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    posted a message on Conquest: Boss Mode

    Sweet stuff, Bag!

    Posted in: Diablo III General Discussion
  • 0

    posted a message on jade serpent portrait frame?

    There's a Jade Serpent pet in the files. My guess is you buy the pet and portrait as a single trade on the CN shop. Serpents are Chinese dragons after all.

    Posted in: Diablo III General Discussion
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    posted a message on I hope cubing Furnace is not the only optimal choice...
    Quote from Private_Smiley»

    Quote from overneathe»

    What would only affect seasons? The cube?



    the fact that one player would have more legendary effects off the bat then another player.

    That doesn't matter much, since all players have non-season chars, but not all will have S4.

    I simply don't see a reason, why Blizz won't make it a collectible first.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on I hope cubing Furnace is not the only optimal choice...

    What would only affect seasons? The cube?

    Posted in: Diablo III General Discussion
  • 0

    posted a message on I hope cubing Furnace is not the only optimal choice...
    Quote from jamesworkshop»

    Quote from andersx»

    Quote from DomonKassui»

    ...regardless of build.

    I really hope the devs make it balanced so that we are not gimping our DPS too much by using other cubed weapon passives.


    Also I salvaged the 1 Furnace I found after months of playing and don't know when I'll find another. lol





    I feel you, they are indeed rare!


    However, a blue post said you can only put items found AFTER the patch in the cube collection. So no need pre-patch hoarding!



    Haven't seen a blue post for that, however I am 90% certain that is what they will do anyway, they have said in the past they don't want to create a culture of hoarding, not wanting a "just in case" player choice.

    What you're doing right now is hoarding though. You're hoarding until the cube arrives. It will almost definitely be for new items only.


    It would be unfair for new players or players that haven't played recently, since you'll have 95% of all bonuses in the game on day 1. None of that is good game design. I'd be quite surprised if Blizzard gives retroactivity on this, though I suppose it's not impossible.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on [Guide] Wizard Gear Guide: Reaper of Souls Edition

    I'll just go ahead and pin this. For no reason at all.

    Posted in: Wizard: The Ancient Repositories
  • 2

    posted a message on The RNG Thread!

    Nothing Vyr will drop for me ever. God damn it.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on The horadric caches "buff" question

    It means the higher the Torment the better the chance for a Legendary.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Request your Stream to be in the Stream Section

    All new requests have been added. :)

    Posted in: Diablo III General Discussion
  • 0

    posted a message on twar
    Quote from CherubDown »
    Quote from Molster »
    Quote from Molster »
    Quote from Molster

    ffff

     

    test

     

    Posted in: Site Suggestions and Questions
  • 0

    posted a message on Request your Stream to be in the Stream Section

    Streams are alive again!

    After some brief offline the Stream page is working again. And with that all streams mentioned so far have been added! You're free to also request Info amendments. :)

    Posted in: Diablo III General Discussion
  • 0

    posted a message on twar
    Quote from Molster »
    Quote from Molster

    ffff

     

    Posted in: Site Suggestions and Questions
  • 0

    posted a message on Westmarch

    Originally Posted by (Blue Tracker / Official Forums)



    The rot of organic life assaults the senses as fetid earth gives way beneath each step. Murky water bubbles along the sunken trailsand strange, violent creatures lurk just beyond light's reach. Belowthe layers of silt and grime of thisunwelcoming marshland lays an ancient ruin of great power. . .and even greater mystery.

    Welcome to the Blood Marsh,the second locale to take the spotlight in the upcoming Reaper of Souls™ expansion. Just as we've coveredthe founding of Westmarch in our previous First Look series, let's take some time to peerbeyond the marsh's veil of uninviting squalor and dig in to the lore and design of the wondrous treasures hidden within.

    The History of the Blood MarshEnveloping a large portion of the western reaches of Khanduras, the Blood Marsh is a massive,swampy stretch of land, split by rivers and tributaries often utilized for passage and trade. Despite its current inhospitable nature, it was not always a dread-inducing locale and in fact was once the home of one of Sanctuary's greatest civilizations.

    The City of Corvus & Rakkis' Claim: Long before King Rakkis ever touched foot on the land that would become Westmarch, the Blood Marsh was the site of untold glory—the city of Corvus.


    A curious adventurer cautiously explores some mysterious structures.
    In ancient days, when the world was still teeming with the children of Inarius and Lilith, Corvus became one of the first cities ever founded on Sanctuary. A community entirely composed of nephalem was certainly a site to behold, and for many years, it thrived. After the events of the Purge (as covered in The Book of Cain), Inarius attuned the Worldstone to diminish the power of the nephalem. As this power waned and the years passed, the nephalem grew mortal and ignorant of their past. So did the glory of Corvus come to pass, and through the years, it, too, was lost to history.


    The Crusader holds off a vicious enemy in one of many Blood Marsh caverns.

    Glorious finds have a habit of attracting attention, and when Rakkis swept across the West, one of his greatest draws were the ruins of this ancient city. The king was fascinated by the nephalem and the ancient power they held, and it became his greatest desire to unlock their potential. He founded the city of Westmarch nearby, likely to feed his curiosity and obsession. The lure of potential immortality convinced Rakkis that he might even be nephalem himself, though after many fruitless years of wandering the crumbling remnants of the city, his only consolation was to have his remains entombed within.


    Left: The Ruins of Corvus lay waiting to be explored. Right: An early concept for the Blood Marsh.

    In time, the Blood Marsh’s ancient secrets were forgotten, and the powerful defenses left behind by the nephalem have deterred most adventurers from plumbing the ancient (and undoubtedly lucrative) depths.
    [header=1]Corruption Spreads:[/header] As noted, the Blood Marsh wasn't always as dangerous as it is today. While the land itself has always been marsh, recent events (including, but not limited to the return of Malthael)have brought out the worst in the local flora and fauna.



    The bogans, for example, tribal creatures that have inhabited the area for as long as anyone can remember, have recently grown more aggressive, defending their territory with increasingly insidious traps and fortifying their hovels with crudely constructed watch towers and palisades. What was once a verdant wetland has quickly evolved into a repugnant quagmire that grows less habitable by the day.


    Bogans and their Boggit offspring viciously attack unsuspectingtrespassers.

    The corruption isn't unwelcome by all, however. Shortly after the defense of Bastion's Keep, whispers began to circulate of a powerful force arriving in the area.The marsh itself, renowned for the lost nephalem city of Corvus, is a hotbed for Blood Magic and surely one could only have nefarious deeds in mind when looking to exploit such terrible, primal power. . .
    Blood Essence: Bringing the Blood Marsh to Life
    Crafting a treacherous bog to explore as a bridge between two fantastic locations (Westmarch and Pandemonium, the final stage for Act V) could have been a relatively simple, straightforward task. Our designers, however, rose to an unspoken challenge and took the creation of the Blood Marsha step further, delving into this location both physically and thematically.
    [header=1]Creating the Theme: The first step in exploring any area's design is nailing down the ultimate fantasy of the environment, or its theme. In the case of the Blood Marsh and Ruins of Corvus that rest within it, the central themehappens to be one that's integral to the story of Diablo itself:blood.


    A lost civilization peeks out from the primordial overgrowth.
    When thinking of a sinking, festering marshland, the idea of exploring ruins of an ancient civilization hidden beneath the grime and muck became too tantalizing to pass up. Not only did this setting pair well with the physical representation of blood (in terms of palette and textures), but it also allowed the designers to touch on the environment's theme in perhaps a less obvious way—blood in terms of lineage.


    The flora reflects the Blood Marsh theme while the remaining ruins are consumed by it.

    Of Bloodlines and Birthrights: In addition to affecting the visual look of the Blood Marsh and Ruins of Corvus, the blood theme also plays an important part in determining how the environment interacts with your heroes. Specifically, with their heritage, or bloodline.

    At this junction of their journey, each hero has fully embraced their birthright and shown but a glimpse of their powerful potential. This power has a long history, and though it was once thought to be lost to the passage of time, it's certainly not been forgotten. As you explore the Blood Marsh and surrounding areas, distant remnants of the past will reach forward in time, resonating and responding to your very presence. In fact, don't be too surprised if you find the ancient relics and defenses that lie within coming to your aid.

    Building on the Past: The theme of blood and bloodlines even stretches into Diablo's own history when it comes to inspiration. For example, one of the main quests you'll complete in Act V involves finding the correct entrance to the Ruins of Corvus. Long-time players of Diablo II might experience a pang of familiarity for an oft-remember\ed tomb search from Act II.


    The Crusader valiantly defends the entrance to one of many lost ruins.

    Speaking with Senior Game Designer Michael Chu, he shared some of the many ways in which this blood theme is explored in nearly every facet of the location:

    "From the standpoint of the visuals, you can see how the marsh, the water, the mud, seems to evoke that feeling of blood. There are also the blood golems, enemies created through blood magic rituals. If you really take a step back to think about the various storylines in the area, you can definitely also see the influence of the idea of blood, in the concept of lineages, relations, and in the more traditional sense."

    The Blood Marshes are, both literally and figuratively, steeped in blood. Be it the blood spilt by the conquest that swept across the land or the distant lineage of Sanctuary's first inhabitants, you'll find remnants and reminders under every rotten log or crumbled passageway.

    The Journey Continues...
    The Ruins of Corvus provide a glimpse into the past while the Blood Marsh itself represents the arduous journey that lies ahead for our nephalem heroes. Blood, sweat, and tears have been shed on this journey, and the losses continue to mount. How many more must fall before the world can be at peace? What will it take to stop Malthael’s slaughter, and more importantly, to what lengths will you goto end it?

    Are you prepared to take on the challenges ahead? Tell us what excites you the most about exploring the Blood Marsh in the comments below, but be warned: This journey leaves no room for faltering hearts.

    Posted in: Diablo III General Discussion
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    posted a message on Transmogrification!

    Transmogrification

    Transmogrification is the other wonderful feature that comes with the Mystic. It's pretty cheap and already has a great variety of things you can do with it. We'll give a bit of an overview and show some screenshots, including some of our own characters dressed up in all shiny gear!

    Overview:

    • As the Mystic levels she gains a few Tiers of visual gear to Tansmogrify. "Tiers" means the visual sets that are currently dropping from Normal to Inferno.
    • At level 12, which is the current the max level for Artisans, the Mystic will be able to Transmogrify into all normal Tiers, plus the two new ones that come for all classes in the expansion.
    • To be able to Transmogrify to a Legendary item you'll first have to had the Legendary drop for you and after you identify it a splash will appear announcing that you can now Transmogrify to it. Screenshot below
    • The first few weapons cost 10 000, the later cost 25 000 and the highest possible normal ones cost 50 000.
    • Transmogrifying into Legendary gear cost 50 000 in the Beta (lowered from 500 000)
    • When you Transmogrify an item a purple swirly icon appears on it, indicating the change. That way you can quickly spot if you've missed something. A note in the tooltip also states to which item exactly you've Transmogrified
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Enchanting!

    Enchanting

    Enchanting will be the primary way for your character to maximize his gear. There are a few key mechanics though that most people aren't aware of. In this brief overview of the new features we'll introduce you to the most important parts.

    Overview:

    • You can choose one stat (at least this is how it was in the Beta) and if you reroll it once it becomes the only stat that will be able to be rerolled further. That is, if you have Strength, Vitality and Attack Speed on an item and reroll Strength, for example, then this is the only stat you'll ever be able to reroll again. The other stats disappear as options.
    • After you choose the stat you wish to reroll you can reroll it as many times as you want, but the price increases gradually
    • Affixes are currently categorized in a specific way. Most standard offensive and defensive stats can be rerolled into all other such stats. Secondary stats can be rerolled into most other secondary stats. There are specifics though, here are a few examples:
      • Chance to X affixes can be rerolled mostly into other Chance to X skills (examples: Chance to Stun, Chance to Freeze, Chance to Blind)
      • Skill increasing affixes can be rerolled mostly into other Skill increasing affixes (examples: Increase Tempest Rush damage, Increase Exploding Palm damage)
      • Single Resist affixes cannot reroll into All Resist and All Resist cannot reroll into a single Resist affix
      • Negative affixes like Andariel's Visage's increased Fire damage taken cannot be rerolled (as it should be!)
      • Right now it doesn't look like you'll be able to enchant into an affix that is already present on the gear piece. For example having Dexterity and Vitality - if you want to reroll Dexterity Vitality will not be one of the options, but if the piece doesn't already have Vitality it'll become an option
    • To reroll a Legendary item you'll need a Legendary ingredient. It's called Forgotten Soul and it currently works the same way as a Brimstone, but is for gear above level 60. You'll need one for each reroll, making Legendary enchanting quite expensive. Rerolling low level gear also requires a Forgotten Soul, instead of a Brimstone
    • When you decide which affix to reroll and click Enchant you'll get 3 options to reroll that affix, one of which will always be the old one in case you decide to keep it
    • If you want to be sure something can reroll into a specific affix a helpful question mark is at the end of each stat. Clicking on it displays all possible rerolls for that affix
    • Enchanting binds the item to your account
    Posted in: Diablo III General Discussion
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