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    posted a message on Patch 1.0.9 Preview, a dream...
    I've created a new thread with a new title which can be found here: http://us.battle.net/d3/en/forum/topic/8569150896#1

    I've also added a disclaimer at the top and bottom of the post, hopefully this will suffice. If not I'll have to reword everything from scratch.

    Thanks again for everyone's input, and I'm sorry people got banned on the Official Forums because of my post ><.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Patch 1.0.9 Preview, a dream...
    I'll work on rewording the post later today and hopefully get it back up on the official forums.

    I'll change the title and wording so it doesn't resemble a Blizzard representive. It didn't seem like people were getting confused, the title had "a dream" in the title, and I stated it clearly at the end (bolded as well).

    Reformatting the post using Blizzard's forum editor actually took me quite a while and I didn't copy/paste the code before it was deleted.

    Oh well, more work I guess. I actually enjoyed working on the post and I have some other content I've been working on now for a while in my spare time including a complete re-itemization of every single legendary item in the game. I've only been able to complete the 1 handed weapons category as of right now, but maybe I'll try to push and complete it over the weekend. Obviously I'd have to put that post in more of a video format with all the pictures involved.

    Thanks again.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Patch 1.0.9 Preview, a dream...
    Yep, the post just got deleted. I don't think broke any of the forum rules either...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Patch 1.0.9 Preview, a dream...
    Hi everyone,

    You can find the post on the official forums here: http://us.battle.net/d3/en/forum/topic/8569601043

    I'm expecting to get flamed pretty hard due to the amount of text in the post, I've directed everyone here so they can experience the post with more formatting/with pictures.

    Thanks again
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Patch 1.0.9 Preview, a dream...
    Quote from Hadley88

    Thats just bullshit. So all Gold just explodes into nothing? The AH cannot be removed, never ever! The only way to do so would be a AH-Free Mode where you have to start over again, like in Hardcore.

    Gold would of course have it's other uses such as repairs and crafting. The later would be the largest gold sink in terms of crafting weapons, armor, and the new enchants and potions. Make these costs substantial enough that players have to save up gold to do them and have an incentive to want to use their gold for crafting.

    Reducing gold drops in general and relocating where players find the largest amounts of gold (chests/elites/bosses/salvaged legendary items) will let people earn gold by playing the game rather then just flipping on the AH. Flipping will still be present, but the term would refer to flipping items for items (2 for 1 deals, etc) instead of flipping for gold.

    Blizzard would still make money from players buying/selling gold just as they do now. If someone wants to buy gold to skip the time required to earn gold by playing the game they can, but they'll still need in game items in combination with the gold. They can't just buy gold/items like they do now and be completely geared, they'll still have to put in some time.

    Blizzard could also make gold the main currency for buying potions/elixers from the Mystic, I'm guessing people willing to buy gold would be happy to spend money on items that increase their MF and such.


    As to how the transition would take place, that's up to Blizzard.
    Posted in: Diablo III General Discussion
  • 4

    posted a message on Patch 1.0.9 Preview, a dream...
    Hey guys, went to bed not thinking my post would get much discussion but looks like it did.

    I'll for sure work on a post for the official forums and send a link to it when it's done, it's just going to take some formatting and cleaning up before I can post it, no pictures on the official forums really sucks. Pictures would at least help break up the wall of text / get my ideas across.

    I know many of the ideas have been mentioned before from the community I just wanted to dive in a little more in depth and hash out some ideas graphically.

    Thanks again
    Posted in: Diablo III General Discussion
  • 50

    posted a message on Patch 1.0.9 Preview, a dream...
    Patch 1.0.9 Preview

    Well, we just recently launched patch 1.0.8 but we're already well into development on 1.0.9, and while it's still weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. The next patch is going to be the biggest patch we’ve developed to date and most certainly provide the most features and systems changes. To kick things off, I wanted to provide an overview of some of the larger features, systems changes and game improvements.

    Introducing the Trading Post

    When we first started working on the Auction House the initial idea was to make a system that was easy to use and as efficient as possible for players to buy and sell gear. The end result was a system that was almost too efficient at what it did and removed all player interaction completely from the process.

    We want to get back to the roots of what made Diablo II trading so popular over the years, but at the same time also improve it by taking what works rather well with Diablo III's Auction House to enhance it. In patch 1.0.9 we'll be removing the Auction House and introducing the Trading Post. The Trading Post works in a similar fashion to the Auction House in terms of its search functions and interface but with some key differences. Gold will no longer be used as the currency when it comes to buying items, instead you'll be trading the items you collect through your adventures with other players. You'll be able to use an interface to select which items you have for trade and also search for items other players across your region have for trade.



    The Trading Post will offer an easy to use interface to make the trade process simple:
    • Choose the items you wish to trade.
    • Search what others have to offer or the offers you receive.
    • Accept offers through the interface without needing to be in game.
    • Ability to barter back and forth with other players.
    We think this system will give back the player interaction Diablo III was missing and at the same time improve on Diablo II's trading system by making the items you're looking for easy to find, removing the potential of scams, removing the need to be in game with the other player, and also letting trades happen at literally any time of day even when the other player isn't logged on.

    Here's an example of how a trade might work:

    Player A just finished his play session for the night and has a sword that he wants to trade. He opens up the Trading Post interface and adds the sword he just found to his trade window and then logs off for the night.

    Player B is searching for a new sword for his Barbarian and uses the search filter to find one that matches the criteria he's looking for, he sees the sword that Player A just posted. Player B selects the items he feels he'd be willing to part with from the items he has for trade and creates an offer.

    Player A logs in the next day and finds he's received many offers for the sword he'd posted the night earlier. Player A goes through a couple of the individual offers but decides to use the search feature instead to filter the offers to help find a specific item he's interested in. Player A finds the offer Player B has sent, likes the item, feels it's fair trade, and clicks approve.


    The items are traded to each players account.

    The removal of the AH also means the removal of the Real Money Auction House. Many players refer to the RMAH as a “Pay to Win” feature, that wasn’t our original intent but in reality it does hold true in many scenarios and we feel it really is removing the enjoyment out of actually playing the game for a majority of our players. It will no longer be possible to purchase items using real currency, however we still have plans to offer the option to buy and sell gold. Gold will still remain as the main currency in the game but instead of being the sole currency will be used in combination with other in game items.

    We’re also exploring the idea of drastically reducing the amount of gold dropped from normal monsters. We’d like the main source of gold to be from killing bosses, elites and champions, opening chests, and completing side dungeons. This should result in the value of gold to increase as we add in new features that rely on gold and also act as an extra step to combat gold sellers and bots. We'll provide some more details on this further down in our blog entry and will also be sharing more information in the near future.

    Crafting

    To salvage, or not to salvage…

    We’ve introduced 7 new Brimstones to the game, each corresponding to one of the 7 types of available weapon damage. Salvaging a weapon with a specific type of weapon damage whether it be Holy Damage, Cold Damage, Fire Damage, Lightning Damage, Arcane Damage, or Poison Damage will have a chance to produce one of the new Brimstones. Salvaging a legendary Physical Damage weapon or a legendary armor piece will also produce a new type of Brimstone. Salvaging jewelry will provide a chance to receive any of the new Brimstones.



    Salvaging legendary Lightning Damage weapons and jewelry will sometimes produce a Charged Brimstone.


    Salvaging legendary Poison Damage weapons and jewelry will sometimes produce a Toxic Brimstone.


    Salvaging legendary Cold Damage weapons and jewelry will sometimes produce an Icy Brimstone.


    Salvaging legendary Fire Damage weapons and jewelry will sometimes produce a Fiery Brimstone.


    Salvaging legendary Arcane Damage weapons and jewelry will sometimes produce an Arcanic Brimstone.


    Salvaging legendary Holy Damage weapons and jewelry will sometimes produce an Angelic Brimstone.


    Salvaging legendary Physical Damage weapons and armor will sometimes produce a Somatic Brimstone.


    These new Brimstones are not a 100% guaranteed when salvaging legendary items, but rather will only a small 5-10% chance to be produced. While you may not receive a Brimstone every time you salvage an item, we’ll also be making a type of “consolation” item which can be sold to a vendor for a significant amount of gold. This should create a market not only for the Brimstone’s themselves, but the legendary items that produce them. We want you to be faced with a difficult choice when you find a legendary item, do you keep the item, trade the item away, or salvage the item for hopes of a Brimstone?

    These new Brimstones will be the key ingredients used to craft the newly updated Blacksmith and Jeweler items which are also being introduced with patch 1.0.9.

    A New Ally

    Patch 1.0.9. not only updates the current crafting system for the Blacksmith and Jeweler but will also introduce a third type of craft. We’re introducing the Mystic, Myriam Jahzia, who was first introduced during beta. The Mystic’s primary purpose will be enchanting items which will include the upgrading of existing stats on items and also the re-rolling of the randomly generated properties found on an items.



    The Mystic will require significant amounts of gold and combinations of the newly introduced Brimstones in order to purchase her services, further strengthening the market value of legendary items and gold.

    The point of the mystic is to offer players a new way to improve their characters in terms of item progression as they play the game instead of relying solely on finding drops. Now all legendary drops, no matter if the item is an upgrade or not, can potentially be used to upgrade your character. We think this system offers players fantastic item progression and will allow all players including some of the top geared players in the world to continue upgrading their gear for a very long time.

    We haven’t decided on the costs associated with upgrading each of the many different stats yet but we do know they will vary from stat to stat. We expect stats such as Increased Attack speed, Critical Hit Chance, and Critical Hit Damage to fall into one category, primary stats in another, and so on. We don’t expect unique procs or unique properties found on legendary items to be included with this feature. Expect this to broken down into a different blog post all together in the coming weeks.



    We would also like to point out that by using the Mystic to enchant items the item itself will also become Account Bound. This will ensure items are constantly being removed from the economy as they’re upgraded and still allow non-enchanted items with desirable properties or highly rolled stats to have a high trade value and continue to be sought after as they will help players skip some of the steps necessary to eventually upgrade to a “perfect item”. We don’t expect players to ever be able to fully upgrade every item on their character or even be required to, but it’s something the min/maxing type players can strive for over time.

    The Mystic will also offer unique potions and elixirs that can’t be purchased or found anywhere else in the game. These items can be purchased with gold and brimstones and when used will give the player bonuses to stats such as Magic Find, Experience Gained, and Movement Speed, for a limited amount of time. Think of them as a Shrine that persists through death and lasts much longer.



    Truly Legendary Items 1.0.9 and Beyond

    We want to make “game-changing” legendary items the norm going forward. Our philosophy for legendary items has always been the same, to be powerful and promote build diversity. We know we haven’t been able to deliver on this fully up to this point, but with patch 1.0.9 we think we’ve finally been able to make this reality. When a player finds a legendary or set item the first thing they should be thinking is how can they use this item on one of their characters or how it might fit into a specific build.

    Class specific items

    We feel the one of the best ways make legendary items truly game changing is to allow certain items to alter the way specific class skills and passives work. While we can’t obviously give every single legendary item the ability to alter skills and runes we chose to focus only on class-specific items and set bonuses. This made the most sense in terms of design, we could take an item that was already exclusive to one class and use it to provide new and interesting ways of playing that class.

    Patch 1.0.9 introduces revamped class-specific items and set bonuses that provide unique alterations to already existing skills and passives. The most intriguing idea behind this concept is going forward we’ll be able to constantly open up new and exciting builds for each class as new items are introduced to the game. With the introduction of one new item or even mixing different items an entire build could be born. This will truly allow new builds to be built around items.



    Legendary status

    We're not just updating class specific items in patch 1.0.9. We're going to revisit all legendary items to make sure they live up to their legendary status by not only providing great stats but also providing unique properties that will change a players game experience. While class-specific items will change the way skills and runes work for classes, we still want to make sure non-class specific legendary items also have an impact on build diversity. We decided to go a little bit of a different route with non-class specific items. Rather than focusing on individual class skills and passives, these items will introduce new unique properties that might change a players gameplay or change the way specific stats interact with a character. By doing this we can take a non desirable stat and change it into something a specific build highly values when using one new item. We plan on releasing a entire blog post dedicated to this topic in the next few days but here's a taste of the type of things we'll be talking about.



    Itemization

    In addition to the upcoming legendary items we're going to be reworking the way elemental damage and physical damage work with weapons. Weapon damage including the base damage of the item will roll either as Holy, Cold, Poison, Fire, Arcane, Lightning, or Physical weapon. By doing this we can use the "adds % elemental damage" affix found on many of the legendary items in the game to provide a direct damage boost to weapons that also have the corresponding damage type.

    For example, if you have a sword that has a damage range of 700-1000 Fire Damage and you equip an item with the property "Adds 5% Fire Damage", the new damage range of the sword will be 735-1050 Fire Damage. This not only provides a simple way of calculating damage but also provides an interesting way to combine weapons and armor.

    We'll also be including more information in the next coming days in addition to the blog post regarding legendary items.

    Promoting Exploration and Adding Excitement

    You call that a dungeon? This is a dungeon!

    Many ideas have been discussed by our developers in terms of how we can constantly add exploration back to game after the initial play through for our players. There’s nothing that saddens us more than seeing 90% population running the same act or in many cases the same zone over and over knowing that if they do anything different they’re hindering efficiency in both terms of items and experience gained. While repetition has always been part of the Diablo series we feel this can be cut down substantially. You’ve already seen improvements when it comes to giving players options in regards to this when we adjusted the monster density in patch 1.0.8, we’d like to go a bit further.

    In 1.0.9 we’ll be improving on the randomly generated side dungeons found in all acts across the game in Inferno difficulty. We’ve created new tiles for almost every zone across all 4 Acts which will allow spawn locations to be found in every part of the game. An entrance in the wall found in the Cathedral, a burrow found the in Dahlgur Oasis, many different possibilities exist. We’ll also be taking a look at every aspect of them to truly make them a random experience. Things such as:
    • Increasing the amount of spawn locations substantially in terms of both Acts and where they can spawn in each zone.
    • The difficulty, dungeons can be found with additional monster power levels above the current game.
    • Dungeon size, number of levels, the layout, and tile sets.
    • The type of monsters
    • The “end boss(s)”, which includes a random elite/champion pack which is buffed considerably


    Of course there needs to be an incentive to search out for these improved dungeons, which is why we’ve created them to provide a fairly substantial buff in terms of experience gained from the monsters inside and also completing the entire dungeon. We’ve also decided to add a new type of chest found exclusively inside these randomly spawned dungeons which not only provides a much higher than average chance to drop legendary items but also provides a small chance to find items of immense power that can’t be found anywhere else.

    We think by adding these new features it will promote exploration across all acts and provide a much needed type of end game experience for our players which doesn’t take away from Diablo III’s storyline.

    Beam me up...

    One of the most exciting events in regular play session is hearing that special “clang” legendary items make and seeing that beam of light coming from the pile of corpses at your feet. Over the past patches we’ve increased the chance of finding these items and we really think they are in a very good place in terms of drop rates. While RNG is still a huge factor when it comes to the amount of legendary items you see drop in a play session we still wanted a way to add to the excitement without actually increasing the drop rates any further. We think we’ve found an artificial solution that does just that.
    Now when playing with your friends or other players in public games you’ll be able to see and hear all legendary and set items that drop in game, even if they aren’t yours for the taking.



    We’ve received very positive feedback on the elite/champion and goblin announcement introduced in patch 1.0.8, so much that we’ve decided to extend it to also include an announcement when players identify legendary items. Now through your chat window you’ll be able to see and view the items your friends and party find during their play session. Obviously this won’t be taken positively by all players so we’ve also added the option to hide or display these messages from chat.

    In Conclusion

    We’re very excited to share this new patch with you and gather your feedback. This patch will be our biggest one to date and we think it adds to Diablo III immensely in terms of fun game play and longevity. We defiantly aren’t done yet when it comes to improving the game and we’ll work hard to provide our player base with many features to come.

    Be sure to check out the new information on Dungeons, which can be found here: http://www.diablofans.com/topic/92538-patch-109-dungeons-a-dream/




    And then I woke up from my dream and came to the realization that we were still only in Patch 1.0.7...
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Nekarat Will Drop Random Keys, Transmog Features Still Being Worked on, Blue Posts
    Please no transmog feature... at least not for legendary items
    Posted in: News & Announcements
  • 0

    posted a message on Diablo 3 on PlayStation 3 Video
    Either I need a new computer really bad (which I probably do) or the PS3 version is just 10x better looking.

    Barbs rolling/dodges (maybe all classes?), better boss fights, and better graphics. What else am I missing?
    Posted in: News & Announcements
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    posted a message on Blizzard at PAX East, Diablo 3 Boss Mechanics, Legendary Item Drop Rates, Monster Affixes, Poll: What's Your Preferred Format fo
    It's not going to be a sequel, expansion or Titan...

    They're going to completly remake Diablo 3? ;)

    "We've decided that instead releasing small patches to rework the game we'll be instead starting again from scratch"
    Posted in: News & Announcements
  • 1

    posted a message on (Spoiler) Diablo III - Legendary Items
    Jay just tweeted a reply to someone:

    Twitter Person: Can legendaries drop off mobs spawn with random names and completely random affix like rares do?

    Jay: Legendaries have set names and set affixes, like uniques in D2. Affixes do have random ranges, so you can roll a perfect one.

    Twitter Person: So legendary quality items with randon names and completely random affixes do not exist?

    Jay: Correct. A legendary with random affixes and name would be no different than a rare.

    Twitter Person: Well i hope the brady games guide is missing a ton cause it seems very small in terms of amount of lvl60 legendaries.

    Jay: I don't have the guide in front of me, roughly how many legendaries do you see?

    Twitter Person: 226 Legendary in total, includin all armor and all weapon. Does that number sounds right or off by a huge margin?

    Jay: Over 200 legendaries sounds right. This is more than D2 had at ship, and not much lower than D2 has after 10 years.



    Total legendary items in game guide = 248
    Total legendary items on website = 220

    Total set items in game guide = 81
    Total set items on website = 45

    +28 more legendary items and +36 set items

    These could be off by 1 or 2 items imo, counted from the screenshot.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    Support/Healing Monk
    http://us.battle.net/d3/en/calculator/monk#WTXhVR!faY!cZZaZc

    This is my support Monk build which should be ideal in inferno difficulty. The idea behind the build is to keep close to the tank and help slow/reduce the damage done by the enemies while also providing constant heals to the entire group. A barbarian with the taunt ability will ensure that the monk isn't being hit as they will both be grouped up together. The other characters (2 ranged) will sit back and cast aoe spells on the group of mobs which should be focused on the myself (monk) and the barbarian (tank).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on So whats the Point of Low lvl uniques if re-rolling is pointless?
    The chances of you finding a Legendary item that will be desired for your class will be low since 1. you have to get the legendary to drop 2. it's got to have your classes desired stats. You're most likely to find an item that would be good for another class other then your own, so put it in the shared stash and the next class you level up might have some pretty nice gear to use in the process ;)
    Posted in: Diablo III General Discussion
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    posted a message on New class in D3 expansion !
    When you look at the current classes we have 3 ranged, and 2 melee classes already. I'm going to guess the next class to be very rogue-like, a Theif would probably fit this role perfectly.

    Theif = Hood/Cowl, some type of dagger or quick weapon, some kind of pouch or something that has smoke bombs/poisons etc.
    Barbarian = Mighty Belts, One-Handed Mighty Weapons, Two-Handed Mighty Weapons
    Demon Hunter = Hand Crossbows, Quivers, Cloaks
    Monk = Fist Weapons, Diabo, Spirit Stones
    Witch Doctor = Voodoo Masks, Ceremonial Knives, Mojos
    Wizard = Orbs, Wands, Wizard Hats
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Path of Exile
    Can't wait to try, thanks for the opportunity.
    Posted in: News & Announcements
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