Just a heads-up to let you know that we updated the forum rules. You can find them on top of every forum or by clicking on this link.
The most important changes:
- Bumping was changed, to about once per week. There's really no point in bumping a thread that's still on the first page of a forum. Bumping is something that is justified, for example, if you have a question about your class, no one answered within a few days, and your thread is about to fall off the first page. Bumping is not acceptable if you just use it to keep a thread in the "recent threads" list on the front page.
- Threads containing videos need to follow a certain set of rules:
This change is in direct response to the feedback we got from you, the Diablofans community; we all have seen too many threads that did clearly not intend to get a conversation going but to increase clicks on a Youtube channel. Not nice.
- A user is allowed to post a video, only if the video is used to to start up a topic with a meaningful and constructive discussion.
- The post that contains the video must have all the important information in text form as well, such that members who can't watch the video can participate in the discussion as well. In particular, if you're showcasing a new build, make sure to post a link to your build (for example by using our Build tool or the official build calculator).
- The video and its contents must be in line with the forum rules as well as Blizzard's Terms of Service.
- We updated the forum structure a bit; the Trade forums were moved to the Archive section, but most importantly we split and renamed the LFG and Clans and Community forums into Europe and Northern Americas. By default (because it was the majority of threads) all threads are now in the NA part; we will try to go through them and move the EU threads to their respective subforums, but will quite surely miss some of them. If you spot a thread, simply hit the report function and choose the respective option ("Thread in wrong sub-forum").
As usual, we welcome any feedback in the Suggestions and Questions forum or as response to this thread.
Thanks!
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we've been pushing for this internally for some time now and got the green light for the changes recently. We think these changes will improve the forums a lot and were very necessary for when Patch 2.1 comes. Hopefully you guys agree, and enjoy the changes.
Also, if you have any feedback on it or other changes to suggest, feel free to contact me or Bagstone even via PM.
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I'm not sure if you're talking about news posts as well, but in case you are, thanks for the suggestion, I will make sure to add that in future posts.
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I'm leaning more towards 3 months than 2. It's been a couple weeks already and they haven't even started implementing and testing Seasons/Ladders.
Let alone balance classes, sets/legendaries/items, new seasonal Legendaries (so they're actually useful), Greater Rifts.
There's SO much to be done before even talking about "live", and that can be seen by what's currently on the PTR - how short-sighted some of the changes were for classe and item balancing.
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Update 26th June: moved all the "item changes" into their own category. Most changes to items are very similar. Kept the "miscellaneous" stuff on the first section. Added links to all items mentioned (for easier referencing), and added everything else I saw here and on reddit.
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Let's put together a list with all the undocumented changes (aka not in the Patch Notes) for Patch 2.1.0 (PTR).
I've already added a few (from reddit), and I'm sure you guys will spot a few more.
While this does make these items considerably more powerful, bear in mind the more difficult stages of Greater Rifts (lvls 40+) will probably require a lot more power than what end-game characters have right now.
Miscellaneous
Changes to Items
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The developers have recently been talking about the idea of adding Legendary Gems to the game.They also mentioned that these will likely be only socketable in Rings and Amulets.
Table of Contents:
Hellfire's TwilightDarklight
Ancestor's Crystal
Sky Puzzle
Homing Fury
Nightmare Skull
Ivory Strand
Philosophy Fear in general is a very unwanted debuff because it causes enemies to scatter away and make it harder for players to hit their area of effect abilities. In general, players like enemies clumped up.
It was probably meant to be a "defensive" debuff, but it doesn't last much longer than other debuffs and makes affixes like Fire Chains or Molten even more deadly. Other crowd control effects (Knockback, Stun, Freeze, Blind) are a lot better at preventing damage.
This gem improves it by reducing the damage of enemies Feared by your character (specially good in a party setup), as well as increasing your damage against Feared enemies - to make up for the fact that enemies "scatter". It's ok if testing shows overall damage is roughly the same, since it's meant as a balancing factor to make Fear viable, not as a strong offensive addition to your character - specially considering Fear usually last longer than other crowd control effects.
Philosophy Ranged/kiting builds sometimes are considered weaker than their meele rivals, and are particularly vulnerable to affixes like Knockback or Vortex. This Gem is meant to give characters who want to stay away from their enemies a chance of doing so against some of the more deadly elite affixes.
Also there aren't any items/effects that interact with Vortex or Knockback currently. This gem does that in an interesting way (even preventing things like Frozen/Molten explosions), but without trivializing these mechanics because of the internal cooldown of 10 seconds.
Philosophy This Gem is meant to be a tool for the player to use in Goblin Rifts, against extremely difficult (double? triple?)elite packs, or against Rift Bosses.
It's also meant to be a tool for players who want to build their character tankier, but still want to contribute to the party's DPS in those crucial fights, without feeling they are a dead weight.
It has the downside of taking one of your active slots, and having a long 2 minute cooldown. Might also require some balancing in regards to Rift Bosses (like dealing 50-60% less damage to them, in order to not trivialize every Rift Boss fight).
The item disables elemental damage bonus as a balancing factor, because otherwise people would just ditch as many defensive stats as they can and stack both extremely powerful offensive stats (Splash damage AND elemental damage) - which is exactly what happened with Trifecta + Elemental Dmg.
All in all, an item meant to allow people to come up with builds that don't necessarily have a single element type in all their skills.
Philosophy Critical Hit Chance. The one affix to rule them all. A lot of people want to see the mechanic limited or changed at its core. I'd like to just propose an alternative, a different path for those who don't want to have all their characters be defined by CHC and CHD all the time (and 8+ of their gear slots have one predetermined affix/gem ALL the time).
Let's do some very basic math here. Assume 50% Crit Chance, and 500% Crit Damage, the average for end-game characters. On half of your attacks, you're doing 4 times more damage (the variation/delta is 400%), so critical hit chance increases your average damage by about 200% - it's no surprise everyone still uses it, in conjunction with the "new" offensive affixes.
This Gem increases your damage by 100%, which is certainly a lot less than what you would get with Crit Chance, BUT, as a HUGE advantage it opens up affixes on 7 gear slots, plus the Sockets on Weapons!!! It would obviously require some testing and balance, but I can defniitely see people trying different things (more cooldown reduction, more resource reduction, more life regen, etc.) on slots that previously had 3 out of 4 affixes set in stone.
PhilosophyCharm and Confusion are 2 other types of debuffs that are generally underwhelming. The reason for that is that both enemy damage and AI aren't reliable, you can't make them focus on a specific enemy. This Gem is meant to give those debuffs slightly more power, specially against elites.
PhilosophyThis Gem has two goals. Increase the power of Dodge as a mechanic (considerably weaker than other mainstats), as well as shift some focus from "infinite resources and just spenders"-builds. Ideally this would make people give more thought into whether they want a resource generator or not on their builds.
Also, while the gem is obviously more efficient on Monks and DHs, the flat 15% chance to dodge makes it useable for other classes as well.
This post is also meant to encourage you guys to post your own ideas!!! If you think of something incredibly creative that could change how players use their characters, make sure to post it! Here's the download link for the template I'm using.
The devs are reading, and they love great community suggestions!
I just think there's a few ideas to keep in mind when making suggestions like these.
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Winter is coming... soon™
Place your bets. Who's gonna release it first? GRRM (next book) or Blizz's first RoS patch?
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So the order of the day for this subject is fallacy-filled analogies? This thread seems to be full of them, despite the extensive explanations preceding them. Allow me to present mine as well.
Let's do the following experiment. Make a game mode that costs 50 dollars a day to play, and it will drop the best items in the game, new legendaries and sets. Or a more realistic scenario, let's make seasons have a 50 dollar monthly fee.
Suddenly these guys saying nobody is forced to play ladder have their pitchforks up against that idea. "Oh, it's not fair... why should I be excluded from a certain game mode or gameplay experience because I'm not a stupid rich guy who can waste that kind of money". What? You don't want to spend your money on that? Your problem, nobody is forcing you into anything. It's your "choice" as well. But hey, if it involves money then people who are worried with "pay to win" just go bonkers.
It's a similar situation, just from a different perspective - people who are against exclusive items for seasons have limited time and patience when it comes to "starting fresh". They don't care about competing, or don't want to log-in to see a level 1 character and spend 100+ hours just getting that character to a point where the gameplay gets more interesting. To these, being given the middle finger for not wanting to waste their whole free time playing one game redoing everything they've done before, is a big issue - and will kill the game for them.
The more I read the arguments in favor of such idea, the more I feel exclusive legs/sets are about e-peen and showing off. People just want something to make them feel like a special snowflake for choosing to play the game instead of doing other things, either in gaming or in real life. And that's such a fucked up mentality from modern gamers (which you usually see from streamers and "hardcore" players).
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That's just sheer hypocrisy. If seasons or ladders didn't give you a "very strong" incentive, almost nobody would play it. A lot like "banner rewards" and achievements, very few people care about those since they're meaningless to the gameplay experience.
Let's have it like this. The reward for playing ladder and doing well on it is a "black potion". It does nothing, it's only black. Or a "pink wing". Let's see how many of these so called "competitive players" will play ladder then. Exclusive legs show a very clear intent on the devs into pulling people into a game mode that would absolutely fail without that kind of incentive, because people don't really want what they say they do.
And by having things like "exclusive legendaries", that for all we know won't be able to drop afterwards, they are flat out forcing people who want to enjoy those gameplay experiences into playing ladder. If the next big thing for Wizards is ladder-exclusive, I absolutely FEEL forced to play it.
This whole argument of "nobody is holding a gun to your head" that people have been using since the game came out is just retarded. In an online-only game environment, where the dev cares about what people are doing with their end-game, that argument simply doesn't apply. Nobody is forcing you to do Mira runs, but if that yields 100x more legendaries than anything else in the game with no downsides, everybody's gonna do it. There's obviously an issue there, and only hypocrite players fool themselves into thinking there isn't.
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Also, this ^ I had to quote it.
Because it is probably the ultimate reason they decided in favor of "season exclusive legendaries" after discussing it to death. (and boy, I promise you those items will be very powerful or interesting).
It is the only way they can do it without splitting the community so much, and without having an entire game mode (that took months of design, implementation, iteration and Q&A) fail miserably in its first couple months.
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Still needs to farm hours upon hours to get enough shards (2.5k+) for a set item from her...
Then you need a couple dozen hours farming bounties (preferably split) to get a RoRG that actually makes the sets viable for T4+...
Then you need to get a dozen+ set items until you get lucky and have no repeated rolls (3 Vyr's Pants, yay \o/), so that you can get the set bonuses...
Then you need to get those same items to drop at least a few more times (5-6) until they actually roll gg-endgame affixes that suit your personal build (CDR, bonus to health globes or life-on-kill, CC/CHC or trifecta, allres or armor, etc)...
All of that to get one character to T5+.. there's 5 classes in the game, and hardcore mode, and ladders/seasons incoming.
Yeah, game's ruined now.. 110% casual fest... needs moar hardcore... much drama, such qq, wow...