issues you experience while playing, please visit the PTR Bug Report forum.
    For additional information about the PTR, click here.


     

    GENERAL

    • New difficulty levels, Torment XI-XIII have been added to the game
    • Gold rewards have been adjusted:
      • Knockbacks now apply a flat 40% increase to crowd control resistances
      • Monsters cannot be knocked back if they are over 65% crowd control resistant
      • Powers that apply knockbacks continuously, such as Black Hole, can bypass this resistance if they already knocked a monster back successfully. These powers increase the crowd control resistance by 20% per knockback instead of 40%

    CLASSES

    • Crusader
      • Active Skills
        • Judgment
          • Skill Rune - Resolved
            • The increased Critical Hit Chance has been reduced from 20% to 8%
        • Laws of Valor
          • Skill Rune - Critical
            • The Critical Hit Damage bonus has been reduced from 100% to 50%
    • Demon Hunter
      • Active Skills
        • Companion
          • Skill Rune - Wolf Companion
            • The Active Skill damage bonus has been reduced from 30% to 15%
        • Marked for Death
          • The damage bonus has been reduced from 20% to 15%
          • Skill Rune - Grim Reaper
            • The damage bonus has been reduced from 20% to 15%
        • Multishot
          • Skill Rune - Wind Chill
            • The increased Critical Hit Chance against the target has been reduced from 15% to 8%
        • Spike Trap
          • Hatred cost reduced from 30 to 15
    • Monk
      • Active Skills
        • Blinding Flash
          • Skill Rune - Crippling Light
            • The damage reduction applied to blinded enemies has been reduced from 40% to 25%
        • Epiphany
          • Skill Rune - Soothing Mist
            • Healing has been reduced by 60% from 40232 Life per ability to 16093 Life. The heal amount of your health globe healing bonus has been reduced from 10% to 4%
        • Exploding Palm
          • Skill Rune - Flesh is Weak
            • The damage bonus has been reduced from 20% to 15%
        • Inner Sanctuary
          • Skill Rune - Forbidden Palace
            • No longer increased the damage taken by enemies inside Inner Sanctuary
          • Skill Rune - Flesh is Weak
            • The damage bonus has been reduced from 20% to 15%
        • Mantra of Conviction
          • The damage of the passive component of the skill has been reduced from 10% to 8%
          • The damage of the active component of the skill has been reduced from 20% to 16%
          • Skill Rune - Overawe
            • The damage bonus has been reduced from 16% to 12%
    • Witch Doctor
      • Active Skills
        • Big Bad Voodoo
          • The attack speed bonus has been reduced from 20% to 15%
          • Skill Rune - Slam Dance
            • The damage bonus provided to allies has been decreased from 30% to 15%
        • Hex
          • No longer increases the damage taken by the target
          • Skill Rune - Jinx
            • The damage bonus to the target has been reduced from 30% to 15%
          • Skill Rune - Toad of Hugeness
            • The damage bonus to the target has been reduced from 25% to 15%
        • Summon Zombie Dogs
          • Skill Rune - Chilled to the Bone
            • No longer increases damage done to targets by 15%
    • Wizard
      • Active Skills
        • Arcane Orb
          • Skill Rune - Spark
            • The damage increase of your next Lightning spell now has a maximum of 30%
      • Passive Skills
    • Bug Fixes
      • Fixed an issue that prevented Wolf Companion’s active ability from applying the 15% damage buff to pets and followers

    ITEMS

    • Socketing a Topaz into your helm will now provide Resource Cost Reduction rather than Magic Find. This grants the same percentage bonus as Cooldown Reduction and caps at 12.5%
    • Class-Specific Items
      • Demon Hunter
        • Calamity
          • Now always uses your Marked for Death Rune type and cannot stack with overlapping casts of your Marked for Death
            • Note: This change is retroactive to existing items
      • Monk
        • Gyana Na Kashu
          • The damage bonus granted to the fireball from Lashing Tail Kick has been increased from 525-700% to 1050-1400%
      • Witch Doctor
        • Helltooth Harness
          • (2) Set Bonus
            • The Necrosis bonus damage no longer amplifies the damage of your allies. The skill will now benefit your own damage and your pets' damage
      • Several existing class-specific Legendary items have been updated to include a unique Legendary power
        • Note: Existing items will not be affected by the following changes. Only new versions of the items will roll with the added Legendary power.
        • Wizard
          • Starfire
            • Legendary power added
              • Lightning damage done is increased by 15% for every 10 yards you are from the target up to a maximum of 60%
    • Bug Fixes
      • Fixed an issue that caused Girdle of Giants to increase the damage of all skills by the percentage it applied to Earthquake damage
      • Fixed an issue that caused Scarbringer to grant a damage bonus of 200%. It has been increased to 300% to match the tooltip
      • Fixed an issue that caused Lashing Tail Kick (Vulture Claw Kick) DoT to not benefit from the bonus damage granted by Scarbringer
      • Fixed an issue that caused the Fireball proc from Gyana Na Kashu to not do damage to a target if the target has previously been hit with the amplified damage of Lashing Tail Kick from Scarbringer
      • Fixed an issue that caused Lashing Tail Kick – Vulture Claw Kick to give all targets the amplified damage from Scarbringer instead of the first 5-7 hit
      • Fixed an issue that caused Lashing Tail Kick - Vulture Kick to apply 230% weapon damage per second instead of 230% over 3 seconds
      • Fixed an issue that prevented Bracers of Destruction’s Seismic Slam bonus damage from being applied to the Rumble rune
      • Fixed an issue with Blade of the Warlord that prevented the Fury spent with Bash from triggering the 2-piece Might of the Earth set bonus and reducing the cooldown of Earthquake, Ground Stomp, Leap, and Avalanche

    Season 7 on PTR

    Nevalistis revealed that Season 7 will soon be available for testing on the PTR. It requires some time between releasing a patch and deploying a new Season. Read more below.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Player Quote
    Season 7 will be coming shortly to the PTR - first, we have a patch to deploy and we like to give the patch a couple days to breathe (and address any critical issues, if they arise) before deploying a Season.

    We'll also have a Focused Feedback topic on the changes coming to the Season Journey, so please be sure to tackle those and report any issues or just share your experiences when the time comes!

    How active is the Diablo 3 team with the Focused Feedback topics?
    Very! Part of their purpose is to put a spotlight on the topics that have received heavy iteration and may need the most tuning. It reduces the amount of filtering through different feedback topics in order to deliver your thoughts in a more timely and frequent manner to our developers. In short, it's a useful tool for a community manager. :)

    To clarify, that doesn't mean we stop collecting related feedback from other sources or reading feedback on other areas of the game, but they are our go-to's for when we need player concerns regarding specific game changes.
    Posted in: PTR Patch 2.4.2 Build 38066 Live, Season 7 on PTR
  • published the article New PTR Patch Datamined - 2.4.2 Build 38044

    Ben Brode on Lack of Demons, Priests, PTR, and Aggro
    Twitch Streaming Schedule, Upcoming Balance Changes & Tweaks, HeroStorm Episode 15
    Legion - Max Camera Distance Reduction

    New PTR Patch Datamined - 2.4.2 Build 38044

    A new PTR Patch has been datamined. Read all the class changes and its new strings, which contains changes to items and sets, below.

     

    The following information is datamined and may be inaccurate! It is also likely to change before the actual patch goes live.

    We will continue updating this post as we get more information. Check back often!

     

    Skill Changes

    Demonhunter

    • Multishot
      • Wind Chill : Enemies hit are Chilled and have 8% (down from 15%) increased chance to be Critically Hit for 3 seconds.
    • Spike Trap
      • Scatter : Simultaneously lay 2 traps per Spike Trap charge that detonate each for 960% weapon damage as Fire. (added description)
      • Lightning Rod : When triggered, lightning chains and (reworded) hits nearby enemies within 10 yards. / Lightning will also arc between all traps within 25 yards. All enemies are hit for 2010% weapon damage as Lightning over 3 hits.
    • Marked for Death Cost: 3 Discipline / Mark an enemy. The marked enemy takes 15% (down from 20%) additional damage for the next 30 seconds.
      • Grim Reaper15% (down from 20%) of damage dealt to the marked enemy is also divided evenly among all enemies within 20 yards.
    • Companion
      • Wolf Companion : Active: Your wolf howls, granting you and your allies within 60 yards 15% (down from 30%) increased damage for 10 seconds. / Passive: Summons a wolf companion that attacks enemies in front of him for 150% of your weapon damage as Physical.

    Monk

    • Momentum Moving 25 (up from 13) yards increases your damage by 20% for 6 seconds.
    • Mantra of Conviction Cost: 50 Spirit / Active: Damage bonus is increased to 16% (down from 20%) for 3 seconds. / Passive: Enemies within 30 yards of you take 8% (down from 10%) increased damage. / Only one Mantra may be active at a time.
      • Overawe : Passive: Increase the strength of Mantra of Conviction so that enemies take 12% (down from 16%) increased damage.
    • Inner Sanctuary
      • Forbidden Palace : Enemies inside Inner Sanctuary have their movement speed reduced by 80%. (removed the 30% increased damage taken)
    • Exploding Palm
      • The Flesh is Weak : Enemies hit take 15% (down from 20%) additional damage for 9 seconds.
    • Blinding Flash
      • Crippling Light : Enemies that are Blinded deal 25% (down from 40%) reduced damage for 5 seconds after the Blind wears off.
    • Epiphany
      • Soothing Mist : Imbue yourself with water, causing your abilities to heal yourself and allies within 30 yards for 16093 Life (down from 40232). / Heal amount is increased by 4% (down from 10%)  of your Health Globe Healing Bonus.

    WitchDoctor

    • Summon Zombie Dogs
      • Chilled to the Bone : Enemies who hit or are hit by your Zombie Dogs are Chilled for 3 seconds. (removed the 15% increased damage taken)
    • Haunt
      • Poisoned Spirit : Haunted enemies take 20% more damage from your attacks (changed from "all sources"). / Haunt's damage turns into Poison.
    • Hex Cooldown: 15 seconds / Summon a Fetish Shaman for 12 seconds that will hex groups of enemies into chickens. Hexed enemies are unable to perform offensive actions (removed the 15% additional damage taken)
      • Toad of Hugeness : Summon a giant toad that pulls in enemies, briefly swallows them whole, then spits them back out with a layer of goo that deals 750% weapon damage as Poison over 5 seconds, Slows them, and increases their damage taken by 15% (down from 25%).
      • Jinx : Hexed enemies take 15% additional damage. (reworked from bigger hex)
    • Mass Confusion
      • Paranoia : All enemies in the area of Mass Confusion deal 30% less (reworked from taking 30% more dmg) damage for 12 seconds.
    • Big Bad Voodoo Cooldown: 120 seconds / Conjure a Fetish that begins a ritual dance that increases the attack speed and movement speed of all nearby allies by 15% (down from 20%) for 20 seconds.
      • Slam Dance : The Fetish increases the damage of all nearby allies by 15% (down from 30%)

    Wizard

    • Elemental Exposure Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from your attacks (reworked from "all sources") for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. / Elemental damage from your weapon contributes to Elemental Exposure.
    • Arcane Orb
      • Spark : Lob an electrified orb over enemies that zaps them for 349% weapon damage as Lightning and increases the damage of the next Lightning spell you cast by 2% for every enemy hit up to a maximum of 15. (added maximum)

    X1_Crusader

    • Judgment
      • Resolved : Damage dealt to judged enemies has an 8% (down from 20%) increased chance to be a Critical Hit.
    • Laws of Valor
      • Critical : Active: Empowering the Law also increases your Critical Hit Damage by 50%. (down from 100%)

    Set Bonuses

    Below are the changes to set bonuses coming in the PTR patch.

     

    Helltooth Harness

    • 2 pieces:  Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed, taking 1500% weapon damage every second, and taking 20% increased damage from your attacks (reworked from "all sources") for 10 seconds.

    Item Changes

    Calamity: Automatically cast Marked for Death when you damage an enemy.  (reworked from marking enemies hit by you)

    Gyana Na Kashu: Lashing Tail Kick releases a piercing fireball that deals 10.5% (up from 5.25%) weapon damage as Fire to enemies within 10 yards on impact.

    The Twisted Sword: Energy Twister damage is increased by 1.25% for each Energy Twister you have out up to a maximum of 5 (down from 8).

    Girdle of Giants: Seismic Slam increases Earthquake damage by 0.8% for 3 seconds (down from 15).

    Starfire: Lightning damage is increased by 0.1% for every 10 yards you are from the target up to a maximum of 40 yards (added range limit).

    Posted in: New PTR Patch Datamined - 2.4.2 Build 38044
  • published the article Play Your Way Submissions, Diablo References in Overwatch

    Americas Spring HCT Concludes, Top Decks of the Week, Get in Touch With Your Wild Side
    Twitch Streaming Schedule, Upcoming Balance Changes & Tweaks, HeroStorm Episode 15
    Legion - Max Camera Distance Reduction

    Play Your Way Submissions

    With the Play Your Way blog back, it's good to help our viewers the instructions to submit their builds - that is, for those who want to contribute with it. Read them below.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Past Featured Builds (Cont.)
    Please note all builds below were submitted after our blog series relaunch on June 23, 2016 and reflect Patch 2.4.1 or later.

    Play Your Way Thursday is a bi-weekly recurring blog series where we feature builds sent in by you, our community! For more information on the latest iteration of this series, be sure to check out the latest Play Your Way blog.

    To participate, please use our webform! You'll need to fill out the following information:

    Personal Info:
    • Full Name: Your First and Last name
    • Battletag: Your Battle.net Tag
    • E-mail: The best e-mail to reach you at
    • Name of Featured Hero: The name of the Hero who is using the build you are submitting
    • Region in which your featured hero plays: Which game region your play in (North America, Europe, etc.)
    Build Information:
    • Name of your build: What you call your build! Creativity and terrible puns encouraged
    • Link to your build using the Skill Calculator: The link is all you need!
    • Link to your hero profile: Just search your Battle Tag to get the URL!
    • Preferred Game Mode (Normal, Hardcore, Any): Which mode do you prefer to play in?
    • Preferred Difficulty Level: Are you rolling Torment I or IV? What Greater Rift level have you reached? Give us an idea here!
    • List of Skills, Runes, and Passives you use: Tell us a little about why you use the abilities you've linked in your Skill Calculator. Are there any neat synergies you want to point out? Put it here!
    • Names of Any Legendary items that help this build: Items and Legendary Gems that help this build shine should be put here - explain a little about why you use them!
    • What gameplay this build does best (optional): Does this shine in Bounties? Greater Rifts? Ubers? Let us know here!
    • What makes this build awesome or unique: Why do you use this build? Tell us why!
    • Any additional information you'd like to include! Please include information about your Kanai's Cube powers or any other additional details you want to include!
    Note: We'll be updating our submission form in the future to include fields for each aspect of the build. Thanks for bearing with us in the meantime!

    Please Attach:
    • A screenshot of your hero's profile — please use the Diablo III Armory and screenshot this image
    • Two to three uncropped/unmodified screenshots of your build in action!
    Please note that any submissions which do not provide the information requested will be rejected automatically. We receive hundreds of submissions, so while we can't guarantee every build will be used, those with the most details and information included have the best opportunity to be featured!

    Diablo References in Overwatch

    Since the Overwatch hype is considerably high right now, we would like to highlight a video by Karczma which showcases all the Diablo references in Blizzard's first person shooter.

     

    Beware of the music's volume, which sometimes goes kinda loud, and let us know if you agree with everything he found in the comments.

     

    Posted in: Play Your Way Submissions, Diablo References in Overwatch
  • published the article PTR Patch 2.4.2 Hotfixes, End-Game Group Meta & Upcoming Changes

    Yong Woo Dev Interview - Donuts, Americas Spring Championships this Weekend, Jaina vs Gul'dan
    Basic Matchmaking Concepts, MMR & the Soft Reset Explained
    Legion Beta - Build 22018

    PTR Patch 2.4.2 Hotfixes

    Blizzard has applied a few hotfixes to the Patch 2.4.2 PTR. Not only bug fixes, but also some mechanic tweaks too. Below you can see the changelog.

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Below you will find a list of hotfixes recently applied or coming soon to the PTR that address various bugs or mechanic tweaks.

    These hotfixes should not require you to download a new patch. Some of the hotfixes below will go live the moment they are implemented while others may require restarting the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

    Last updated June 24. Hotfixes are denoted by the date they were applied to the PTR servers.

    [LIVE HOTFIXES]
    Monk
    • Epiphany
      • Soothing Mist healing reduced by 60%
    • Blinding Flash
      • Crippling Light damage reduction reduced from 40% to 25%
    • Starfire
      • The benefit to lightning damage is now capped at 40 yards
    Note: Many of these changes play into a larger development effort onto which we've gone into detail here.

    Items
    • Fixed an issue that caused Girdle of Giants to increase the damage of all skills by the percentage it applied to Earthquake damage
    • Fixed an issue that caused Scarbringer to grant a damage bonus of 200%. It has been increased to 300% to match the tooltip.
    • Fixed an issue that caused Lashing Tail Kick (Vulture Claw Kick) DoT to not benefit from the bonus damage granted by Scarbringer

    End-Game Group Meta & Upcoming Changes

    Wyatt Cheng has made an extensive post about the group "meta" and some upcoming changes to it. He gives their perspective from a design standpoint, what's interesting and engaging, types of gameplay, and highlights some problems with the current system and possible solutions.

     

    While long, the post is definitely worth reading if you wanna know where D3 is headed next, and also shows just how much the developers care about the actual end-game gameplay. Check it out!

     

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Hey folks,

    Many concerns have been brought up regarding "the meta" - the current group composition perceived to be the best at high levels of play. From a design standpoint, our job as a development team is to give players tools and leave room for players to combine these tools and perform optimizations to reach the highest greater rift that they can. The top-performing 4-player group composition is not something we rigidly design. Indeed, we feel that if we designed in such a rigid manner so as to know what the best composition is beforehand, we likely haven't created a rich enough space for players to explore.

    Over time, the community settles on a small set of ways to combine these tools. Every so often, a discovery is made that shakes up "the meta," but these discoveries become more rare as the game matures. In reaction to this some players would like us to change the balance of the game just for the sake of change. I want to be clear—"the meta" being stale is not a good enough reason for us to take action. As Diablo matures the "meta" is not going to change every season. With that in mind, there are three criteria we use to decide whether change is warranted:

    1. Does the current best composition represent a variety of classes? For example, we have taken action in the past when 3 Demon Hunters was the best answer, or 2 Monks and 2 Barbarians.

    2. How far ahead is the top tier vs. the next best composition? If the top composition was 2 greater rift tiers ahead there might be a sense that there's still room for alternate specs, or people could make a playstyle choice at the sacrifice of some efficiency. When the top composition is 10 greater rift tiers ahead, then even farming groups or casual community pickup groups start to organize into this composition.

    3. Most importantly, how interesting is the gameplay? As much as we'd all love to see a variety of classes and gameplay styles, it's actually the most critical that when you are playing these high-end group compositions that the gameplay is interesting and engaging.

    How do we define interesting and engaging?

    • It's more interesting and engaging if you are moving occasionally than highly stationary
    • It's more interesting and engaging if you have to adapt to the type of monster you're fighting
    • It's more interesting and engaging when you are playing the monster mechanics
    • It's more interesting and engaging when a group has to coordinate for maximum benefit
    Currently there are many suggestions on how to shake up "the meta". There have been a LOT of really great suggestions. We've reviewed many of them through the lens of the three criteria I've outlined. Most specifically many people have called for a straight up nerf of the Twisted Sword. While we are going to nerf Twisted Sword, I also want to explain why we are going to do more than that.

    If all we do is nerf Twisted Sword, we believe what will happen is most groups will simply swap out the current top Wizard build and go to the next highest DPS build. You'll still see a grouper/tank (usually a Monk), a puller (usually a Barbarian), a DPS buffer (a Witch Doctor) and then whoever outputs the highest DPS in the game (currently a Wizard). Only going after the Wizard is going to do very little for addressing criteria #2 and criteria #3.

    There are three major problems and three corresponding major changes we are looking to make.

    PROBLEM #1: Bringing damage support buffers is more effective than bringing a second damage dealer. Why bring damage dealer #2 when you can bring a damage support who increases the damage of damage dealer #1 by 300%?
    CHANGE #1: We are going to be reviewing the party-based damage buffs provided by all the classes. The degree to which some classes can buff party damage is a huge contributor to the 1 DPS - 3 Support meta.

    PROBLEM #2: It is too easy to group monsters together. This is bad because:

    • It disproportionately increases the damage of the group compared to adding a 2nd damage dealer. If you have twice as many monsters grouped, not only are you dealing twice as much total damage - you're also scaling Area Damage upwards.
    • On top of this, many of the grouping mechanics encourages stationary combat. If you're chain-pulling monsters to a point, you're fighting in one location for extended periods of time.
    • In addition to being stationary, you’re also casting spells at a single location – it’s more engaging when you have to adjust dynamically to a changing battlefield.
    • The grouping mechanics also act as a soft crowd-control, disabling monsters from attacking players, causing combat to feel stagnant and non-interactive.
    • Grouping increases visual noise, which makes discerning (and hence responding to) monster mechanics difficult.
    • Finally, it can cause server issues. While we are always working on server performance optimizations, we also need to recognize that the current game design rewards players for bringing as many monsters as possible onto the screen at once.
    CHANGE #2: We are going to make adjustments to crowd control and pull effects to make it harder to perpetually pull monsters onto a single point.

    PROBLEM #3: Extremely high rates of healing favor standing still to do more damage instead of respecting and avoiding monster mechanics .
    CHANGE #3: One of the reasons you can ignore most monster mechanics is the amount of healing available. Expect to see a drastic reduction in available healing.

    Will this affect solo play? Yes - some solo builds will be affected. For the most part we are trying to target the changes so they affect groups more than solo play. Weighing the needs of solo players vs. group players is a never ending and difficult task and in this case we feel that the quality of improvement to group play warrants the changes. It is an ongoing goal to make more builds viable, and the classes closer together in competitiveness. The requests for buffs to particular class sets or legendary items have been heard, we just feel making meaningful changes to group play is more important at this time.

    Will this cause the highest rift tier to go down? To be frank - probably. We've never really done this before - nerfing the top performing builds. There are open questions ahead of us. How will this make the season feel? How will this affect non-seasonal play? In the past we've always had a philosophy to adjust the balance of the game by buffing what's low, but in this case that's not really an option. Take a look at the problems and solutions being proposed - these are problems that can't be solved with larger damage numbers. These are problems with group-based damage multipliers, healing, and combat utility.

    Finally - I want to circle back to a statement from the start of this post - as developers we do not know what the new optimal group composition will be. We're making some significant changes here and the game is intentionally too complex for us to figure out optimal strategies on our own. The collective wisdom of the player base is far more resourceful and capable than us. As a result - we really need people to jump on the PTR and try this stuff out! Particularly 4-player groups. If some highly competitive group discovers a composition of 4 Crusaders that is the most effective but deliberately "hides" it from the rest of the community, then there's not much we, the development team, can do. While we are ultimately responsible for the quality of Diablo III, we can't improve this game without your help.

    There will be specific changes available to peruse in the next PTR patch.

    Fair warning: The reduction to group buffs is severe. People will be shell shocked.

    If the goal is that 2 DPS can do more damage than 1 DPS + 1 support then it means no single class can bring > 100% worth of damage multipliers to the party. A support Witchdoctor in particular increases the effectiveness of party DPS by 300%+.
    Posted in: PTR Patch 2.4.2 Hotfixes, End-Game Group Meta & Upcoming Changes