https://www.youtube....6p2jS170yvZXewg
http://www.reddit.co...eta_soundtrack/
Sounds awesome Kudos to the sources on this
- Enkeria
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Uldyssian posted a message on [SPOILERS] Reaper of Souls Beta Soundtrack (via reddit)Posted in: Diablo III General Discussion -
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eple posted a message on Ideas To Keep D3 PlayablePosted in: Diablo III General DiscussionQuote from LegDropper
well since we all know by now d3 is dead...
We all know Diablo 3 is alive and kicking. -
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overneathe posted a message on The Devs on the Past and Future of Diablo: Full InterviewIMPORTANT: To clear up some confusion: No announcements regarding Xbox One were made in this interview. Any reference to development of 'next generation' platforms or potential release dates was expressly referring to the PlayStation 4.Posted in: News & Announcements
The Devs on the Past and Future of Diablo: Full Interview
As you probably already know, DiabloFans got the chance to make a 1-hour interview with Diablo III's developers - Josh Mosqueira, Travis Day and Wyatt Cheng. We already posted the highlights and you can see them here. Below is the transcript of the full interview.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
DF: Josh, how did you get on board the Diablo 3 team? Was it something you were planning for a long time or did a position open up and you decided to try your luck?
Josh: Thatâs a good question. When I joined Blizzard I specifically came here because I worked with Jay before. He approached me and told me they were looking for a lead for the console. Initially when I joined I was just really happy to take on the challenge of translating such an awesome PC game to console. I came from Ubisoft where I was Creative Director in a 300 person team, so I was really happy to lead a small team of about 20 people. It was a really nice change of pace. But then when Jay decided to step down and pursue different and awesome projects I spent a lot of time thinking two things in specific: how much I love the core fantasy of Diablo, but more importantly - just what a talented team 'Team 3' is and what a special culture the team had. I knew whoever the next Game Director was going to be, he was going to have a big influence on that culture. This team did an amazing job on Diablo 3 and I think thatâs just the beginning of what this team is capable of. I really wanted to be part of not just Diablo, but Team 3 in specific. After much thinking about it I decided to throw my name into the ring and I didn't realize that this was going to kick start a 3 hour interview process, which was pretty grueling, but at the end of the day I was really exciting to just be part of the future of Team 3.
DF: What other games do you play besides Diablo 3 in your spare time?
Josh: Usually I try to divide my gaming hours at home between games that are related to the work I do, which includes D3 and some of the other ARPGs, but I also try to make sure that at home I donât just play the same type of games, that we make here at work, because I feel itâs important to have a perspective. If I have a few hours I might play some Call of Duty. Thatâs usually my go-to, if Iâm not playing anything specific. But Iâm looking forward to playing The Last of Us right now.
DF: What has changed internally for you since you stepped into the new position?
Josh: Iâm in a lot more meetings. The teamâs been really awesome in walking me into the role and putting up with some of my crazy ideas. As a Game Director I have some pretty crazy ideas that donât necessarily work. But theyâre humoring me, so thatâs been very cool. At least thatâs my perspective.
Travis: Josh brings a lot of design experience and really good design instincts and I find a lot of the time itâs perspective. Sometimes I get really close to a problem, like weâre tuning Monster Power in particular or Inferno difficulty and weâd be working hard on those problems and Josh would say 'Well, whatâs Monster Power trying to do? Whatâs the design purpose in the grand scheme of things? Whatâs Inferno trying to do? Why are there 2 difficulty knobs at all?' And heâll just ask that question and weâd just sit there and say 'Huh.' We kinda got to where we are with a lot of incremental steps and Josh would say âWhere do you want to be with the game in the future?â That perspective really helps and provides a lot of clarity.
Josh: Even though my title says Game Director I see my role more as âthe Guideâ. I think thereâs a natural inclination when weâre working on something to really focus on the details. The team are experts and know what it takes to make an awesome Diablo game, so my role is just to make sure we know weâre heading in the right direction.
DF: What exactly wasnât fun in Team Deathmatch? Why was it scrapped?
Josh: Iâll kick off the answer, even though Wyatt was part of the process. I think at the end of the day when we were looking at âWhat is the right PvP mode for a game like Diabloâ there are two realities which we bump up against. The first is player-facing one, which is when you think about a game like Diablo 3, you think about and you project that itâs really fun for one character to fight a bunch of monsters and it kind of naturally makes sense that one player fighting a bunch of other players would be equally as fun. The thing is that itâs true and it is fun, but the challenge that we had was we had to translate that fun something thatâs fun to do for a couple of hours to something thatâs really cool to do over an extended period of time. Something that would really give the game a lot of legs.
In some ways, as the analogy was explained to me, you can give a bunch of people Nerf guns and theyâre going to have fun for about an hour, but after that you just kind of get tired of playing with the Nerf guns. So the question that surrounds that goes to the root of what makes the core Diablo experience, especially the combat experience so much fun, is that everything is tuned around the PvE. All our skills, the combat model, are really reinforcing the core fantasy of one epic hero against hordes of enemies. Things like roots and snares and all kinds of stuff that work well against AI, but against players it starts straining at the core fundamentals of the system. Where we are right now, and I know the minute I stepped into this role it was one of the white elephants in the room, at some point weâre going to need to come to you guys and say 'This is what we think is a really cool way of expressing the PvP fantasy within the Diablo world'.
DF: Back in the day Jay was pretty concrete about Diablo 3 not involved in eSports, but have there been any talks about Diablo 3 making it into the eSports scene since then?
Josh: I think the fundamental challenge for that is for a game to have a really great eSport potential you really need mechanics that need to be PvP centric from the ground up, and ours are PvE focused. Therein lays the inherent challenge. If we want to go forward we need to focus on a PvP mode that fits and feels right within the Diablo framework.
Travis: Iâll chime in and start this off by saying I love PvP and PvP in Diablo is something I absolutely want us to have ready to roll and be awesome eventually, but as far as anything related to eSport I hope we never even go down that road. I've worked on WoW for 8 years and I've witnessed the entire design process and changes that occurred as a result to adding Arenas to WoW. When you try to make something more competitive and eSport-like you tend to start suffering on some aspect of the game if itâs not built that way from the ground up. In the case of Diablo, as Josh pointed out, our game is really about being this epic hero and destroying the legions of hell, murdering tremendous hordes of enemies and you have abilities that kind of reflect that fantasy of just being a steamrolling machine. When you start using the same skills against people, they tend to get more mad at you than AI does, so when theyâre stunned until they die or blow up in one hit or you turn them into a chicken or whatever the case is, it It tends to be a negative play experience. We talk about fun and anti-fun sometimes as game designers. Being affected by crowd control in a PvP environment for example where you canât do anything, thatâs the kind of anti-fun and thatâs the price you pay for the guy whoâs having fun killing you. I would hate for us to put ourselves in a situation where we have to change or remove or diminish the awesomeness of our design space (class design, item design, whatever the case is) as a result of trying to turn a game into an eSport that wasn't meant to be one in the first place.
DF: You've hinted there probably wonât be a patch before the itemization one. But just to confirm, there isn't going to be a patch before the itemization one, right?
Josh: That is correct.
DF: Well then, about the itemization patch: are there any new features that youâre planning, but havenât announced yet?
Josh: Well, yes and we wonât be announcing them right now. I will say that we have really cool things planned and between now and BlizzCon you're going to be getting more and more information about what exactlyâs coming down the pipe in terms of Diablo 3, patches and other really cool things that at this moment we need to be very vague about.
DF: You talk about Thorns. Is it a good time to fix it in the itemization patch?
Wyatt: Thorns kind of touches on a broader topic, but as always itâs Thorns specifically. There are certainly some item affixes in our game that can use a little love. Thorns is certainly one of those. We actually think Thorns isn't a fundamentally flawed mechanic, itâs just that the tuning values that we currently have a little underwhelming. One of the things that we've already said weâre going to do in the future with ThornsâŠ
Travis: We have been working internally to have Thorns scale with your primary stat, but we feel like we need to do a lot of playtesting to know whether itâs what we want. And in the grand scheme of things weâre trying to look at all the item properties and item attributes that are underwhelming. Other examples might be healing from health globes which has dubious value, or life on kill. And we want to look at all those properties and say âHow can we make these more appealing?â An example is the idea, which we've also experimented with internally, of having the Monkâs Breath of Heaven scale off of your healing from health globes stat. With things like that we want to go through all the properties that are underwhelming.
DF: Are any of these changes being planned for the itemization patch?
Josh: We can say theyâre being planned for something, yes.
Wyatt: Theyâre all planned for future content.
DF: And how about the legendary dyes? There hasn't been a lot of talk about them recentlyâŠ
Travis: We donât have any plans to do new dyes. What we have said is weâd like you to be able to apply one of the dyes that are already in the game to legendary items.
DF: Whatâs the progress on implementing them?
Travis: I know players want all the features now. I do, too. Iâd love for a lot of these features to be live. I donât know if we should be talking about timeline as much. We talk a lot about intent and what weâre working on, but we donât want to commit to dates, because as always, itâs when itâs done. And that goes for itemization, that goes for dyes. I know you want a date or a time. Iâd love to be able to say âHey, itâs gonna be this afternoon!â, but the reality is that itâs ready when itâs ready. We are looking at ways for you to dye your gear as weâve mentioned in the past weâre also working on a transmog system to allow you to make gear look like other gear â a lot like WoWâs system. I donât want to attach dates on any of these things. I know thatâs probably disappointing, but thatâs the reality.
DF: There have been some âshiftsâ in the Titan team. Have there been people transferred to the Diablo team from Titan?
Josh: One of the cool things that happen at Blizzard is that our teams are not really that siloed, so there are a lot of opportunities for other designers and other teams to provide feedback and even help out on some of the features weâre currently working on, so we have a very open-door policy.
Wyatt: I think itâs been mentioned before: one of the cool things about working at Blizzard is that we have multiple development teams on different projects. I really value outside perspective, âcause we get too close to our work very often and other development teams are another source of outside perspective. In a lot of ways all the developers at Blizzard are influencing other projects. Weâll chat in a single day with the developers from the StarCraft team or the WoW team or the HearthStone team as well as our team to give feedback on each otherâs games and with Titan â there were people who were already passionate about Diablo 3. They were playing Diablo 3 super hardcore in their spare time, but they happened to be at another development team. In a lot of cases they had sent us feedback even before. Ever since the game came out they've been sending us feedback. They were like âHey, are you aware of this issue? And are you aware of that issue? Oh, cool you are, great!â. And then when the opportunity for them to contribute as their primary job role came up, they were more than happy to do it.
DF: It sounds like a lot of fun at the office as well.
Travis: It IS a very awesome place to work.
DF: Another thing that fans talk about a lot is changing the mechanics of Wrath of the Berserker and Archon and maybe a bit for Critical Mass and Whirlwind. Originally you wanted to lower their power, but have there been any concrete ideas about those skills? Also, are they going to be part of the Itemization patch for example?
Wyatt: We didn't want there to be a 100% uptime and thatâs still the case. Thatâs not a small change. Thatâs a big change that would be impactful if we were to make it in a âvacuumâ, so we donât want to do that. We donât want to flip a switch and all of a sudden Wrath of the Berserker and Archon are not up 100% of the time anymore. Those changes really need to happen at the same time as a number of other changes, because our intention isn't to step in and severely nerf the Wizard and Barbarian classes. Our intention is to make a number of modifications that open up skill diversity, give multiple different skills a different role. So, to give Wrath of the Berserker for example â it could be designed as a skill thatâs always up in which case itâs a skill thatâs doubling or more than doubling my effectiveness for a single skill slot. So do we then need to design every skill to more than double my effectiveness? Thatâs not really reasonable. Then itâs like âDo we make it less effective? Or does it become a mandatory skill that every Barbarian has to take?â. These are the questions that we ask ourselves. And we've come to the conclusion that Wrath of the Berserker plays well when it is a button that I can push every so often to be awesome for a short period of time. It changes up my tempo; it matches the rhythm of the game when I come across elite packs or whatever. And that allows some Barbarians to say âWrath is an awesome skill for me to take with my build and my itemsâ and other Barbarians to say 'Iâm building mine in a different way, I actually really value Frenzy or Ancient Spear' for example. And thatâs where the diversity comes from and this is what weâre trying to build with Wrath and Archon.
DF: A lot of our forum members wanted to ask if you sometimes draw inspiration from ideas and suggestions from our community that we feature on our front page.
Wyatt: I think that kind of feedback is absolutely helpful in game development. The community is usually just as⊠well, Iâm not gonna say âjust asâ, cause I LOVE my job and I love Diablo, but almost as passionate as we are about the game itself. I think they have a lot of great ideas. The community contributing ideas to help us draw inspiration from is invaluable. I think lots of really compelling ideas come from them. As I've been working on the legendary stuff for example I drew inspiration or even some direct ideas from the community cause they have great ideas â thereâs WAY more people. They say two heads is better than one. I think in some cases 10 million is better than one. That said, sometimes there are ideas that wouldn't necessarily translate the way the community pitches, but I think the core of every idea that is presented is a good idea or a good intent trying to address some issue or something about the game to be better. Every suggestion that the community has is always helpful to us.
Travis: I can put a concrete example. There is a suggestion on DiabloFans, I think, on 'What if we could use Demonic Essence to change the stats on an item, improving it by 25%, but doing so, we cause the item to become soulbound'. I think itâs a pretty cool idea. Thereâs a number of things itâs trying to do. Itâs trying to make soulbound items a thing. Itâs trying to remove items from the economy. Itâs trying to bring back the Mystic. Basically I think those desires are good and we look at that and we agree with a lot of that desires. We ARE working on the Mystic and the types of things that we've looked at â we've looked at soulbinding, we've looked at crafting reagents (Is Demonic Essence the right one? Should it be Fiery Brimstone instead? Should it be essences instead? Should it be a lot of gold?). The community would probably say âYeah, I love that idea, but⊠Oh, yeah, yeah, these are all alternate possibilities that would also be goodâ. Should it be increase in the stats by 25% or should it be replacing one of the stats? Should it be adding a new stat? Should it be allowing me to reroll the numbers on all the items while the properties stay the same? Can I do this to legendary items? This is kind of the process that weâre going through with the Mystic right now.
A similar process can happen for things like the Talisman suggestion that had also all these UI mockups which was very cool. And all sorts of other collection mechanics. Thereâs lots of ideas. We canât pursue all of them, but when we feel that there is a need that the players try to address and that we also should look upon, then yeah â we look at it.
DF: The fans are going to be very happy knowing you actually read and take into consideration their stuff. So, about the Bound on Account items. Are you happy about how they turned out? Are we going to see more of those or more tradable items?
Travis: I think the BoA stuff worked out pretty spectacularly. Really at the core of that â some people accurately identified right at the gate, and some people didn't realize this is the intent â it gave the players a goal to aspire to that they have to earn themselves as opposed to the ones that the Auction House could fulfill. You couldn't just go buy the Demonic Essences or Crafted items from the AH. I think that has a lot of value. At its core Diabloâs about killing lots of monsters, getting awesome items and sort of finding ways to get to refocus the game to be on finding lots of awesome items instead of buying lots of awesome items really helps it being a more enjoyable play experience. Itâs something that we talk about a lot, something that we discuss expanding beyond the scope of what it is now. It sort of touches on â this is something Wyatt loves to talk about â the idea that when the people in the community who chose to play the game differently by not interacting with the Auction House or trading with people and theyâve sort of got themselves âSelf-foundâ charactersâŠ
Josh: âYO, SELF-FOUND!!!â
Travis: But the thing that I think people really enjoy about that is - at the heart of that what people are really saying is 'This game is super fun and I really love killing guys and finding cool stuff, I just donât want someone to hand me the keys to the best Porche in the game and make my SUV feel kinda dinky anymore'. People love finding their own things. People like having the sense of accomplishment and the sense of ownership. When you work for something, you generally have a more positive attachment to it, so I think the account-bound items and the Demonic Essences were definitely a step in the direction to see if players would respond as positively as we think. And they did and I think you can expect more stuff like that in the future.
DF: You tend to talk about the console version of Diablo III a lot. Is there anything new about the next-gen consoles?
Josh: Oh, do we have any next-gen announcements? Nothing specific. That is because in the last couple of weeks we deployed all the PS4 kits out and weâre really starting the really cool work of getting the engine up and running and the designers are starting to look at the controller and some of the new social features the PS4 is focused on. So nothing specific to announce, but Iâd say from a possibility stand point, weâre really excited to look at the controller. Especially the track-pad â I hope weâll do something cool with it. Not just in terms of what it means to the inventory and skills menus, but maybe we can do something cool with some of the skills. And then there are the social features like the âShareâ button on the PS4 controller. On PC we have a vibrant streaming community, but on console itâs not something you see all the time and that Share button I think is the first taste a lot of console players can get to. Thatâs how cool it is to share gameplay videos and actual gameplay footage. Itâs gonna be a fun process to figure out just how do we translate and take advantage of the new hardware and a lot of the new infrastructure that the PS4 is bringing to the table.
DF: If youâre getting the PS4 Dev Kit right now, does that mean Diablo IIIâs not in a release state for the next-gen console?
Josh: Itâs not a launch title; it will be released at some point at 2014. We thought that itâs really important we stagger development, so that we focus first on the PC, then to focus on current-gen and then â now that thatâs done â weâre really looking at how to make it to the next-gen. Always making sure weâre making the right decisions to make each of the platforms really take advantage of what makes those platforms unique and special.
DF: There is also another idea among the fans â do you think itâs possible there to be a portable version of Diablo III â for tablets for example?
Josh: That sounds very cool, but again â right now our hands are pretty full just tackling PC and console.
DF: Youâve mentioned changing the boss mechanics in console and you've realized that you can do some better things with the bosses in the PC. So, what exactly are some good ideas on the console you can be implementing in the PC?
Josh: Thatâs a good question. We ARE looking at what those changes are â the changes we could bring over from console to the PC. I think some of them will be really problematic like the camera changes we made to Belial are obviously made for console cause of the direct control scheme and the camera is linked to that. But in some of the other boss fights there are some further iterations that the team feels can jump from console to PC.
DF: I guess you canât say anything about the expansion, but at least if itâs going to be released simultaneously for all the platforms?
Josh: (Laughs) You know, that, I can obliquely answer. Our philosophy is not gonna change. Our philosophy was 'Letâs make the PC version and make sure itâs awesome'. And then when the PC version was awesome we started to move to the console and we made sure the console was rock solid before shifting onto the next-gen. So I think we always want to make sure we treat each version of D3 as its own sort of separate thing and weâre making sure weâre making the right decisions for each of those platforms. So we want to try to avoid making compromises that would make one version less cool because weâre trying to ship them all at the same time or anything like that. Again â weâre neither confirming nor denying, but the idea is weâre focusing on one thing at a time and make sure we get it awesome, ship it and then weâll transition to the next.
DF: A thing that Travis mentioned once â adding efficiency to the Paragon system. Have there been any talks on what those additions can be?
Travis: Yeah, the Paragon system was spectacular for what it was trying to accomplish. Sometimes random can be a cruel mistress and the paragon systemâs primary intent was to allow you to feel like youâre acquiring progression and even if youâre not getting too lucky with your item drops. We want to take that and expand upon it even more. We've definitely talked about things like taking Paragon and decoupling it from your character specifically and making it something that is more account-over working. So that any time you invest in the game is rewarded and you donât feel like weâre taking anything away from you if you want to try new characters or try out different play styles within the game. Thatâs something we've looked into a lot.
Also, maybe potentially adding some sort of customization within the paragon system. Sort of in the vein of a throwback at a Diablo II start location. We've looked at things like that. We definitely have plans to flesh it our more in time. We donât need to design it from the ground up. What it does, it does well, and we just need to make it more encompassing.
DF: You've also mentioned that youâre not looking into increasing the cap of Paragon. Itâs going to be a hundred for at least a while, right?
Travis: For the foreseeable future. I think at some point you can expect the cap to go up. The cap isn't even really there to necessarily make an end point to the player. The intent was for paragon 100 to take a long time to get to. Which it does. But as we improve different aspects of the game (make changes to Monster Power, Monster Density, etc.) the time that it takes players to fill out that cap is shorter than weâd like. And once you do cap out, it definitely removes a very important reward for you â your XP stops going up. So thatâs something that we want to address â at some point weâll definitely look at that cap.
DF: About those customizations to the paragon system â what about the people who are already capped? Will they be receiving any kind of reward on patch day?
Travis: Yes, absolutely. If weâre making the sweeping changes to the Paragon, the people who invested time will certainly have the reward that is associated with that investment.
DF: Since the Auction House is staying in the game even after the itemization patch, can you tell us how the AH will be important for the future of Diablo 3?
Josh: A general philosophy statement is that if someone has 13 items theyâre wearing and somewhere between 4 and 10 of them are BoA and the remainder are traded to them or bought on the AH, that is a better place to be than right now, when almost all of your items are from the Auction House. Thatâs a little bit vague, but the AH is good to round out your character or fill some holes. Itâs not great when it becomes the destination for all your loot.
DF: Well, if you want to say something for the end of the interview, nowâs the time.
Travis: I will say it was a lot of fun and I enjoyed the interview.
Wyatt: Yeah, some good questions!
Josh: Yeah, and Iâll keep up on the site â itâs good work! -
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overneathe posted a message on BB see you when Addon is releasedHave fun with whatever else you do. Diablo 3 will be here whenever you feel its changes have made it fun again.Posted in: Diablo III General Discussion -
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KageKaze posted a message on Diablo Digest 2 - The Sequel-ing (1.0.8 PTR and Ask the Devs)Thanks for that, Enkeria. It's quite helpful encouragement Also thanks to everyone that's stopped by and joined the conversation, I think there's some good discussion here. It's why I tend to post and read the forums here over the Blizzard ones.Posted in: Diablo III General Discussion
As long as I can find something to be long winded about I'll continue to put out what I can. honestly I'm really hoping for expansion news in the future. I would love to be able to cover the beta for it if possible. Fingers crossed. -
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overneathe posted a message on Second Batch of BlizzCon Tickets Sold Out, ChromeOnRust's RPM Barb Build, Fan Creation of the Week: The Art of Robert MaldonadoPosted in: News & AnnouncementsQuote from Enkeria
So the barb video, this is an alternative right? I mean.. I cant handle standing still too long (HotA).
Nerfing Wrath of Berserker, that isnt in this patch (1.0.8) right, it's in a future patch?
And about all the artists and their diablo pictures.. Is that really "news"? I have done a huge load of Diablo stuff. videos, music, wordsearch, treasuregoblin boardgame.. But none is here as a "news".. I wonder.
Edit: Just say'n. I am a newswriter at a swedish Diablo site and I totally ignore artists + videos related to other stuff then Diablo (Curse, I am talking to you).
If you have anything interesting you'd like us to post on the news page you're free to drop me a PM with the content. I do get quite a lot of PMs so not everything is guaranteed to show up, but is great for keeping track of possible things to include. I'm not omniscient though, sadly, so some things I could forget and/or miss. As I said, my inbox is a good way to remember.
Aside from that, we post fan made things all the time, when the space on the front page allows it (don't want to make things way too long). We are a fansite after all and we're as dedicated to the fans as we are to the game. Spreading the word on some great fan creations I consider a great part of my already great job. -
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KageKaze posted a message on Diablo Digest 2 - The Sequel-ing (1.0.8 PTR and Ask the Devs)Ladies and Gentlemen, I am back! Wooo! once again I am late to the table, but you can't blame me for wanting to put out a Neverwinter media blitz, can you? Of course you can't, you can't stay mad at me. Of course it didn't help that I got pretty sick between these episodes as well...Posted in: Diablo III General Discussion
Well here it is, a round up of articles and opinions from the news taken from the headlines right here at Diablofans. This project is a merger of my typical patch notes coverage as well as some thoughts on the Ask the Devs answers. In the video you will also find side by side comparisons of some areas with the new monster density from live to 1.0.8
I hope you enjoy and please feel free to leave feedback here, on YouTube, or on the Email account listed. If you do find it at all interesting or entertaining, please don't forget to give it a thumbs up to help it get noticed, that's always appreciated.
EDIT/Update: I'm hoping this is well recieved and really want to stress I'll be looking at feedback. This one took a very long time to produce due to the large amounts of video streams and editing that took place. It even took my video software 4 hours to encode it. It was a massive piece of work, but I think it paid off.
Here's the video description which indexes the entire video with time stamps:
Diablo Digest - Patch 1.0.8 PTR and Ask the Devs Answers (Parts 1+2)
Trying something a little different this time, merging my typical patch note discussion with the new Diablo Digest format. Please let me know what you think of this format, any feedback is appreciated for as this is still a very new segment.
All news articles obtained from http://www.diablofans.com
Topics:
*Item Drop changes not occurring in 1.0.8 (1:38)
*Jay Wilson admits the Auction House "really hurt" the game (2:40)
*http://www.diablofans.com/news/1646-jay-wilson-auction-houses-really-hurt-game/
*Making Shields viable again (10:11)
*http://us.battle.net/d3/en/forum/topic/8569146881?page=14#264
*Wrath of the Berserker and Archon changes (14:04)
*Ask the Devs Part 1 (16:55)
*http://us.battle.net/d3/en/forum/topic/8198733409#1
*Legendaries getting Level 63 stats (17:24)
*All Legendaries can drop in inferno (yes, with 63 stats) (18:12)
*Controlling item stats by allowing users to change them (19:37)
*Creating items with fixed affixes, items having a guaranteed stat (21:33)
*Adding sockets to items (29:41)
*New craftable items in the future? (30:24)
*Reduced drops affecting crafting (30:43)
*Ask the Devs part 2 (31:05)
*http://us.battle.net/d3/en/forum/topic/8569308133#1
*Class specific items being guaranteed stats (31:05)
*Best in Slot items (32:42)
*Should white items be more useful? (35:28)
*Plans for Magic Find, removing it from gear? (36:10)
*Weapon types having a unique stat or bonus (38:03)
*Black weapons more powerful than other weapons (41:16)
*Possibility of crit damage being reduced? (41:47)
*One time quest rewards (42:20)
*Monster Density, a better feel for earlier acts (43:10)
*Identify all through Deckard Cain or the Book of Cain (44:58)
*PTR 1.0.8 Patch notes and updates to the PTR as of April 23rd (45:34)
*The new Magic Find cap due to multiplicative bonuses: 680% (47:30)
*Pings on the map when fighting elites and Treasure Goblins (49:00)
*The new public game system: Tags (50:12)
*Public conversations, a guild chat substitute (51:23)
*Party Guide!! Why oh why? (52:30)
*Crafting updates! Multiple items and stashed items used in crafting (55:00)
*Experience for quests turned back on in Inferno (55:58)
*Number of Buffs and Debuffs shown at once increased (56:20)
*Buffs to channeled skills (57:14)
*Keywarden changes: Inferno only, Nekarat drops random keys (1:04:18)
*Buffs to healing skills (1:06:06)
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Bagstone posted a message on Kripp and Alkaizer talk about Diablo 3Thanks for posting, it just reminds me again why I don't like these people. Extreme elitist behavior, all this "I want more complexity", "I hate casuals", "Blizzard is shit they just want to make money" (HAHAHAHA and this coming from people who made thousands just through a Blizzard game?), and the worst thing in the end: "just throw some random shit out and let people like me take the shit abilities and turn it into something awesome". Well, guess what, whenever I see these "uber players" like Kripp and co. they play the same stupid boring builds that everyone and their dog is using, why doesn't he just take one of the shit abilities in D3 and create a build around it? He certainly has the time, gear, and resources.Posted in: Diablo III General Discussion
It's so sad that people actually help them earning money. -
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CardinalMDM posted a message on Anyone else go against the grain?Hey everyone. Been checking this site out for a while, happy to finally be signed up with it finally. And maybe it's my imagination, but the community here seems to be a bit quieter and not quite as "enraged" or loud as D3.com's forums...Posted in: Diablo III General Discussion
Anyway, I was wondering if anyone else has had any interest, or tried out, any unorthodox builds.
There's been so much heat on this game for allegedly forcing everyone to be the same that, when my Demon Hunter hit level 60 in Hell difficulty, I couldn't take it anymore and had to try out my Demon Hunter as a melee-ish character. So, I threw on a Burning Axe of Sankis and a high block chance Shield (I think with some Dex), I took away his left click skill so he could wield the axe, had a pretty cool animation, actually...and put Grenades on right click to occasionally generate Hatred without needing to shoot a bow/crossbow. I didn't have to change my other four skills (Shadow Power - Gloom [though, recently changed to Blood Moon], Vault - Trail of Cinders, Sentry - Spitfire Turret, and Spike Traps - Echoing Blast) though I definitely want to look through and see if there's a more "melee/close quarters" centric build than that...also, I'd forgotten to switch out my passives, so I had on stuff like Cull the Weak and Thrill of the Hunt, which is really only good for ranged shots, though Custom Engineering helped me throw out more Sentries.
Then I started up a Nightmare MP10 Diablo run...and I gotta tell ya...I had an absolute ball! I was chopping down Oppressors any chance I could get, Shadow Power was still giving me back a decent amount of life, it was really fun! I would definitely do it again, and once I have even better armor than he has on now, I can't wait to try it out in Inferno.
I say...if a build like that can survive in Inferno MP0, it should be considered "viable."
So seeing some of the threads and posts today, it's really got me thinking about other quirky ways to go against the grain. Maybe D3 doesn't offer quite as many weird options as D2 does, however just adding a minor non-primary to certain classes can change up how they work. Witch Doctors can carry crossbows, why not go for it? I have a Pus Spitter in my stash that I'm pretty sure has Intelligence rolled on it...I let her shoot it on left click, I have one more attack to use that requires no resource. What about a Strength Wizard melee version? Extra Armor and a Shield, combined with Diamond Skin, maybe Ice Armor and attacks to slow enemies down? They'd still need Intelligence to raise damage output, and Crit and APOC would still be a big help to keep resource stocked, but if used differently it could be pretty fun.
In Diablo 2, people went against the grain with builds because they wanted additional challenge, and because even the amount of freedom in that game to make a unique character wasn't enough. People wanted the glory of doing something amazing with a different style of character, with gear that purposely gimped them in various ways, but allowed them to make a special character they could be proud of. Diablo 3 may only be out less than a year, but trying to find people who go this way in this game is pretty rough.
TLDR: If some people are so bored with the same old builds, especially with so many people streaming on twitch and YouTube, why is it not more common to see people with funky variations, doing strange and unorthodox builds to show what these classes are really made of? Why are the same default builds seen sooooooooooooooo often? -
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WeweW posted a message on Remember Diablo 3 in 2010?Funny that most of you guys bitched it when the first gameplay videos came out. Why is it looks happy? Why is it colorful? WoW graphics etc. and now slower gameplay is better?Posted in: Diablo III General Discussion - To post a comment, please login or register a new account.
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And there we have it.
Swap gear and build in town.
A Necromancer.
And, a step closer to Inarius and Lilith. Glad to see some of my ideas finally made it into the game.
Cheers!
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Theory - Could he be the one to drop the last piece to open up the new uber boss runs?
I think they ignored 1 piece of item so we could try to search for it without find it. No documents are found yet that we have meet uber-diablo, baal or mephisto in PTR / Beta. If this is the case, this unique goblin might be the one dropping it once the item is in the game!?
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Letter 9: http://diablo3pvp.se/2013/12/20/enkeria-feedback-9-till-blizzard-entertainment/
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Just wanted to say...
RoS C.E. EU here, instant buy!
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Yes I made pictures to go with this post so people understand me better of what I have been trying to tell everyone this past year when it comes to the Talisman and Transmute!
Attention: All screens are mock ups!
So here goes
Visit mystic to open transmute page. This is here she can combine stuff for you (for free or for payment, dunno yet - lets talk about it people! Brainstorm!). To the right you can also see the talisman below the stats of your character. It is empty atm because we haven't found any charms yet.
Simple enough, right?
Yey! We found some charms.. But these wont work to transmute, we do not know if it works until we try the transmute button.
But trust me.. this combination will not do at all!
If it would transmute to something it will end up under "Found Recipes".. Next example will show this.
We were luck enough to find 6 fallen skull charms and we have already once upon a time actually transmuted those into a Silver Fallen Skull. The recipe box remembers this and after some fun transmutations we might find more recipes that we can choose from before transmute items for requested effect.
Transmuted items were succesfull which means we can undo the transmutation or keep the Silver Fallen Skull. A silver Fallen Skull have in this example an effect to add 1000 pure damage, while a normal fallen skull would maybe only grant 10 pure damage. The talisman to the right has at the moment 8 slots for charms, and it would give us a total of 80 damage if we used each and all slots for (normal) fallen skulls.
Lets put the charm to use! Now we have inserted it in the talisman and our damage stat have increased by 1000 damage. Combine other charms to add different effects and buffs! Add a normal fallen skull so you can get 1010 damage!
Now here comes the fun part! Every charm have single affixes that change your character in many possible ways. Everything from damage and armor to resistance of some kind (fear, molten etc.) and separate they work individually and gain stats and boost for you.
Here is an example of original bonus per charm, using separate addons to increase the power of your character. I just made up some stats which could be changed. The main idea is the system, which could be changed so it feels balanced by developers and/or fans (theorycrafting).
I do not know if charms should be stackable.. Any ideas?
Above we have a feather, a cross and two beetles. Each beetle represent (only an example) 10 Armor. This means, having these 4 charms in the talisman will make effect of +1% movementspeed, +2% holy resistance and a total of 20 armor.
Runewords anyone? Now this could be fun. We have the exact same charms but in a total new arrangement, a pattern so to speak! These patterns grant you futher bonus beyond what they do individually.
However, if we do something wrong or have not a complete pattern, we are back to the basic bonus, and thus "back to normal".
Charms and talisman can be locked outside town for example, finding a charm wont grant you bonus except when it actually is in the talisman. This will also encourage people to try to find own patterns aswell as giving the developer more creativity. And there could be other stats and effect then what I have mentioned.
Following pictures are just fun ideas of the transmute.. They are not right, or wrong, they just show you a piece of my idea and opens up new possiblities (perhaps!?). I hope this will start to bubble in your teapot and bring us more ideas to the table.
Thank you!
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2 magic = 1 magic (or better), with combined stats and more.
2 gems = 1 random other gem, same tiers must be used.
2 gems = 1 random gem, same tiers must be used, stackable.
2 gems = 1 random other gem, same tiers must be used.
2 magic = 1 magic (or better, like a rare), with combined stats and more.
2 magic = 1 magic (or better), with combined stats and more.
10 health = 1 health (one tier above)
2 legendary = 1 (chance of a powerful) ethreal legendary (low durabilty, will brake!)
Read more about Ethreal shrines and items here.
"Junk" could bring something useful, if right elements are combined.
"Liquid" (Health) + gems = ..dye?
C.E. Wings + Dye = Dyed Wings
C.E. Wings + Dye = Dyed Wings
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Edit: This is far from a finished idea, this is why I am asking people to give me/ourselves feedback so it can be a stronger idea for Diablo III in the future. Everything can be change and evolve.
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#1. Wow I found a Legendary!
#2. Sorry bro, 2 hours has passed and you never came online! I made brimstone out of it.
My plan
#1. Wow, I found a Legendary!
#2. Here you go bro, now you can complete your set! Good thing you were on my friendlist BEFORE I found the item or else you wouldn't get it!
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Main reason was that I notice blueposts or was it even Josh that stated that he would love to see elemental usage being a part of Diablo III but was clear on not having "immunity" since it would break the flow.
I can't find this post, but if anyone else can I would be very much appreciate to see it here with a source!!
And sorry not for discuss any other topics regarding this, I haven't read your whole post yet.. Feelt the urge to answer this first before I forgot!
Edit:
Travis: Eventually, I actually do want to make elemental effects do things again. I loved that about D2 myself back in the day, I think it really added a lot to the game. So thereâs definitely been a lot of talks about how in the future we can reintroduce those, and what we can do to make them interesting, beyond the obvious like Frost makes things sloooow, and herpaderp. [Source]
Will elemental effects do something again?
Travis: Yes, weâd like them to do things again at some point. That was a very cool thing in D2. Itâs nice if they have effects, more than just cold slows things. But no concrete details at this point. [Source (1:08:00)]