• published the article Looking For Baal in Diablo Immortal? And Q2 ATVI Earnings Call!

    Looking For Baal?

    The community has been full of rumors and rumblings in regards to the recent updated trailer for Diablo: Immortal, which you can view below. We can see in the final scene of the trailer that Baal is back; however, we already knew that information. While there are plenty of new clips added into this trailer, the majority of the video is still the same footage as the original announcement from 2018. You can see the same tease of the Lord of Destruction from the older trailer, even the poor fallen and cultists caught in Baal's wrath. 



    Demons coming back to life is something we're all familiar with in Diablo games as their ability to resurrect has been well established in lore, but the process by which they return has never been fleshed out. At the end of Diablo II Baal had infused his soulstone into the essence of the Worldstone, corrupting it to a point that Tyrael decided the best course of action was to destroy the ancient artifact. Hunting down these corrupted shards of the Worldstone forms the basis of the story for Immortal and they will undoubtedly play a part in Baal's return.


    We know from comments the developers made during BlizzCon 2018 that we will delve deeper into the machinations of how the Lords of Hell are resurrected, and that Skarn, one of Diablo's minions, is also looking to speed up the process of his lord's return through the shards of the Worldstone. I wouldn't be surprised to see other fan favorite characters in Immortal since the fates of Mephisto, Duriel, and Andariel are all unknown during this time period.



    Baal's return does raise some interesting questions for the overall story of the franchise. We know that by the events of Diablo III Baal is dead, since his soul is captured in the Black Soulstone, and that if he were to still be alive it would cause a major disruption in Diablo's plans to steal the powers of the other Great Evils to become the Prime Evil. Could we receive help from Diablo's minions such as Adria during the game? Or could the Lord of Terror himself have a more direct hand in ensuring his brother, Baal, is dead? I look forward to the lore and world building that Immortal promises and how the game will expand our knowledge of the inner workings of Sanctuary, Hell, and beyond.


    Q2 ATVI Earnings Call

    Not much was mentioned for the Diablo franchise in this quarter's call, but there was a change in how Blizzard was framing the next testing phase for Diablo Immortal. In previous earnings calls, Blizzard had mentioned that Immortal was slated to begin regional testing "mid year", but now they're stating that the game will go into expanded company wide testing shortly. For more information on this, be sure to check out the Diablo: Immortal 2020 Mid-Year update from Lead Designer Wyatt Cheng



    Later on in the Q&A section of the call there were some interesting points brought up about how they approached marketing for Call of Duty: Warzone by using limited marketing before the launch of the game, and ATVI is looking into expanding that kind of marketing practice to other Call of Duty titles. We've seen this kind of strategy put into practice for Immortal as well, since we've heard so little about the game since it was original announcement and subsequent backlash surrounding it.


    When asked directly about the original plans for Immortal's regional testing, J. Allen Brack responded that at Blizzard they have a wide demographic of gamers that they'll be sourcing feedback from in their company wide testing, and that their goal is to deliver a deep and engaging RPG on mobile that will be authentic to the Diablo experience which will meet the expectations of core Diablo players. Brack also took the opportunity to discuss Diablo IV briefly, saying that development on that title was moving along well and that the team is motivated by the community's excitement around the quarterly development blogs.

    Posted in: Looking For Baal in Diablo Immortal? And Q2 ATVI Earnings Call!
  • published the article New Class Intros Discovered For Diablo Immortal

     Full Scholomance Academy Card List

    New Class Intros Discovered For Diablo Immortal


    Earlier today, Reddit user /u/RandomMan00 posted about some changes they had noticed on the Chinese Diablo Immortal website. The majority of the new videos that were linked in that Reddit post are updated intros for all of the announced playable classes in Immortal and are different from the ones currently shown on the Immortal websites from other regions. The updated intros for the Wizard, Monk, and Demon Hunter match the ones seen in the BlizzCon 2019 demo, but these videos were never shared online apart from the few live streams that were shown from the convention.


    The intros for the Crusader and Necromancer are completely new, but that is because neither of these classes were playable at BlizzCon 2019 for the clips to be shown. The Barbarian intro is the most interesting of all as the while the animation and majority of the character model are exactly the same as the one from BlizzCon 2019 the face is completely different and the skin tone has changed, hinting at the possibility of character customization being included in the game. 



    Character customization has been a key feature that Blizzard has talked about for Diablo IV, but we've not heard any news about such a feature being included in Immortal. Character customization is a huge component of most RPGs and skins, tints, or other similar systems are prevalent across all genres of games nowadays, so adding in the feature for Immortal to allow players to make their characters unique is a welcomed addition. The timing of these updates are rather convenient ahead of the ChinaJoy gaming convention scheduled to start tomorrow, July 31st.


    Ever since Blizzard's comments that Immortal would begin regional testing sometime "mid-year" the community has been filled with rumors and speculation on just when we'll get more news on the game and many are expecting to hear something from this weekend's convention. Looking ahead for other potential updates, there is another quarterly investor conference from ATVI schedule for August 4th and Blizzard will also be participating in the online gamescom show which takes place from August 27th - 30th.

    Posted in: New Class Intros Discovered For Diablo Immortal
  • published the article Season 21 Seasonal Theme Hotfix

     Latest News From Diablo IV Team In New Update!

     Season 21 Mega-Post!

     Season 21 Seasonal Theme Hotfix



    Blizzard just released a hotfix to address some of the accessibility issues the seasonal theme has had for many players, as well as addressing some functionality issues the theme's mechanics were having with pets, set dungeons, and some exploitative mechanics. While there may still be some unresolved issues around how the mechanics of theme are being used to push the leaderboards, this is a step in the right direction and we hope to see more balance fixes as S21 continues.


    Originally Posted by FilthieRich (Official Post)


    This morning we launched a hotfix to address updates for Season 21: Trials of Tempest. Thanks to your feedback, we’ve been able to focus on audio and visual accessibility issues and the functionality of the Seasonal Theme procs. FYI, as a hotfix, you will not need to update your game. Simply exit out and re-login to grab the update.


    Hotfix Notes:


    • Lightning flashes will no longer occur when the seasonal effect for Lightning Breath and Tornadoes takes effect.

    • Audio horns has been removed from the PC version of the game. Console versions has had horns replaced with a light drum.

    • Pets can now generate stacks of the Seasonal theme.

    • Players can no longer carry an ongoing Seasonal theme effect into a Greater Rift. (Lightning Breath, Meteors)

    • Players can no longer carry a Seasonal theme effect to trigger outside a Greater Rift to only have it begin inside. (Tornadoes, Snowball, Fire Wave)

    • Pets no longer proc the seasonal theme in set dungeons. This is to address the issues of users having issues completing set dungeons.


    As the season progresses, we welcome more of your feedback and want to give a big thanks to all of you for helping us get here - See you in hell!

    Posted in: Season 21 Seasonal Theme Hotfix
  • published the article Latest News From Diablo IV Team In New Update!

    Latest News From Diablo IV Team In New Update!

    The Diablo IV quarterly development update for June is now live and provides an in-depth look at recent a playtest that the dev team had in the Dry Steppes zone. It touches on a very wide range of topics and all the things the team looks at while playtesting the game.


    Originally Posted by Luis Barriga (Official Post)

    Diablo IV Quarterly Update—June 2020

    Table of Contents


    Team Playtest

    A Word About Blockout


    Open World


    Items and Progression

    Other Thoughts

    To the Diablo Community,


    Hello, and welcome to our latest Diablo IV quarterly update! We are excited to share some of the progress we’ve made on the game today.


    As is the case with many other game and technology companies at the time of writing this, the Diablo IV team has fully transitioned to working from home. While the transition has introduced challenges, we feel very fortunate to be able to keep momentum going strong on the development of Diablo IV.



    As with many other games, we organize the development of Diablo IV around team milestones. Often, these culminate with a build which we to play together and talk about as a team. For example, the milestones leading up to BlizzCon 2019 culminated in a team playtest of the demo that helped us unveil the game during the show. Besides getting an early look at what other team members had accomplished, this also allowed us to stress test the demo, catch additional bugs, and make improvements before the show.


    For our most recent milestone, we focused on blocking in all the elements in a region known as the Dry Steppes, complete with campaign content, open world elements, itemization, a PvP subzone, dungeons, and a cinematic to cap the completion of the region’s narrative. Our goal was to then have the team play the game from home over the course of two full days, and then spend some time analyzing data and discussing our reactions.


    Of course, we play the game all the time, but we’re often examining individual features or areas. Taking the time to play the same build together as a team over multiple days gives us a different perspective. It lets us see how all the current features harmonize over a longer playtime. We had this as a goal before we knew we were going to move to a work from home environment, but as it turned out, it ended up being a really good way to reconnect as a team. Similarly, we hope that chatting about this playtest and sharing some screenshots with you will provide context for future blog updates (or pique your curiosity about future topics).


    It’s worth noting that the playtest also didn’t represent the entirety of our progress. Other regions of the game are underway. The Dry Steppes is just the region where we made a concerted push to create a complete and cohesive experience that we could draw observations from. Let us know if you liked this approach to the blog (or if you didn’t) and we can adjust future updates accordingly. As always, your feedback is highly appreciated.








    Blocking out or “grayboxing” levels allows us to play areas where the art isn’t finished.


    As part of development, visuals are often kept in rough form so the game team can cheaply test ideas and iterate on them. If something isn’t fun, it’s much cheaper to change or discard a “blockout” asset than a final one.


    When we share models or screenshots with you, they are often quite far along to adequately convey our vision for the game. We don’t typically show blockout assets as they don’t really do justice to the engine or the artistry of the folks on the team, but as part of showing the “behind the scenes” of how we make the game, we thought you’d appreciate seeing the transition of blockout assets into more polished ones.


    Some of the assets shown in this blog might not be final, so please bear that in mind as you check the screenshots below.







    A classic demon from concept, to blockout, to in-game art





    A couple of things have evolved with how we deliver story in Diablo IV. First, we have conversations. In D3 we relied on UI panes with a character’s name and portrait. We’re experimenting with a mix of tool-generated and manually choreographed cameras to tackle conversations. For simple interactions with NPCs we bring the camera in closer to the characters (while still maintaining an overall isometric feel) and use a library of animations to deliver the general gist of the conversations. For more complex conversations, we take a similar camera approach but here the character’s movements and animations are more deliberately hand-crafted. This lets us deliver story moments that are complex while keeping you in the world as much as possible. Here’s a shot from one such interaction.



    A more zoomed in overhead camera helps us deliver simple story beats.


    The second storytelling method we are developing is real-time cutscenes (or RTCs). Here we grab your camera and treat the storytelling more like a movie, so we’re reserving this technique for the most important story moments. Having these be real-time has great advantages—we can show your character with their currently equipped armor as part of the scene, for example. But we can also display them at your current resolution and with your currently enabled graphics settings, so they end up feeling more seamless and like a part of the game.


    We showed you some early work on real time in-game cinematics during the BlizzCon demo. Our cinematics and engine teams have made a lot of improvements since then, so we were excited to see a fully produced cinematic serve as the climax to the Dry Steppes experience, and the team was not disappointed. Here’s a screengrab that the story and cinematics folks have given us the go ahead to share with you as it shouldn’t spoil the details of what’s to come.



    In-game cinematics in Diablo IV set a properly dark mood





    One of the main new features we are bringing to the Diablo series is the open world of Sanctuary. So, while you can concentrate on the story campaign and work through that, we have a variety of open world systems and pieces of content that you are also discovering along the way. If you want to take a break from the main campaign and go exploring, crafting, or PvPing, you are free to do so.


    During the playtest, we saw this variability in action quite a bit. On an average playthrough, team members took several hours to complete the campaign content for the region, but those who focused only on the story finished the arc in less than half the average time (and were, of course able to do side content after that). We think the ability to approach the game with a different mix of story and side content tailored to your own appetite will make playing (and re-playing) the campaign more enjoyable than it has been in previous ARPGs.


    Playtests like this one allow us to collect and aggregate data to help guide our design.
    This distribution heatmap indicates areas in the Dry Steppes that saw the most traffic.


    While we have many open world activities, such as crafting, events, world PvP, and side quests, perhaps the most popular open world feature was Camps. These are locations of importance that have been overrun by enemies, which once cleansed turn into friendly outposts with NPCs and a waypoint location. While there is a backstory to each camp, most of the storytelling is visual and quests don’t directly send you to them. For example, one of the camps in the zone was a town afflicted by a curse that turned villagers into piles of salt. Another was a crypt, haunted by a spirit that possesses the bodies of various undead—jumping from skeleton to skeleton until you defeat him.


    We really dug the impact of seeing the world change as you reclaim a small piece of Sanctuary and bring hope back to its common folk. We look forward to the Open World designers showing you more about this feature in the future!





    Camps start out as hostile and turn into small hubs with a waypoint and vendors after being completed


    Finally, mounts were another thing you could obtain during the playthrough. We really liked how the open world interacts with mounts—you could get to your objectives more quickly without trivializing travel or combat. Itemization for mounts also opened up a new axis of progression.


    One of my favorite things about mounts was customizing it by attaching a trophy to the saddle to signal to other players an obscure challenge in the zone that I had completed. Of course, there is more work to be done on mounts. For example, on navigation and tuning, it is currently too easy to get stuck on stray pieces of collision or to get dismounted by a random enemy projectile. These are all things that are just going to get better the more we play and tune the feature.




    Fine tuning the right approach to multiplayer in Diablo IV has been challenging. Our goal has always been to incorporate elements from shared world games without the game ever feeling like it’s veering into massively multiplayer territory. To be clear, this is a philosophy rather than a tech limitation. We find that the game stops feeling like Diablo and the world feels less dangerous when you see other players too often or in too high numbers.


    Towns become social hubs where you can run into other players once key segments in the story are completed


    I’ll break down our experiences during the playtest with some examples. Dungeons and key story moments are always private—just the player and their party. Once story moments are complete and towns turned into social hubs, you’d run into a few people in town. While on the road, you’d sometimes run into a player here and there. And then finally, if you went to a location where a world event was happening, you would see a larger congregation of players trying to defend against an attack by a cannibal horde or trying to take down Ashava, the demonic world boss we showed at BlizzCon.


    It’s worth calling out that while some coordination is helpful during these events, you are never forced to join a party. Solo players can walk in, help complete the event, and claim a reward. We think this seamless approach to multiplayer is working well and look forward to sharing more about this approach with you. In our tests so far, the world feels alive and dynamic without compromising the feel of Diablo. And for players that do want to party up against the minions of Hell, we have new tools available to find a group, whether by activity or proximity in the game world.


    The World Boss Ashava shown during Blizzcon 2019 in Scosglen can spawn in the Dry Steppes as well




    One of the things that was very useful about our two-day playtest was that we could get better feedback on progression as there was a sense of permanence. Gear and skill choices you make on day one have an impact on day two (though some people chose to roll alts as we had multiple classes to test). A friend of mine used to say that Diablo is the game that you keep playing inside your head and Diablo IV is no different. In addition to the official play time allotted to the team during the playtest, I could feel the game lingering in my mind, thinking about the items that could possibly drop for my build, and talents I could finally unlock to get me those key skill interactions.


    You might have already read the developer blog by David Kim shortly after last BlizzCon. In it, he describes new affixes and itemization philosophies. We’ll have a beefier update on items later in the year, but in the meantime, here are some items that dropped during the playtest to whet your appetite!




    Various items from the playtest utilizing the new attribute system. Note that the item icons are not final art



    The overall feedback from the team was that even at these early stages, Diablo IV is very fun to play. The classes especially are going down a promising path that we’re excited about. We’re taking cues from what makes the Barbarian’s Arsenal system or the Druid’s shapeshifting feel special and looking for ways to apply similar innovations to all classes (more on this in a future update).


    The playtest was also a really good way to put our tech through its paces. Since we played at home, we got to test the game on a lot of different setups—from graphics cards, to screen aspect ratios, to network speeds. We also had the opportunity to exercise our client-server technology, including deploying builds with fixes to bugs during the playtest.


    Of course, we still have a lot of work ahead of us and to be clear, we are not at an Alpha or Beta stage yet. We don’t typically discuss our early milestones publicly during the course of development, but we think it’s especially important to continue to share our progress during a year without a BlizzCon. Also, this was an important milestone for the team as we feel it corroborated that we have all the key ingredients for a great Diablo IV (of course, we’ll continue to seek feedback and iterate as we drive to completion).


    We hope you’ve enjoyed this update and, as always, we welcome you to share your thoughts on the platform of your choice—whether it’s our own forums, other sites, or social media, we read and appreciate your comments and feedback. We were happy to see lots of great discussion after our last blog (which seeded a bunch of conversations on our end as well).


    We are also excited to see the range of topics you want to hear about. Based on your response so far, we think talent trees are by far what you’re the most eager to discuss, so we’ll make sure to queue that up for our very next blog. Items continue to be a popular topic and there was also a lot of interest in music. We are shooting to have more updates around those topics later in the year. Let us know how that sounds.


    Thank you for taking the time to read this update. We can’t wait to share more of Sanctuary with you!


    Development is well underway outside the Dry Steppes. More of Sanctuary awaits in coming updates!



    -Luis Barriga-
    Game Director, Diablo IV Team

    Posted in: Latest News From Diablo IV Team In New Update!
  • published the article Blizzard Joins IGN's Summer of Gaming and Early D3 Art

    Blizzard Joins IGN's Summer of Gaming

    In the wake of the COVID-19 pandemic, almost every gaming convention in 2020 has been cancelled or postponed. These conventions act as major marketing sources for video game publishers and developers, and there is a huge void to fill in these conventions absences. Last month, IGN announced that they'd be stepping up to provide a 'Summer of Gaming' event that will start in June and is providing big name companies across the industry a place to showcase their upcoming releases, developer interviews, gameplay demos, and everything else you'd expect from a major gaming convention.


    Earlier this week IGN announced that Blizzard would be joining the long list of developers already signed up for the event. While there is still no schedule and Blizzard hasn't announced what they plan on showcasing during the event, the possibility remains to that they might show something for the Diablo franchise. There is a lot to discuss for Diablo since Blizzard has already announced they plan on delivering the next Diablo IV development update towards the end of June, Diablo Immortal is scheduled to begin regional testing midyear, and recent rumors point to an unannounced Diablo II remaster in the works.



    Early Diablo III Environment Art

    As recently reported on PureDiablo, some early development art from Blizzard North's version of Diablo III has surfaced on the internet. Blizzard North's Former Senior 3D Artist Oscar Cuesta has posted some of his work from the early days in Diablo III's development, showing off some pieces of work from zones called Winterstone, Skyreach, as well as his designs for the dungeon's under Tristram. Cuesta does note in the descriptions on these pieces that they are low polygon counts because they were being used to fill in base colors on the maps. These were far from finished products and not indicative of what the final game may have looked like, but you can certainly get the feel for the direction their were going for.


    Below are a couple of the pieces, but check out all of Cuesta's galleries here.




    Posted in: Blizzard Joins IGN's Summer of Gaming and Early D3 Art
  • published the article Project Fenris Vendor Build Discovered

    Project Fenris Vendor Build Discovered

    As reported on our sister site MMO-Champion, Blizzard has deployed an encrypted Project Fenris build to their CDNs today. As you may recall, in 2018 Kotaku had reported that Project Fenris was the working title for Diablo IV. Encrypted builds cannot be datamined so there is no new information to be found here, but what does this vendor build mean? It's likely a development build that's hosted for employees that are working from home due to the COVID-19 pandemic.

    Posted in: Project Fenris Vendor Build Discovered
  • published the article More Rumblings on the Diablo Netflix Adaptation


    If you've been reading this site over the last year and a half then you've probably noticed I have a fondness for covering the long rumored Diablo Netflix series. We've known for quite a while that the series is a very real thing and, at this point, is basically one of Blizzard's worst kept secrets due to a leaked tweet from the potential showrunner and a public trademark filing. The most recent development comes in the form of yet another confirmation of the series with a LinkedIn profile found by GameSpot. The profile in question is for Nick van Dyk, President of Activision Studios, which clearly confirms all of the rumors we've been following on the development of the animated series.


    * Executive producer of Diablo, a TV adaptation of Blizzard Entertainment’s IP, rendered in anime style. The show is currently in pre-production for distribution worldwide through Netflix.

    Now we know that the show is still in pre-production, so we might not see anything of it this year. Unfortunately, we still know nothing about the plot of the show, but there is a clue in the cancelled comic that Blizzard was going to publish with Titan Comics. Before its cancellation, we knew that the story for the comic was to focus on Lilith, the creation of Sanctuary, and the birth of the Nephalem and after announcement of Diablo IV those plot points make a lot sense. Could the animated series be written to cover that same story? There are a vast amount of half-told stories and lingering lore threads that could fill countless episodes worth of content with stories from the Diablo franchise, but focusing on Lilith's backstory or potential lead-ins into Diablo IV's story seem like safe bets.

    Posted in: More Rumblings on the Diablo Netflix Adaptation
  • published the article Patch 2.6.8 PTR Update & Season 19 Ending March 1st

    Blizzard has just released a patch for the 2.6.8 PTR with some bug fixes and balances changes. The entire updated patch notes are below with the changes highlighted in red, but it looks like the big take aways are the developers are addressing some performance issues for the new Witch Doctor's set and smoothing out the playability of the Barbarian and Wizard sets. The devs also note they're keeping an eye on Crusader performance because the balance changes for the Valor set may not have been enough to bring Crusaders more in line with the performance of other classes.


    We also have confirmation via Twitter with the usual two week warning that Season 19 will be ending on March 1st.



    Originally Posted by Nevalistis (Official Post)


    Patch 2.6.8 PTR Begins 2/6

    The two-week PTR testing period for 2.6.8 begins February 6 and we need your help to make Season 20 better than ever!

    We’ve got three brand-new class sets to dig into, an armful of Legendary item changes, and a pretty crazy game-changing Season mechanic that’s bound to blow the lid off your traditional build approach. Check out the preliminary patch notes below and start theorycrafting; Patch 2.6.8 is on its way!

    Table of Contents

    Please note that this is a preview for PTR content, which is subject to change.

    PTR Details

    We’ll be conducting the Patch 2.6.8 PTR over the course of two weeks, starting Thursday, February 6. During the course of PTR, there may be periodic maintenances, outages, hotfixes, or minor patches.

    There will be two buffs active to help you on your PTR journey: increased Legendary drop rate and double Blood Shard drops. You can also buy customized gear we’re focused on testing from the special PTR vendor, D’jank Miem, who will exchange Blood Shards for class-specific bags full of Legendary items that need your testing!

    Feedback should be provided in the PTR Feedback forum while bug reports should be provided in the PTR Bug Report forum. Clearly separating these discussions allows your designers and quality assurance testers to home in on the information they need most.

    Return to Top

    PTR Goals

    With another new game-impacting Seasonal buff and entirely new class sets to experiment with, we know it’ll be very tempting to get your hands on as much as you can! To help guide your focus, here are our priorities in terms of what we’d most like to see tested.

    • Barbarians, Witch Doctors, and Wizards heavily testing their new class sets and item changes
      • Please note when providing feedback about these class sets to avoid mixing/matching with the Season buff, mentioned below. While that feedback is valuable, it’s best kept separate to ensure we’re reviewing the long-term strength of these sets beyond Season 20.
    • Experimentation with the Season of the Forbidden Archives mechanic, with emphasis on finding bugs and testing functionality

    Return to Top

    PTR Tips

    As with our previous PTRs, this testing period will have a short duration. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started.

    • Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing.
    • For example, if you’re primarily a Wizard player, consider what changes impact the Wizard specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself.
    • Prior to the start of PTR, consider stocking up on items like Puzzle Rings and Bovine Bardiches. Having these available after you import your character can make any necessary PTR farming much faster!
    • Try to break things! Just tell us when you do so we can make sure that the patch launch is as smooth as possible.
    • When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Was there something “off” that you noticed? Did something seem wrong or insufficient? Suggestions are always welcome but identifying the issues themselves is most important.

    Return to Top

    Patch Notes

    Below you will find the patch notes for the latest PTR patch for Diablo III, Patch 2.6.8.


    Last updated February 14 @ 11:00 a.m. PST.

    PATCH 2.6.8

    Table of Contents:

    Note: The following changes apply to both PC and Console versions of Diablo III unless otherwise noted.

    Note: Changes between PTR patches have been denoted in RED.


    • Infernal Machines and Organs are now subject to vacuum pick-up
    • Crafting plans from Bounty Caches are now guaranteed to drop unless all plans have been learned
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    • A new Season Theme has been added for Season 20, the Season of the Forbidden Archives:
      • For the duration of Season 20, all slots in Kanai's Cube will be able to select Legendary powers from Weapon, Armor, or Jewelry
        • This means you could select three Armor powers, three Weapon powers, three Jewelery powers, or any other combination thereof across all categories
        • Items are not self-additive or multiplicative (meaning, you cannot stack multiples of the same item's power)
        • Once the Season has ended and characters roll over to Non-Season, players will have all currently active powers in their Kanai's Cube reset
        • Developer's Note: As we outlined in our Developer Insight blog, we want to continue to get creative (and maybe a little crazy) with the Season Themes and powers we add to the game. We heard from some players that they preferred themes that made your character directly feel more powerful rather than needing to focus on the environment around you. If that describes you, then the Season of Forbidden Archives should be right up your alley, and we're really interested to see how this changes the game for Season 20.
    • Two new Seasonal rewards are available for players who fully complete the Season 20 Journey, including a new portrait frame and pet
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    • Crusader
      • Developer's Note: We're not convinced that this change has fully reigned in Crusader performance to be more in line with other classes. We'll be continuing to keep an eye on overall Crusader performance (as well as performance among the other classes) as we move into 2.6.8 and beyond.
      • Heaven's Fury
        • The animation for the Fires of Heaven rune can no longer be cancelled early.
    • Witch Doctor
      • Spirit Barrage (Phantasm)
        • The periodic attacks from Spirit Barrage (Phantasm) are now twice as slow, but twice as powerful
    Return to Top


    • Developer's Note: With Patch 2.6.8, we're adding three(!) new class sets with similar goals to those we included in the previous patch. Each set was designed primarily with boosting long-requested skills and play styles we lifted directly from community feedback. Frenzy, Spirit Barrage, and Hydra were requests that offered a lot of opportunity for gameplay exploration, and we're looking forward to seeing what players do with these new tools at their disposal. Additional changes to associated supplemental Legendaries have been included to round out these builds. It is critical when providing feedback on these sets to include whether or not you were using the Season 20 buff during your testing; while feedback of any kind is welcome, we're especially interested in Non-Seasonal testing as that will better reflect the long-term performance of these sets.
    • Mantle of Channeling
      • The bonus granted by this item now occurs 1 second after channeling has begun
    • Barbarian
      • Developer's Note: We wanted to provide an alternative method to gaining the benefit of the 2-Piece bonus of Horde of the Ninety Savages. Adding in Frozen as an option allows this benefit to work on bosses, provides an alternative gearing option, and should work better in groups without having to remove an option for play.
      • New Class Set: Horde of the Ninety Savages
        • 2-Piece Bonus: Double the effectiveness of all Shouts. Feared and Frozen Enemies take double damage.
        • 4-Piece Bonus: Each stack of Frenzy reduces damage taken by 5% 6%. Frenzy lasts twice as long.
        • 6-Piece Bonus: Frenzy deals 1000% increased damage per stack.
      • Undisputed Champion
        • Frenzy gains the effect of every rune and deals 300-400% increased damage.
      • Bastion's Revered
        • Frenzy now stacks up to 10 times and hits an additional time per stack. Each additional hit will chain to any enemies within 15 yards and the damage is split between all affected enemies.
    • Witch Doctor
      • Developer's Note: Many of the changes we made for the Witch Doctor focused on improving the set's survivability and server performance. We also improved the behavior of Big Bad Voodoo, so it should be much less likely to be left behind!
      • New Class Set: Mundunugu's Regalia
        • 2-Piece Bonus: Big Bad Voodoo now follows you and lasts twice as long.
          • Big Bad Voodoo will now follow you more closely, across zones, and correctly in groups
        • 4-Piece Bonus: Gain 50% 60% damage reduction for 30 seconds when you enter the Spirit Realm.
        • 6-Piece Bonus: Spirit Barrage deals increased damage equal to 100 times 50% of your Mana Regeneration per Second.
          • Developer Note: This isn't actually a buff or a nerf; it's a rewording to make the functionality of this bonus more clear.
      • The Barber
        • Instead of dealing direct damage, your Spirit Barrage now accumulates on the target. When you stop casting, it explodes dealing 225-250% 400-500% of the accumulated damage to all enemies within 15 yards.
        • Is now classified as a Ceremonial Knife, with a base 1.4 attack speed
      • Gazing Demise
        • Spirit Barrage gains the Phantasm rune. Each active Phantasm lasts twice as long, increases the damage of Spirit Barrage by 40-50% 100-150%, and also increases the attack rate from Manitou spectres.
        • PTR CHANGE: The attack rate granted to Manitou specters has been slightly reduced.
      • Ring of Emptiness
        • You deal 250-300% increased damage to enemies affected by both either your Haunt and or Locust Swarm.
    • Wizard
      • Developer's Note: Wizard encountered a lot of bugs with its new class set, so please make sure to check the Bug Fixes section below for additional detail! We did consider adding another skill into The Typhon's Veil, but we believe there's more work to do first on Wizard Legendary options to make choices outside of the Etched Sigil/Deathwish/Mantle of Channeling combo more appealing. We're looking at this now as a longer term goal, as we have plans to do much larger overall balance passes in the future after all the new class sets have been added to the game.
      • New Class Set: The Typhon's Veil
        • 2-Piece Bonus: Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two.
        • 4-Piece Bonus: Damage taken is reduced by 8% for each Hydra head alive as long as there is one available. Each time you take damage, a Hydra heads dies. Heads cannot die more than once every 2 seconds
        • 6-Piece Bonus: Hydras deal 1000% 1200% increased damage for each Hydra head alive.
      • Serpent's Sparker
        • You may have one extra Hydra active at a time and they deal 450-600% 350-450% increased damage.
      • The Magistrate
        • Frost Hydra Your Hydras now periodically casts Frost Nova and deal 450-600% 350-450% increased damage.
      • Etched Sigil
        • The bonus granted by this item now occurs 1 second after channeling has begun.
      • Deathwish
        • The bonus granted by this item now occurs 1 second after channeling has begun.
    Return to Top


    • Several issues with adding/removing players to group and starting new games as a group have been resolved
    • Captain Crimson's Trimmings
      • Fixed an issue where the set bonus did not increase damage reduction when using Devour - Voracious
    • Barbarian
      • Fixed a bug where Threatening Shout (Grim Harvest) would not activate when enhanced by the Horde of the Ninety Savages set bonus
    • Crusader
      • Corrected the spelling of “Imperius” on the flavor text for several pieces of the Aegis of Valor set
      • Fixed an issue where the bolts cast by Fist of the Heavens - Divine Well failed to zap enemies
    • Demon Hunter
      • Fixed an issue where In-geom was not properly dropping for Demon Hunters
    • Wizard
      • PTR CHANGE: Arcane Dynamo should now properly apply to extra Hydra heads created by The Typhon's Veil
      • PTR CHANGE: Fixed a bug where active Shields would not prevent Hydra heads from dying while utilizing The Typhon's Veil
      • Fixed a bug where Arcane Torrent would get an extra damage multiplier from Etched Sigil and Deathwish
      • Fixed a bug where Hydra (Frost Hydra) was getting a damage bonus instead of Attack Speed bonus from its owner's Attack Speed; this rune now benefits from Attack Speed in the same manner as other Hydra runes
    Return to Top

    PTR Only Changes

    • Djank Mi'em's Bag of Fortunes now also include crafting materials
    Return to Top
    Posted in: Patch 2.6.8 PTR Update & Season 19 Ending March 1st
  • published the article Darkening of Tristram Now Live

    The Darkening of Tristram



    Every year on January 3rd, a special event takes place in Diablo III, The Darkening of Tristram. This event looks to emulate the nostalgia of the original Diablo as well as offering up achievements and cosmetic rewards that are only obtainable during the month of January. If you've missed out on the event in previous years or are seeking to finish all of the achievements, don't delay. You only have until January 31st to acquire all of the rewards that await you beneath Tristram.


    The full details of the event can be found below.

    Theros Beyond Death

     We'd also like to highlight one of our sister sites in the the Magic Find group, MTGSalvation has a list of all of the current Theros Beyond Death Spoilers if you're interested in learning more about the upcoming Magic: The Gathering expansion.



    Originally Posted by Blizzard Entertainment (Official Post)


    Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you.

    Read on for more, including a closer look at the anniversary dungeon and its unique rewards.

    portal 550x309.jpg


    Stop the Cultists

    Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . .

    cultists 550x309.jpg


    Explore the Cathedral

    Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . .



    Discover Precious Loot

    What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more.

    While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out!

    Anniversary Event Items 550x309.gif


    Your Journey Begins…

    Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists have begun appearing since December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST.

    Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . .

    Posted in: Darkening of Tristram Now Live
  • published the article Happy Birthday Diablo!


    As with the beginning of every New Year's celebration, we celebrate the release of the original Diablo from way back in 1996. For 23 years we've been killing demons, exploring dungeons, and vainly fought against the corrupting influence of the Lord of Terror. Many fans of the game have literally grown up with the Diablo franchise and it's something that continues to remain important to us all. With the coming New Year, it's fitting to celebrate this particular anniversary as we look forward to Diablo IV and where this next iteration of the game will take us. 


    What are your New Year's hopes for Diablo? More impactful themed seasons in Diablo III? More details on the end game systems for Diablo IV? A release date for Diablo: ImmortalI? Let us know in the comments below, our forums, or our Discord!

    Posted in: Happy Birthday Diablo!
  • published the article Ban Wave Just in Time for Christmas


    In recent days there has been another round of bans being given out for Season 19. While Blizzard never officially announces ban waves, we can see the effects from names disappearing on the leaderboards. This is likely a combination of bans for the usual mix of botters as well as a follow up on the exploit that was fixed just the other week. Most of the focus lately has been on discussions and feedback for Diablo IV, but it's good to see Blizzard still committed to Diablo III. Expect the ban waves to continue from Season to Season and for Blizzard to possibly take further steps to combat the botting issues the game faces as well as other third party programs. Senior Game Producer Matthew Cederquist have been very active on the forums lately and has not been shy about issuing ultimatums to botters.

    Posted in: Ban Wave Just in Time for Christmas
  • published the article Patch 2.6.7b Now Live

    Following Blizzard's recent statement on an exploit found in the Season 19 Pandemonium buff, they have now released a patch fixing the exploit.


    Originally Posted by Nevalistis (Official Post)


    Below you will find the patch notes for the most recent update for Diablo III, Patch 2.6.7b.

    Last updated December 11 @ 4:00 p.m. PST.

    PATCH 2.6.7b - v.64706

    Table of Contents:

    • Bug Fixes

    Note: The following changes apply only to the PC version of Diablo III.


    • Season Theme Buff - Pandemonium
      • Fixed an unintended use of Game Mechanics involving the Seasonal Theme
        • As a byproduct, players are now required to be in the same "world" as the monster they slay for the purpose of gaining or maintaining stacks of Pandemonium. A world is defined as either within the boundaries of a Rift (both Greater and Nephalem) or in the same zone of the world map.
      • Fixed an issue where the Pandemonium buff would fall off of players once their Cheat Death passive activated
    Posted in: Patch 2.6.7b Now Live
  • published the article Diablo II Ladder Reset On Friday, December 6

    Diablo II Ladder Reset On Friday, December 6



    For those that might be feeling a bit nostalgic lately, there is a ladder reset for Diablo II coming later today. See Blizzard's post below for all the details.


    Originally Posted by Nevalistis (Official Post)

     Greetings adventurers,


    Darkness gathers and it is once more time to fight the evils that lurk below Sanctuary. The next Diablo II ladder reset is scheduled for Friday, December 6 at 5:00 PM PT!


    We’ll see you in a couple weeks for the latest ladder reset!



    Diablo Community Team

    Posted in: Diablo II Ladder Reset On Friday, December 6
  • published the article Official Blog Update: System Design in Diablo IV (Part I)

    System Design in Diablo IV (Part I)

    As was promised last week, Lead Systems Designer David Kim has posted the first in a series of blogs detailing systems design within Diablo IV. This first post focuses mainly on addressing the massive amounts of fan feedback the developers have received following the announcement of Diablo IV and offering a hint of things to come. We can expect more in-depth posts in the coming weeks, and this level of communication is a great step forward for the relationship between the development team and the community.


    Since last year's BlizzCon, the community has wanted more open communication from Blizzard in regards to the direction the franchise was taking. Now that the secret that was Diablo IV is out in the open, the developers seem more than happy to embrace those calls for communication and share with us a little bit of the thought processes going on in the creation of the next iteration of the Diablo franchise. You can find David Kim's full post below.


    Originally Posted by David Kim (Official Post)


    System Design in Diablo IV (Part I)


    I have learned over years of experience that the player community is an incredibly valuable resource to draw upon when designing and refining a game. By working together, we can achieve great things. The biggest challenge with parsing community feedback is that with so many opinions, the takeaways are rarely unanimous. Diablo IV is still very much in active development, but we plan to keep you in the loop as we continue to design and iterate so that you can be a part of what we’re building. I am so incredibly appreciative for all the feedback we’ve received so far and I’m eager to dive into some of the most talked about topics.



    We’re still working through all the feedback that came in regarding itemization and we’re actively discussing ways to add more depth and complexity to base items (including Rares), ways to add greater variety to item affixes to make those powers interesting and your choices meaningful, and ways to give players more freedom to choose how to customize items, so you can have fun exploring a wide range of effective gameplay possibilities instead of just looking up “the optimal build” online.


    We’ll go into way more depth regarding itemization in a separate post soon, but we don’t want to leave you hanging until then—so we’re going to update you on a few other topics now.


    These are some of the topics that we’re seeing come up most often, but if we’re missing something, please let us know and we will try to share our thoughts on those subjects as well in future updates.



    Elective Mode in Diablo IV

    There’s a misconception that Diablo IV will lock skills to specific slots because of the BlizzCon demo user interface. Like many other things in the demo, the UI is not final and we will support Elective Mode-style skill selection. Skill selection and assignment will always be completely open for all players.


    Ancient Items

    We completely agree with the community sentiment—Ancients as they are don’t really serve a clear purpose in Diablo IV. We should have done a better job of explaining the role of Ancient Items in Diablo IV. We had a preliminary direction to share, but you’ve brought up some great points, so we’re revisiting our designs with your feedback in mind. We hope to have more details to share in the follow-up itemization update.


    Endgame Progression System

    We haven’t decided whether the character leveling and experience system should be finite or infinite. We’ve been discussing the pros and cons of both and would love to hear your thoughts. There seems to be some concern around infinite being worse because it will eventually overshadow all the power granted by other sources. However, we can control how much power each system gives, whether it’s infinite or finite.

    For example, say we’re talking about thousands of hours of gameplay . . . within those thousands of hours, we could choose to create a finite system that grants 1,000,000 times more power than an infinite system, making it practically impossible for the infinite system to catch up in power.


    Also, power increase doesn’t need to be linear throughout the ranks—it can slow down as players reach higher levels. We believe the more important question is what experience feels best for players, and we can playtest various approaches to tuning to find the power curve that makes the most sense.

    We have a couple reasons for having a different experience system in addition to a level cap. A level cap gives us the ability to grant players a sense of completion. But for players who want to go deeper into the game, a second experience system allows us to capture the fun of achieving those really difficult endgame goals and ranks. We can also introduce additional depth through this system, because players will be more experienced with the game at this point. Ultimately, our goal is to create a meaningful system that provides clear choices depending on your preferred playstyle in the endgame. 



    Sources of Power

    The community has shared many good points on the topic of power sources and we’re reevaluating how much power comes from each source at any given time.


    However, we want to clarify that in Diablo IV, power doesn’t come mostly from items. We want to have a good mix of power sources: characters naturally get stronger as they level up, skills have ranks that increase power, talents provide specific playstyle choices and additional character power, and of course items grant power and meaningful choices as well.


    Something else to keep in mind is Legendary powers are just one part of an item’s power, and they won’t invalidate all other Affixes due to how powerful they are. For example, two to three normal Affixes are currently equivalent in power to a Legendary power on most items.



    Keyed Dungeons

    A big question that’s come up is exactly how Keyed Dungeons are different from Rifts. Keyed Dungeons introduce greater challenges as their tiers increase through Dungeon Affixes. The majority of dungeons are real places in the world, and players will know some information about them including what types of monsters, events, and layouts to expect. With this information, as well as the specific Dungeon Affixes being displayed on the key, players will be able to strategize their approach before going into the dungeon. We believe this is the biggest change from Diablo III Rifts: the added planning and strategizing that takes place before you decide to run a Keyed Dungeon.



    Please continue to share your thoughts—we want you to be involved in the Diablo IV design process. I personally believe in making the best decisions for the game based on the strongest design ideas, no matter where they come from. My biggest hope is for us to be able to constructively discuss and iterate on the topics that are most important to the community—so keep the feedback coming!



    See you in Hell,


    David Kim

    Lead Systems Designer

    The Diablo IV Team


    Posted in: Official Blog Update: System Design in Diablo IV (Part I)
  • published the article Season 19: The Season of the Eternal Conflict Begins Nov. 22nd

    Season 19: The Season of the Eternal Conflict Begins Nov. 22nd

    After keeping the community guessing for a couple of days since the launch of patch 2.6.7 as to when the new season would start, Blizzard has official announced the beginning of Season 19 as November 22nd. Alongside the typical seasonal rewards there will be two all new rewards for achieving the rank of Guardian as you'll see below.


    Season 19 begins Friday, November 22 at:

    5:00 p.m. PST in North America

    5:00 p.m. CET in Europe

    5:00 p.m. KST in Asia.



    Originally Posted by Nevalistis (Official Post)


    Season 19: The Season of Eternal Conflict Begins Nov 22


    Season 19 begins November 22, alongside our next Diablo III patch. Read on to learn more about the brand-new Season of Eternal Conflict buff, two divinely inspired new class sets, and a handful of old and new item reworks coming in Patch 2.6.7!



    New Season Theme

    Season 19 is the Season of Eternal Conflict and with it come an awesome array of killstreak rewards! Inspired by the war waged between the High Heavens and the Burning Hells, you‘ll earn increasingly powerful effects as you unleash destruction upon your foes. So rack up those kills and clear the battlefields in the name of Sanctuary!

    All players will benefit from the Pandemonium buff during Season 19. For each stack of this buff, you’ll receive a small boost to movement speed and bonus damage, ultimately capping out at 50% movement speed and 100% damage at 1000 stacks. In addition, reaching certain killstreak goals will trigger a special effect and cause even more mayhem on the battlefield:

    • 15 Kills: Exploding Chickens seek and destroy
    • 30 Kills: A wide Frost Nova freezes enemies
    • 50 Kills: Corpses rain from the sky
    • 100 Kills: Five massive Energy Twisters are unleashed
    • 150 Kills: Dark Geysers form beneath enemies
    • 200 Kills: Treasure chests fall from the sky
    • 300 Kills: A ring of fire engulfs everything
    • 400 Kills: Meteors hail from above
    • 500 Kills: Angels descend upon the battlefield to fight for your cause
    • 1000 Kills: ?????

    This Season, we’re taking action on the great feedback we received from the community about Season 18’s Triune buff. With the killstreak mechanic, we can make sure the benefit is always traveling with you and something you won’t have to constantly reposition for. There’s still more room for exploration and innovation in the future, and in the meantime, we challenge you to push these killstreaks to their limits and discover its ultimate reward! We think you’ll find it devilishly delightful.


    Season 19 Cosmetic Rewards

    Beginning with Season 17, we began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. For Season 19, this means awards originally available from Season 7 are returning to the Season Journey.


    However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re bringing back End of Journey rewards as introduced in Season 17, with not one, but two new cosmetic rewards for those who complete the entirety of the Season journey. Feast your eyes upon the Valor Portrait Frame and Angelic Treasure Goblin pet!



    In addition to the Helm and Shoulders slots of the exclusive Conqueror Set, you’ll be able to earn a series of portrait frames that embody the snowy, foreboding aura of the Eternal Woods. If you need a warm little pal to keep you cozy through your cold journeys, the Dream of Piers fiery nature should do the trick—when he’s not instilling night terrors in the local fauna.


    Season Journey Rewards

    If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five:

    • Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes
    • Gem of My Life: Level three Legendary Gems to level 55
    • All I Do IS Win: Complete two Conquests this Season
    • Kill You: Kill Ghom at level 70 in under 30 seconds on Torment XIII difficulty
    • Money Ain’t A Thang: Slay Greed on Torment XIII difficulty
    • Take U There: Reach Greater Rift level 60 Solo
    • Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem
    • Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item


    Seasonal Conquests

    Want to prepare your Conquest plan for Season 19? Here are the challenges you’ll face!

    Returning for Season 19 is Sprinter/Speed Racer, where you’re challenged to complete the entire Diablo III campaign from Act I to Act V at level 70 in under 1 hour! Next is Avarice/Avaritia, where all that glitters is gold—that is, if you can complete a 50 million gold streak outside of The Vault or its Inner Sanctum. On a Good Day/I Can’t Stop encourages you to upgrade your Legendary Gems; level three Legendary Gems to 65 to complete this challenge! Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. Lastly, a fan-favorite for those who enjoy unconventional builds, The Thrill/Superhuman requires completion of a Greater Rift level 45—solo and without any Set items equipped.


    Haedrig’s Gift

    Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:

    Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!

    The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.

    Here are the sets granted by Haedrig’s Gift in Season 19:

    • Barbarian – Wrath of the Wastes
    • Crusader – Roland’s Legacy
    • Demon Hunter – Unhallowed Essence
    • Monk – Raiment of a Thousand Storms
    • Necromancer – Bones of Rathma
    • Witch Doctor – Helltooth Harness
    • Wizard – Tal Rasha’s Elements


    Patch Notes

    Below you will find the patch notes for the most recent update for Diablo III, Patch 2.6.7. Changes from the PTR have been highlighted in RED.



    Last updated November 12 @ 10:00 a.m. PST.

    PATCH 2.6.7

    Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated. Please note that PTR is only available for PC and Mac users.


    • Greater Rift Keystones are now subject to vacuum pick-up
    • A note regarding the California Consumer Privacy Act (CCPA) has been added to the Options -> Privacy menu, clearly stating we do not sell account information. For more information regarding the CCPA, please see here (Console Only).

    Return to Top


    • Developer Note: One of the biggest pieces of feedback from Season 18's buff was that the Triune bonus didn't stick with your character while you adventured. With Season 19, we've altered course as well as upped the ante by experimenting with new mechanics to add an element of both chaos and power to the battlefield. It should feel a bit like Pandemonium, and it may be a consideration whether or not you want to reset your total kill streak for a particular killstreak bonus versus continuously maintain the overall effect (especially as the highest level killstreak rewards will be harder to leverage in situations like Greater Rifts). Killstreaks with higher kill count requirements are more powerful, and we're looking forward to seeing what players think of and do with them!
    • The buff for Season 19, the Season of Eternal Conflict, has been added
      • Pandemonium
        • For the duration of the Season, all players will have a stacking buff that that persists as long as you have hit or killed a monster within the last 5 seconds
        • Each stack gives .005 movement speed and .001% bonus damage. This bonus caps at 50% movement and 100% damage (1000 stacks)
        • In addition, after reaching a certain number of kills in a row, a power is unleashed, dealing an amount of scaling damage based on player level and difficulty or Greater Rift level:
          • 15 Kills: Exploding Chickens seek and destroy
          • 30 Kills: A wide Frost Nova freezes enemies
          • 50 Kills: Corpses rain from the sky
          • 100 Kills: Five massive energy twisters are unleashed
          • 150 Kills: Dark Geysers form beneath enemies
          • 200 Kills: Treasure chests fall from the sky
          • 300 Kills: A ring of fire engulfs everything
          • 400 Kills: Meteors hail from above
          • 500 Kills: Angels descend upon the battlefield to fight for your cause
            • Angels should no longer one-shot Rift Guardians.
          • 1000 Kills: ???
        • Powers are tracked at a group level; this means only one power can be active in play at a time, regardless of the number of players in a group
    • Two new Seasonal rewards are available for players who fully complete the Season 19 Journey: the Valor Portrait Frame and the Angelic Treasure Goblin pet
    • Lilith's Embrace: This exclusive pair of cosmetic wings are now available for all players who purchased a Virtual Ticket. Hail Lilith. (PC Only)



    • Developer Note: With Patch 2.6.7, we are beginning to roll out new class sets for every class in Diablo III. For the Season of Valor, we're focusing on the two classes that embody the Light and wield some form of Holy elemental damage: Crusader and Monk. You'll also find a handful of retuned or newly added Legendary powers intended to synergize with the new class sets. We did a lot of community research into which skills were most requested by players as well as most underrepresented in current builds, and we hope you're as excited as we are for these new gameplay options. The other class sets will be coming in later patches, so if your class isn't represented this time around, fret not—they're coming in a future patch!
    • You'll also notice a significant number of Barbarian item changes in this patch. While the Barbarian class set will be coming at a later date, we have very much heard the War Cry from our dedicated Barbarian community and implemented a number of changes heavily inspired by extremely thorough feedback. While not every suggestion has been taken at a 1:1 parity, the thoughtful analysis helped guide us to changes we could implement in this patch. Thanks very much to the community members who expressed their concerns in a respectful, constructive manner. It's very helpful, and we greatly appreciate the thought and effort that went into making your voices heard!
    • New Crusader Set: Aegis of Valor
      • 2-Piece Bonus: The charged bolts from Fist of the Heavens has a chance to cast another Fist of the Heavens Attacking with Fist of the Heavens empowers you, allowing Heaven's Fury to deal 100% increased damage for 5 seconds. Stacks up to 3 times (multiplicative).
      • 4-Piece Bonus: Hitting with Fist of the Heavens generates 5 Wrath and reduces damage taken by 1% for 5 seconds. Stacks up to 50 times
      • 6-Piece Bonus: Increase the damage of Fist of the Heavens and Heaven's Fury by 10,000% 20,000%
      • Developer's Note: Thank you so much for your thorough feedback and testing on the 2.6.7 PTR! We decided to add Heaven's Fury to the mix based on popular request as well as because we agree that it matches the theme and adds more gameplay complexity. There is also still room for tweaks and additional iteration in the future, and we're glad we were able to introduce a set so many of you are excited to use!
    • New Monk Set: Patterns of Justice
      • 2-Piece Bonus: Sweeping Wind gains the effect of every rune and movement speed is increased by 5% for each stack of Sweeping Wind.
      • 4-Piece Bonus: Each enemy within Sweeping Wind increases your movement speed by 5%. Stacks up to 10 times. Attacking with Tempest Rush reduces your damage taken by 50% and increases Spirit Regeneration by 50.
      • 6-Piece Bonus: Hitting with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000% 15,000%
      • Developer's Note: Thank you so much for your thorough feedback and testing on the 2.6.7 PTR! We heard Monk requests for additional damage reduction and to better integrate Tempest Rush as a skill. We hope the result makes for a more survivable and engaging build that still captures that rush of Holy Justice sweeping through crowds of dastardly demons.
    • Darklight
      • Fist of the Heavens has a [45-60%] 100% chance to be cast twice.
      • Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%][800-1000%].
    • Eye of the Storm
      • New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%.
      • Developer's Note: With the redesign of Patterns of Justice, there was less need for this item's introduction. We've removed it for now and may consider adding it (or possibly a different Legendary power) at a later date.
    • Vengeful Wind
      • Increases the maximum stack count of Sweeping Wind by [6-7] 10
      • Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%] [600-800%].
    • Won Khim Lau
      • New Legendary Power: Hitting with Tempest Rush will activate Cyclone Strike, and both skills deal [500-600%] increased damage.
    • Chantodo's Resolve
      • The scaled attack speed damage bonus to Wave of Destruction has been reduced
      • Developer Note: This is a reactive adjustment from an earlier change to how Wave of Destruction receives a bonus from Attack Speed. The buff that resulted from that change was more than we expected, so we're reigning it in.
    • Wrath of the Wastes
      • 6-Piece Bonus: The damage bonus now also applies to Rend
    • Lamentation
      • Additional Legendary Power: Increases the damage of Rend by [150-200%]
      • Developer Note: While we were very happy with how much better Barbarians are performing, we are concerned we may have overshot it. By removing just one silo'd addition, we can observe how the class performance goes for Season 19 and consider re-adding this change in the future. Remember we still have a patch coming up where Barb will be one of the focused classes, so there will be plenty of time to revisit if necessary!
    • Ambo's Pride
      • New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second
    • Remorseless
      • Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds
      • New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage.
    • Fjord Cutter
      • You are surrounded by a Chilling Aura when attacking.
      • New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies
    • Bracers of Destruction
      • Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits.
    • Fury of the Ancients
      • Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster
    • Bone Ringer
      • Now has a cap of 60 stacks.
      • Developer Note: We never intended for this item to be used in a way where you farm stacks for an egregious amount of time (5+ minutes) and then watch all their health disappear in less than a second. It's not an engaging style of gameplay, and we don't want that experience to be the best way to play the Necromancer.
    • Legacy of Dreams
      • This gem is now more likely to drop from a Greater Rift Guardian



    • Blighter
      • Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players


    Bug Fixes

    • Wizard
      • Archon
        • Fixed an issue where certain item bonuses (such as from the item Deathwish) would persist between changing forms to/from Archon
          • Developer's Note: A few patches ago, we stated we were going to continue to observe Bazooka Wizard to see its performance over time. Back then, we thought it would require a high level of skill to execute that would make it relatively less utilized as a hard, but rewarding, gameplay option. That hasn't been the case, as many feel it's too mandatory. In the context of this and other changes (like Bone Ringer and Chantodo's), we think it makes sense to make this change now.
    • Spite
      • Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged
    • Squirt's Necklace
      • Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded



    Q: When does Season 19 start?

    A: Season 19 begins Friday, November 22 at 5:00 p.m. PST in North America, 5:00 p.m. CET in Europe, and 5:00 p.m. KST in Asia. For time zone conversions, see this site.

    Q: When do Seasons go live for players on Xbox One, PlayStation 4, and Nintendo Switch?

    A: Seasons go live for all console players globally Friday, November 22 at 5:00 p.m. Pacific Time, regardless of which regional version of the game you may have. Please note that Seasonal Leaderboards for Xbox One, PlayStation 4, and Nintendo Switch are still separate by hardware platform.

    Q: When will Season 19 end?

    A: We are no longer providing anticipated end dates for Seasons. However, we are committed to keeping Seasons roughly three months in length (give or take a few weeks based on development needs) and will continue to provide a minimum of two weeks advance notice for when the Season will be ending.

    Q: When are the non-Seasonal Leaderboards being wiped?

    A: Non-Seasonal Leaderboards are tied to what we call “Eras,” each of which lasts about 6–12 months. The most recent era began November 12. For more information on Eras, please see this post.

    Q: What will happen to older Seasonal and Era records?

    A: Starting with Season 10, we removed old personal bests from Season 1. When Season 19 arrives, we will remove old personal bests from Season 10, and so on. We will be doing the same for personal bests from the previous Era when the next one goes live.

    Seasonal Leaderboard records are not being cleared and will remain archived both in game and on our website.


    Themed Seasons are continuing to evolve as we venture into the future, and we’re quite excited to see where this one leads. Are you looking forward to the Season of Eternal Conflict? Are you going to try one of the two new Class Sets? Gear up and get ready; we’ll see you in Season 19!

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    Posted in: Season 19: The Season of the Eternal Conflict Begins Nov. 22nd