• published the article Diablo II: Resurrected Patch 2.5 Now Live

    Diablo II: Resurrected Patch 2.5 Now Live

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo II: Resurrected Patch 2.5 Now Live

    Join us around the campfire, hero!

     

    As the flames flicker and crackle, we’re incredibly proud to announce that Terror Zones are now live in Diablo II: Resurrected. There’s also smoke on the horizon—Ladder Season Two and six new Sundering Charms will be going live on October 6. Sit back and relax as we run through the details of all the new helltastic features coming with this update.


    Quest Log

    Terror Zones

    Ladder Season Two

    Sundering Charms

    Patch Notes


    Terror Zones

    The journey to level 99 is a celebrated experience for players and quite the milestone if achieved—a rite of passage, even. We want the journey to level 99 to be accessible to a larger population of players, offer more variety other than repeatedly farming Baal, Diablo, and Nihlathak, and most importantly, remain challenging. This is where Terror Zones come in. As we get into details, please note that players can choose to opt-out of Terror Zones if desired.

     

    To unlock the Terror Zones feature, you must defeat Baal per character, per difficulty using any expansion character—existing characters that have already fulfilled the requirements will automatically have this feature unlocked. Once Ladder Season Two begins, players will need to meet the aforementioned requirements to unlock Terror Zones for their new ladder characters.

     

    When playing a Terror Zone-enabled game, every hour, diabolical tremors infused with the Lord of Destruction’s unwavering corruption creep into specific zones, emboldening the monsters within, and terrorizing them. The monsters in these zones will be at least two levels higher than your current level or their original level, up to a maximum per difficulty. The experience received and the loot dropped by killing a terrorized monster will be based on this new level—terrorized monsters will also grant additional experience points.

     

    Here are the level details for each monster type per difficulty:

    Normal

    • Base: +2 levels up to level 45
    • Champion: +4 levels up to level 47
    • Unique: +5 levels up to level 48

    Nightmare

    • Base: +2 levels up to level 71
    • Champion: +4 levels up to level 73
    • Unique: +5 levels up to level 74

    Hell

    • Base: +2 levels up to level 96
    • Champion: +4 levels up to level 98
    • Unique: +5 levels up to level 99

    The base player level used for the above calculations are taken from the creator of the game. If the host leaves the game, a new player will be selected for the base once the next Terror Zone is announced. Upon entering a Terror Zone-enabled game, you'll be informed of the current terrorized areas through a message sent to you via the Chat Box. When the time for new terrorized zones draws near, you will be informed of the impending changes via the Chat Box.

     

    In addition, you will be informed that you’re entering a terrorized area by several indicators:

    • Unique iconography next to a terrorized monster's name
    • On-screen text and messaging
    • Special audio cue
    • In-game text on the auto-map
    • Unique environmental lighting
    • Ember visual effects

    Waypoints have also received some changes to assist in locating the current Terror Zone:

    • An icon will display on the Waypoint menu next to the Waypoint that is closest to the current Terror Zone.
    • The Waypoint closest to the current Terror Zone will have its name displayed in a purple font.

    Here’s a complete list of all the zones that can become terrorized:

    Act I

    Blood Moor and Den of Evil

    Cold Plains and The Cave

     

    Burial Grounds, The Crypt, and the Mausoleum

     

    Stony Field

     

    Dark Wood

     

    The Forgotten Tower

     

    Jail

     

    Cathedral and Catacombs

     

    The Pit

     

    Tristram

     

    Moo Moo Farm

     

    Act II

    Sewers

    Rocky Waste and Stony Tomb

     

    Dry Hills and Halls of the Dead

     

    Far Oasis

     

    Lost City, Valley of Snakes, and Claw Viper Temple

     

    Arcane Sanctuary

     

    Tal Rasha's Tombs

     

    Act III

    Spider Forest and Spider Cavern

    Flayer Jungle and Flayer Dungeon

    Kurast Bazaar, Ruined Temple, and Disused Fane

    Kurast Sewers

    Travincal

    Durance of Hate

    Act IV

    Outer Steppes and Plains of Despair

    River of Flame/City of the Damned

     

    Chaos Sanctuary

     

    Act V

    Bloody Foothills

    Frigid Highlands

     

    Glacial Trail

     

    Crystalline Passage and Frozen River

     

    Arreat Plateau

     

    Nihlathak's Temple, Halls of Anguish, Halls of Pain, and Halls of Vaught

     

    Ancient's Way and Icy Cellar

     

    Worldstone Keep, Throne of Destruction, and Worldstone Chamber

     

     


    Ladder Season Two

    Our first Ladder Season for Diablo II: Resurrected has been an absolute success—adept heroes raced to save Sanctuary, some cementing their name on the leaderboard, but all of them striking fear into the tormented hearts of their demonic adversaries in the process.

     

    Ladder Season Two will begin on October 6, ushering in a new opportunity for brave heroes to race to level 99 and amass powerful loot along the way. This will also be the first Ladder Season with Terror Zones! Can you handle the increased ferocity of the Burning Hells, or will you perish under their amplified might? We cannot wait to see how Terror Zones will influence the leaderboard, or hopefully, allow new players the opportunity to see their name on it for the first time.

     

    We’ll also introduce six new Sundering Charms with Ladder Season Two, more information about these can be found in the next section.

     

    As it was with the previous season, Ladder Season Two will feature four different modes:

    Version Description
    Pre-Expansion Ladder The standard version of Ladder play that encompasses playing only with the original four acts.
    Pre-Expansion Hardcore Ladder The hardcore (only one life) version of Ladder play that encompasses playing only with the original four acts.
    Ladder The standard version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.
    Hardcore Ladder The hardcore (only one life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.

     

    For those new to Ladder Seasons, you might be wondering what happens to your Shared Stash loot once the current season ends.

    Once Ladder Season One ends, all Ladder characters will be transferred to their respective non-ladder group. All items in that character group's shared stash go into a new Withdraw Only set of Shared Stash tabs, denoted by a check marked Past box. You will have all of Ladder Season Two to withdraw any items you would like to keep. When Ladder Season Two ends, this withdraw only set of stash tabs will be overridden with any items in the Ladder Season Two Shared Stash. Be sure to get any items out before then or they will be forever lost!


    New Sundering Charms

    In Hell difficulty, many monsters receive resistance to specific damage types. If their resistance increases above 100%, that monster is then immune to a specific damage type. Because there are only a handful of ways to reduce a monster’s immunity, only a minute portion of hero builds can successfully farm all zones in Diablo II: Resurrected. We realize that this can create scenarios where certain builds are unable to take full advantage of the current Terror Zone, thus missing out on the experience gains, and most importantly, the fun of these zones.

     

    To promote increased class build diversity, we have introduced six Sundering Charms that allow the player to break specific monster immunity types while the charm is in their inventory. Once Ladder Season Two begins on October 6, Sundering Charms will be a possible drop for new Ladder characters. These new unique charms will only drop from Terrorized monsters of Champion, Unique, Superunique, or Boss difficulty.

     

    You’ll notice a new keyword below called Sunder. This keyword means that if a monster has immunity to a specific damage type, their resistance will be reduced to 95% regardless of what their starting resistance percentage was—breaking their immunity and allowing damage of that type to be dealt to them. Sunder is applied before other resistance reducing modifiers and only affects non-players. There is one tradeoff that comes with the Sundering Charms: while they reduce a monster’s resistance, they also reduce your resistance to the same element, allowing you to receive more damage of that type. The specific percent that your resistance is reduced by the Sundering Charm will vary per charm, so look out for the charms offering the most advantageous percentages to maximize your build. Any abilities granted by a Sundering Charm will also extend to your pets and summons, so keep that in mind as you upgrade your character.

    The Black Cleft

    • Monster Magic Immunity if Sundered
    • Magic Resist –45% to -65%

    The Bone Break

    • Monster Physical Immunity is Sundered
    • Physical Damage Received Increased by 10% to 30%

    The Cold Rupture

    • Monster Cold Immunity is Sundered
    • Cold Resist –70% to -90%

    The Crack of the Heavens

    • Monster Lightning Immunity is Sundered
    • Lightning Resist –70% to -90%

    The Flame Rift

    • Monster Fire Immunity is Sundered
    • Fire Resist –70% to -90%

    The Rotting Fissure

    • Monster Poison Immunity is Sundered
    • Poison Resist –70% to -90%

    Developer’s Note: We have heard much of the community's thoughts on how the new Sunder Charms work with the sorceresses Cold Mastery ability. Looking at the percentage of monsters that are cold immune, the trade-offs of having to gain and equip a new grand charm, and re-checking our damage output, we feel the current behavior of Cold Mastery is not significantly more powerful than many of the other abilities affected by Sunder and does not need to change at this time.


    Patch Notes

    Gameplay/Quality of Life

    • Added additional warning text to the mercenary confirmation prompt if your previous mercenary still has items equipped.
    • Damage value for the Paladin’s Thorns aura is now present on the character menu.
    • Dead Finger Mages now reset correctly to their original state when revived by Necromancers.
    • Fixed an issue where casting delays could desync at very high ping.
    • Fixed an issue where monster unique mods were triggering from another unique mod's trigger. For example, monsters that were both lightning and fire enchanted created an explosion every time they were put into hit recovery (Ex: repeatedly hit by Warcry).
    • Fixed a rare issue where item names on the ground would erratically flicker and shift while pathing around them.
    • Fixed an issue where players and monsters were able to walk through doors that visually looked closed.
    • Fixed an issue where certain Rune Words could not be repaired in the same game session they were created.
    • Fixed an issue where loading a character on a console that was created on PC was causing texture and lighting issues on console.
    • Fixed an issue that would occur when binding a skill to a multi-key binding (Ex: Ctrl + X, Alt + X) the action bound to the first key became unbound from that key.
    • Fixed an issue where the game name and password were not properly updating and displaying in-game when toggling the setting for showing it.
    • Fixed an issue where updates to stats, skills, or quests were displaying when no updates were available.
    • Fixed an issue where hardcore character names were not displaying in red text on the character list.
    • Fixed an issue with the Legacy Graphics gamble refresh icon containing graphical artifacts and corruption.
    • Fixed an issue where single and dual-wielding basic attacks with Claw weapons could have inconsistent attack speeds.
    • Fixed an issue where flags associated with previous characters (Ladder, Hardcore, and Classic) would persist for newly created characters in the Legacy Graphics Character Creation Screen.
    • Fixed an issue where the “buy” button legend in the vendor window would not display on the first weapons tab.
    • Fixed an issue where certain VFX were causing graphical corruption when fighting Uber Diablo.
    • Fixed an issue where Iron Golems could lose the aura granted by the item they were created with when the Golem was frozen.
    • Chosen game settings now persist in lobby game creation and filtering rather than being reset.
    • Fixed an issue where Iron Golems created in a previous game would disappear instead of teleporting to you.
    • Fixed an issue where performing a weapon swap during a trade would sometimes freeze the game.
    • Fixed an issue where visuals effects granted by set bonuses would sometimes toggle on and off.
    • Fixed an issue where environmental screen-space VFX were not playing.
    • Fixed an issue where Iron Golems summoned through a charge of the skill (Ex: granted by Metalgrid) would disappear when performing an inventory update.
    • Fixed an issue where Iron Golems created by a charged skill would not save between games.
    • Fixed an issue where players on console and controller would sometimes get the red-flash indicator for health loss while performing an inventory update.
    • Fixed an issue where the Horadric Cube could not be quick-dropped if there were items in it when playing on console or with a controller.
    • Fixed an issue where similar items weren't grouping together when auto-populating into the belt while using a controller.
    • Fixed various issues when quick-moving a belt with items in the additional belt slots it provides while using a controller.
    • Fixed an issue where you sometimes couldn't quick-equip an item that has its requirement met by another equipped item.
    • Fixed an issue where an item with requirement reductions would sometimes still show as requirements not met when equipped on a mercenary.
    • Fixed a desync with mana values when the consumption and regeneration of mana happened in a short frame window.
    • Fixed an issue where Quick Cast would sometimes restore the previous skill to the wrong mouse button.
    • Act V Dual-Wielding mercenaries now accurately animates two attack swings instead of one.
    • Fixed an issue where there were no corresponding Suicide Minion versions of the three guest Minion variants. These guest Minions will no longer visually transform into a skeleton and continuously stack explosion damage when whipped by Nihlathak or an Overseer.
    • Fixed an issue where Fist of the Heavens could unintentionally be used when it was bound on controller or assigned to left click on M+KB.
    • Fixed an issue where pets summoned by "chance to cast" skills on items would disappear after performing an inventory update.
    • Fixed an issue where Ravens summoned by charged skills would disappear after a few seconds.
    • Necromancer
      • Difficulty penalties for life drain now apply to the Blood Golem's attacks.
      • Fixed an issue where Blood Golem was not correctly stealing life from a PvP opponent.
    • Fixed an issue where the experience sharing calculation for an eight-player party would rarely overflow and award less experience than normal.

    PC-Specific Fixes

    • Added functionality to revoke and undo friend rejection so it’s no longer a permanent rejection.
    • Fixed an issue where the "/friends list" chat command was being truncated after 256 characters.
    • Removed the ability to bind the Print Screen key.
    • Fixed an issue where if the players opened chat after dying with Legacy Graphics active, all controls stopped functioning.
    • Fixed an issue if a linked item in chat exceeded one line, the item was unable to be selected and shown.
    • Fixed an issue where if a player entered the lobby, then entered a game, the difficulty selection would be blank upon returning to the lobby.
    • Removed the scroll bar and buttons from the autosuggest menu for chat commands.
    • Fixed an issue where if a skill was bound, then the key was removed from the skill binding, the unbound skill would still display without a binding.
    • Improved the scrolling on the ladder season, ladder type, and class drop-down in the ladder tab in the online lobby.
    • Fixed a tooltip that incorrectly stated “Show game name and password” to correctly state “Show game name.”
    • Fixed an issue where the latency indicator visual in the lobby was off center.
    • Fixed an issue where if the player activates controller mode while in the lobby, the latency indicator visual would disappear.
    • Skills can now always be set to the left or right slots, regardless of if you meet the requirements to use them.
    • Fixed an issue where rings were always quick-equipped to the right-hand slot, even if the left-hand slot was open.
    • M+KB can now quick-equip and quick-unequip items to and from their character and mercenary.
    • Fixed an issue where dragging an item onto a mercenary's portrait was not swapping their currently equipped item.
    • Text-to-speech now uses Voice (installed on Windows) which corresponds to the voice language selected (Set in Battle.net launcher).
    • Text-to-speech option reads out all chat commands regardless of channel.
    • Text-to-speech, when reading an item link, will now only read the item text instead of including various numbers and letters.
    • Added an in-game icon to represent friends who are online playing Overwatch 2.
    • Fixed an issue where whispering someone in a different channel would not automatically bring the user to the whisper channel with the other user.

    Console-Specific Fixes

    • Character names are now correctly shown in the Game Details screen.
    • Classic characters can no longer create a game targeting any non-classic content (Ex: Act V) in the Game Creator menu.
    • Updated the icon on the Game Creator menu to further differentiate from the Search Menu.
    • Updated the magnifying glass icon in the Game List Search to match the text color.
    • Fixed an issue where the Ladder Season end message was incorrectly displaying on the front end.
    • Fixed an issue where connecting a second controller that logs into a different user would cause the game to lose connection.
    • Improved the Ladder leaderboard loading on PS4 / PS5.
    • Fixed a rare issue where Unknown could appear in console’s language if language was changed while in-game.
    • Fixed an issue on Switch where the quest log tab text was being cut off in Italian.
    • Fixed an issue where the Ladder end time displayed the time inaccurately.
    • Fixed an issue where dying would disable the Emote Wheel.
    • Closing the inventory on controller with an item in your cursor will now try to place the item in your inventory before dropping it.

    Localization

    • Updated gender pronoun strings that referred to the player from “his / her” to the neutral counterpart “their.”
    • Added a prefix for online Uber Diablo messages received in offline games.
    • Added localization translations for the automap tooltip.
    • Fixed an issue where the maximum gold in-game text for Polish, Russian, Mexican Spanish, and Portuguese languages were exceeding their bounds in the UI.
    • Fixed a variety of equipped skill names that were exceeding their bounds in the UI for the Russian and Polish languages.
    • Removed unnecessary spacing between tabs on PC in the quest log, waypoints, and player stash UI screens when playing with a controller while using the large font option.
    • Changed the date formatting for Japan to be displayed as Year / Month / Day.
    • Fixed a typo in the Japanese translations for quick equip and unequip to mercenary tooltip.

    Stability

    • Fixed a crash on PC that occurred when resizing the client window while in the lobby.
    • Improved game join and game create backend request for a smoother player experience.
    • Various game stability improvements.

    Modding

    We have made some changes to enhance the offline single-player modding experience. While these changes will cause compatibility issues for current offline single-player mods, they will allow for further customization options for mod developers.

    • Added a new file: LevelGroups.txt. This file allows levels to be grouped together for the purpose of condensing Terror Zones messages.
    • Added a new file: hirelingdesc.txt. This file defines hireling data specific to the monsterclass but not the hireling statblock. Currently it only controls voice type.
    • Various mercenary UI attributes are now modifiable through data. This includes skill icons, inventory slot backgrounds, and class names.
    • New AI parameters have been added to the mercenary's AI for the purpose of removing hardcoding. See monai.txt for details.
    • Removed hardcoded relationships for beltable items. Similar items are now determined by spell type for scrolls and item type for everything else.
    • Fixed a crash on controller when using new player skills that are listed after the vanilla skills.

    Save Data Changes

    Some changes to save data have been made in "ItemStatCost.txt". If an existing single player mod has edited these values, then their mod's saves may become corrupted when migrating old saves to the new save version. It is recommended to create backups of existing saves before loading them.

    1. "damageresist" and "magicresist"
      1. Save Bits: 8 -> 9
      2. Save Add: 0 -> 200
    2. "fireresist", "lightresist", "coldresist", and "poisonresist"
      1. Save Bits: 8 -> 9
      2. Save Add: 50 -> 200

    Text File Column Changes

    Developers of existing offline single player mods can remake their changes with the new data, or they can add the new columns before merging.

    levels.txt

    • "LevelGroup"

    monstats.txt

    • "CannotDesecrate"
    • "NoShldBlock" -> "ShieldBlockOverride"

    skillsdesc.txt

    • "hireableiconcel"

    soundenviron.txt

    • "InheritEnvrionment"

    Thank You for Playing

    Our team is incredibly thankful for your continued support and collaboration. Together, we have successfully added Terror Zones to Diablo II: Resurrected, injecting new variety into this timeless classic. We look forward to seeing you continue to slay demons for many years to come!

     

    If you want to learn more about Diablo II: Resurrected, check out our website, or for real-time updates, follow our official Twitter @Diablo.

    P.S.

    We were flipping through the old Diablo II manual and found this confounding inscription. . .what does it all mean?

     

     

    Posted in: Diablo II: Resurrected Patch 2.5 Now Live
  • published the article Developer Update: Closed End Game Beta Draws Near

    Developer Update: Closed End Game Beta Draws Near

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Developer Update: Closed End Game Beta Draws Near

     

    At the 2022 Xbox Games Showcase we foretold Lilith, the Blessed Mother’s return. As we march forward toward releasing Diablo IV in 2023, we’ve reached a momentous milestone—allowing community members to participate in testing early versions of the game and provide feedback. Our Closed End Game Beta will be the first of a few opportunities for select players to experience some of what Diablo IV has to offer. Players will be invited to test Diablo IV’s robust end game offerings using specific gameplay data. Additional details explaining what types of players are being invited, and how invites will be sent out are communicated later in this blog.

     

    This Closed Beta will be confidential, meaning players invited will be unable to publicly talk about or share their gameplay experience. Additionally, the Closed End Game Beta will be playable on PC and Xbox Series X|S, Xbox One, PlayStation 5, and PlayStation 4 consoles—cross-play and cross-progress for all platforms will also be supported.

     

    For a quick look at what’s to come during the Diablo IV Closed End Game Beta, watch the video below from game director Joe Shely and franchise general manager Rod Fergusson.

     

     

    We have decided to focus the Closed Beta on Diablo IV’s end-game offerings for a few reasons. The full story of Lilith’s return to Sanctuary is not something we would like to spoil prior to release—players will experience a post-campaign Sanctuary during the Closed End Game Beta. Also, for many, the end game is their favorite aspect of Diablo—we want to ensure it feels satisfying, and with no shortage of challenging variety to experience across many, many demon-slaying gaming sessions. To achieve this, we’re collecting community feedback early so that it may be integrated into Diablo IV prior to launch. Players who are selected to participate in the Closed End Game Beta will have the ability to provide feedback between bouts of cutting down demons through an in-game feedback tool.

     

    Now, here’s a run-down of the end game offerings included in the Closed End Game Beta: Helltide, Nightmare Dungeons, Whispers of the Dead, Fields of Hatred, and Paragon Boards. Take stock of the skills and knowledge you cultivate from playing through these features, you’ll need every tool at your disposal to defeat the Closed End Game Beta’s boss!


    Journal


    Closed End Game Beta Offerings

    Helltide

    While roaming Sanctuary on foot or atop your trusty steed, be aware of your surroundings, for you might find yourself caught in a Helltide. This is a new region-wide event that becomes available to heroes only once they have reached World Tier Three: Nightmare difficulty. In a Helltide, the servants of Lilith are empowered, having their difficulty increased, but dropping loot worthy of the danger. Her mightiest minions are also out in greater force, and the very ground of Sanctuary as you know it has been morphed by the surge in demonic activity.

     

    As you cull the monstrosities inhabiting a Helltide, they’ll potentially drop Cinders, a new currency that can be spent to open Helltide Chests scattered throughout the respective region. These chests boast bountiful boons exclusive to a singular item slot, such as Torso, Legs, or Two-Handed Weapon. But be wary in hoarding your Cinders—should you fall in battle, they’ll drop and must be reclaimed.

    Nightmare Dungeons

    We’ve crafted a difficulty of Diablo dungeons straight out of your nightmares. No, really! Nightmare-difficulty dungeons in Diablo IV unlock upon locating your first Nightmare Sigil. Each sigil corresponds to a specific dungeon somewhere within Sanctuary. These sigils will add special modifiers to their dungeon, increasing the ferocity of the hell-servants waiting for you inside and providing higher-rarity loot. Through completing Nightmare dungeons, you will recover even more powerful sigils, introducing increasingly death-defying modifications and challenges for you to overcome. As you progress into higher and more challenging World Tiers, new Nightmare Dungeons will become available for you to explore.

    Whispers of the Dead

    The Tree of Whispers has a few loose ends to tie and needs your help settling the score. Displayed on your map, players will see various Whispers scattered throughout Sanctuary. Complete the associated task and be met with experience, gold, and Grim Favors. The number of Grim Favors you receive from completing a Whisper varies, but once you’ve collected 10 Grim Favors from the dearly departed, they can be exchanged at the Tree of Whispers for a bevy of loot and experience to reward your heroics.

     

    The types of Whispers a player sees on their map rotate frequently, with new ones becoming available throughout the day for you to track. Each Whisper will offer both a different set of rewards and experience for completing it.

     

    Traditionally, the Whispers of the Dead system does not become available to players until after completing a specific chapter of the Main Questline. For the Closed Beta, players will be able to engage with this system right out the gate.

    Fields of Hatred

    Born from their contempt of mortals, Mephisto has cursed specific areas of Sanctuary, transforming them into deadly Fields of Hatred. These designated PvP zones are the proving grounds for players looking to bring renown to their name through blood and zeal. While inside the Fields of Hatred, players can dispatch demons to collect Seeds of Hatred. To make use of these seeds, you’ll need to bring them to the Altar of Extraction where they can be smashed into Red Dust. Be quick to convert your Seeds of Hatred to Red Dust—they are the desire of other players lurking in the zone, and if they are skilled enough to overtake you in combat, your Seeds of Hatred will be dropped.

     

    Going through the trouble of transforming Seeds of Hatred into Red Dust does have its merits. Red Dust will not be lost if you are felled. It can also be spent at the PvP Cosmetic and Mount Vendors for ornamental rewards. Will you be able to forge a name for yourself in these tainted lands?

    Paragon Boards

    Upon reaching level 50, the Paragon Boards, an end-game character growth system designed to empower your hero, unlocks. As your hero earns experience, they will receive Paragon points. These points can be spent to unlock new tiles, Sockets, and even additional Paragon Boards to further customize your hero and ascend to new heights of power!

     

    For a more in-depth look at the Paragon Boards system, check out our Diablo IV Quarterly Update—December 2021 blog.


    Who Will Be Invited?

    Ensuring that Diablo IV’s end game provides the type of thrilling, ever-evolving experience we have set out to create is paramount for the team, and something we cannot determine on our own. We need experts, perhaps even players such as yourself.

     

    Specifically, we’ll be using gameplay data to invite a limited number of Diablo players who have recently spent significant amounts of time playing the end-game experiences of Diablo II: Resurrected and Diablo III. If you believe you fit the requirements to be one of the selected players, you can help ensure our invitation to the Closed End Game Beta reaches you by following the steps below**:

    • Visit the Battle.net website or open the Battle.net launcher.
    • Click your username that’s displayed in the top right-hand corner of the screen and click “Account Settings” or “View Account” depending on the platform.
    • Click the “Privacy & Communication” menu option then scroll down to “Communication Preferences.”

     

    • Click the “Update” button and make sure the “News and Special Offers from Battle.net” option is enabled*.

    The steps detailed above must be completed by October 11.

     

    *Please note that you may opt out of receiving marketing communications at any time. Follow the directions above to uncheck the “News and Special Offers from Battle.net” box. Alternatively, you may click the “Unsubscribe” button at the bottom of our emails.

     

    Following the above steps will allow us to send an invite to your provided email if selected. In the event you are selected to participate in the Diablo IV Closed End Game Beta, you’ll receive an email invite from noreply@e.blizzard.com containing further instructions.

     

    If you have not received an email invite to the Diablo IV Closed Beta by November 18, then you have not been selected to participate. But don’t fret, public testing phases will begin early next year. To stay up to date on the newest Diablo IV information, check out our news page and follow @Diablo on Twitter.

     

    We’ll see you in Sanctuary,
    -The Diablo IV Team

    Posted in: Developer Update: Closed End Game Beta Draws Near
  • published the article Season 27 Mega-Post!

    Diablo II: Resurrected PTR 2.5—Terror Zones Now Live

     Diablo IV Quarterly Update - August 2022

    Season 27: Light's Calling

     

     

    Season 27 introduces Light's Calling. Valiant Nephalem who recover Angelic Crucibles, a new consumable item, may use them to Sanctify any equippable Legendary item, infusing it with one of three new class-specific powers at random. The Angelic Crucibles lean into the expertise of each class, further exemplifying its respective prowess.

     

    Season 27 begins on Friday, August 26th at 5:00pm in each region. Season 27 goes live on all Consoles world wide at 5:00pm PDT, the same time as PC in North America. For timezone conversion, visit this site!

     

     

     

                                                                                   

     


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     Haedrig's Gift & Seasonal Rewards

    Completing Chapters 2, 3, and 4 of the Seasonal 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 will 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 27:

     

    • BarbarianWrath of the Wastes
    • CrusaderRoland’s Legacy
    • Demon HunterUnhallowed Essence
    • MonkRaiment of a Thousand Storms
    • NecromancerBones of Rathma
    • Witch DoctorHelltooth Harness
    • WizardTal Rasha’s Elements

     

    In Season 17, Blizzard began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. This means that for Season 27, awards originally available from Season 15 are returning to the Season Journey.

     

    Blizzard is continuing to provide new End of Journey rewards as was introduced in Season 17, with two new cosmetic rewards for those who complete the entirety of the Season Journey. These rewards will be the Laurels of Knowledge portrait and the Cadaverous pet.

     

     


     Seasonal Conquests

     Want to prepare your Conquests plans for Season 27? Here are all the conquests you'll face this season!

     

    • Sprinter & Speed Racer
    • Avarice & Avaritia
    • Boss Mode & Worlds Apart
    • The Thrill & Superhuman
    • Masters of the Universe & Master of Sets

     Season 27 Starter Guides

    Any players looking to level quickly and get the best start to Season 27 should browse the selection of starter guides from various content creators below!

     

    Weapon Upgrade & Gambling Suggestions:


    If you wait to complete the weekly Challenge Rift for after Season 27 begins, you will be able to begin your season with a stack of materials and gold to jump start your progress! Because of this, it's possible to upgrade a level 70 rare crafted weapon to a legendary and extract that power into your cube to give yourself a damage modifier for leveling. Additionally, with the starting Blood Shards you can gain access to specific items from Kadala at level 1. You will find our item upgrade and blood shard gambling suggestions for the start of this season below!

     

    Class Weapon Upgrade Level 1 Blood Shards

    Barbarian

    Spears
    2H Mighty Weapons

    Bracers or Rings
    Crusader

    1H Flails

    2H Flails

    Shields or Bracers
    Demon Hunter

    Daggers

    Bracers or Quivers at Level 31
    Monk

    Daibos

    Boots or Bracers
    Necromancer 2H Scythes Gloves or Rings
    Witch Doctor

    Spears

    Mojos
    Wizard

    Wands

    Sources at level 1 or 33

     

    Ultimate Seasonal Starter Guide:

     


    Level With A Cause

    Level With A Cause (#LWAC), a coalition of streamers from the Diablo III community, will be uniting once again for a charity fundraising event during the first three days of the Season 27 opening weekend in Diablo III. This marks the team’s 16th event over the last few years. Several Diablo III community members will be holding live-streams during this weekend in support of this charity drive. During these live-streams, viewers will be able to donate to the SaveTheChildren charity organization. 

    Level With A Cause was founded prior to the start of Season 11 of Diablo III and has been a mainstay of the opening weekend of each new season since that time. The LWAC team has raised over $100,000 to date for deserving charities such as Save The Children, St Jude Children’s Research Hospital, and Take This. LWAC hopes to continue to grow and raise even more money for charities in the future. If you are a streamer looking to participate, more info can be found on the LWAC website. As a viewer, you can simply search for LWAC within stream titles on Twitch during the August 26th to 28th event.

    In the U.S. and around the world, Save The Children gives children a healthy start in life, the opportunity to learn and protection from harm. When crisis strikes, they are always among the first to respond and the last to leave. They do whatever it takes to save children, transforming their lives and the future we share.

     

    You can donate to the Level With a Cause charity event here!

     

     


    Challenge Rift - Week 270

    Challenge Rift Week 270 is live! Because Season 27 begins this Friday, we advise that you DO NOT complete the challenge rift until after you've made your seasonal character! This week the Challenge Rift features the Wizard! If you are curious how Challenge Rift builds are chosen each week, you can view this official blog post!


     

     


    Patch 2.7.4 Changes

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Patch Notes

    Below you will find the patch notes for the upcoming update to Diablo III: Patch 2.7.4.

    Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.

    Season 27

    Season 27 introduces a new type of consumable item called Angelic Crucibles. Once uncovered by Nephalem, these heavenly artifacts can be used to Sanctify any equippable Legendary item. Sanctifying an item reforges it to have perfect Ancient-level stats on all affixes while also preserving the item's Legendary Power. In addition, this process adds one of three new powers unique to each class.

    Season Theme Details:

    • Angelic Crucibles and Sanctified items can only be acquired in Seasonal play and will not transfer to your non-seasonal character when the season ends.
    • Angelic Crucibles can drop anywhere in Sanctuary at level 70.
    • Players can obtain as many Sanctified items as they would like, however, only one Sanctified item can be equipped at a time.
    • Sanctified items can be Sanctified again using another Angelic Crucible.
    • No stats are preserved when Sanctifying an item.
    • Only level 70 equippable items can be Sanctified—crafted items cannot be Sanctified.
    • Followers cannot equip Sanctified items.
    • The drop rate of Angelic Crucibles has been doubled.
    Developer's Note: We heard your feedback regarding the Angelic Crucible drop rate. . . then we doubled it.

    New Class-Specific Sanctified Powers

    Barbarian

    • Whirlwind pulls in and holds all enemies within 25 yards.
    • Hammer of the Ancients hits in all directions around the Barbarian. Every tenth cast of Hammer of the Ancients unleashes a powerful shockwave.
      • The shockwave now deals 10x damage.
    • Hitting enemies generates stacks of Tempest Rhythm. Activating Wrath of the Berserker consumes 50 stacks of Tempest Rhythm and startles enemies within 16 yards, causing them to take 2% increased damage per stack for 20 seconds. Max 50 stacks.

    Crusader

    • Blessed Hammer now crackles with energy, damaging enemies within 15 yards of its path. All runes but Dominion now throw the hammer in a direct path in front of the Crusader.
      • Fixed a bug that caused Blessed Hammer to stop when hitting allies.
    • Every two seconds, call down Fist of the Heavens on a random nearby enemy. After casting Steed Charge, this effect occurs more rapidly for five seconds.
      • Updated the visual effects of the Fist of the Heavens Sanctified power to differentiate it from Fist of the Heavens cast by players.
    • After casting Falling Sword, you descend from the sky with two Archangels that can cast Consecration and Condemn.
      • Updated the Archangels abilities to not benefit from bonuses and removed the Heaven's Fury skill.
      • Archangels no longer take damage.
      • Removed the cooldown to spawn Archangels when casting Falling Sword. A maximum of two Archangels can be present at a time.
      • The damage done by Archangels has been reduced.
      • The Archangels will no longer cast Condemn and Consecration immediately upon being summoned.
      • The Archangels damage has been reduced 33% of its previous value.

    Demon Hunter

    • Strafe now casts the last non-channeled Hatred spending ability cast.
      • Fixed a bug that sometimes caused the Strafe sanctified power to stop casting the Hatred spending ability.
      • Fixed a bug that caused the Multishot visual effects to fire in the wrong direction.
    • Casting Vengeance unleashes a barrage of rockets that deal damage equal to a percentage of the maximum life enemies possess. The number of rockets fired increases over 30 seconds. Elites and Bosses receive less damage per rocket.
      • Fixed a bug in the tooltip to correctly state that damage is equal to a percentage of maximum life, not current life.
    • Firing Cluster Arrow no longer drops explosive ordinance. Instead, it concentrates its explosive force into piercing rays of light.
      • Updated the Cluster Arrow tooltip to clarify the power and potential interactions with other skills.
      • Adjusted the animation to feel more fluid.
      • Updated the Cluster Arrow visual effects and sounds.
      • Fixed a bug that prevented Cluster Arrow from proccing Restraint and Thrill of the Hunt.
      • Fixed a bug where Cluster Arrow didn’t properly cost 40 Hatred.

    Monk

    • Casting Wave of Light now summons a bell at the target location that deals damage when any player attacks the bell. Up to five bells can be active at one time.
      • The Shattering Light rune now respects which way you’re facing when you strike the bell, and your bells can no longer proc your own bells.
      • Updated the tooltip to reflect that other players can attack summoned bells.
      • Added sounds to the Wave of Light Sanctified power.
      • Bells no longer count as kills to other players.
      • Bells now despawn if not destroyed within 10 seconds.
    • All Way of the Hundred Fists combo punches use the second stage combo punch. Consecutive hits from Way of the Hundred Fists increases its damage by 2%. Max 350 stacks.
    • The target of your Seven-Sided Strike is barraged with spiritual punches for 15 seconds. This can only affect one enemy at a time.

    Necromancer

    • Your Golem now picks up corpses within 20 yards. Each corpse it stores allows you to cast any corpse spending ability with the max number of corpses consumed per cast. Up to 30 corpses can be stored.
      • Updated the tooltip to clarify which Corpse skills are impacted by the Sanctified power.
    • Enemies within 50 yards are constantly assaulted by the Army of the Dead - Unconventional Warfare while this item is equipped.
      • Fixed a bug that caused an unintended interaction with Fate's Vow and the Army of the Dead Sanctified power.
    • Hitting enemies with Death Nova five consecutive times adds a spirit that afflicts an enemy every fifth cast of Death Nova. Up to three spirits can be sent at a time.

    Witch Doctor

    • Enemies affected by Locust Swarm are also Haunted. When you cast Piranhas, all Haunted enemies within 60 yards are pulled into the pool. A lesser enemy stunned by Bogadile is instantly killed. Elites and Bosses stunned by Bogadile take massive damage.
      • Added a visual effect to indicate the area where monsters are pulled in by Piranhas.
    • Horrify becomes an aura that causes enemies to receive 100% more damage and deal 15% less damage in addition to its other effects.
    • You summon two Gargantuans and three Zombie Dogs periodically. Gargantuans gain the effect of the Restless Giant rune. Zombie Dogs gain the effect of all runes. Enemies hit by Sacrifice are Immolated, causing them to take 100% more damage from your Pets.

    Wizard

    • Your Storm Armor charges over 30 seconds. Casting Storm Armor at full charge releases a powerful thunderbolt, instantly killing a random enemy within 30 yards. Bosses and Elites are not killed but take significant damage.
    • Arcane Orb now periodically spawns up to four orbiting charges that will generate an additional orb when cast. All charges from the Arcane Orbit rune now detonate at the same time.
    • Magic Missile fires 10 missiles and gains the effect of the Seeker rune.
      • Reduced the number of Magic Missiles from 20 to 10.
    Developer's Note: With the Lords of Hell Season, we explored what Nephalem would do if they possessed the powers of Hell. This season we invite players to witness what Nephalem can accomplish with the powers of Heaven. Our goal with the 21 unique class-powers was to introduce changes to skills that can redefine the way you play a build or set. We're excited to see how players will harness the powers of Heaven in Season 27.

    General Updates

    • Adventure Mode is now unlocked for all accounts by default. Players are no longer required to complete the Campaign to access Adventure mode.
    • Default difficulty selection has been updated to be consistent for all players and platforms. All players now have access to Normal-Torment 6 difficulties by default, and upon reaching level 70 with a character, players gain access to Torment 7–Torment 16.
    • Uber Boss Realms now automatically close 60 seconds after the Uber Bosses have been defeated. Additional portals to the same Uber Boss Realm can now be opened in a single game session.
    • The Experience rewarded upon completion of an Echoing Nightmare has been reduced by 83%.
    Developer's Note: With Echoing Nightmares transitioning from a Seasonal theme to a permanent feature moving forward, we felt it was necessary to dial back the Experience rewards to avoid players feeling obligated to maximize their time spent inside the activity. Our vision for Echoing Nightmares is to be a fun bonus activity, like the Vault, that serves as a good source of loot and Augment materials. We've also made several changes to Adventure mode and difficulty unlocks—these will align the Diablo III experience across all platforms for new players and should make it easier to jump into your preferred activity. Lastly, we improved the Uber Boss flow so that players and groups can kill multiple rounds of bosses without having to remake games.

    Item Changes

    General

    • Guardian's Jeopardy (2-piece bonus): Your melee damage reduction is increased by 1% per 1000 base Vitality from equipped items. Your missile damage reduction is increased by 1% per 1000 base Strength, Dexterity, or Intelligence from equipped items depending on your class.
    • Guardian's Jeopardy (3-piece bonus): You gain an additional 100% of your base Strength, Dexterity, Intelligence, and Vitality attributes from equipped items.
    Developer's Note: We've heard from players that the Crafted 3-piece sets have had some of the most significant impacts on itemization, so we're introducing another to add more choice.

    Crusader

    • Armor of Akkhan (2-piece bonus): Judgment has no cooldown and gains the effect of every rune.
    • Armor of Akkhan (4-piece bonus): Attacks from Phalanx Avatars reduce the cooldown of Akarat's Champion by 0.5 seconds, and also apply Condemn when attacking enemies that is affected by Judgment.
      • Fixed a typo in the Armor of Akkhan 4-piece bonus.
      • Fixed a bug that allowed any attack to proc the 4-piece bonus to reduce the cooldown of Akarat's Champion.
      • Fixed a bug that caused the damage bonus of Akkhan's 6-piece to sometimes not work with Phalanx Avatars.
      • Updated the visual effect of Phalanx Avatars proccing Condemn to reduce visual clutter.
      • Updated the AI of Phalanx Avatars to prioritize targets around the player.
      • “Increases Phalanx Damage” affixes and the Enforcer Legendary Gem can now benefit Phalanx Condemns.
    • Eternal Union: Increases the duration of summoned Phalanx Bowmen and Bodyguard indefinitely.
    Developer's Note: Our goal with the Armor of Akkhan rework is to narrow the focus of the set to give a distinctive identify, highlighting a fantasy where the Crusader is the Knight-Commander, passing judgment on the enemies of the Light.

    Necromancer

    • Trag'Oul's Avatar (2-piece bonus): Blood Rush and Siphon Blood gains the effect of every rune. Your Life-spending abilities no longer cost Essence.
      • Fixed a bug that caused the Siphon Blood - Power Shift rune damage bonus to be multiplicative.
    • Trag'Oul's Avatar (4-piece bonus): While at full Life, your healing from skills is added to your maximum Life for 45 seconds, up to 300% more.
    • Trag'Oul's Avatar (6-piece bonus): Your Life-spending abilities deal 10,000% increased damage and your healing from skills is increased by 100%.
    • Iron Rose: Attacking with Siphon Blood has a 100% chance to cast a free Blood Nova. After cumulatively losing 10% of your maximum Life, your Death Nova deals 40% increased damage for 60 seconds. This effect stacks up to 10 times.
    • Bloodtide Blade: Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 25 enemies.
    • Funerary Pick: Siphon Blood drains blood from 2 additional targets. Each target takes 250-300% increased damage from you unless there is only 1 target, then it gains double the increased damage. The bonus from Siphon Blood - Power shift is now 20% per stack and benefits all skills.
    Developer's Note: We wanted to recapture the Blood Necromancer fantasy of Trag'Oul's Avatar and increase its effectiveness against single targets.

    Wizard

    • Delsere's Magnum Opus (2-piece bonus): Casting Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, or Arcane Torrent also casts Slow Time at them. This effect will not trigger if the target is already inside a Slow Time bubble. The cooldown of Teleport will reset while you're inside bubbles generated from this set or cast by you.
    • Delsere's Magnum Opus (4-piece bonus): You take 75% reduced damage while you have a Slow Time active. Allies inside your Slow Time gain half benefit.
    • Delsere's Magnum Opus (6-piece bonus): Enemies affected by your Slow Time and for 5 seconds after exiting take 12,500% increased damage from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities.
    • Crown of the Primus: Slow Time gains the effect of every rune except Point of No Return and permanently follows you.
    • Tal Rasha's Elements (2-piece bonus): Damaging enemies with Arcane, Cold, Fire or Lightning will grant immunity to that element and cause a Meteor of the same damage type to fall from the sky. The same meteor cannot happen twice in a row.
    • Tal Rasha's Elements (4-piece bonus): Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 50% for 8 seconds.
    • The Smoldering Core: Lesser enemies are now lured to your Meteor impact areas. Meteors deals 40-50% increased damage on consecutive hits to the same target. This stacks up to 10 times.
      • Fixed a typo in The Smoldering Core's tooltip.
    • Mirror Ball: Magic Missile fires 2 extra missiles and deals 400-500% increased damage.
    • Mempo of Twilight: Meteor Shower rune is now applied to all casted Meteors and deals 300–400% increased damage.
    Developer's Note: Delsere's Magnum Opus has been feeling weak, clunky and isn't meeting the desired gameplay flow, so we've streamlined the playstyle to make it more engaging, allowing Wizards to feel like masters of time. The core of Tal Rasha's Elements has changed over time, so we're revisiting it to reintroduce a playstyle that utilizes Meteor.

    Monk

    • Inna's Mantra (6-piece bonus): Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allys. The damage of your Mystic Allies is increased by 900% for each Mystic Ally you have out.
    • Bindings of the Lesser Gods: Enemies hit by your Cyclone Strike take 150-200% increased damage from your Mystic Ally for 5 seconds. Split Fire Allies gain 3 times this bonus.
    Developer's Note: Inna's Mantra Monks have been riding high on the waves of success for several seasons, so it's time to bring in the nerf shark.

    Demon Hunter

    • Strafe: Updated base skill to allow any equipped weapon, rather than requiring a Bow.

    Bug Fixes

    • Fixed a bug that prevented the Legendary Spear Empyrean Messenger from dropping.
    • Captain Crimson's Trimmings: Fixed a bug that caused the 3-piece set bonus to occasionally drop off.
    • Updated Bone Spike and Siphon Blood tooltips to reflect the appropriate damage values.
    • Fixed a bug that caused Sanctified items to not always roll with Ancient-level stats.
    • Fixed a bug where Slow Time and Archon Slow Time stacked.

    We’ll see you in Sanctuary, Nephalem!
    -The Diablo III Team

    Posted in: Season 27 Mega-Post!
  • published the article Diablo II: Resurrected PTR 2.5—Terror Zones Now Live

    Diablo II: Resurrected PTR 2.5—Terror Zones Now Live

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo II: Resurrected PTR 2.5—Terror Zones Now Live

    Welcome back!

     

    Our next testing period, PTR 2.5, goes live on August 25 at 10 a.m. PDT. We’re excited to share that for this PTR we will be debuting Terror Zones—an experimental feature—and introducing a variety of bug fixes to address feedback the community has provided us.


    Quest Log

    Terror Zones

    PTR Focus and Details

    Patch Notes

    How to Participate


    Terror Zones

    The journey to level 99 is a celebrated experience for players and quite the milestone if achieved—a rite of passage, even. We want to offer an alternative to repeatedly farming Baal, Diablo, or Nihlathak. We also want the journey to level 99 to be accessible to a larger population of players, full of variety, and most importantly, challenging—this is where Terror Zones come in. As we get into details, please note that players can choose to opt-out of Terror Zones if desired.

     

    When playing a Terror Zone-enabled game, every hour, the armies of the Burning Hells will focus their demonic might on specific zones, terrorizing them. The monsters in these zones will be at least two levels higher than your current level or their original level, up to a maximum per difficulty. The experience received and the loot dropped by killing a terrorized monster will be based on this new level. In addition, terrorized monsters will also grant additional experience points.

     

    Here are the level details for each monster type per difficulty:

     

    Normal

    • Base: +2 levels up to level 45
    • Champion: +4 levels up to level 47
    • Unique: +5 levels up to level 48

    Nightmare

    • Base: +2 levels up to level 71
    • Champion: +4 levels up to level 73
    • Unique: +5 levels up to level 74

    Hell

    • Base: +2 levels up to level 96
    • Champion: +4 levels up to level 98
    • Unique: +5 levels up to level 99

    The base player level used for the above calculations are taken from the creator of the game. If the host leaves the game, a new player will be selected for the base.

    Upon entering a Terror Zone-enabled game, you'll be informed of the current terrorized areas through a message sent to you via the Chat Box. When the time for new terrorized zones draws near, you will be informed of the impending changes via the Chat Box.

     

    In addition, you will be informed that you’re entering a terrorized area by several indicators:

    • Unique iconography next to a terrorized monster's name
    • On-screen text and messaging
    • Special audio cue
    • In-game text on the auto-map

    Here’s a complete list of all the zones that can become terrorized during the PTR:

     

    Act I

    Blood Moor and Den of Evil

    Cold Plains and The Cave

     

    Burial Grounds, The Crypt, and the Mausoleum

     

    Dark Wood

     

    Black Marsh

     

    The Forgotten Tower

     

    Jail

     

    Cathedral and Catacombs

     

    Tristram

     

    Moo Moo Farm

     

    Act II

    Sewers

    Rocky Waste and Stony Tomb

     

    Dry Hills and Halls of the Dead

     

    Far Oasis and Maggot Lair

     

    Lost City, Valley of Snakes, and Claw Viper Temple

     

    Harem and Palace Cellar

     

    Arcane Sanctuary

     

    Tal Rasha's Tombs

     

    Act III

    Spider Forest and Spider Cavern

    Flayer Jungle and Flayer Dungeon

    Lower Kurast

    Kurast Bazaar, Ruined Temple, and Disused Fane

    Kurast Sewers

    Travincal

    Durance of Hate

    Act IV

    Outer Steppes and Plains of Despair

    River of Flame

     

    Chaos Sanctuary

     

    Act V

    Bloody Foothills

    Frigid Highlands

     

    Glacial Trail

     

    Crystalline Passage and Frozen River

     

    Arreat Plateau

     

    Nihlathak's Temple, Halls of Anguish, Halls of Pain, and Halls of Vaught

     

    Ancient's Way and Icy Cellar

     

    Worldstone Keep, Throne of Destruction, and Worldstone Chamber

     

    *Please note that during the duration of the PTR, changes to the behaviors of Terror Zones may occur based on learnings from testing and player feedback.


    PTR Focus and Details

    To support player testing and content exploring, we will be providing character templates in a variety of popular builds at varying levels. As the PTR progresses, please be aware there may be periodic maintenance, outages, or updates based on player feedback. Any changes implemented during this PTR period to Terror Zones or other gameplay aspects are not set in stone. We are testing Terror Zones as a new, experimental feature with the expressed desire to inject additional fun into Diablo II: Resurrected. To ensure Terror Zones provide an experience that best serves our players, we will need your assistance and urge you to provide any feedback you may have.

     

    There will be an in-game survey located on the Diablo II: Resurrected main menu screen where you can provide feedback around Terror Zones. Alternatively, you can leave your feedback in the PTR Feedback forum. If you discover any bugs, please report them in the PTR Bug Report forum.

    Gameplay/Quality of Life

    • Added additional warning text to the mercenary confirmation prompt if your previous mercenary still has items equipped.
    • Damage value for the Paladin’s Thorns aura is now present on the character menu.
    • Dead Finger Mages now reset correctly to their original state when revived by Necromancers.
    • Fixed an issue where casting delays could desync at very high ping.
    • Fixed an issue where monster unique mods were triggering from another unique mod's trigger. For example, monsters that were both lightning and fire enchanted created an explosion every time they were put into hit recovery (Ex: repeatedly hit by Warcry).
    • Fixed a rare issue where item names on the ground would erratically flicker and shift while pathing around them.
    • Fixed an issue where players and monsters were able to walk through doors that visually looked closed.
    • Fixed an issue where certain Rune Words could not be repaired in the same game session they were created.
    • Fixed an issue where loading a character on a console that was created on PC was causing texture and lighting issues on console.
    • Fixed an issue that would occur when binding a skill to a multi-key binding (Ex: Ctrl + X, Alt + X) the action bound to the first key became unbound from that key.
    • Fixed an issue where the game name and password were not properly updating and displaying in-game when toggling the setting for showing it.
    • Fixed an issue where updates to stats, skills, or quests were displaying when no updates were available.
    • Fixed an issue where hardcore character names were not displaying in red text on the character list.
    • Fixed an issue with the Legacy Graphics gamble refresh icon containing graphical artifacts and corruption.
    • Fixed an issue where single and dual-wielding basic attacks with Claw weapons could have inconsistent attack speeds.
    • Fixed an issue where flags associated with previous characters (Ladder, Hardcore, and Classic) would persist for newly created characters in the Legacy Graphics Character Creation Screen.
    • Fixed an issue where the “buy” button legend in the vendor window would not display on the first weapons tab.
    • Fixed an issue where certain VFX were causing graphical corruption when fighting Uber Diablo.
    • Fixed an issue where Iron Golems could lose the aura granted by the item they were created with when the Golem was frozen.
    • Chosen game settings now persist in lobby game creation and filtering rather than being reset.
    • Fixed an issue where Iron Golems created in a previous game would disappear instead of teleporting to you.
    • Fixed an issue where performing a weapon swap during a trade would sometimes freeze the game.
    • Fixed an issue where visuals effects granted by set bonuses would sometimes toggle on and off.
    • Fixed an issue where environmental screen-space VFX were not playing.
    • Fixed an issue where Iron Golems summoned through a charge of the skill (Ex: granted by Metalgrid) would disappear when performing an inventory update.
    • Fixed an issue where Iron Golems created by a charged skill would not save between games.
    • Fixed an issue where players on console and controller would sometimes get the red-flash indicator for health loss while performing an inventory update.
    • Fixed an issue where the Horadric Cube could not be quick-dropped if there were items in it when playing on console or with a controller.
    • Fixed an issue where similar items weren't grouping together when auto-populating into the belt while using a controller.
    • Fixed various issues when quick-moving a belt with items in the additional belt slots it provides while using a controller.
    • Fixed an issue where you sometimes couldn't quick-equip an item that has its requirement met by another equipped item.
    • Fixed an issue where an item with requirement reductions would sometimes still show as requirements not met when equipped on a mercenary.
    • Fixed a desync with mana values when the consumption and regeneration of mana happened in a short frame window.
    • Fixed an issue where Quick Cast would sometimes restore the previous skill to the wrong mouse button.
    • Act V Dual-Wielding mercenaries now accurately animates two attack swings instead of one.
    • Fixed an issue where there were no corresponding Suicide Minion versions of the three guest Minion variants. These guest Minions will no longer visually transform into a skeleton and continuously stack explosion damage when whipped by Nihlathak or an Overseer.
    • Fixed an issue where Fist of the Heavens could unintentionally be used when it was bound on controller or assigned to left click on M+KB.
    • Fixed an issue where pets summoned by "chance to cast" skills on items would disappear after performing an inventory update.
    • Fixed an issue where Ravens summoned by charged skills would disappear after a few seconds.
    • Necromancer
      • Difficulty penalties for life drain now apply to the Blood Golem's attacks.
      • Fixed an issue where Blood Golem was not correctly stealing life from a PvP opponent.

    Localization

    • Updated gender pronoun strings that referred to the player from “his / her” to the neutral counterpart “their.”
    • Added a prefix for online Uber Diablo messages received in offline games.
    • Added localization translations for the automap tooltip.
    • Fixed an issue where the maximum gold in-game text for Polish, Russian, Mexican Spanish, and Portuguese languages were exceeding their bounds in the UI.
    • Fixed a variety of equipped skill names that were exceeding their bounds in the UI for the Russian and Polish languages.
    • Removed unnecessary spacing between tabs on PC in the quest log, waypoints, and player stash UI screens when playing with a controller while using the large font option.
    • Changed the date formatting for Japan to be displayed as Year / Month / Day.
    • Fixed a typo in the Japanese translations for quick equip and unequip to mercenary tooltip.

    PC-Specific Fixes

    • Added functionality to revoke and undo friend rejection so it’s no longer a permanent rejection.
    • Fixed an issue where the "/friends list" chat command was being truncated after 256 characters.
    • Removed the ability to bind the Print Screen key.
    • Fixed an issue where if the players opened chat after dying with Legacy Graphics active, all controls stopped functioning.
    • Fixed an issue if a linked item in chat exceeded one line, the item was unable to be selected and shown.
    • Fixed an issue where if a player entered the lobby, then entered a game, the difficulty selection would be blank upon returning to the lobby.
    • Removed the scroll bar and buttons from the autosuggest menu for chat commands.
    • Fixed an issue where if a skill was bound, then the key was removed from the skill binding, the unbound skill would still display without a binding.
    • Improved the scrolling on the ladder season, ladder type, and class drop-down in the ladder tab in the online lobby.
    • Fixed a tooltip that incorrectly stated “Show game name and password” to correctly state “Show game name.”
    • Fixed an issue where the latency indicator visual in the lobby was off center.
    • Fixed an issue where if the player activates controller mode while in the lobby, the latency indicator visual would disappear.
    • Skills can now always be set to the left or right slots, regardless of if you meet the requirements to use them.
    • Fixed an issue where rings were always quick-equipped to the right-hand slot, even if the left-hand slot was open.
    • M+KB can now quick-equip and quick-unequip items to and from their character and mercenary.
    • Fixed an issue where dragging an item onto a mercenary's portrait was not swapping their currently equipped item.
    • Text-to-speech now uses Voice (installed on Windows) which corresponds to the voice language selected (Set in Battle.net launcher).
    • Text-to-speech option reads out all chat commands regardless of channel.
    • Text-to-speech, when reading an item link, will now only read the item text instead of including various numbers and letters.

    Stability

    • Fixed a crash on PC that occurred when resizing the client window while in the lobby.
    • Improved game join and game create backend request for a smoother player experience.
    • Various game stability improvements.

    How To Participate

    To participate in the public test, you must have a Diablo II: Resurrected game license attached to a Battle.net account in good standing (Ex: one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.

    • Step 1: Restart the Battle.net desktop app.

       

    • Step 2: Navigate to the Diablo II: Resurrected tab on the left-hand menu.

       

    • Step 3: On the Diablo II: Resurrected screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo II: Resurrected currently installed). Select "PTR: Diablo II: Resurrected" from this drop-down menu before proceeding.

       

    • Step 4: Click Install to begin the installation process.

       

    Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.


    Thank You for Playing

    Our team is incredibly thankful for your continued support and collaboration. We look forward to seeing you continue to slay demons in Diablo II: Resurrected for many years to come!

    If you want to learn more about Diablo II: Resurrected, check out our website here, or for real-time updates, follow our official Twitter @Diablo.

    Posted in: Diablo II: Resurrected PTR 2.5—Terror Zones Now Live
  • published the article Diablo IV Quarterly Update - August 2022

    Diablo IV Quarterly Update - August 2022

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo IV Quarterly Update—August 2022

    Diablo IV Quarterly Update—August 2022

     

     

    Hello and welcome to our third Diablo IV Quarterly Update of 2022. We hope you enjoyed last quarter's dive into the playstyles of our final launch class, the Necromancer. That blog and our previous updates can be read here if you missed out.

     

    Today we'll be talking about some of what’s coming to Diablo IV after the game ships. This is often referred to as a live service, and we have ambitious plans here. Our associate game director for live service, Joseph Piepiora, and our director of product, Kegan Clark, are here to talk details. Everything they describe is in addition to delivering the complete Diablo IV experience, the rich endgame features you expect at launch, and regular expansions that continue the story.

     

    Many of you enjoy the Seasons in Diablo II: Resurrected and Diablo III and have asked for more extensive season support. We agree one of the most fun ways to play Diablo is through Seasons, so we're making the first one available soon after launch and building a dedicated team to bring you up to four Seasons a year, each with major new features, questlines, enemies, legendary items, and more.

     

    Diablo IV's Seasons are modeled after those of Diablo III. When a new season begins, all the characters from the prior season are moved to the Eternal Realm, where you can keep playing, leveling up, and collecting loot. To play in the new season, you’ll create a fresh character and experience the new seasonal features and content while leveling up alongside other players. This, along with capping paragon points in Diablo IV, ensures that your effort and skill—measured by both dexterity and theorycrafting —determine how powerful your character becomes. It also allows players who missed the last season to participate. This season design requires that all sources of character power come from playing the game, so you will not be able to pay for power in Diablo IV.

     

    You can read about our monetization philosophy below, along with details on how the Cosmetics Shop and optional Season Pass support and enhance Seasons.

     

    We hope you enjoy this update and look forward to your thoughts and reactions. Later this year, we'll be testing our endgame systems. We'll also be testing features that enable players who have completed the game's campaign to flag it as completed for new characters they create and allow characters on the eternal realm to contribute to seasonal progress. Finally, stay tuned for a winter blog.

    We're grateful to have you with us on this journey. Thank you for playing the games we make.

     

    -Joe Shely,
    Game Director, Diablo IV


    Table of Contents


    Seasons

    Hello, Heroes of Sanctuary! My name is Joe Piepiora, the associate game director responsible for game systems and our live service. Today I finally get to talk about our high-level plans for Diablo IV’s seasonal content updates. We are in the exciting position of delivering the high-quality, quarterly releases Diablo IV deserves.

     

    As our game director Joe Shely noted earlier, we are pursuing a seasonal reset structure for our live game—Diablo is a game about choice and possibility! We feel it is at its best when you get a clean slate to start from in a season, picking a class, customizing your build, and chasing down items that support it along the way. This affords us several advantages and chief among them is that we can really shake the box of Diablo IV with each season, creating unique experiences with each of our quarterly releases.


    New Content

    We think it is important that players see that the game is changing in meaningful ways. Each season will be released with a fresh new gameplay feature and questline that introduces new challenges, mysteries, and possibilities into the level-up experience. This is something players should begin to experience before the end of their first hour of play. One of the benefits of our seasonal direction is that it enables fun, new ways to play throughout your character’s progression.

     

    Each Season's new questline will reveal more of the world of Sanctuary and your character’s place in it. Here, we get an opportunity to introduce new characters or revisit old ones while exploring the lore and content of the season.


    Refreshing the Meta

    Diablo IV is a vast game—we want to ensure that we are keeping existing content and features in a place where they remain fun and challenging to participate in. To that end, we will always be evaluating the state of the game to regularly revitalize older stomping grounds.

     

    One clear example here is looking at the relative balance between classes, builds, and powers. Diablo is a game that is about creating exciting, overpowered builds, and while we don’t want to balance the fun out of the experience, we don’t want to create situations in which imprecise tuning squash creativity.

     

    We will also be constantly adding new legendary and unique items, paragon boards, glyphs, and more that will continually refresh the meta and create new build opportunities.


    Improving the Game

    With each season we’ll be looking into ways to simply improve the player experience. As a live product, we intend to hold Diablo IV to an exceedingly high standard. We are here to build a live game that we can be proud of, and the best way to do that is by engaging our players directly.

     

    Based on feedback that we receive, the team will identify quality-of-life features and polish work that can be done to improve the overall game experience and invite the community to vote upon their priority. While we cannot always flip a switch to tackle something immediately, you can rest assured that we will be active in improving the quality of the game experience for years to come.


    Live Events

    Sanctuary is a living world filled with people, creatures, and factions striving to meet their own ends. Attentive players should be on the lookout for new live events that will crop up each season. An example of a live event might be the warning of an impending invasion of the Drowned, which may last a weekend, or the arrival of a strange peddler amidst the crags of the Dry Steppes. These events provide gateways to new adventures and unique rewards.


    Season Journey

    Alongside our major season releases, we see the return of the Season Journey. Players are pushed to explore Sanctuary anew, earning limited-time rewards with each chapter of the Season Journey that is completed. Completing the Season Journey is quite a feat, with the final step demanding the character overcome an extremely difficult encounter with an especially deadly foe. With future Season Journeys, we are regularly adding pinnacle-level difficulty challenges for players to complete, proving their worth and earning unique cosmetic rewards besides.

     

    Like Diablo III, the Season Journey is free for all players. Completing Season Journey objectives also grants progress toward the Season Pass, a new feature with a battle pass-style progression that advances alongside the Season Journey, enabling players to earn even more rewards just by playing. The Season Pass has both free rewards (cosmetics, premium currency, and gameplay boosts) and paid rewards (cosmetics and premium currency only).


    Season Pass

    Hey everyone, I’m Kegan Clark, director of product for Diablo IV here to talk about our approach to live service monetization in Diablo IV. As we’ve discussed previously, Diablo IV will be a full-price game with a Cosmetics Shop and Season Pass—none of which provide any pay-for-power options. Our goal in designing our in-game purchases is that we want to create beautiful things which add value to players’ experience of the game.

     

    The scale of Diablo IV Seasons is much more ambitious than what we've done in the past on Diablo III, with a large development team dedicated to Seasons after launch. Diablo IV will be supported by an army of developers for years to come. With all the exciting plans we have for Seasons, we want them to be enjoyed by everyone, regardless of whether they buy anything from the shop. I’m grateful for the opportunity to finally share more with the community about our live service model.

     

    Seasons will add all-new gameplay, quests, challenges, meta changes, and quality-of-life improvements. The Season Pass recognizes players’ dedication, with greater rewards unlocking as you play more throughout the Season. There will be a single track of rewards with Free Tiers that are unlocked just by playing the game and leveling, and Premium Tiers which provide no in-game power or advantage over other players. The Free Tiers of the pass will provide gameplay boosts to all players—things which make the journey of leveling up a fresh seasonal character faster and more streamlined. In contrast, the Premium Tier rewards are focused on aesthetics, providing a huge value in the form of cosmetics and Premium Currency. Many of the rewards embody the seasonal theme, helping players show off their participation in that Season.

     

    Let’s talk more about what players can expect:

     

    The Season Pass has Free Tiers and Premium Tiers. Throughout the pass players can earn a variety of rewards for free, just by playing. At any point during the Season, players can purchase the Premium Pass to unlock the ability to earn Premium rewards tiers containing seasonally themed Cosmetics and Premium Currency.

     

    The Season Pass awards cosmetics. Like the Shop, these don’t affect gameplay. Additionally, certain cosmetic types are exclusive to the Season Pass.

     

    The Season Pass awards Premium Currency. Players can spend this currency on cosmetics offered in the shop.

     

    The Season Pass awards free Season Boosts. Boosts accelerate players’ progress for the duration of the Season. For example, a Season Boost might accelerate XP earned to make leveling multiple characters within a season faster. Because they affect gameplay, Season Boosts are free rewards for all players. We want to be clear that players can’t unlock Season Boosts more quickly through purchases--there is no way to unlock more boosts, or boosts at a faster pace, by spending money.

     

    Players can purchase Tiers-but they won’t speed up getting Season Boosts. Players can’t upgrade Season Boosts just by purchasing Tiers, because they’ll also have to earn level milestones to apply them. All other Tier rewards can be unlocked instantly by purchasing Tiers. In other words, there’s no way to shortcut getting Season Boosts by buying Tiers; they must be earned.

    The Season Journey accelerates Season Pass progression. While any play style can progress through the Season Pass, min-maxers can focus on Season Journey objectives to advance more quickly.


    The Shop

    The way we approached designing the Shop and the cosmetics within it was by thinking about the experience we want players to have. We want buying things to feel good--before, during, and after purchase. So, if players choose to buy something, it should be because they want to, not because they feel like they have to. It should also be clear to players exactly what they are getting before they choose to buy, with no unpleasant surprises.

     

    The Shop’s cosmetics build on top of the foundation of a huge variety of transmogs from weapons and armors players will find in-game. It’s also important to us that the Shop is grounded within Diablo’s world, so our cosmetics are holistic fantasies, the individual components of which can be mixed and matched with transmogs from armors acquired in-game for endless customization options.

     

    A screen capture of the Shop's internal beta.

     

    Let’s talk more about what players can expect:

     

    The Shop sells cosmetics for Premium Currency. Cosmetics give players even more options to customize the visual appearance of their characters. Nothing offered in the Shop grants a direct or indirect gameplay advantage. So, while many of these may look like powerful pieces of gear, they have no in-game stats.

    A screen capture of the Shop's internal beta.

     

    The Shop is optional. Players can experience all core and seasonal gameplay features without spending money. Our goal is for players to enjoy going to the Shop, buy something when it catches their fancy, and walk away happy with what they bought.

     

    The Shop is transparent. It’s important that players know exactly what to expect before making a purchase. We’ve built preview functionality that enables players to closely examine every detail of the cosmetic on their own characters before deciding to make a purchase.

    A screen capture of the Shop's internal beta.

     

    The best-looking cosmetics aren’t exclusive to the Shop. Diablo IV will ship with hundreds of transmogs unlockable from drops in-game, including dozens of armor sets of the highest visual quality. There are incredible pieces—Unique and Legendary quality items—for players to find without ever going to the Shop. The Shop offers more diversity of choices, not systematically better choices.

     

    A screen capture of the Shop's internal beta.

     

    Armor Transmogs in the Shop are usable on all characters of that class. Many of the cosmetics in the Shop are class-specific fantasies, which wouldn’t necessarily make sense visually on other classes. Once you unlock a cosmetic from the Shop for a given class, you can use it on every character of that class on your account. There are special cosmetics exclusive to the Season Pass which celebrate the theme of the Season and look similar across all the classes.

     

    The most important guiding principle behind the Shop and Season Pass is to create something players love, look forward to, and appreciate being part of the game. Cosmetics in Diablo IV create new ways for players to express themselves and never provide advantages in-game. Players will experience all the fun of Seasons, whether they spend anything or not. We intend to continue our dialog with players about Shop and Season Pass, and we’ll always listen and seek out the community's feedback about it. It is our sincerest belief that we can work together with the community to keep Diablo IV a living, evolving world for many years to come! Thanks for reading, we’ll be sharing more soon!


    Closing Thoughts

    Wrapping up this Quarterly Update blog, we want players to take comfort in knowing Diablo IV will continue to evolve its offerings post-launch. The introduction of new Seasons, alongside live events, and a returning Season Journey will work in tandem to breathe variety into the game, while also reinforcing its core principle: empowering players to experience Sanctuary as they see fit. We cannot wait for you to explore these systems in the future!

    Posted in: Diablo IV Quarterly Update - August 2022
  • published the article Diablo III - Season 27 Light’s Calling Preview

    Diablo III - Season 27 Light’s Calling Preview

    The preview blog for Season 27 in Diablo III is now live!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Season 27 Light’s Calling Preview

    Season 27 Light’s Calling Preview

    Hear, hear, Nephalem!

     

    The light beckons for your faithful return to Sanctuary—Season 27, Light’s Calling, will begin on August 26 at 5 p.m. PDT/CEST/KST. For an in-depth look at the seasonal theme, rewards, and the balance changes made between the end of the Patch 2.7.4 PTR and now, take a gander below.

     


    Seasonal Journey

    Season 27 Theme

    Season Cosmetic Rewards

    Season Journey Rewards

    Season Conquest

    Haedrig’s Gift

    Patch Notes

     


    Season 27 Theme

    Looking to turn the tide of an unremitting war between light and darkness, the Angels of the High Heavens have embedded a token of their righteousness in Sanctuary. Cunning Nephalem seeking an advantage in combat will undergo an angelic trial, crystallizing a symbol of their morality into pure, otherworldly perfection. The specific celestial force imbued within by the divine is unknown—an answer waiting to be sought on the battlefield. Go forth, Nephalem!

     

    Season 27 introduces Light’s Calling, our new seasonal theme. Valiant Nephalem who recover Angelic Crucibles, a new consumable item, may use them to Sanctify any equippable Legendary item, infusing it with one of three new class-specific powers at random. We wanted to use Angelic Crucibles to lean into the expertise of each class, further exemplifying its respective prowess, but through a nuanced lens. The High Heavens are home to ethereal splendor, bursting with boundless radiance—we wanted to provide players with a taste of untainted power as doled out from Heaven itself.

     

     

    Example of creating a Sanctified item (right) using an Angelic Crucible.


    Season Cosmetic Rewards

    Beginning with Season 17, we began reintroducing previous rewards to make them available to players who may have missed them the first time around. For Season 27, this means awards originally available from Season 15 are returning. In addition to the Chest and Glove slots of the exclusive Conqueror Set, a series of portrait frames themed around the struggle of the Eternal Conflict will be available. For the eager cosmetic pet collectors, Belphegor is keen to keep a grip on your coin as it accompanies you on your adventures across Sanctuary!

     

    As in past seasons, two new End of Journey cosmetic rewards will be obtainable during Season 27. Stand hand-in-hand against demonic threats with the Corvus Cadaverous pet and emphasize your cerebral nature with the Laurels of Knowledge portrait.

     

     


    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 by now. But players who have not yet earned a total of four stash tabs via the Season Journey can still unlock an additional one by completing the following tasks at the Conqueror tier:

    • Finish a level 70 Nephalem Rift on Torment XIII difficulty within five minutes.
    • Level three Legendary Gems to level 55.
    • Complete two Conquests this Season.
    • Kill Malthael at level 70 in one minute and 30 seconds on Torment XIII difficulty.
    • Slay Greed on Torment XIII difficulty.
    • Reach Greater Rift level 60 Solo.
    • Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem.
    • Use Kanai’s Cube to reforge a Legendary item.

     


    Season Conquest

    Speaking of Conquests, we’re rotating those, too! Returning for Season 27 is Sprinter/Speed Racer, where you’re challenged to complete all of Diablo III’s campaign from Act I to Act V at level 70 in under one hour! Next, we have 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. Boss Mode/Worlds Apart is a different kind of race; destroy all the bosses in Diablo III at max level on Torment X before your 20-minute timer ends! A fan-favorite for those who enjoy unconventional builds, The Thrill/Superhuman requires completion of a Greater Rift level 45 to be completed Solo, but without any Set items equipped. Finally, Masters of the Universe/Masters of Sets stretches your class set knowledge by requiring a Mastery Rank completion of eight different Set Dungeons; get ready to start collecting!


    Haedrig’s Gift

    Finally, the Class Sets available 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 will 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 27:

    • 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 upcoming update to Diablo III: Patch 2.7.4.

    Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.

    Season 27

    Season 27 introduces a new type of consumable item called Angelic Crucibles. Once uncovered by Nephalem, these heavenly artifacts can be used to Sanctify any equippable Legendary item. Sanctifying an item reforges it to have perfect Ancient-level stats on all affixes while also preserving the item's Legendary Power. In addition, this process adds one of three new powers unique to each class.

    Season Theme Details:

    • Angelic Crucibles and Sanctified items can only be acquired in Seasonal play and will not transfer to your non-seasonal character when the season ends.
    • Angelic Crucibles can drop anywhere in Sanctuary at level 70.
    • Players can obtain as many Sanctified items as they would like, however, only one Sanctified item can be equipped at a time.
    • Sanctified items can be Sanctified again using another Angelic Crucible.
    • No stats are preserved when Sanctifying an item.
    • Only level 70 equippable items can be Sanctified—crafted items cannot be Sanctified.
    • Followers cannot equip Sanctified items.
    • The drop rate of Angelic Crucibles has been doubled.
    Developer's Note: We heard your feedback regarding the Angelic Crucible drop rate. . . then we doubled it.

    New Class-Specific Sanctified Powers

    Barbarian

    • Whirlwind pulls in and holds all enemies within 25 yards.
    • Hammer of the Ancients hits in all directions around the Barbarian. Every tenth cast of Hammer of the Ancients unleashes a powerful shockwave.
      • The shockwave now deals 10x damage.
    • Hitting enemies generates stacks of Tempest Rhythm. Activating Wrath of the Berserker consumes 50 stacks of Tempest Rhythm and startles enemies within 16 yards, causing them to take 2% increased damage per stack for 20 seconds. Max 50 stacks.

    Crusader

    • Blessed Hammer now crackles with energy, damaging enemies within 15 yards of its path. All runes but Dominion now throw the hammer in a direct path in front of the Crusader.
      • Fixed a bug that caused Blessed Hammer to stop when hitting allies.
    • Every two seconds, call down Fist of the Heavens on a random nearby enemy. After casting Steed Charge, this effect occurs more rapidly for five seconds.
      • Updated the visual effects of the Fist of the Heavens Sanctified power to differentiate it from Fist of the Heavens cast by players.
    • After casting Falling Sword, you descend from the sky with two Archangels that can cast Consecration and Condemn.
      • Updated the Archangels abilities to not benefit from bonuses and removed the Heaven's Fury skill.
      • Archangels no longer take damage.
      • Removed the cooldown to spawn Archangels when casting Falling Sword. A maximum of two Archangels can be present at a time.
      • The damage done by Archangels has been reduced.
      • The Archangels will no longer cast Condemn and Consecration immediately upon being summoned.
      • The Archangels damage has been reduced 33% of its previous value.

    Demon Hunter

    • Strafe now casts the last non-channeled Hatred spending ability cast.
      • Fixed a bug that sometimes caused the Strafe sanctified power to stop casting the Hatred spending ability.
      • Fixed a bug that caused the Multishot visual effects to fire in the wrong direction.
    • Casting Vengeance unleashes a barrage of rockets that deal damage equal to a percentage of the maximum life enemies possess. The number of rockets fired increases over 30 seconds. Elites and Bosses receive less damage per rocket.
      • Fixed a bug in the tooltip to correctly state that damage is equal to a percentage of maximum life, not current life.
    • Firing Cluster Arrow no longer drops explosive ordinance. Instead, it concentrates its explosive force into piercing rays of light.
      • Updated the Cluster Arrow tooltip to clarify the power and potential interactions with other skills.
      • Adjusted the animation to feel more fluid.
      • Updated the Cluster Arrow visual effects and sounds.
      • Fixed a bug that prevented Cluster Arrow from proccing Restraint and Thrill of the Hunt.
      • Fixed a bug where Cluster Arrow didn’t properly cost 40 Hatred.

    Monk

    • Casting Wave of Light now summons a bell at the target location that deals damage when any player attacks the bell. Up to five bells can be active at one time.
      • The Shattering Light rune now respects which way you’re facing when you strike the bell, and your bells can no longer proc your own bells.
      • Updated the tooltip to reflect that other players can attack summoned bells.
      • Added sounds to the Wave of Light Sanctified power.
      • Bells no longer count as kills to other players.
      • Bells now despawn if not destroyed within 10 seconds.
    • All Way of the Hundred Fists combo punches use the second stage combo punch. Consecutive hits from Way of the Hundred Fists increases its damage by 2%. Max 350 stacks.
    • The target of your Seven-Sided Strike is barraged with spiritual punches for 15 seconds. This can only affect one enemy at a time.

    Necromancer

    • Your Golem now picks up corpses within 20 yards. Each corpse it stores allows you to cast any corpse spending ability with the max number of corpses consumed per cast. Up to 30 corpses can be stored.
      • Updated the tooltip to clarify which Corpse skills are impacted by the Sanctified power.
    • Enemies within 50 yards are constantly assaulted by the Army of the Dead - Unconventional Warfare while this item is equipped.
      • Fixed a bug that caused an unintended interaction with Fate's Vow and the Army of the Dead Sanctified power.
    • Hitting enemies with Death Nova five consecutive times adds a spirit that afflicts an enemy every fifth cast of Death Nova. Up to three spirits can be sent at a time.

    Witch Doctor

    • Enemies affected by Locust Swarm are also Haunted. When you cast Piranhas, all Haunted enemies within 60 yards are pulled into the pool. A lesser enemy stunned by Bogadile is instantly killed. Elites and Bosses stunned by Bogadile take massive damage.
      • Added a visual effect to indicate the area where monsters are pulled in by Piranhas.
    • Horrify becomes an aura that causes enemies to receive 100% more damage and deal 15% less damage in addition to its other effects.
    • You summon two Gargantuans and three Zombie Dogs periodically. Gargantuans gain the effect of the Restless Giant rune. Zombie Dogs gain the effect of all runes. Enemies hit by Sacrifice are Immolated, causing them to take 100% more damage from your Pets.

    Wizard

    • Your Storm Armor charges over 30 seconds. Casting Storm Armor at full charge releases a powerful thunderbolt, instantly killing a random enemy within 30 yards. Bosses and Elites are not killed but take significant damage.
    • Arcane Orb now periodically spawns up to four orbiting charges that will generate an additional orb when cast. All charges from the Arcane Orbit rune now detonate at the same time.
    • Magic Missile fires 10 missiles and gains the effect of the Seeker rune.
      • Reduced the number of Magic Missiles from 20 to 10.
    Developer's Note: With the Lords of Hell Season, we explored what Nephalem would do if they possessed the powers of Hell. This season we invite players to witness what Nephalem can accomplish with the powers of Heaven. Our goal with the 21 unique class-powers was to introduce changes to skills that can redefine the way you play a build or set. We're excited to see how players will harness the powers of Heaven in Season 27.

    General Updates

    • Adventure Mode is now unlocked for all accounts by default. Players are no longer required to complete the Campaign to access Adventure mode.
    • Default difficulty selection has been updated to be consistent for all players and platforms. All players now have access to Normal-Torment 6 difficulties by default, and upon reaching level 70 with a character, players gain access to Torment 7–Torment 16.
    • Uber Boss Realms now automatically close 60 seconds after the Uber Bosses have been defeated. Additional portals to the same Uber Boss Realm can now be opened in a single game session.
    • The Experience rewarded upon completion of an Echoing Nightmare has been reduced by 83%.
    Developer's Note: With Echoing Nightmares transitioning from a Seasonal theme to a permanent feature moving forward, we felt it was necessary to dial back the Experience rewards to avoid players feeling obligated to maximize their time spent inside the activity. Our vision for Echoing Nightmares is to be a fun bonus activity, like the Vault, that serves as a good source of loot and Augment materials. We've also made several changes to Adventure mode and difficulty unlocks—these will align the Diablo III experience across all platforms for new players and should make it easier to jump into your preferred activity. Lastly, we improved the Uber Boss flow so that players and groups can kill multiple rounds of bosses without having to remake games.

    Item Changes

    General

    • Guardian's Jeopardy (2-piece bonus): Your melee damage reduction is increased by 1% per 1000 base Vitality from equipped items. Your missile damage reduction is increased by 1% per 1000 base Strength, Dexterity, or Intelligence from equipped items depending on your class.
    • Guardian's Jeopardy (3-piece bonus): You gain an additional 100% of your base Strength, Dexterity, Intelligence, and Vitality attributes from equipped items.
    Developer's Note: We've heard from players that the Crafted 3-piece sets have had some of the most significant impacts on itemization, so we're introducing another to add more choice.

    Crusader

    • Armor of Akkhan (2-piece bonus): Judgment has no cooldown and gains the effect of every rune.
    • Armor of Akkhan (4-piece bonus): Attacks from Phalanx Avatars reduce the cooldown of Akarat's Champion by 0.5 seconds, and also apply Condemn when attacking enemies that is affected by Judgment.
      • Fixed a typo in the Armor of Akkhan 4-piece bonus.
      • Fixed a bug that allowed any attack to proc the 4-piece bonus to reduce the cooldown of Akarat's Champion.
      • Fixed a bug that caused the damage bonus of Akkhan's 6-piece to sometimes not work with Phalanx Avatars.
      • Updated the visual effect of Phalanx Avatars proccing Condemn to reduce visual clutter.
      • Updated the AI of Phalanx Avatars to prioritize targets around the player.
      • “Increases Phalanx Damage” affixes and the Enforcer Legendary Gem can now benefit Phalanx Condemns.
    • Eternal Union: Increases the duration of summoned Phalanx Bowmen and Bodyguard indefinitely.
    Developer's Note: Our goal with the Armor of Akkhan rework is to narrow the focus of the set to give a distinctive identify, highlighting a fantasy where the Crusader is the Knight-Commander, passing judgment on the enemies of the Light.

    Necromancer

    • Trag'Oul's Avatar (2-piece bonus): Blood Rush and Siphon Blood gains the effect of every rune. Your Life-spending abilities no longer cost Essence.
      • Fixed a bug that caused the Siphon Blood - Power Shift rune damage bonus to be multiplicative.
    • Trag'Oul's Avatar (4-piece bonus): While at full Life, your healing from skills is added to your maximum Life for 45 seconds, up to 300% more.
    • Trag'Oul's Avatar (6-piece bonus): Your Life-spending abilities deal 10,000% increased damage and your healing from skills is increased by 100%.
    • Iron Rose: Attacking with Siphon Blood has a 100% chance to cast a free Blood Nova. After cumulatively losing 10% of your maximum Life, your Death Nova deals 40% increased damage for 60 seconds. This effect stacks up to 10 times.
    • Bloodtide Blade: Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 25 enemies.
    • Funerary Pick: Siphon Blood drains blood from 2 additional targets. Each target takes 250-300% increased damage from you unless there is only 1 target, then it gains double the increased damage. The bonus from Siphon Blood - Power shift is now 20% per stack and benefits all skills.
    Developer's Note: We wanted to recapture the Blood Necromancer fantasy of Trag'Oul's Avatar and increase its effectiveness against single targets.

    Wizard

    • Delsere's Magnum Opus (2-piece bonus): Casting Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, or Arcane Torrent also casts Slow Time at them. This effect will not trigger if the target is already inside a Slow Time bubble. The cooldown of Teleport will reset while you're inside bubbles generated from this set or cast by you.
    • Delsere's Magnum Opus (4-piece bonus): You take 75% reduced damage while you have a Slow Time active. Allies inside your Slow Time gain half benefit.
    • Delsere's Magnum Opus (6-piece bonus): Enemies affected by your Slow Time and for 5 seconds after exiting take 12,500% increased damage from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities.
    • Crown of the Primus: Slow Time gains the effect of every rune except Point of No Return and permanently follows you.
    • Tal Rasha's Elements (2-piece bonus): Damaging enemies with Arcane, Cold, Fire or Lightning will grant immunity to that element and cause a Meteor of the same damage type to fall from the sky. The same meteor cannot happen twice in a row.
    • Tal Rasha's Elements (4-piece bonus): Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 50% for 8 seconds.
    • The Smoldering Core: Lesser enemies are now lured to your Meteor impact areas. Meteors deals 40-50% increased damage on consecutive hits to the same target. This stacks up to 10 times.
      • Fixed a typo in The Smoldering Core's tooltip.
    • Mirror Ball: Magic Missile fires 2 extra missiles and deals 400-500% increased damage.
    • Mempo of Twilight: Meteor Shower rune is now applied to all casted Meteors and deals 300–400% increased damage.
    Developer's Note: Delsere's Magnum Opus has been feeling weak, clunky and isn't meeting the desired gameplay flow, so we've streamlined the playstyle to make it more engaging, allowing Wizards to feel like masters of time. The core of Tal Rasha's Elements has changed over time, so we're revisiting it to reintroduce a playstyle that utilizes Meteor.

    Monk

    • Inna's Mantra (6-piece bonus): Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allys. The damage of your Mystic Allies is increased by 900% for each Mystic Ally you have out.
    • Bindings of the Lesser Gods: Enemies hit by your Cyclone Strike take 150-200% increased damage from your Mystic Ally for 5 seconds. Split Fire Allies gain 3 times this bonus.
    Developer's Note: Inna's Mantra Monks have been riding high on the waves of success for several seasons, so it's time to bring in the nerf shark.

    Demon Hunter

    • Strafe: Updated base skill to allow any equipped weapon, rather than requiring a Bow.

    Bug Fixes

    • Fixed a bug that prevented the Legendary Spear Empyrean Messenger from dropping.
    • Captain Crimson's Trimmings: Fixed a bug that caused the 3-piece set bonus to occasionally drop off.
    • Updated Bone Spike and Siphon Blood tooltips to reflect the appropriate damage values.
    • Fixed a bug that caused Sanctified items to not always roll with Ancient-level stats.
    • Fixed a bug where Slow Time and Archon Slow Time stacked.

    We’ll see you in Sanctuary, Nephalem!
    -The Diablo III Team

    Posted in: Diablo III - Season 27 Light’s Calling Preview
  • published the article Diablo Immortal Patch Notes, Class Change And Other New Features

    Diablo Immortal Patch Notes, Class Change And Other New Features

    Originally Posted by Blizzard Entertainment (Official Post)

    Class Change and New Features Debut in Diablo Immortal

    Hail, adventurer.

     

    Since our last encounter, many of you have come face-to-face with icy death against Vitaath, acquired blessings from the Hungering Moon, and kept Sanctuary’s denizens safe as a result of your valor.

     

    A few weeks ago, we provided you with our first batch of post-launch content for Diablo Immortal. This week, we’re excited to unveil the new Class Change mechanic, two in-game events, our deadliest Helliquary boss yet, and more. All the items mentioned below will go live on July 20 at 3 a.m. server time—specific dates for content going live afterward are provided below. Let’s dive right in!


    Codex


    Class Change

    In Diablo games, your journey begins with an important choice: which class will you play as? To alleviate some of the pressure associated with this choice, and to equip players with increased flexibility in how they play, we’re adding a new Class Change mechanic to Diablo Immortal.

     

    After being up close and personal as a Barbarian, perhaps you’re ready to sheathe your swords and manipulate arcane forces from afar as a Wizard. Class Change presents an opportunity for a fresh start while maintaining most of your previous progress. To experience Sanctuary anew as a different class, visit the Shifting Flames brazier in Westmarch to begin.

    Below are a few rules surrounding the Class Change mechanic:

    • Class Change becomes available for a character beginning at level 35.
    • You may change your class once every seven days and at no cost—there is also a one-time option to immediately revert to your previous class, skipping the seven-day waiting period. There are no current plans to allow players to purchase the ability to change classes more frequently.
    • When you change to each class for the first time, you can set the appearance of your character and receive a full reset of your Paragon Trees.
    • Upon changing to each class for the first time, you will be granted placeholder gear. The placeholder gear will have an equivalent rank to the previously equipped gear of your last class.
    • All Clan, Warband and other social group affiliations will carry over.
    • Some class-specific cosmetics and gear will not carry over when you change classes. All gear equipped to your previous class will be available in your inventory. Any cosmetics owned for a class will be retained on that class and will be available upon changing back to it.

    Hero’s Journey

    Muster all your grit and tenacity, for the journey ahead is rife with both untold glory and righteous rewards. Hero’s Journey is a new end-game experience that unlocks for adventurers during the Frozen Tundra portion of the main questline. Consisting of four chapters, with two more planned for the future, Hero’s Journey will send you to complete mettle-testing objectives that scale in difficulty as you rise in Paragon Level.

    If you can prove you’re up to the task, a bounty of rewards is here to greet you upon completing each chapter. These range from large sums of gold or Platinum to Aspirant’s Keys, Legendary Crests, and even the Glorious Journey Portrait Frame.

     


    Adventurer’s Path Limited-Time Event

    In Sanctuary few are capable enough to stand against the darkness and wager their life for the defenseless. But you, adventurer, have consigned your days to thinning out the ranks of the Burning Hells, ushering in safety where all hope was once lost. The downtrodden look up to you, and to continue serving them, you must walk the Adventurer’s Path.

    From July 20 at 3:00 a.m.–August 3 at 3:00 a.m. server time, as you complete Adventurer’s Path tasks, you’ll earn gold, enchanted dust, and scrap materials for your heroics. Racking up enough completed tasks will also unlock milestone rewards for you:

    • Upon completion of eight tasks: 10 Aspirant’s keys
    • Upon completion of 16 tasks: the Adventurer’s Laurel Portrait Frame
    • Upon completion of 20 tasks: one Legendary Crest

    New Helliquary Boss: Gorgothra the Claimer

    Rayek has located another one! But he’s going to need the help of a few hardened adventurers to quell this gargantuan and impossibly ancient threat. Gorgothra is the third of the Wrathborne demons to plague Sanctuary. She has earned the worship of countless demons over the ages, but is no stranger to combat—her petrification rays, bilious venom, and serpentine strikes dwarf the power of Lassal and Vitaath.

     

    Do you possess the demon-slaying prowess needed to overcome Gorgothra’s wrath? Or will you become another ossified corpse decorating her lair? Assemble your group at the Helliquary, for Gorgothra emerges on August 2.


    Hungering Moon Limited-Time Event

    The moon is back for seconds, and it demands more blood. . . perhaps even yours! Gaze upon the moon—bask in its hallowed glow, heed its howl for sustenance, and lunar-laced blessings you shall be bestowed. Fulfilling the moon’s demands will earn you Moonslivers, which can be traded for Blessings. After acquiring seven Blessings you will have curried enough goodwill with the moon to trade these in for a random reward such as: Enchanted Dust, Glowing Shards, and Legendary gear. Offer enough blessings to the moon and it will even present you with its favor—a bundle consisting of one Legendary Crest and more.

     

    We welcome brave adventurers to lend their hand in satiating the moon’s hunger from July 29 3:00 a.m.–July 31 3:00 a.m. server time.


    Amber Blades Cosmetic Set

    The Amber Blades are one of the foremost desert gangs vying for control of Shassar, and notably less vicious in their behavior than their largest adversary, the Sand Scorpions. The Blades condemn the Scorpions’ forced labor and attacks on caravans, and take every opportunity to disrupt their most vicious plans. Whether this approach is a matter of morality or a recruiting technique is known only to the Amber Blades themselves.

     

    Shield yourself from the sun’s unyielding rays while trekking through an unforgiving sea of sand with the Amber Blades Cosmetic Set—purchasable from the in-game shop.

    If you’re looking for the newest round of hotfixes and bug fixes implemented for Diablo Immortal across all supported platforms, they can be found here. For PC-only hotfixes, bug fixes, and patch notes, visit our known issues blog.

     

    We’ll see you in Sanctuary!
    -The Diablo Immortal Team


    Feature Updates

    Warband Raid

    • Completing a weekly Warband Raid will now allow you to purchase an Eternal Legendary Crest for 1600 Platinum from the Crest Merchant in Westmarch, Jondo Mouren.

    Developer’s Note: Because the purchasable Crest is Eternal, this provides you with an additional avenue to obtain gems that can be sold on the Market.

    Fading Ember

    • The Fading Ember cap has been increased from 200 to 280.
    • You may now trade 22 Fa Runes for an Eternal Legendary Crest.

    Developer’s Note: This means that you can now craft a random Legendary Gem once per week if you max out your Fading Embers.

    New Monster Affixes

    • Shell: Summons a defensive shield, preventing Life loss until it is destroyed.
    • Siphon: Channels a draining beam at one target that Slows and leeches Life to heal for five seconds.

    Zwenson’s Haunting

    • Changed the ability description to read: When you defeat an enemy, a dark beast attacks nearby enemies, dealing X% base damage. Cannot occur more than once every X seconds.

    Developer’s Note: The previous description incorrectly referenced summoning, which made the ability sound like a summon ability rather than an attack.

    Blood-Soaked Jade

    • Changed the ability description to read: Increases all damage you deal by up to X% while at full Life, with a minimum bonus of Y% while at low Life. Increases your Movement Speed by Z%.

    Developer’s Note: In the previous description, it wasn’t entirely clear that Movement Speed was a flat buff while the damage bonus was affected by your Life.

    Thirty-six New Class Legendary Items:

    This round of Legendary Items is primarily aimed at providing more opportunities for players to harness damage over time effects. We cannot wait to see how these affixes affect your builds or give way to new playstyles.

    • Barbarian
      • Compromise is Loss: Ground Stomp now rips open the ground, dealing damage to enemies in front of you. Maximum X charges.
      • Doom of the Cowed: Activating Wrath of the Berserker now immediately reduces the Movement Speed of all nearby enemies by X%.
      • Five Fresh Claws: Whirlwind now shreds armor, increasing all damage enemies take by X%, stacking up to five times.
      • Lunatic Twin: When Frenzy is fully stacked, each attack unleashes X damage to all enemies in front of you. Cannot occur more often than once every Y seconds.
      • Paste and Powder: Hammer of the Ancients now randomly drops hammers in the targeted area multiple times.
      • The Trembling: Undying Rage also increases your Movement Speed by X%.
    • Crusader
      • Forgotten Savior: Falling Sword now calls flames from the heavens that Burn enemies.
      • Torrential Refrain: Condemn now immediately detonates all of its damage on the enemies it hits.
      • Daybreak: Consecration now protects you and nearby party members, decreasing damage taken by X%.
      • Equal Portions: Sacred Chain no longer constrains enemies, instead forming a chain of flames between enemies which Burns other enemies that touch it.
      • Stare of Wroth: Shield Glare now Burns enemies for X damage over Y seconds.
      • Heaven Squints: Judgment now conjures a continuous beam of light from the heavens which moves under your control.
    • Demon Hunter
      • Hunter-Gatherer: Escape now launches X homing rockets at nearby enemies when activated, each dealing Y damage.
      • Murdermost: Vengeance now increases your critical strike chance by X% but causes you to lose Y% of your Life every second.
      • Pinpoint Overflow: Multishot now fires all arrows in a targeted direction and can strike the same enemy multiple times.
      • Puncta Obscura: Impale now also causes enemies to Bleed for X damage over Y seconds.
      • Scrapdacks: Knife Trap now scatters multiple mines that will explode when stepped on, but it can no longer have multiple charges.
      • Suit Mordant: Smoke Screen now hurls an acid bomb that damages enemies continuously.
    • Monk
      • Endless Trial: Imprisoned Fist now continuously launches punches in a direction you can change while channeling. Using Imprisoned Fist will slowly consume its energy, which will recover while Imprisoned Fist is not in use.
      • Numb Realization: Exploding Palm Bleed effect now has a X% chance to be detonated by other attacks.
      • Pugilist’s Presence: Seven-Sided Strike now attacks repeatedly in the same direction, knocking back the enemy each time.
      • Rattling Arm: Wave Strike turns into a pneumatic ball that pulls in and continuously damages enemies.
      • Starving Mosquito: Flying Dragon damage increased by X% for each enemy hit, up to a maximum increase of Y%.
      • Typhlot Robe: Cyclone Strike now creates a sandstorm that reduces enemy vision and deals damage.
    • Necromancer
      • Arc of Misery: Bone Spirits now bounces whenever it hits a wall.
      • Cloak of Quills: Bone Armor now causes your summons to continuously damage nearby enemies, but no longer protects them.
      • Hissing Skin: Grim Scythe now increases all damage you deal by X% for each enemy hit, up to Y%, for Z seconds.
      • Shared Service: Bone Armor now reduces all continuous damage you take by X%.
      • Studied Menace: Corpse Lance now causes enemies to decay, dealing X damage for Y seconds.
      • Vesperguard: Skeletal Mage now shoots continuous rays at enemies.
    • Wizard
      • The Aimless One: Arcane Torrent now launches missiles at random enemies around you.
      • The Enervators: Ray of Frost now creates an ice shield each time it damages an enemy, absorbing X damage and stacking up to 10 times.
      • Fireflurry: Scorch now hurls a ball of magma that bursts when it strikes an enemy, creating a pool of magma that Burns and Stuns enemies.
      • Ninety-Nine Wild Arcana: Arcane Torrent damage increased by X%.
      • Waking Invocation: Ray of Frost now creates an illusion that channels a beam of frost in the targeted direction.
      • Weathering Eye: Arcane Wind now also applies a X% reduction to Movement Speed for Y seconds.

     


     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo Immortal Bug Fixes and Patch Notes for All Platforms

    The Diablo Immortal team has been diligently monitoring your feedback and working to introduce bug fixes and patches to further improve your playing experience. As we implement these types of changes for the iOS, Android, and PC in Open Beta versions of Immortal, we will update this list. If you are looking for PC-specific updates, please visit our PC Known Issues blog.

     

    Bug fixes are typically applied at a higher frequency, addressing smaller, related issues. They don’t require a large download to be applied to the game. Patches are larger client-side updates that require a download for players to obtain. New patches will require players to update before they can continue playing.


    July 19, 2022—Bug Fixes

    Cycle of Strife

    • Fixed an issue that caused Shadow War brackets to display incorrect matchups.
    • Fixed an issue that caused characters to become invisible after equipping the Bloodsworn cosmetic.

    UI

    • Fixed an issue that duplicated messages from friends.

    Shop

    • Prodigy’s Path will no longer be recommended to the player until their character has reached the appropriate level.
    Posted in: Diablo Immortal Patch Notes, Class Change And Other New Features
  • published the article Diablo III PTR 2.7.4 | Preview

    Diablo III PTR 2.7.4 | Preview

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo III PTR 2.7.4 |Preview

    Our 16-day PTR testing period for the 2.7.4 update begins July 12 and we're asking for your help in quelling the tides of surging demons. Become acquainted with the preliminary patch notes below and start theorycrafting how you'll make the most of the new seasonal theme, general updates, item changes and more—Patch 2.7.4 PTR will be arriving soon!


    Seasonal Journey

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


    PTR Focus & Details

    We’ll be conducting the Patch 2.7.4 PTR starting Tuesday, July 12. During this time there may be periodic maintenances, outages, hotfixes, or minor patches.

    • There will be PTR-unique buffs active to help you on your journey: increased experience gains, and double Blood Shard drops. You can also buy new gear for testing from the special PTR vendor, Djank Mi'em, who will exchange Blood Shards for class-specific bags full of Legendary items that we'd love for you to test! Read down below to learn more on the new vendor updates that have been implemented to assist in the PTR experience starting with PTR 2.7.4.
    • Class and Balance Changes: To ensure that the most significant class changes receive an ample amount of attention, we'd love for you to focus testing and feedback on the set changes to the Crusader, Necromancer, Wizard, and Monk.
    • New Season Theme Testing: We're looking to gather feedback on the seasonal content around Angelic Crucibles.

    So that we can efficiently review your posts, feedback should be provided in the PTR Feedback forum while bug reports should be provided in the PTR Bug Report forum.


    PTR Testing Tips

    As with our previous PTRs, this testing period is short, so it's best to hit the ground running. 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.
    • Try to break things! Just tell us when you do so we can make sure that the patch’s 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.

    Season 27

    Season 27 introduces a new type of consumable item called Angelic Crucibles. Once uncovered by Nephalem, these heavenly artifacts can be used to Sanctify any equippable Legendary item. Sanctifying an item reforges it to have perfect Ancient-level stats on all affixes while also preserving the item's Legendary Power. In addition, this process adds one of three new powers unique to each class.

    Season Theme Details:

    • Angelic Crucibles and Sanctified Items can only be acquired in Seasonal play and will not transfer to your non-seasonal character when the season ends.
    • Angelic Crucibles can drop anywhere in Sanctuary at level 70.
    • Players can obtain as many Sanctified items as they would like, however, only one Sanctified item can be equipped at a time.
    • Sanctified items can be Sanctified again using another Angelic Crucible.
    • No stats are preserved when Sanctifying an item.
    • Only level 70 equippable items can be Sanctified—crafted items cannot be Sanctified.
    • Followers cannot equip Sanctified items.

    Class-Specific Sanctified Powers

    Barbarian

    • Whirlwind pulls in and holds all enemies within 25 yards.
    • Hammer of the Ancients hits in all directions around the Barbarian. Every seventh cast of Hammer of the Ancients unleashes a powerful shockwave.
    • Hitting enemies generates stacks of Tempest Rhythm. Activating Wrath of the Berserker consumes 50 stacks of Tempest Rhythm and startles enemies within 16 yards, causing them to take 0.5% increased damage per stack for 10 seconds. Max 100 stacks.

    Crusader

    • Blessed Hammer now crackles with energy damaging enemies within 15 yards of its path. All runes but Dominion now throw the hammer in a direct path in front of the Crusader.
    • Every two seconds, call down Fist of the Heavens on a random nearby enemy.
    • After casting Falling Sword, you descend from the sky with two Archangels that wield immense holy skills and benefit from your holy damage skill modifiers.

    Demon Hunter

    • Strafe now casts the last non-channeled Hatred spending ability casted.
    • Casting Vengeance unleashes a barrage of rockets that deal damage equal to a percentage of an enemy’s current hit points. The percentage per rocket is reduced if the enemy is an Elite or Boss. This effect cannot occur more than once every 60 seconds.
    • Firing Cluster Arrow concentrates its explosive force into a piercing ray of light.

    Monk

    • Casting Wave of Light now summons a bell at the target location that deals damage when the caster attacks the bell. Up to seven bells can be active at one time.
    • All Way of the Hundred Fists combo punches use the second stage combo punch.
    • The target of your Seven-Sided Strike is barraged with spiritual punches for 15 seconds. This can only affect one enemy at a time.

    Necromancer

    • Your Golem now picks up corpses within 20 yards. Each corpse it stores allows you to cast any corpse spending ability with the max number of corpses consumed per cast. Up to 30 corpses can be stored.
    • Enemies within 50 yards are constantly assaulted by the Army of the Dead - Unconventional Warfare while this item is equipped.
    • Hitting enemies with Death Nova five consecutive times adds a spirit that afflicts an enemy every fifth cast of Death Nova. Up to three spirits can be sent at a time.

    Witch Doctor

    • Five seconds after casting Haunt, all Haunted enemies within 50 yards are pulled to the Witch Doctor.
    • Horrify becomes an aura that causes enemies to receive 15% more damage and deal 15% less damage in addition to its other effects.
    • Your Gargantuan spreads Locusts Swarm to any enemy within 16 yards and summons Zombie Dogs periodically. Zombie Dogs now gain every rune when summoned.

    Wizard

    • Casting Storm Armor sends a power thunderbolt from the skies that instantly kills a random enemy within 30 yards. Bosses are not killed but take significant damage. This effect cannot occur more than once every 60 seconds.
    • Arcane Orb now periodically spawns up to four orbiting charges that will generate an additional orb when cast. All charges from the Arcane Orbit rune now detonate at the same time.
    • Magic Missile fires 20 missiles and gains the effect of the Seeker rune.
    Developer's Note: With the Lords of Hell Season, we explored what Nephalem would do if they possessed the powers of Hell. This season we invite players to witness what Nephalem can accomplish with the powers of Heaven. Our goal with the 21 unique class-powers was to introduce changes to skills that can redefine the way you play a build or set. We're excited to see how players will harness the powers of Heaven in Season 27.

    General Updates

    • Adventure Mode is now unlocked for all accounts by default. Players are no longer required to complete the Campaign to access Adventure mode.
    • Default difficulty selection has been updated to be consistent for all players and platforms. All players now have access to Normal-Torment 6 difficulties by default, and upon reaching level 70 with a character, players gain access to Torment 7–Torment 16.
    • Uber Boss Realms now automatically close 60 seconds after the Uber Bosses have been defeated. Additional portals to the same Uber Boss Realm can now be opened in a single game session.
    • The Experience rewarded upon completion of an Echoing Nightmare has been reduced by 83%.
    Developer's Note: With Echoing Nightmares transitioning from a Seasonal theme to a permanent feature moving forward, we felt it was necessary to dial back the Experience rewards to avoid players feeling obligated to maximize their time spent inside the activity. Our vision for Echoing Nightmares is to be a fun bonus activity, like the Vault, that serves as a good source of loot and Augment materials. We've also made several changes to Adventure mode and difficulty unlocks—these will align the Diablo III experience across all platforms for new players and should make it easier to jump into your preferred activity. Lastly, we improved the Uber Boss flow so that players and groups can kill multiple rounds of bosses without having to remake games.

    Item Changes

    General

    • Guardian's Jeopardy (2-piece bonus): Your base Vitality attribute from equipped items is increased by 50%.
    • Guardian's Jeopardy (3-piece bonus): Your base Strength, Dexterity, and Intelligence attributes from equipped items are increased by 50%.
    Developer's Note: We've heard from players that the Crafted 3-piece sets have had some of the most significant impacts on itemization, so we're introducing another to add more choice.

    Crusader

    • Armor of Akkhan (2-piece bonus): Judgment has no cooldown and gains the effect of every rune.
    • Armor of Akkhan (4-piece bonus): Attacks from Phalanx Avatars reduce the cooldown of Akarat's Champion by 0.5 seconds, and also apply Condemn when attacking enemies that is affected by Judgment.
    • Eternal Union: Increases the duration of summoned Phalanx Bowmen and Bodyguard indefinitely.
    Developer's Note: Our goal with the Armor of Akkhan rework is to narrow the focus of the set to give a distinctive identify, highlighting a fantasy where the Crusader is the Knight-Commander, passing judgment on the enemies of the Light.

    Necromancer

    • Trag'Oul's Avatar (2-piece bonus): Blood Rush and Siphon Blood gains the effect of every rune. Your Life-spending abilities no longer cost Essence.
    • Trag'Oul's Avatar (4-piece bonus): While at full Life, your healing from skills is added to your maximum Life for 45 seconds, up to 300% more.
    • Trag'Oul's Avatar (6-piece bonus): Your Life-spending abilities deal 10,000% increased damage and your healing from skills is increased by 100%.
    • Iron Rose: Attacking with Siphon Blood has a 100% chance to cast a free Blood Nova. After cumulatively losing 10% of your maximum Life, your Death Nova deals 40% increased damage for 60 seconds. This effect stacks up to 10 times.
    • Funerary Pick: Siphon Blood from 2 additional targets. Each target takes 300% increased damage from you. The bonus from Siphon Blood - Power Shift is now 20% per stack and benefits all skills.
    Developer's Note: We wanted to recapture the Blood Necromancer fantasy of Trag'Oul's Avatar and increase its effectiveness against single targets.

    Wizard

    • Delsere's Magnum Opus (2-piece bonus): Casting Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, Meteor, or Arcane Torrent also casts Slow Time at a target. This effect will not trigger if the target is already inside a Slow Time bubble. The cooldown of Teleport will reset while you're inside bubbles generated from this set or cast by you.
    • Delsere's Magnum Opus (4-piece bonus): You take 75% reduced damage while you have a Slow Time active. Allies inside your Slow Time gain half benefit.
    • Crown of the Primus: Slow Time gains the effect of every rune and permanently follows you.
    • Tal Rasha's Elements (2-piece bonus): Damaging enemies with Arcane, Cold, Fire or Lightning will grant immunity to that element and cause a Meteor of the same damage type to fall from the sky. The same meteor cannot happen twice in a row.
    • Tal Rasha's Elements (4-piece bonus): Arcane, Cold, Fire, and Lightning attacks each increase all of your resistances by 50% for 8 seconds.
    • The Smoldering Core: Lesser enemies are now lured to your Meteor impact areas. Meteors deals 40-50% increased damage on consecutive hits to the same target. This stacks up to 10 times.
    Developer's Note: Delsere's Magnum Opus has been feeling weak, clunky and isn't meeting the desired gameplay flow, so we've streamlined the playstyle to make it more engaging, allowing Wizards to feel like masters of time. The core of Tal Rasha's Elements has changed over time, so we're revisiting it to reintroduce a playstyle that utilizes Meteor.

    Monk

    • Inna's Mantra (6-piece bonus): Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allys. The damage of your Mystic Allies is increased by 900% for each Mystic Ally you have out.
    Developer's Note: Inna's Mantra Monks have been riding high on the waves of success for several seasons, so it's time to bring in the nerf shark.

    Bug Fixes

    • Fixed a bug that prevented the Legendary Spear Empyrean Messenger from dropping.
    • Captain Crimson's Trimmings: Fixed a bug that caused the 3-piece set bonus to occasionally drop off.
    • Updated Bone Spike and Siphon Blood tooltips to reflect the appropriate damage values.

    How to Participate

    To participate in the public test, you must have a Diablo III game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so.

    Step 1: Restart the Battle.net desktop app.

    Step 2: Navigate to the Diablo III tab on the left-hand menu.

    Step 3: On the Diablo III screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select "PTR: Diablo III" from this drop-down menu before proceeding.

    Step 4: Click Install to begin the installation process.

    Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here.


    PTR Character Copy

    The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost.

    Step 1: Log into the live game and then log out.

    Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen.

    Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.)

    Step 4: Select your region.

    Step 5: Click "Copy." This will copy all characters on your account from the selected region.

    Step 6: You will be disconnected from the PTR client.

    Step 7: Log back in. Your copied characters will be available for play.

    Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error.

    Posted in: Diablo III PTR 2.7.4 | Preview
  • published the article Diablo Immortal’s First Post-Launch Content Update

    Diablo Immortal’s First Post-Launch Content Update

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo Immortal’s First Post-Launch Content Update

     

    Since taking their first steps in Diablo Immortal, adventurers have vanquished countless demons, loosened the hold of the Burning Hells over Sanctuary, and tracked down fragments of the shattered Worldstone. Today, we’re excited to share details on our first new content drop since launch and provide a preview of our next batch of new content to come. Before we dig in, let’s give you insight into our post-launch content philosophy and address player concerns around in-game bugs and bots.

     

    It’s our intention for Diablo Immortal to be a game that you can forge friendships over while felling adversaries together and enjoy playing for many years to come. As we’ve mentioned in the past, Diablo Immortal will receive frequent content updates, supplying new Helliquary bosses, in-game events, expansions, and more—all of which will be free.

     

    The team is constantly monitoring your feedback and are excited to introduce multiple bug fixes with today’s content update. We also have a blog dedicated to communicating known issues for the PC Open Beta version of Immortal and when we have implemented hotfixes or patches for these issues. Recently, we have received reports of bots in Diablo Immortal—we are committed to continually monitoring all bot reports and will respond with disciplinary action as needed to ensure these accounts do not create a negative playing experience for our community. If you come across any bots while playing Diablo Immortal, please use the in-game reporting tool to alert us. This ensures we receive the reported player’s UID.


    Codex


    Season Two Battle Pass: Bloodsworn

    The devotees of the Countess, the wicked Bloodsworn, have risen up in revolt throughout the Dark Wood. A new Battle Pass devoted to the Bloodsworn’s valor has arrived, and with it, Season Two begins on July 7 at 3:00 a.m. server time. The Bloodsworn Battle Pass is host to 40 ranks-worth of challenges and rewards, such as Legendary Gems, Crests, Hilts, and more.

     

    For adventurers seeking additional treasures from their Battle Pass ranks, we have two paid versions they can upgrade their Battle Pass to for the full duration of the season: the Empowered Battle Pass and Collector’s Empowered Battle Pass.

     

    Empowered Battle Pass: Includes all rank rewards from the free standard Battle Pass but also unlocks an Empowered track that provides additional rewards at each rank. Plus, you’ll receive the fearsome Bloodsworn Weapon cosmetic, unlocked at rank one, and the thorn-covered Bloodsworn Armor cosmetic, unlocked at rank 40.

     

    Collector’s Empowered Battle Pass: Gives you access to all rank rewards and cosmetics from the Empowered Battle Pass. Plus, the Bloodsworn Avatar Frame, Bloodsworn Portal cosmetic, and a ten-rank boost, all provided immediately after upgrading.

     

    The Season Two Battle Pass only runs until August 4 at 3:00 a.m. server time—begin slaying demons and climbing your way through the ranks today!


    New Helliquary Raid Boss: Vitaath the Shivering Death

    Rayek has located another one! But he’s going to need the help of a few hardened adventurers to dispatch this glacial threat. Emerging from the icy depths of the Frozen Tundra, Vitaath the Shivering Death, will stop at nothing to encase all of Sanctuary in ice. This laconic demon stalks her prey cloaked in frozen wind and gives chase on wings of ice. She relishes nothing so much as the moment her targets find themselves unable to move.

     

    If you have what it takes, assemble your group of battle-ready adventurers, visit Rayek’s Helliquary in Westmarch, and bring an end to Vitaath’s ice age of terror—glory and rewards await you upon success!


    Hungering Moon Weekend Event

    The moon is hungry, and it demands blood. . . perhaps even yours! You, adventurer, gaze upon the moon—bask in its hallowed glow, heed its howl for sustenance, and lunar-laced blessings you shall be bestowed. Fulfilling the moon’s demands will earn you Moonslivers, which can be traded for Blessings. After acquiring seven Blessings you will have curried enough goodwill with the moon to trade these in for a random reward. Offer enough blessings to the moon and it will even present you with its favor.

     

    We welcome brave adventurers to lend their hand in satiating the moon’s hunger from July 15 3:00 a.m. until July 18 3:00 a.m. server time.


    What’s to Come

    Blizzard and the Diablo Immortal team would like to thank you for your time spent defending Sanctuary. This patch is just a start. We've been collecting suggestions and feedback for the game since launch and look forward to sharing more updates in future patches. While we don't want to entirely spoil the fun, we will leave you with this: Class Change, alongside other additional new content, is coming your way in our next update later this month.

     

    We’ll see you in Sanctuary!
    -The Diablo Immortal Team


    Balance Changes

    Wizard

    • Arcane Wind
      • Damage increased from 54, 72(fully charged) to 60, 80(fully charged)
      • Range increased from 3.3, 5.5(fully charged) to 4.5, 6.5(fully charged)
    • Arcane Wind Legendary: Syldra's Fang
      • Damage increased from 57.6 to 60
      • Range increased from 5.5 to 6.5
    • Lightning Nova (also affects Legendary affixes):
      • Damage increased from 25.2 to 34.7
      • Multi-hit Damage increased from 70% to 75%

    Monk

    • Exploding Palm
      • Damage (non-Explosion) increased from 17.5 to 25
      • Range changed from 3.5 (90-degree angle) to 3*4.5 (rectangle)
    • Exploding Palm Legendary: Scolding Storm
      • Damage (non-Explosion) increased from 17.5 to 25
      • Range changed from 3.5 (90-degree angle) to 3*4.5 (rectangle)
    • Exploding Palm Legendary: Path of the Present
      • Damage (non-Explosion) increased from 19.32 to 25
    • Exploding Palm Legendary: Reaching Rebuke
      • Damage (non-Explosion) increased from 19.8 to 25

    Bug Fixes

    To see the newest bug fixes and feature updates added for the PC Open Beta version of Diablo Immortal, visit this PC-specific blog.

    Gameplay

    • Adjusted monster spawn logic to reduce the effectiveness of standing in one place in the Library of Zoltun Kulle and Mount Zavain to farm the same spawn point repeatedly.
    • Adjusted the way auto-targeting will work after a player casts the same skill over a sustained duration.

    Developer’s Note: The previous two changes were made to remove the reward of repeating a small rotation of attacks while standing in one place, such as the behavior of some common botting.

    • Updated the ability description of Chip of Stoned Flesh from “Each time you cause an enemy loss of control” to “Each time you cause an enemy total loss of control” to clarify which effects cause the gem to proc.

    Developer’s Note: The gem’s explosive effect is only triggered by total loss of control (effects such as stun and fear), not all crowd control effects (such as slow and chill).

    • Fixed an issue where some class abilities would not play audio.
    • Fixed an issue that would cause Resonance and Combat Rating to display as 0.
    • Fixed an issue that caused some doorways to block bosses and other large monsters.
    • Fixed an issue that would cause crests to be deducted from disconnected party members after an Elder Rift was cancelled.
    • Fixed an Armory interaction issue with items from the Warband Stash.
    • Fixed multiple issues that would cause characters to fall through the world.
    • Fixed an issue that would allow players to enter a Challenge Rift ahead of party members who have higher latency.
    • Fixed an issue that caused Resonance to increase when swapping gems through the Stash.
    • Upgrade materials and Dawning Echoes will now be properly returned to players after destroying the upgraded or Awakened item.
    • Removed the Paragon Level requirements for some quests.
    • Fixed an issue where Chests of Glory were not shared with all party members.
    • Fixed an issue that prevented players from using Primary Attack after being interrupted by enemies.
    • Experience Globes will now drop in a smaller radius after killing a monster.

    Developer’s Note: Players have expressed frustration with how XP globes are currently dropping in-game, as they would fly out in a random direction from the killed monster. This patch will reduce the radius of how far away they can drop.

    Cycle of Strife

    • Fixed an issue with some Shadow Contracts that would immediately fail upon entering the quest zone.
    • The Immortal Overthrow buff will now clear upon entering a Challenge Rift.
    • Fixed an issue that would cause the Immortal to knock players out of the arena during Shadow War.
    • Fixed an issue that prevented claiming Shadow Contract rewards.
    • Fixed an issue that would cause players to become stuck during some Shadow Contract missions.
    • Fixed an issue that would prevent the Corvus Expedition from completing.
    • If a Dark Clan leader has not selected a Dark Clan objective, one will automatically be selected on Saturdays.

    Battlegrounds

    • Adjusted the Battleground preparation UI so that players are properly randomized between attack and defense. Previously, players could determine if they were attacking or defending based on this UI.
    • Fixed an issue that would cause players to be put back into queue after entering a Battleground.
    • Added a mechanism to prevent players from attacking the Ancient Heart before Phase three has begun.

    NPC

    • Fixed an issue that would cause Lieutenant Ralvar to become stuck.
    • Fixed an issue where some quest NPCs may not be interactable after a cutscene.
    • Fixed an issue that caused The Unspoken NPC to be invisible to players.

    UI

    • Fixed an issue that would cause the HUD to become invisible after triggering the Cycle's End cutscene.
    • Fixed an issue that would cause Clan information to be bugged during the end of the Cycle.
    • Added an exit button in the Domain of Horror.
    • Fixed an issue that prevented Clan invitations.
    • Fixed an issue that would cause the Quest Tracker to fill with blank entries after exiting the Path of Blood.
    • Fixed an issue where some UI modals could not be dismissed.
    • Server recommendations will now be based on language selection.
    • Fixed an issue that prevented players from opening the Battle Pass.

    Visual

    • Fixed camera issues that would occur while fighting Lassal the Flame-Spun.
    • Fixed an issue that would cause a black screen when teleporting after upgrading Legendary Gems.

    Server

    • Fixed an issue where players might get stuck connecting to Battle.net when interacting with the EULA.
    Posted in: Diablo Immortal’s First Post-Launch Content Update
  • published the article Diablo II: Resurrected Patch 2.4.3. | Coming Soon

    Diablo II: Resurrected Patch 2.4.3. | Coming Soon

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo II: Resurrected Patch 2.4.3. | Coming Soon

     

    Since this timeless classic was resurrected, daring heroes have diligently decimated ranks of hell-raising demons across all five acts of Diablo II: Resurrected, forever loosening the Lord of Terror’s hold on Sanctuary.

     

    In Patch 2.4.3., which goes live on June 29, we introduce a variety of new features and improvements set to elevate multiplayer lobbies for console and PC. Accompanying these new features are quality-of-life improvements and bug fixes. Partying up with like-minded demon slayers is a cornerstone of the Diablo experience. Because of this, we‘ve been closely monitoring your feedback around multiplayer lobbies, and the changes highlighted below are a direct result of this. Sanctuary wasn’t built in a day—while we have made great strides in refining various aspects of Diablo II: Resurrected, we are dedicated to enhancing your pursuit of the Dark Wanderer even further. As always, we want to make the flames of this beloved classic burn hotter and brighter than ever before and invite your feedback to help aid us in this communal effort.

     

    Now, make ready, hero of Sanctuary! You will need the knowledge below to topple the demons that lie in wait.


    Quest Log


    Backend Improvements

    One common issue among players is that their Game List did not populate with enough games, even when they felt it should have. When you create a game in D2R, it gets hosted on one of many game sites in your region. Prior to ladder's launch, the Game List would only populate with games from just one single game site in your region—whichever you had the best connection to. This was done to preserve a high-quality gameplay experience in any game you may join through the lobby, but we found our criteria to be overly aggressive. When ladder launched, we expanded this to provide players games from up to three game sites. This helped players see more games in their Game List without a cost to connection quality, but players still weren't seeing enough games. We've decided to broaden it even further in Patch 2.4.3. Now, any number of game sites in your region that you have a strong enough connection to can contribute to the results in your Game List. To provide even more options for those looking to join a game, we've also doubled the maximum number of games that can appear in the Game List at a given time from 20 to 40. Plus, we've fine-tuned game details to refresh in almost real time. You still must manually refresh your Game List, which is something we decided to keep so the Game List would not shift while players select a game. These improvements have been applied to both the console and PC lobby experiences.


    Console Lobby Updates

    Following the successful launch of Ladder Season One, the team has turned their focus to features that required the most attention. Console Party Finder was the top item on our list by a large margin. Patch 2.4.3. brings multiple improvements to the console multiplayer experience, providing new and improved ways to create and find games by replacing Party Finder with Game Creator and Game List.

    Three Options Lie Before You

    Selecting the “Play” button on the main menu with your selected online hero will now present three options for online play:

     

    Private: Enter a private game that will not populate to the Game List. The only way for others to join your game is through the Friends List or by being invited.

     

    Game Creator: Create a public game that will populate on the games list.

     

    Game List: View the games list, use the search feature, or join a public game.

     

    Game Creator

    Game Creator will equip you with the ability to quickly create the type of game you desire. To aid you in doing so, all previous game categories that were available in Party Finder have returned in the Game Creator. Selecting and confirming one of these game categories will generate a pre-made name for your game, accompanied by an assigned number—this is to prevent games with duplicate names from being created. Level Difference, which was previously only available as a Game Creation option for PC players, has been added as a game creation option.

     

    We have also added an additional category called Custom—this category consists of two options:

     

    Public Game: Create a public game to populate in the games list with a name of your choice.

    Password-Protected Game: Create a public game with a password that must be entered to join. Just like in the PC lobby, a password-protected game will not appear in the games list but can be joined through a separate “Join Game” button found by pressing the “Search Game Name” button on the Game List menu and going to the Custom category.

     

    A preview of your Custom or generated game name is displayed on the top-right portion of your screen. Once you are comfortable with your selections and confirm them, your journey to Sanctuary can begin.

    Game List

    Selecting the “Game List” button will display up to 40 matching games created by other players that your selected character is able to join. To aid in finding specific games, you can use the search feature to locate a specific game or filter games displayed using keywords. Within the filtering options you can set the following parameters:

     

    Difficulty: Filter to display only Normal, Nightmare, Hell, or any combination of the three options.

     

    Ping: Restrict your results to only display games of a particular connection quality or better.

     

    Game Name: Pressing the Triangle button on a PlayStation controller, Y button on an Xbox controller, or X button on a Nintendo Switch controller while on the Game List menu will open the Search Game Name menu. Here, you can search for both Custom and pre-made game names using the same familiar layout you would use during Game Creation. Searching for a game name using the Custom category will only return game results that were created using the Custom category. Searching using one of our pre-made categories will only return game results that were created using that same pre-made category. For example, selecting the pre-made Den of Evil search option will only yield pre-made game results. Inversely, searching “Den of Evil” under the Custom category will yield Custom game names with those phrases within them. Custom games, with or without a password, can be joined directly through the Search Game Name menu.

     

    Modifying any of these filters will refresh your list of games and return a new list of games (up to 40) based on the criteria you selected. Players also have a refresh button available to them to manually refresh the list at any time.


    PC Lobby Updates

    We want Multiplayer lobbies to be the bridge to many hours of slaying demons, collecting loot, and memorable moments with friends. Unfortunately, many players have experienced difficulties in finding specific types of games they would like to join. To solve this, we added a search functionality in the lobby—specific keywords or game names can now be typed in to return a list of games based on that search term.

    With Patch 2.4.3., the Game List will now display each game’s connection quality in a tooltip that pops up when you hover your mouse over a specific game. Games will populate into the Game List based on their connection quality, offering you expanded knowledge when deciding which game to join.

     

    We cannot stress enough how appreciated and crucial your feedback is. We’re always looking for opportunities to iterate or reshape aspects of Diablo II: Resurrected so your trip to Sanctuary continues to be memorable.


    Magic Find Bonus

    You feel an intense rush of energy coursing through your veins, a faint internal humming overriding your own pulse. From June 30–July 4, a mysterious energy source will grant you a 50% buff to Magic Find, providing an increased chance to receive Legendary, Magic, Rare, Set, or Unique loot as a drop from slain foes. This bonus stacks with any additional increases to Magic Find provided by your items.


    Quality of Life Improvements

    Gameplay

    • Players can now start a new Whirlwind, Leap, or Leap Attack immediately after a Whirlwind ends.
    • Changed the logic for determining how often Whirlwind attacks occur. Whirlwind now incorporates Increased Attack Speed (IAS) from all equipment. The frames between each Whirlwind attack are equal to the attack frame of a basic attack for that character (modified by increased attack speed). While dual wielding, the attack frame for each weapon will be averaged (rounding up). Overall, Whirlwind attacks should be at least as fast as they were before. Slower weapons will attack notably faster.
    • Added a new "Loot to Cube" skill for controllers in the general skills menu. Using this skill on an item will pick it up and place it in your Horadric Cube, if there is space.
    • Added a bindable hotkey for mouse and keyboard to directly open the Horadric Cube if it is in your inventory.
    • Added a new button shortcut to open the Horadric Cube from the inventory menu.
    • Players can now bulk assign stat points using a controller.
    • A confirmation prompt will now appear when bulk assigning all remaining stat points on both PC and console. This option is unavailable while using legacy graphics.
    • Added an Automap Auto Open setting to allow players to set their preferred Automap position.

    Online

    • You can now double click on a game to join it in the PC lobby.
    • Players on Switch can now join a friend's game via the in-game Friends List.
    • Game List size has been doubled from 20 to 40.
    • Game list details in both the details panel and in the Game List now load faster upon selecting a game.
    • Friends playing D2R are now sorted to the top of the Friends List.
    • Console players now have an option in the options menu to toggle Game Name visibility.

    Back to Top


    Bug Fixes

    Gameplay

    • Fixed an issue where Deckard Cain was not able to identify items in the Horadric Cube. Now he will do so when the Cube is in your main inventory.
    • Fixed an issue where short-distance whirlwinds could end without executing a single attack.
    • Fixed an issue where Whirlwind would still apply properties and damage from a broken weapon.
    • Fixed an issue where the first attack of Whirlwind was treated different from the rest. When dual wielding, the first attack will choose two targets, just like all the other attacks.
    • Fixed an issue where resurrect costs were inconsistent for high-level mercenaries.
    • Fixed an issue where corpse skills were not auto-targeting corpses when using just right click.

    Online

    • Fixed an issue where you couldn't select and join lobby games on PC with a controller.
    • Fixed an issue where players could impersonate developers by mimicking the chat font color used to display system messages.
    • Fixed an issue where lobby figurines would disappear while whispering.
    • Fixed an issue that would rarely prevent players from joining a private game.
    • Fixed an issue in Hardcore where both players had to mutually flag each other to be able to loot a corpse, even if the dead player had the other player flagged.
    • Fixed an issue where ladder rankings with six or more digits would begin to overlap the character name.

    Character Select

    • Fixed an issue that would sometimes cause the most recently played characters to not sort to the top of the list.
    • Fixed an issue where an off-hand flail could fail to animate on the front end.

    Language

    • Fixed miscellaneous localization bugs.

    Stability and Performance

    • Fixed a performance issue that could occur when spamming refresh at a vendor for an extended period.
    • Miscellaneous crash and stability fixes.

    Back to Top


    THANK YOU TO THE COMMUNITY

    Our team is immensely grateful for your support. As we launch with all the 2.4.3 content, we hope to continue to hear from all of you! If you want to learn more about Diablo II: Resurrected, check out our website here, or for real-time updates, follow our official Twitter @Diablo.

    Posted in: Diablo II: Resurrected Patch 2.4.3. | Coming Soon
  • published the article Diablo IV Quarterly Update—June 2022

    Diablo IV Quarterly Update—June 2022

    The Diablo IV quarterly update for June is here, and it provides insight on the Necromancer class that was announced yesterday!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo IV Quarterly Update—June 2022

    Hello and welcome to the mid-year Diablo IV Quarterly Update. We hope you enjoyed last quarter’s behind the scenes look at the art of Sanctuary and its Dungeons. That blog and our previous updates are available here if you missed out.

     

    I’d also like to take a moment to congratulate Diablo Immortal on its launch. The Immortal team worked incredibly hard to bring Diablo to life on mobile, and it’s exciting to have another way to enjoy Diablo.

     

    Today, we’re going to look at the final launch class: the Necromancer. Now that it's been announced on the big screen, we can jump into some of the grittier details and mechanics of the class. You can think of this blog as a companion to that announcement, with our Lead Class Designer Adam Jackson doing a deep dive into the core playstyles of the Necromancer, some of its skills, and its unique class mechanic: Book of the Dead. We'll also look at a selection of the incredible armor and weapons that Necromancers can use.

     

    Diablo IV is committed to the principle of player choice. It shapes how we approach many of our systems, from character customization, to the density and layout of our open world, to the design of our classes and builds. As you'll see below, the Book of the Dead focuses on this idea of choice and what kind of Necromancer you want to be.

     

    We hope you enjoy this update and look forward to your thoughts and reactions. Later this year you can expect to hear more about how we plan to support Diablo IV after launch, including our plans for Seasons. We're grateful to have you with us on this journey.

     

    Thank you for playing the games we make.

    -Joe Shely,
    Game Director, Diablo IV


    Greetings, Heroes of Sanctuary!

     

    Today we are thrilled to announce that a fan favorite, the Necromancer, is once again returning to slay and subjugate their enemies with necrotic magics. We had a blast working on this iconic class, and we can’t wait to get it into your hands.

     

    We know that the Necromancer has a storied history in our franchise, and we are taking a lot of care to give players an experience that lives up to the hype. We have also spent a considerable amount of time making sure that fans of the Diablo II, Diablo III, and Diablo Immortal versions of the Necromancer see something familiar with what we have to offer while at the same time creating something unique for Diablo IV.

     

    Read on to see what the Necromancer is all about!

    Table of Contents


    Class Features

    The Necromancer has two different types of resources that they use: Essence and Corpses. Essence is their primary resource, which restores itself automatically at a slow rate. Using Basic skills on the Necromancer will also grant Essence, allowing them to cast their skills more often. Corpses, on the other hand, are the leftover remains of enemies who die near the Necromancer. These remains can be used to summon skeletal minions or to power various other skills, such as Corpse Explosion. In addition to appearing when enemies are killed near the Necromancer, Corpses can also be generated via various effects, giving you additional control over how often you want to interact with them. While there will be plenty of Corpses at a baseline level, we’re aware that some players will want to lean into this resource, and as a result have included plenty of options to ensure that they are not left wanting.

     

    As far as weapons and other unique gear, Necromancers use Swords, Daggers, Wands, Focuses, and Shields. In addition to these, they are also the only class that can use Scythes.

     

     

    Additionally, what self-respecting Necromancer would be running around the world of Sanctuary without Curses? We’re happy to say that you will be able to put these nasty debuffs on your enemies to your heart’s content with skills like Decrepify and Iron Maiden making a return.


    Playstyles

    The Necromancer has four high-level playstyles that players can choose between. These playstyles are Bone, Darkness, Blood, and the Army.

    Bone

    Bone skills are relatively physical in nature, and thus benefit more heavily from effects such as Critical Strike. These skills also benefit from having and spending large amounts of Essence, as they have various effects that can cause each of their individual attacks to be even more powerful.

     

    Bone Spirit is back in Diablo IV, and it now has a unique twist that exemplifies what Bone skills are all about. Bone Spirit not only has a cooldown, but also consumes all Essence the player currently has. Once cast, a spirit of bone is conjured that seeks out the nearest enemy. Upon reaching them, the spirit will explode, dealing a high amount of damage to the target and all other enemies in the area. This damage is increased by a certain percentage per point of Essence spent, meaning that players who spend the maximum amount of Essence will deal a significant amount of damage to enemies hit. This skill can also be upgraded so that when it Critically Strikes its cooldown is significantly reduced, meaning that players who commit to generating lots of Essence while also having a high Critical Strike chance will get a lot of damage from this skill.

     

    Another Bone skill that Necromancers will have access to is Bone Prison. When the player casts Bone Prison, they slam their weapon into the ground, calling forth a circular wall of Bone to surround the targeted enemy or area. Enemies cannot move through this space while the Bone Prison persists, which makes it incredibly versatile and able to be combined with many other skills, even those that are not themed around Bone. Bone Prison is great for blocking off hallways, trapping groups of enemies inside to set them up for an AoE attack, or for simply sectioning off a group of enemies to deal with later while you handle higher priority targets.

     

    Darkness

    Darkness skills use Shadow magic to overwhelm their enemies. These kinds of attacks tend to be DoT-based or attack multiple times in a short window, with various benefits and rewards being granted for damaging enemies in this way. Darkness skills also tend to have various debuffs and crowd control elements so that they can keep their enemies at bay while they die a slow, painful death.

     

    Decompose is a Basic Darkness skill that allows you to channel dark magic onto enemies, dealing damage to them while also generating Essence. Unlike other Basic skills, Decompose also periodically summons Corpses, making it much easier to ensure that you have a steady supply on hand to use for summoning Skeletons.

     

    Another Darkness skill is Blight. Blight launches a ball of dark energy in a direction. Upon hitting an enemy or expiring, it deals an explosion of damage while leaving behind a defiled area, dealing periodic damage to enemies inside over time. This skill deals a high amount of damage to enemies who are standing in place, whether that’s due to fighting your undead minions or to being contained via other skills like Bone Prison.

     

    Blood

    Necromancers can also use the power of Blood magic to siphon the life from their enemies. Not only do these skills tend to have defensive-oriented benefits, they also have many ways to turn that defense into offense for the player, empowering them and rewarding them for having large amounts of maximum Health as well as keeping their current Health total high.

     

    Blood Surge draws a small amount of blood from nearby enemies to the Necromancer that then expels a blood nova, dealing damage near the player’s location. The damage of the blood nova is increased per enemy drained, which incentivizes you to be in the middle of a pack of enemies for maximum effect.

     

    Another Blood skill is Blood Mist. Upon activation, the Necromancer disperses into a bloody mist, becoming temporarily Immune to all damage while draining the life of any nearby enemies that they pass through. This is a universally powerful defensive skill that can give you the time you need to regroup in those dire moments where you become overwhelmed.

     

    The Army

    As you would expect, Necromancers can summon the undead to do their bidding. We also allow players to specialize into empowering their army as much as possible, which includes various kinds of Skeletons as well as the classic Golem. One advantage to this method of playing is that it can easily incorporate the benefits of Bone, Darkness, or Blood skills, allowing you to have a great deal of customization to how you want to interact with your army.

     

    As an example, we believe it will be perfectly viable to have a player pursue a Darkness themed army build with Decompose as their Basic skill to generate Corpses, as there is an obvious synergy there. However, if the player wishes to generate Corpses via other means, they can just as easily take a nostalgia trip to the year 2000 and just chuck Bone Spears at their enemies from a distance while opting for all of the Bone skill synergies that the Necromancer has to offer.

     

    We went through a lot of iteration on how we want the experience of summoning the undead to feel for the player, and how much of their skill bar should be dedicated to this part of the class. To that end, we’ve come up with what we feel is the best possible version to ensure that players have as much customization as possible over not only their army itself, but also in which other skills they want to use to support their own unique playstyle.

     

    If a player wants to have the maximum number of summoned units possible then they will only have to dedicate two buttons to their skill bar: one to raising Skeletons and the other for their Golem. The Raise Skeleton button is a one-stop shop to raise all the different Skeletons a player can summon, and the Golem button is used to command the Golem to use a unique effect that is dependent on the type of Golem that is currently active. With this setup, we’ve found a great balance between having the necessary tools for raising and commanding a Necromancer army while also leaving room for player expression in what additional skills they want to put on their bar.

     


    Book of the Dead

    Speaking of armies, what self-respecting Necromancer isn’t wandering around with one? Well, actually, that might be you! While we absolutely have the full support you would expect to fulfill all your undead summoning needs, we are also giving some love to players who want a more independent playstyle.

    Cue the Book of the Dead, the Necromancer’s unique class mechanic. Right from the moment you log in, you will start with an extra skill on your bar—Raise Skeleton. With this button, you will immediately be able to raise undead warriors to fight by your side. In addition to this, you will have access to the Book of the Dead. This is a space where you can customize your army (or lack thereof), with increasing options as you level your character.

     

    There are three customizable summons in this space: Skeletal Warriors, Skeletal Mages, and the Golem. Each summon also has one of three specializations that you can choose from. As an example, you can have your Skeletal Warriors be Skirmishers, Defenders, or Reapers. Skirmishers are a more standard warrior but have increased damage and reduced Health, Defenders have bonus Health, and Reapers have slower attacks, deal damage in a AoE in front of them, and have a special wind-up attack that deals a high amount of damage. In addition to this, each specialized unit in the army has unique upgrades available to them, giving you even more customization over how each unit in their army functions in their overall playstyle. These units and upgrades will have synergies with the various playstyles mentioned above, as well as add other potential ways to play.

     

    In addition to all this customization, we have also added the ability for players to sacrifice different components of their army for personal benefits. Next to each unit type in the Book of the Dead is an extra option to sacrifice the ability to summon that unit in exchange for a personal, permanent buff. These buffs are carefully designed and placed so that players can mix and match having none, some, or all the possible summoned units while still having relevant options to enhance their build.

     

    Our goal with this system is that there should be something for everyone to be excited about. There are relevant, powerful options to choose from whether players want to play with the full army, part of the army, or even for those who wish to forgo their army completely and play solo. We’ve had a blast playing with this system so far, and we’re excited to see the various combinations that you all come up with to push your Necromancers to the next level.


    Final Thoughts

    We’re so excited to be able to bring the Necromancer to Diablo IV, and we can’t wait to get it into your hands. Whether you’re a veteran player who’s put in thousands of hours over many years, or a new adventurer in the world of Sanctuary, we hope you will have a lot of fun with what we’ve been able to create.

     

    As always, please leave us your feedback on what we’ve shown you so far. While we’re confident that we’re on the right track, we know that the best ideas and the best games are created with input from the community. Thank you all so much for your patience, and for joining us on this epic journey through the world of Sanctuary—we promise it will be worth the wait.

     

    -Adam Jackson,
    Lead Class Designer, Diablo IV

    Posted in: Diablo IV Quarterly Update—June 2022
  • published the article Diablo IV Coming 2023 | Necromancer Is 5th Playable Class | Beta Signup Now Live

    Hell on the Horizon: Diablo IV Coming in 2023

    Diablo IV has been confirmed for a 2023 release date, and the Necromancer as it's 5th playable class! PC/Console crossplay and couch co-op has also been confirmed! You can signup for beta here!

     

     

     

    Originally Posted by Blizzard Entertainment (Official Post)

    During the 2022 Xbox Games Showcase Event we told the story of an unremitting conflict between the Burning Hells and High Heavens, foretold the return of Lilith, Sanctuary’s demonic creator, and shared scorching-hot details around the next installment in the Diablo saga—Diablo IV.

     

    Before you read further, we are excited to announce that Diablo IV will launch in 2023 on Windows PC, Xbox One X|S, Xbox Series X|S, PlayStation 4/5 and will host cross-play and cross-progression for all platforms. On console, players may also slay demons side-by-side with a friend through couch-co-op. We have another bone-chilling announcement: in addition to the Barbarian, Druid, Rogue, and Sorceress, the fifth and final class available at launch is the scythe-wielding purveyor of death, the Necromancer!

     

    If the flames of our hellish segment of the showcase died down before you could gaze upon them, do not fret, we have provided all the invitingly dark details below. Grab a spot around the campfire as we shed some light on Diablo IV!

     


    Journal

    Introducing: The Necromancer

    You Decide

    Character Customization

    Explore Your Way

    Social Systems

    End Game Offerings


    Introducing: The Necromancer

    As a Priest of Rathma, known by outsiders as a Necromancer—the word death evokes a sensation of power, potentially even excitement when it graces their ear. These legendary summoners bend blood, bone, and darkness to their will, and subjugate the ranks of the undead to carry out their bidding. Unknowing adversaries who pick a fight with this death-defying class will quickly learn they’ve made a grave mistake, for they are darkness in its wake.

     

    We have a casket-full of news to share with you around how the Necromancer class will decimate and reanimate demons in Diablo IV. Take a gander at our June 2022 Diablo IV Quarterly Update blog coming out tomorrow at 10 a.m. PDT to learn more about the class’s new mechanics, such as the Book of the Dead, with Lead Class Designer, Adam Jackson.


    You Decide

    At the heart of Diablo IV is player choice. There is no one singular way to play the game; players will carve their own path forward, shaping their destiny in a nonlinear way of their choosing. This ethos extends to character customization, player skills, exploration of Diablo IV’s shared open world, its social systems, and of course—the end game. Let’s dive into these gameplay systems and some of the choices they provide.


    Character Customization

    The denizens of Sanctuary are a diverse people. We wanted this same diversity to be reflected in the hero YOU bring to life. And thus, whether you set off into Diablo IV as a Barbarian, Druid, Necromancer, Rogue, or Sorceress, you’ll be greeted by a fleshed-out character customizer offering a plethora of options. This level of player choice doesn’t just reside in aesthetics, it is also seen in the expansive Skill Trees for every class, each offering endless ways to rip through the Burning Hell’s forces with your hero.


    Explore Your Way

    As we said, there is no singular way to traverse Sanctuary in Diablo IV—we leave that up to your motivations. The world is vast in scale; home to frigid mountain ranges, sand-swept canyons, plague lands bubbling with pestilence, and many other biomes. All with no shortage of demonic dangers to encounter and secrets to uncover. You won’t simply traverse through an empty world in Diablo IV—every inch is built for combat.

    As you navigate around, taking notice of the wounds Lilith’s return has inflicted upon the land, you’ll encounter a new type of evil: Strongholds. These are locations the Burning Hell’s minions have claimed for themselves, casting a shadow of darkness upon them for you to lift. Clearing out Strongholds will bring about permanent change to these locations, repopulating them with non-demonic life and rewarding you with loot. Clearing a Stronghold may also reveal new dungeons to delve into and other hidden experiences. Speaking of dungeons, Diablo IV contains almost 150 detailed dungeons—close-quarters experiences for you to root out evil throughout the main questline and beyond. Each time you step foot into a dungeon, its layout and distribution of adversaries will vary, keeping the challenge alive while still allowing you to strategize a way to overcome the dangers within.

     

    Sanctuary is alive…with demons to dispose of! Aside from dangerous dungeons and heavily defended Strongholds, there are also local events to be completed solo or with a team in the name of glory and rewards. And for daring heroes craving an especially hardy challenge, towering world bosses roam the world with a desire to end those who oppose them. Band together with fellow defenders of Sanctuary to topple these nightmarish titans.


    Social Systems

    Teaming up with other heroes to rid Sanctuary of bloodthirsty demons or going head-to-head against them in combat has long been a staple of the Diablo experience. Diablo IV will continue this tradition by offering both fulfilling PvE and PvP experiences. Providing players with the option to pursue Lilith on their own or with the aid of others is just another way players have additional agency when playing Diablo IV.

     

    To make demon slaying with friends a breeze, we have rebuilt the party-forming experience so that regardless of character levels or where you may be within a particular questline, you can still band together. This is also our intended experience for players on different platforms looking to cleanse Sanctuary of evil together.

     

    But if vanquishing hordes of demons with other players is not your preference, you may prefer a more mortal opponent. Mephisto, the Lord of Hatred, forever looking to instigate a skirmish, has cursed specific areas of Sanctuary, transforming them into Fields of Hatred. Here, his influence pits mortal versus mortal in designated PvP Zones. If you give into Mephisto’s temptation by marking yourself hostile, you open yourself up to facing the full fury of others who are marked hostile, but should you be successful in striking down your opponent, their spoils shall be yours to claim. These zones are not for the faint of heart, rather for heroes looking to bring renown to their name through blood and zeal!


    End Game Offerings

    Closing the final chapter of Diablo IV’s main story will be a monumental moment, but it will certainly not signify the end of your hero’s journey. We want players to see the end game of Diablo IV as a new beginning filled with quite a few decisions ahead on what to experience next. First, you might try to take on Nightmare Dungeons: transformed and teeming with enhanced demonic dangers and added difficulty in the form of new objectives and added afflictions to the dungeon. Perhaps you want to branch off into another direction, say, place down roots for your future. Look no further than the Tree of Whispers, an end-game system that will provide you with frequently cycling world objectives and bounties that reward you with Legendary gear, experience, crafting materials, and more!

     

    In Sanctuary, there is unrelenting ever-present danger waiting for you at every turn. To best whatever the Burning Hells may throw your way, you must grow stronger. Once you reach max level, the Paragon Board will unlock, and with it, hundreds of optional paths to further customize your hero’s build.

     

    We thank you for joining us around the campfire to learn more about what is coming in Diablo IV! As we march forward to our 2023 launch, additional parcels of information will manifest from the darkness. Keep an eye out for future Quarterly Update blogs and more.

     

    We bid thee farewell. . . for now,


    -The Diablo IV Team

     

     


    Originally Posted by Blizzard Entertainment (Official Post)

    The iconic Necromancer is resurrected as the fifth playable class in Blizzard’s highly anticipated action RPG

     

    In addition to Windows® PC, Xbox One, and PlayStation®4, Diablo IV will come to Xbox Series X|S and PlayStation®5, with cross-play and cross-progression for all platforms

     

    IRVINE, Calif.--(BUSINESS WIRE)--Jun. 12, 2022-- Blizzard Entertainment announced today that Diablo® IV, the next generation installment in the genre-defining series, is debuting in 2023. Blizzard also announced that Diablo IV is coming to Xbox Series X|S and PlayStation®5, alongside versions for Windows® PC, Xbox One, and PlayStation®4, with cross-play and cross-progression enabled for all platforms.

    This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20220610005581/en/

     

    Diablo IV Logo (Graphic: Business Wire)

    Diablo IV Logo (Graphic: Business Wire)

    Inside Sanctuary—a realm long embattled by the devastating wars between the High Heavens and the Burning Hells—decades have passed since the events of Diablo III: Reaper of Souls®, but the world remains plagued by a sinister, corrupting force. And now Lilith, the Daughter of Hatred, has been reborn in the mortal world and is determined to rule over Sanctuary once more.

     

    Joining the battle alongside iconic classes Barbarian, Sorceress, Rogue, and Druid is the legendary Necromancer, the fifth playable character class, which returns with newly designed undead mechanics. Players will be able to utilize the Necromancer’s Book of the Dead, an all-new ability for the class, allowing them to dominate the battlefield with deeper customization of their undead army than ever before. Fight with aggressive skeleton Warriors, fast-attacking Skirmishers, sword and board Defenders, or scythe-wielding Reapers. Unleash a litany of spells with Skeleton Mages, imbuing them with shadow, cold, and sacrificial magics. Deploy tanking Bone Golems, health-stealing Blood Golems, and charging Iron Golems. Or sacrifice them all to absorb their power.

     

    “We can’t wait to open the gates of Hell next year—the talented team behind Diablo IV puts gameplay first in everything they do, and they have built the biggest and most ambitious vision of Sanctuary yet,” said Mike Ybarra, president of Blizzard Entertainment. “This sprawling world draws deeply from the dark well of the franchise’s 25-year history and is designed around the philosophy of player choice, offering an adventure unlike anything Diablo players have experienced before.”

     

    Diablo IV’s version of Sanctuary is massive, and every inch is rife with opportunity for adventure. Character customization in the game is richer and more extensive than ever, and players will be able to let their curiosity (and perhaps foolishness) guide them through over 140 dungeons and dozens of side quests in their pursuit of victory over Lilith’s forces . . . and ever-more-powerful gear. Mighty world bosses pose added challenge throughout Sanctuary, encouraging players to team up with others they encounter on their journeys to defeat them and reap their treasures. And for the first time, players can forever alter the world around them by conquering and converting corrupted Strongholds into friendly outposts.

     

    There’s no golden path to follow in Diablo IV; players can choose to progress in whatever nonlinear way they want to. This open-ended experience extends to the end game, where players can test their skills in Nightmare Dungeons, enjoy combative mayhem in dedicated PvP zones, build Paragon Boards to continue advancing and customizing their characters beyond max level, and engage with the Tree of Whispers to unlock further world objectives and bounties and acquire Legendary gear.

     

    Those willing to rise to the challenge are encouraged to learn more at https://diablo4.blizzard.com, where further details about the game will be shared as development progresses.

     

    For screenshots, video, and other assets, visit the Blizzard Entertainment press site at http://blizzard.gamespress.com.

    Posted in: Diablo IV Coming 2023 | Necromancer Is 5th Playable Class | Beta Signup Now Live
  • published the article Diablo Immortal Is Now Live! New Merch And Diablo III Crossover!

    Diablo Immortal Is Now Live!

    Diablo Immortal is now live on both mobile and PC! Be sure to check out our build tool, dynamic maps, and full list of items & spells! Blizzard have also posted a list of known issues, hotfixes, and patch notes for the PC open beta!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo Immortal Known Issues, Hotfixes, and Patch Notes For PC Open Beta

    As the team has previously mentioned, Diablo Immortal is launching for PC in Open Beta. During the PC Open Beta period, we will continue to collect player feedback, make changes, and fine-tune this version of Immortal until we feel it delivers a finalized experience for all courageous adventurers. Below we have listed several known issues with the current PC Open Beta version of Immortal. We will continue to add any new issues that arise to this list.

     

    As patches and hotfixes are applied to the PC Open Beta version of Diablo Immortal, we will update this list with the corresponding changes. Hotfixes are typically applied in a higher frequency, addressing smaller, related issues. They don’t require a large download to be applied to the game. Patches are larger client-side updates that require a download for players to obtain. New patches will require players to update before they can continue playing.


    PC Open Beta Known Issues

    Controls

    • Pressing ESC may open the Main Menu over other menus.
    • Key binds do not currently support modifier keys such as ALT, CTRL, and SHIFT.

    Gameplay

    • General movement, interactions, and abilities may be inaccurate at times.
    • Print Screen does not currently save screenshots into the directory folder.

    User Interface

    • Chat is currently missing features such as /commands, copy/paste, and select all text.
    • Windowed mode does not currently support resizing.
    • PC settings have been inserted into their respective sections within the menu and may require a bit of exploration to find.

    Accessibility

    • Voice-to-text transcription services may not be working for certain languages.

     


    Diablo 3 x Diablo Immortal

    If you log into Diablo III, you'll receive a new pair of wings and a blood rose pet!

     

     


    New Diablo Immortal Themed Merch On The Blizzard Gear Store!

    You can find a new set of Diablo Immortal themed shirts, prints, and even a pair of shoes on the Blizzard Gear Store!

     

     

     

     

     

    Posted in: Diablo Immortal Is Now Live! New Merch And Diablo III Crossover!
  • published the article Diablo Immortal: The Story So Far

    Prepare Yourself For Diablo Immortal With The DiabloFans Map Tool!

    Diablo Immortal: The Story So Far

    Blizzard has posted a blog detailing the story leading up to Diablo Immortal, which takes place between Diablo II and Diablo III. They also announced that all future main story quests and zones will be free for all players. This blog post contains spoilers for Diablo II: Lord of Destruction!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Diablo Immortal: The Story So Far

    On the development team, when we talk about the story we want to tell with Diablo Immortal, we always come back to our burning north star: it’s the sequel to Lord of Destruction.*

     

    *This blog unapologetically contains spoilers for Lord of Destruction.

     

    Quite a few of us marveled at LoD when it was released in 2001. The story was built on a sinister twist at the end of Diablo II. Harrogath managed to be both bleak and inviting, the game’s villain was a delight to watch in action, and the implications of its ending stuck around. Lord of Destruction developed a quintessential Diablo theme: when faced with incredible odds, a lot of people do the wrong thing—and doing the right thing doesn’t always save the day.

    Diablo Immortal takes place between Diablo II: Lord of Destruction and Diablo III


    Timeline

    In the future, Diablo III will move us 20 years forward in time from Diablo II. By that point, the series’ most eminent scholar, Deckard Cain, is obsessed with the End of Days. The Nephalem* are awakening to their heritage. And, after Diablo III, things will get even darker.

    Developer's Note: *In Diablo, humanity are the long-descended offspring of angels and demons who fled the Eternal Conflict between their kind, stole an impossibly powerful artifact of creation, the Worldstone, and made their own refuge, a world called Sanctuary. Sanctuary has been a mixed success—humanity is still alive, but their home isn’t the nicest place to live.


    What sets all of that in motion?

    At the end of Diablo II: Lord of Destruction, the demon lord Baal corrupted the Worldstone, hoping to poison everyone and everything its power had touched. Before he could finish the job, a group of heroes defeated Baal, and the Archangel Tyrael hurled his sword, El’druin, into the heart of the damaged Worldstone. The explosion sent shards and splinters of the Worldstone—the very power of creation—cascading everywhere. Losing the thing that made your world and uplifted its people has a lot of ramifications.

    1. Sanctuary is no longer hidden from the sight of the Heavens and Hells—they start to peer rather intently at our pale red dot.
    2. The essence of the world and every person on it is beginning to change.
    3. Pieces of the Worldstone are littered around like free uranium—some imbued with lesser powers of creation, and some that can warp reality itself.

    That’s where we are today, in Diablo Immortal.

     

    Can you clean up a ruined world? What does that take? When you know every victory is going to be pyrrhic, how do you keep fighting—or pass the torch to someone else?


    Old Friends and New

    Diablo Immortal is first and foremost the story of your quest to contain the broken Worldstone. It’s also the story of the people living during that time—familiar faces like Deckard Cain, Charsi, Kashya, Akara, Xul, and Valla, as well as new characters we’re just meeting. Lastly, it’s the story of Westmarch, our player hub, one of the few remaining bastions of stability—an actual functioning city—on Sanctuary.

     

    By setting Immortal between Diablo II and Diablo III, we get to bring back characters, factions and places people care about, all while inventing new ones. Here are a few:

     

    [NPC] Rayek – The barbarian prodigy Rayek is the inventor of the Helliquary, a wondrous device built to locate particularly destructive demons and trap their essence when they’re slain. Rayek hopes to use his creation to stop demonic incursions before they happen, and prevent the doom that came to his homeland from ruining other lands. When he finds demons too strong to be defeated alone, Rayek points entire warbands of capable adventurers in their direction. Though unstable, Rayek’s first Helliquary—the Wrathborne Helliquary—may well prove capable of funneling the power of defeated demons to a sufficiently daring subject. The risks of such a process remain unknown.
    [NPC] Elder Deckard Cain – On Sanctuary, people don’t often live to Elder Cain’s age—and he’s still got a long road ahead of him. A traveling sage and a symbol of hope to many, Cain has been using his mind and his research to combat evil for decades. At the moment, he’s headquartered in Westmarch, in a dusty workshop likely to catch fire from the candles he burns at all hours of the night. Cain was personally instrumental in fighting back the Prime Evils, Mephisto, Baal and even Diablo (twice). But, in this transformed world, there are limits to even his knowledge.
    [NPC] Charsi – An ebullient master blacksmith, Charsi spent her early years among the Sisterhood of the Sightless Eye—the rogues—in a wooded encampment, forging arrowheads and patching up armor. But after she armed the heroes who fought against the Prime Evils, Charsi’s corner of the world started to feel suffocatingly small. She now runs an expansive smithy in one of Westmarch’s most trafficked plazas. Business is good for a legend, but whether the big city will be as friendly to Charsi as her old home remains to be seen.
    [Zone] Shassar Sea – Two bandit gangs clash over the few resources left to the dune deserts of Shassar—one hoping to continue the legacy of the cruel Fahiran empire, the other hoping to transcend it. But whatever the outcome of the battle between the Amber Blades and Sand Scorpions, Shassar’s true rulers are vermin and carrion birds picking over sun-bleached corpses. The secrets hidden in the desert could keep Worldstone shards out of evil hands… but some things should stay buried forever.
    [Zone] Mount Zavain – Mount Zavain was soaked in blood long ago by the knights of Westmarch’s founder and the Veradani monks pledged to Ivgorod. The brutalities of that old war still cling to Zavain’s people today. Khazra activity has surged, and the brutish goatlike abominations display new intelligence and maleficence. Deep black fog spreads from the valleys; damnation festers in the mountain’s shadow, and it’s only a matter of time before the overwhelmed and underequipped soldiers of Sentinel’s Watch are swallowed up.
    [Zone] Westmarch – Founded at the height of Rakkis’s crusade, Westmarch has grown from a tiny southwestern port to one of the largest cities on Sanctuary. It is ruled by a hereditary monarch, King Justinian, and yet exists today in a period of rapid change: deemphasizing its prominent Zakarum faith, accommodating an influx of refugees from the destruction to the north, and coping with rising tensions between “commoners” and “nobility.” Justinian’s fascination with gathering magical artifacts—like the Rift Stones and the Einfrinn Tree—has further altered the onetime “City of the Light.”
    [Faction] The Immortals – The Immortals are sacred knights with immense power granted to them by the Eternal Crown, an artifact from a primordial age. They are charged with protecting all of Sanctuary from demonkind, but their tremendous strength leaves them at risk of corruption or burning out spectacularly. Most Immortals serve as elite Knights of Westmarch, but they owe a deeper allegiance to Daedessa, the ancient Nephalem patron that raised them up, and to the Crown that amplifies their might and hungers endlessly for magic. The Immortals believe that Sanctuary’s future—not just one kingdom or one age—rests on their armored shoulders.
    [Faction] The Shadows – The Shadows are overseers, saboteurs and spies who keep the Immortals in check, and invoke a sacred challenge to overthrow and replace them if too many become corrupt. They admit new members only after strenuous evaluation, and meet in secret throughout Westmarch, though they are rumored to gather in a “Court of Whispers” below the city. Some Shadows nobly want to check the Immortals’ tremendous power, and see their duty as a holy one. Others are drawn to the violence and mayhem that ensues as they test Sanctuary’s defenders.

    Quests and Story Delivery

    Immortal delivers its story in several different ways. Sometimes you only want to play for a few minutes. Sometimes you want to hunker down. We’re trying to accommodate both approaches by keeping the core story fast paced and driven by you, but also hiding lore books and other nuggets throughout the game for people who like to devour background and explore a living, breathing world while they squash demons.

    Our primary story quest types (accessible solo or in a party) are:

    • Main Quest – the core, interconnected story that leads you between each zone, beginning in Wortham.
    • Elite Quests – larger, multi-step quest chains that aren’t necessarily connected to the main quest, but which need time to complete. You can be directed to these quests by Taite, the Adventure Seeker in Westmarch, in exchange for an Adventure Journal, which you’ll earn by completing certain Codex objectives. Elite Quests typically include unique quest rewards, big boss fights, and lots of talking.
    • Side Quests – bite-sized encounters and quests. If you played Diablo III, they’re a lot like that game’s events. Sometimes a quick ambush in an unexpected place; sometimes a person asking you for urgent help. There are lots of unique side quests in each zone of Diablo Immortal, and they always have random chest rewards. On Hell 1+ difficulty, the Adventure Seeker can also direct you to random side quests in a zone. Since the end of the Closed Beta, we’ve added over 50 new side quests to the game.

    We’re also adding a few more of the espionage-flavored Contracts—unique quests available to the Shadows faction. Contracts introduce (and inflame) the conflict between the Immortals—Sanctuary’s anointed protectors—and the spies that love to mess with them. Many of the Shadows’ contracts are solo-friendly, so even if you don’t go in for group PvE or PvP, we think you’ll find something to enjoy in the dark underbelly of Westmarch.

     

    Diablo Immortal’s story doesn’t end when the game launches on 6/2. We have plans for new main quest zones as well as new elite and side quests. They will always be available for free.

     

    The team’s excited to take advantage of Immortal’s MMO genre to spin some larger-scale yarns, too. We want to tell you about places closely tied to Westmarch, to explore the escalating strife between proud Immortals and judgy Shadows, and to relieve the battle between the monks of Ivgorod and the paladins who followed Rakkis’s crusade. As it turns out, we have quite a lot to say.

     

    We’re excited for you to join us on the journey!

    Posted in: Diablo Immortal: The Story So Far
  • published the article Prepare Yourself For Diablo Immortal With The DiabloFans Map Tool!

    Diablo Immortal Launch Times & PC Pre-Load

     Diablo Immortal's Accessibility Features

    Prepare Yourself For Diablo Immortal With The DiabloFans Map Tool!

    Diablo Immortal is a huge game with a vast world to explore, and it's easy to get a bit overwhelmed with tracking the location of Quests, Lairs, Chests, Bounties, or Elite spawn locations. Our team has been hard at work creating a tool that allows players to dynamically track the location of all points of interest with the ability to filter out anything you don't need. These maps have been updated to include the latest Diablo Immortal content, including the recently announced and not yet publicly played Realm of Damnation zone.

     

    You can see a preview of our map tool below, but be sure to check it out for yourself and prepare for launch!

    The Dark Wood - All Filters

     

    Dark Wood

    Realm of Damnation - Minimal Filters

     

    Realm of Damnation

     

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