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    posted a message on Diablo III Launching May 15 – Digital Pre-Sales NOW OPEN
    Diablo III Launching May 15 – Digital Pre-Sales NOW OPEN

    Originally Posted by (Blue Tracker / Official Forums)

    The End of Days approaches…. Diablo III will be unleashed from the Burning Hells on May 15, 2012, and you can be ready to play the minute the servers go live by pre-purchasing the game digitally on Battle.net today.

    Beginning May 15, players around the world will be able to return to Tristram to discover the dark secrets of a fallen star and begin their quest to save Sanctuary from the impending demonic invasion. To secure your place as a barbarian, monk, demon hunter, witch doctor, or wizard right now, simply log in to your Battle.net account, and then purchase and download* Diablo III, and you’ll be ready to play when the game launches.

    World of Warcraft players interested in getting Diablo III for free can still get in on the World of Warcraft Annual Pass, but the promotion will be ending at 12:01 a.m. PDT on May 1, 2012. When you sign up for the Annual Pass and make a 1-year commitment to World of Warcraft, you’ll receive a free digital copy of Diablo III, an exclusive World of Warcraft in-game mount (Tyrael’s Charger), as well as access to the upcoming World of Warcraft: Mists of Pandaria beta test. Learn more at the Annual Pass signup page.

    For more details on the May 15 release of Diablo III, be sure to hit the official press release, or head to our new Diablo III game page to learn more about the game and pre-purchase your digital copy.

    *When you pre-purchase Diablo III, you will be able to download an encrypted version of the game that will be unlocked upon release on May 15.

    Posted in: News & Announcements
  • 0

    posted a message on Diablo III Test Server Maintenance - Beta Patch 14
    Update - Patch 14 will only be for the English client today, if you downloaded one of the new ones, you'll need to switch (source)
    Update - There are currently no plans for a character wipe, however keep in mind this can change as the patch is pushed (source)

    Diablo III Test Server Maintenance - Beta Patch 14
    Beta Patch 14 will hit the test servers today, stay tuned for the changes!

    Originally Posted by (Blue Tracker / Official Forums)

    The Diablo III test server is currently down so we can deploy Beta Patch 14. Maintenance began at approximately 11:00 a.m. PST, and we expect it to conclude at approximately 7:00 p.m. PST.




    Patch 14 to Hold "Cool Stuff"
    The CMs have been tweeting about new things being in the beta today, along with Bashioks latest post of "Cool Stuff" being in patch 14.

    Originally Posted by (Blue Tracker / Official Forums)

    anything you can share about patch 14 ^^
    It has some cool stuff. (source)

    Looks like some cool things happening with the Diablo III beta today. I think my next new character will be a witch doctor. (source)
    Posted in: News & Announcements
  • 0

    posted a message on News politics are awful
    The Morhaime and beta announcement yesterday and today were an oversight on my side, I wasn't around and I'm usually in charge for announcements around this time (or at least in charge of yelling at people). They weren't extremely big announcements tho, it's not like it was a release date or a new beta patch (where we're pretty much always first)

    We still post breaking news when it's appropriate.
    Posted in: Site Feedback
  • 0

    posted a message on According to twitter real time feed , i should win key!
    I wasn't around today and there was a fuck up in the contest, I'm investigating atm. Will fix.

    Sorry about that.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo 3 Beta Patch 13 - In-Game Screenshots
    Diablo 3 Beta Patch 13 - In-Game Screenshots
    Beta servers finally went up and I took the time to go through the beta and come back with a couple of screenshots of the new runes and various features introduced in this patch!


    This is a very interesting patch, unlocking runes along with your regular skills definitely makes things more exciting and it's nice to finally see variations of existing skills in beta.




    Public Chat

    Public Chat - Trade

    Public Chat - Members

    Public Chat - Options

    Skill Panel

    Rune 1 - Chain Lightning!

    Rune 1 - Skill Panel

    Rune 1 - Tooltip

    Rune 1 - Unlocked

    Rune 2 - Tooltip

    Rune 2 - Unlocked

    Rune 3 - Trident!

    Rune 3 - Unlocked

    Public Games Selection

    Character Profile

    Banners Selection

    Banners Selection #2

    Loading Screen Tips

    Finished Beta!
    Posted in: News & Announcements
  • 0

    posted a message on Beta Patch 13 Patch Notes

    Originally Posted by (Blue Tracker / Official Forums)

    Diablo III Beta Patch 13 – v.0.7.0.8610

    A number of significant changes have been made to the character skill and rune systems, as well as to the gold and currency-based auction houses. To learn more about these changes and why they were made, please read the Skill and Rune Changes blog written by Jay Wilson and the Beta Auction House Changes Incoming forum post.

    General
    • All characters have been wiped. Please note that this wipe will also affect gold, achievements, items, followers, and artisans.
    • Intelligence now grants 0.1 per point to resistances, and will no longer award any bonus to healing from health globes
    • When dual-wielding, certain skills will now always use your main-hand weapon to determine damage
      • For example, Cyclone Strike will use your main-hand weapon damage even if your off-hand weapon is set to swing next
    • An option to permanently enable Advanced Tooltips has been added to the Gameplay Options

    Auction House
    • The gold auction house is once again available for testing
    • The listing fee for all auctions has been removed
    • The transaction fee for auctions in the currency-based auction house has been increased to 1.25 Beta Bucks
    • The minimum listing price for an item in the currency-based auction house has been increased to 1.50 Beta Bucks
    • Players may now only have 10 active auctions per auction house
    • Tooltips have been added which will allow players to compare items on the auction house to the items they're currently wearing

    Battle.net
    • Public chat is now available to test
    • Cross-game support has been added! You can now chat with Real ID friends playing the World of Warcraft PTR or StarCraft II PTR, as well as view their in-game status and current broadcasts.

    Skills
    • The levels at which both active and passive skills unlock have been adjusted for all classes
    • Skill runes are now available for testing
      • The first skill rune will unlock for all characters at level 6, and players can unlock additional runes as they level up
      • In total, players will be able to gain access to 5 skill runes for each skill by level 60
    • Character skills have been broken down into categories, and each category has been assigned to a specific mouse button or action bar slot in the skill UI
      • The following categories will be shared by all classes:
        • Primary Attack
        • "Primary Attack" applies to skills that typically generate resources and can be used frequently
        • By default, Primary Attack is assigned to the first mouse button
        • Secondary Attack
        • "Secondary Attack" applies to more powerful skills that are commonly limited by a cooldown or resource cost
        • By default, Secondary Attack is assigned to the second mouse button
        • Defensive
        • "Defensive" applies to skills which can be used to escape or control the flow of combat
        • By default, Defensive is assigned to the first action bar quick slot
      • Each class will also have three additional categories which are unique. By default, these categories will be assigned to the second, third, and fourth quick slots in the main action bar.
    • Elective Mode: For players who wish to explore character builds which cannot be accomplished with the provided categories, an “Elective Mode” has been provided. When activated, Elective Mode will allow you to place any skill in any skill category slot, as freely as you could before.
      • To enable Elective Mode, simply check the corresponding box located in the Gameplay Options menu.
      • The cooldown on swapping skills has been decreased from 30 seconds to 15 seconds

    Barbarian
    Active Skills
    • Bash
      • Weapon damage increased from 145% to 150%
    • Cleave
      • Weapon damage increased from 115% to 120%
    • Frenzy
      • Weapon damage increased from 100% to 110%
    • Ground Stomp
      • Base skill no longer deals weapon damage
      • Stun duration increased from 3 seconds to 4 seconds
    • Hammer of the Ancients
      • Weapon damage increased from 180% to 200%
    • Leap Attack
      • Weapon damage increased from 100% to 125%
    • Threatening Shout
      • Damage reduction decreased from 50% to 25%

    Passive Skills
    • Weapons Master
      • Swords/Daggers: Damage bonus increased from 10% to 15%
      • Maces/Axes: Chance to critically hit increased from 5% to 10%
      • Polearms/Spears: No change
      • Mighty Weapons: Fury generated per hit increased from 1 to 3

    Demon Hunter
    Active Skills
    • Bola Shot
      • Weapon damage to main target increased from 100% to 130%
      • Weapon damage to other targets in range increased from 75% to 110%
    • Caltrops
      • Movement speed reduction decreased from 65% to 60%
    • Chakram
      • Weapon damage increased from 135% to 150%
    • Entangling Shot
      • Hatred generation decreased from 4 to 3
    • Evasive Fire
      • Weapon damage increased from 115% to 125%
      • Pathing has been improved when performing a backflip
    • Hungering Arrow
      • Weapon damage increased from 85% to 115%
    • Impale
      • Weapon damage decreased from 275% to 250%
    • Vault
      • Pathing has been improved

    Passive Skills
    • Steady Aim
      • Damage bonus when no enemies are within 10 yards increased from 10% to 20%
    • Vengeance
      • Maximum Hatred bonus decreased from 50 to 25
      • When healed by a health globe, Hatred gain increased from 10 to 20 and Discipline gain increased from 1 to 2

    Monk
    Active Skills
    • Breath of Heaven
      • Spirit cost reduced from 50 to 25
      • Heal amount increased
      • Now has a 15 second cooldown
    • Dashing Strike
      • Weapon damage decreased from 160% to 80%
      • Pathing has been improved
    • Exploding Palm
      • Weapon damage from bleed effect decreased from 65% to 60%
    • Lashing Tail Kick
      • Weapon damage decreased from 225% to 200%
    • Mantra of Evasion
      • Chance to dodge bonus decreased from 25% to 15%
      • Secondary bonus to dodge attacks, in effect for the first 3 seconds after activation, also decreased from 25% to 15%

    Passive Skills
    • Guardian's Path
      • When dual-wielding, chance to dodge bonus increased from 10% to 15%
      • While using a two-handed weapon, Spirit regeneration bonus increased from 20% to 25%
    • Resolve
      • Enemy damage reduction decreased from 30% to 25%

    Witch Doctor
    General
    • Witch Doctor mana has received a tuning pass

    Active Skills
    • Corpse Spiders
      • Weapon damage per swing decreased from 38% to 25% per spider
    • Firebomb
      • Weapon damage decreased from 155% to 100%
    • Grasp of the Dead
      • Movement speed reduction increased from 50% to 60%
    • Haunt
      • Duration of Haunt no longer scales per level
      • Now deals 350% weapon damage over 15 seconds
    • Hex
      • Damage bonus to hexed enemy decreased from 20% to 12%
    • Plague of Toads
      • Weapon damage decreased from 150% to 130% per toad
    • Summon Zombie Dogs
      • Weapon damage per hit decreased from 15% to 9% per dog

    Passive Skills
    • Spiritual Attunement
      • Mana regeneration decreased from 2% to 1% of maximum Mana per second

    Wizard
    General
    • Arcane Power regeneration has been lowered from 12.5 per second to 10 per second

    Active Skills
    • Arcane Orb
      • Weapon damage increased from 225% to 250%
    • Diamond Skin
      • Maximum absorption amount decreased
    • Frost Nova
      • No longer deals weapon damage
    • Ray of Frost
      • Weapon damage increased from 155% to 200%
      • Movement speed reduction decreased from 40% to 30%
      • Attack speed reduction decreased from 30% to 20%
      • Duration of slow and attack speed reduction decreased from 5 seconds to 3 seconds
    • Shock Pulse
      • Weapon damage increased from 90% to 105%
    • Wave of Force
      • Weapon damage decreased from 250% to 220%
      • Movement speed reduction increased from 50% to 60%

    Passive Skills
    • Evocation
      • Cooldown reduction decreased from 20% to 15%
    • Glass Cannon
      • Damage bonus reduced from 20% to 15%

    Crafting
    • The cost to level the Blacksmith has been reduced by 50%
    • The gold and reagent cost of Blacksmithing recipes has received a tuning pass
    • The following affixes now have a chance to appear twice when crafting items:
      • Min damage
      • Max damage
      • All Elemental damage types

    Followers
    Templar
    • Heal
      • Heal amount increased
    • Loyalty
      • Healing per second increased

    Items
    General
    • Passive Spirit regeneration granted by the Spirit Regeneration item affix has been increased
    • Quivers will now grant +damage
    • New item affixes have been added!
      • Chance on hit to:
      • Fear
      • Stun
      • Freeze
      • Immobilize
      • Chill
      • Blind
      • Slow
      • Knockback

    Vendors
    • Vendors will now change their inventories more often throughout the game, and will have access to wider variety of item affixes
    • The chance for a white item to appear in a vendor's stock has been reduced from 30% to 10%
    • The vendor value of all items has been reduced

    Monsters
    • The health and damage of all monster in the game have been adjusted
    • The amount of gold dropped by monsters has been increased

    Bug Fixes
    For a full list of documented game and service bugs, please review the Known Issues sticky located in the Beta Bug Report forum.
    • Achievements should now awarded properly once their objectives are met
    • Accounts that were locked by error messages (such as ERROR_395002) should now be unlocked
    • Players should now be able to buy gold using their Beta Bucks

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Jay Wilson - Skill and Rune Changes
    Jay Wilson's Skill and Rune Article
    The skill and rune article we have been waiting for has just been posted!

    Originally Posted by (Blue Tracker / Official Forums)





    Last August we held a Diablo III press tour, and it was with a small group of fansites that I first revealed significant changes were still in store for the rune system. Since then, we’ve been hard at work on the rune and skill systems, and today we’d like to share details on the changes you’ll see in Beta patch 13. We’re confident that these changes will make Diablo III a better game, and to help illustrate why, I'll start with a high-level explanation of our goals for these systems as well as the feedback we were responding to in making these changes.

    I'll start with the skill system. Our high-level goal with this system has always been to give players a great degree of power to customize their characters. We believe we accomplished that early on by abolishing skill trees and moving toward an open-ended system where skills, rune variants, and passives are chosen at-will by the player in a flexible customization system.

    That goal and the system have been great successes, but the amount of customization we have available doesn’t mean anything if it’s not useful in combat situations. Combat depth is another one of our goals; Diablo III is designed to be a modern action game, built on the mantra of “easy to learn, difficult to master.” What that means for the player is picking a set of skills and abilities that work together, and then executing them in ways that lead to success: the wholesale slaughter of the demonic invasion. With that combat-depth goal in mind, we’ve been internally categorizing the skills since the inception of the system. Many of you could probably identify what these categories were if we asked, and some players have even mapped out what they are fairly accurately.

    For every class we essentially created three common types of abilities, and then a handful of class-specific ability types. All classes have skills that fit into categories we call Primary Attack, Secondary Attack, and Defensive. Primary Attack skills are frequently used abilities that typically generate resources. Secondary Attacks are more powerful attacks that are limited in use through resource cost or cooldown. Defensive abilities are used to escape or control the flow of combat. Beyond that, classes have unique categories, like armor spells for the wizard or mantras for the monk. We used this methodology to help us design the classes and their skills, but we weren’t exposing this to the player despite the fact that these categories would give the player, like they did our own team, a better understanding of how the classes work.

    One of our other goals is to ensure our game controls and interfaces are easy to use so that players spend their time trying to master game mechanics rather than fighting an interface. Giving players complete freedom to choose “anything” with no direction as to how our systems are intended to work was a failure in our design. There was also a detached relationship between the bottom-bar UI and the skill system. We have six skill slots, and six spots to put skills, but the two interfaces didn't really interact, and stocking abilities in your interface felt awkward.

    To fix these issues, we focused on two core changes: (1) exposing the skill design intent by categorizing the skills and (2) linking skill selection directly to the bottom-bar UI to make assigning skills a clearer process. When viewing the skill screen, you’ll be presented with your six skill selection slots; each of these correspond directly to your bottom bar, and each will provide a specific list of skills from which to choose. By providing a clear-cut guide on how to best maximize your build potential, we hope to cover that “easy to learn” half of the mantra.


    (A Nightmare-level monk choosing skills and runes from the specified categories)


    You may already be fuming because you’re a “difficult to master” type of person, but before you run to the forums, we have you covered. In the Gameplay options, we’ve added an ‘Elective Mode’ for the skill system. With this checkbox ticked you’ll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it. We hope the new, more guided interface will give you an in-game heads up as to the intent of each skill -- and maybe even be the way you play through the game in Normal -- but if you eventually have a build that simply can’t be accomplished the way we’ve laid things out, you’re free to pop on Elective Mode and take the skills you want.


    (This screenshot depicts an 'Elective Mode' build made entirely of Primary and Secondary skills. Note that the skill slot names do not accurately reflect from which category a skill is selected in Elective Mode.)


    While the skill system is largely unchanged save for some UI improvements and the helpful new (but optional) skill categories, we’ve been working to make some rather intense changes to the runestone system. Before we get too far, it’s probably best to clarify our terms: First, they’re now called skill runes, and they’re called skill runes because they’re no longer a physical item, but built directly into the skill system. Let’s back up, though, and go through some of the problems we were encountering and how this final design is intended to resolve those issues.

    Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem.

    Diablo is certainly about the items, but later in the game, having to juggle all of those various runes was not only un-fun, it was a serious and tedious inventory problem. We went through a number of different iterations, some of which we fully implemented and tested, to try to solve these fundamental issues while still keeping the customization intact. Ultimately we developed, implemented, and have been playing and testing a new system which we’re confident hits all of the desired mechanics and solves all of the related issues – and that’s what I’m going to talk about today and what you’ll see in Beta patch 13.


    (A mid-20's demon hunter choosing a skill and its rune variant)

    With the new skill rune system, you’ll be unlocking new skills as you level up just like you always have… but in addition you’ll also be unlocking skill runes. Now, when you open the skill window, you’ll choose which skills you want in which slots, the skill rune variants you’d like, and your passives. All of this is done directly through the UI, and all of the options from the skill, skill rune, and passive systems are unlocked through character leveling progression, leading to a cleaner overall integration of these systems. Just as we set different skills to unlock at specific levels, skill rune choices unlock at different levels as well.

    Another thing we strive for in our games is “concentrated coolness,” and while rune quality levels made sense when we were attempting to itemize them throughout the game, they make far less sense as runes are unlocked through the UI. We didn’t want to get back into a situation where you’re clicking a button to pump points into skills. It’s far more concentrated (and cool) when your rune choices have a single and powerful benefit to your skill choice. The new skill rune system does not have ranks, and we’ve instead made each around the equivalent to what the rank 4 or 5 rune was previously. One click, you make your rune choice, and you get an explosive benefit to that skill. That feels a lot cooler.

    Runes have been by far the biggest design hurdle we’ve had in the game, and as you know we’ve been continually iterating on them. We fully expect that some of you will be disappointed that runes won’t be part of the itemization system. Internally, it took us a long time to let go of that notion too and stop trying to force them into being items, and instead embrace the intent of the system. Integrating runes with the skill system directly gave us a bunch of great benefits, and even without runes we’re launching with more item types than Diablo II had. We knew we were making the right choice by letting go of runes as items and focusing on the core objective of the system: to customize your skills in awesome ways.

    Before I wrap up, I did want to cover that one of the added benefits of the new system is that you’ll be unlocking something every level all the way up to the level cap (60). Now, with each level you’ll unlock at least one new skill or rune, and in most cases you’ll be unlocking three or four. The most immediately exciting part of that system is that skill runes begin unlocking at level 6, which means that players in the beta test will finally be able to play around with some rune variants.

    (The above image depicts a potential level 13 witch doctor build in beta with skill rune choices)


    Phew. Well, there you have it -- the new skill and rune systems! We strongly believe that these changes are going to make for a better Diablo III, and we’re looking forward to you trying it out in patch 13, which should be live any minute now (if it isn’t already). As always, we’d love to hear your feedback on your experiences with these changes. To help center the conversation on these changes to a single location, we’re going to lock comments on this blog and encourage you to post in a thread we’re specifically making to discuss this: Skill and Rune Changes Discussion.

    Thanks for reading.
    Jay Wilson is Game Director for Diablo III and won first place in the team’s chili cook-off competition. Recipe available upon request.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 In-Game Tips List
    Diablo 3 In-Game Tips List

    DiabloFans Quote:


    • TIP001 - Click on loot to pick it up. Items dropped by monsters or chests are not visible to other players.
    • TIP002 - Join a game with other random players by selecting an unlocked quest in the Public Games menu.
    • TIP003 - Stay close! Monsters will become stronger when more players join the game.
    • TIP004 - Invite friends to join a game by pressing the Invite button next to their names in the Social menu.
    • TIP005 - If your friends are already in a game when you invite them, then you can join their game instead of starting a new one.
    • TIP006 - Choose Quest Selection on the Main Menu to start a game from any unlocked quest step.
    • TIP007 - Equip followers with new weapons and abilities as they level up.
    • TIP008 - A player’s shared stash, artisan levels, recipes, and gold are available to all characters on the account.
    • TIP009 - Players can attack without moving by holding the SHIFT key.
    • TIP010 - Press the ALT key to see the names of the loot drops on the ground.
    • TIP011 - Press the V key to show or hide enemy health bars.
    • TIP012 - Demon Hunters can dual wield one-handed crossbows.
    • TIP013 - Some skills require specific weapon types. Check the tooltips to be sure.
    • TIP014 - Click on another player’s banner to teleport to that player’s current location.
    • TIP015 - Monsters, treasure, and terrain randomly change whenever players enter the game.
    • TIP016 - Fight longer! Buy health potions from vendors like the bartender at the Slaughtered Calf Inn.
    • TIP017 - All heroes start with a primary weapon attack that can be replaced by a special attack as they level up.
    • TIP018 - The health potion’s position on the Action Bar can be changed by opening the Options menu, choosing Gameplay, and enabling Elective Mode.
    • TIP019 - Crafting the same item multiples times may yield better results. Every crafted item is different.
    • TIP020 - Vendors sell many different items. Visit them all to see what they have in stock.
    • TIP021 - Choose the Open to Friends option in the Game Privacy menu to allow friends to join your games without requesting invites.
    • TIP022 - Banners can be customized in the Main Menu. New components will become available the more you play!
    • TIP023 - Higher difficulty modes are available in the Change Quest menu once they are unlocked.
    • TIP024 - Defeating Normal mode will unlock the next difficulty setting, Nightmare.
    • TIP025 - Finishing the game in Normal mode will unlock Hardcore mode, where death is permanent.
    • TIP026 - New weapons, armor, and challenges can be found in the higher difficulty settings.
    • TIP027 - Click on treasure chests and weapon racks with blue highlights for special rewards.
    • TIP028 - Health globes will heal every player in a party.
    • TIP029 - There is no cow level.
    • TIP030 - Choosing the Open to Friends option in Party Settings will notify friends about your game when they come online.
    • TIP031 - Resurrect fallen allies by clicking on their corpses.
    • TIP032 - Change the properties of hotkeys with the Key Bindings settings in the Options menu.
    • TIP033 - Press the J key to open the Quest Log and get details about current quest steps.
    • TIP034 - Run over gold to pick it up. No clicking needed!
    • TIP035 - Press the D key to show or hide all players’ health bars.
    • TIP036 - Listen up! Lore books can be replayed through their tab in the Quest Log.
    • TIP037 - Hold the left mouse button on open ground to move without engaging enemies.
    • TIP038 - Hold the right mouse button on open ground to move while out of combat.
    • TIP039 - Demon Hunters can equip a quiver with any ranged weapon.
    • TIP040 - Hold the right mouse button while in combat to automatically use the attack skill that is mapped to that button.
    • TIP041 - Hold the CTRL key while reading a skill tooltip in order to see more detailed information.
    • TIP042 - Share the wealth! If players drop items from their Inventory, anyone in the party will be able to take it.
    • TIP043 - Customize the Action Bar by opening the Options menu, choosing Gameplay, and enabling Elective Mode.
    • TIP044 - Defeating Nightmare difficulty will unlock Hell mode.
    • TIP045 - Defeating Hell mode will unlock the ultimate difficulty mode, Inferno.
    • TIP046 - Right-click on unidentified items to reveal their attributes and allow them to be equipped.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Beta Auction House Changes Incoming
    Update - The beta patch 13 should hit the beta servers during the week end.


    Official Blizzard Quote:



    To ensure that all systems and changes included in Beta Patch 13 are working properly, we've decided to take some extra time to continue internal testing. As a result, we will not be releasing Beta Patch 13 today. We will, however, be working through the weekend and look forward to delivering the patch on either Saturday or Sunday.

    Thank you for your patience! Should any changes to this schedule occur, we'll be sure to provide an update in this thread.


    Beta Auction House Changes Incoming - Listing Fee Removed
    Blizzard posted about upcoming changes to the Real Money Auction House, the most important one being the removal of the listing fee.


    Official Blizzard Quote:



    In the near future, we'll be implementing several changes to the posting limits and fees related to the beta version of the Diablo III auction house. Here’s a quick summary of what’s in store:
    • Listing fee is being removed.
    • Transaction fee is being increased to 1.25 Beta Bucks.
    • Minimum listing price is being raised to 1.50 Beta Bucks.
    • You will be limited to 10 active auctions per auction house.
    With the removal of the listing fee, players will no longer need to worry about whether they’re going to run out of free listings for the week. In addition, introducing a limit on the number of active auctions means players won’t feel as though they should be trying to sell everything they find, potentially flooding the auction house with unwanted items. Under this new system, players will only pay an auction house fee if and when an item actually sells. This has the main advantage of allowing players to try to sell their items risk-free. In addition, because the transaction fee is already baked into the price when an item is listed (as part of the minimum listing price), it’s no longer possible to be in a situation where you don’t have enough Battle.net Balance to list an item, forcing you to have to charge up your Balance just to attempt a sale. We think this will be a much cleaner process for selling items and will ultimately lead to a better experience when using the currency-based auction house.

    This new active-auction limit will also apply to the gold-based auction house. Because gold can be sold on the currency-based auction house, we need to ensure there are limitations on the gold auction house as well; otherwise, a player might be tempted to sell everything for gold and then sell that gold on the currency-based auction house, which isn’t supportive of the kind of thriving item-driven market we’re trying to foster. In addition, for the first time in the beta test, we're planning to have both the gold- and currency-based auction houses active at the same time when these changes go live. Of course, one of our main goals in making these changes to the beta is to test how they’ll work out, and we look forward to hearing your feedback once you have a chance to try them.
    Posted in: News & Announcements
  • 0

    posted a message on All 3 DiabloFans contests = pure fail
    Quote from Rencol

    Since i have made this thread, i should also add a reply.

    1) This topic was CLOSED by 8th comment. That alone says eneugh. My loud opinion wasnt propably very comfortable for them, which makes me sad, becouse DiabloFans along with official diablo website and wiki are the only webs im using to get news about Diablo (+ podcasts on youtube like ForceStrategy).

    2) Your reasoning did not convinced me, or most of ppl here, that this way of contests are the right ones. Sorry to say that.

    3) The most dicussed 3th idea of mine - by the "best" builds for each class i didnt mean the builds alone, but the effort ppl put into them. To simplify: Build with an idea behind it and a lots of documentation and details > than a build which can be more efficient in the end ingame, but is just random link to talent calculator without a word about it.

    I reopened it to allow discussion and you still manage to complain, at this point it's just whining for the sake of it.

    If you don't agree with the contest you don't have to participate, this is pretty much the only thing I can tell you.

    Quote from LordRayken

    I don't listen to anything Boubille or whatever says at this point. He's definitely an employee for Blizzard "incognito" or whatever he thinks he is, and anyone with half a brain at this point should realize that he's nothing more than a Community Manager.

    You might want to look for the other half, because your reasoning doesn't make much sense.

    I'll just close the thread since a lot of people seem to jump in just for the sake of complaining because they didn't get a key yet.
    Posted in: Diablo III General Discussion
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    posted a message on Why are such bad people in charge?
    I'll probably stop being nice at this point since all you want is to create drama. You've had the entire admin team answering your PMs for over 24 hours explaining that no, we can't unban you from Facebook.

    You got banned in the first place because you were spamming the Diablofans wall and people reported you to prevent you from hiding the question when it appears. Diablofans didn't ban you, users and Facebook did.

    This thread is locked, this is your last warning, trying to create a drama won't get you a beta key.
    Posted in: Technical Support
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    posted a message on All 3 DiabloFans contests = pure fail
    The thread is locked but I'll jump in anyway.

    Facebook contest: forces people to mindlessly refresh facebook and spreads hate between people. I have missed the first question by 5 minutes, and the second question by 10 minutes becouse i was posting here. Terrible idea.

    Facebook auto refreshes. Announcing the times of the contest beforehand wouldn't make it easier since you would just have 50x more people answering the question.

    Random post contest: forced thousands of people to spam mindlessly and reposting stuff only becouse they want the game like everyone else. Spreads hate between new and old members. Terrible idea.

    It's a good way to promote the forums and bring new people who wouldn't have built up the courage to post in other conditions. The "spam" will die down quite fast and I'm pretty sure we will end up with a decent amount of good posters in the future just because they joined the community for this contest in the first place.

    Random build contest: ppl will mindlessly generate random, often useless, builds in order to have chance to win beta again. Will spread confusion between threads and hate from users who have actualy spended a lot of time and effort in making their good builds with plans behind it.

    That's the "random" contest, and it's also the one with the less keys. I went for rewarding knowledge and dedication instead of pure luck. On a sidenote it's also pretty nice to know that people who get keys are people who are actually fun of diablo and didn't just register and post in a random thread because it's easy and they want to try it for 10 minutes.

    If you would give 100 keys to the best class builds (20 each class) with fully described reasons why this skills/runes, tactics, thought behind build, theory effectivnes idea, it would be MUCH better.

    This is extremely subjective and absolutely impossible anyway. It's like asking what's the best build for the Amazon in Diablo 2, there isn't just one build, and there is no "best build" especially with as many combinations as we have in D3.

    Most importantly, you're literally asking us to decide what the best build is on a game that isn't even released yet, making any testing impossible.

    Next 100 keys to randomly picked old members (at least several years)

    Can't do that for legal reasons, and rewarding the beta based on pure luck is silly. If hardcore fans who really want the beta are willing to go the extra mile to have a chance to get a key, it's fine by me. They deserve it.

    Next 100 keys to randomly picked "D3 only" members (registered around 3-6months ago)

    See above.

    and last 150 keys to new members everyone would be happy.

    See above.

    In the end, I'd rather reward someone who was dedicated and knows a lot about the game than someone who just happened to be lucky or someone who is good with proxies.
    Posted in: Diablo III General Discussion
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    posted a message on WHO RUNS DIABLOFANS FB ACCOUNT, I AM OUTRAGGED!
    You do realize that nobody at Diablofans has any control over Facebook? You got reported by people on Facebook for spamming, you triggered Facebook's protection or whatever and got yourself suspended. I'm not really sure how that's our fault, and I've spent the last 3 hours trying to explain that in PM.

    Do you really think Facebook just gives anyone with a fan page the power to IP Ban anyone on their entire site?

    At this point you're just trying to bullshit your way to a beta key, and I'm afraid this is not going to work.
    Posted in: Technical Support
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    posted a message on Diablofans Diablo 3 Beta Key Contests! 450 Keys to win!
    Update #2 - The forum random posts and Facebook/Twitter contests have officially started and 20 people already got beta keys! Congratulations to the winners!

    Update - The issues some people had to register on the forums should be fixed.

    Also, I would like to point out that the Random Forum Post Contest is exactly what it says, random. The reason why I didn't specify how many hours we'll go back to pick winners is because it will be extremely random to make sure you don't have to post every 2 hours or something to be eligible.


    Diablofans Diablo 3 Beta Key Contest! 450 Keys to win!
    Blizzard was kind enough to give us 450 Diablo 3 Beta Keys and we're giving them all to you through 3 different contests! The first 2 contests are starting right now and you can already get ready for them! The 3rd one will happen a little later when everyone is aware of it.




    1. Random Post Contest - 200 Keys
    This contest will allow you to win a beta key just by posting on our forums! If you don't have an account yet, all you have to do is Create an Account to start posting! Of course, you'll have to follow a few rules:
    • Posts must be constructive
    • Posts must be on topic with the original post
    • It must add to the conversation (ex: no “I agree with this.” alone)
    • Must be at least three sentences
    • Must contain no flaming or trolling
    At random times throughout one or two weeks, we will check the forum and give keys randomly to 10 people who posted something constructive in the past x hours. Times will be spread evenly across timezones to make sure everyone get a fair chance and the contest will last about 2 weeks, plenty of time for you to win something!




    2. Facebook and Twitter Quiz - 200 Keys
    Think you know a few things about the Diablo universe? Good, because you can get beta keys just by answering a few questions! Throughout the next 2 weeks we will ask questions on our Facebook and Twitter Account. The 5 first people who give the right answer get a beta key, it's that simple!

    We will make sure to ask questions at different times of the day to give everyone a fair chance, no matter what your timezone is!

    Obviously, the best way to make sure you catch the questions as they appear is to follow us on Facebook or follow us on Twitter! Good luck!





    3.What will be your character's build in Diablo 3? - 50 Keys -Not Yet Started-
    For those of you who don't feel like posting on the forums or who don't think they will be lucky enough to catch a question as fast as possible, we have something much simpler!
    • 1. Go to the official Character Skill Calculator
    • 2. Select what you think is the best skill build for your Diablo 3 character.
    • 3. Post the result in the Character Skill Calculator Builds Contest Forum Thread!
    50 Winners will be randomly selected at the end of the contest, and will receive their beta key in private message on the forum.

    Important - To not disturb the forum post contest, the character build contest will only last 24H and will be announced one day before when we open the entry thread.
    Posted in: News & Announcements
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    posted a message on 100,000 Diablo III Beta Invites
    100,000 Diablo III Beta Invites
    Blizzard just announced that 100,000 Diablo III Beta Invites have been sent this week, and there's a lot more to come!


    Official Blizzard Quote:



    We recently invited 100,000 more North American players to the Diablo III beta, so we recommend that those who have opted-in check their Battle.net accounts to see if they were chosen.

    Please be aware that with this large wave of invites we expect there could be an increase in the number of phishing attempts. Some unscrupulous individuals send out falsified emails purporting to be from Blizzard, but are in fact meant to steal your login credentials. For more information on how to identify these emails please refer to our Battle.net Security site. One easy way to ensure your invite is legit is to avoid clicking on links in any invite emails you receive, and instead log in to your Battle.net account and see if you have a Diablo III beta license attached. If there’s no license you can be sure the email you received was not from Blizzard.

    If you didn’t receive an invite, never fear! We’re going to continue to give away beta invites, so be on the lookout for promotions, contests, and giveaways on our properties as well as at your favorite fansites. We’ll have more information about these global giveaways as well as regional betas in the coming weeks.

    Congratulations to those of you who recently got into the beta! Please don’t forget to use the Beta Feedback and Beta Bug Report forums (and the Technical Support forum if you run into trouble running the game), and for those who haven’t gotten in yet, we wish you the best of luck!

    Bashiok also pointed out that they will have information on regional beta invitations soon!

    Posted in: News & Announcements
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