• published the article Official Blog: System Design In Diablo IV (Part II)

    Official Blog: System Design In Diablo IV (Part II)

    David Kim has returned with Part II of the Diablo IV System Design blog! There are several changes to itemization in Diablo IV since we last saw it at BlizzCon, including the addition of Angelic, Demonic, and Ancestral Power as additional affixes on items.

     

    Originally Posted by David Kim (Official Post)

     

    In Part I, we addressed many of the open questions from the community about the Diablo IV game designs we revealed at BlizzCon. I recommend checking that out if you haven’t already.

    Itemization is a huge core part of any Action RPG. We’re focusing specifically on itemization in this blog because it’s a complex and nuanced topic. Let’s start with two key principles that guide us as the Diablo IV development team.

     

    First, we agree that adding depth and customization to your character through itemization is incredibly valuable and important to the game. This has been the most-discussed topic since we revealed Diablo IV. To be clear—we believe Diablo IV itemization should be deep and rewarding and that’s one of our highest priorities. Another important philosophy across the whole game for our team is the concept “Easy to learn, difficult to master.” This core philosophy helped many of us become the hardcore gamers we are today, and one we want to embrace throughout the Diablo IV development process.

     

    Second, we agree with the feedback that Diablo IV shouldn’t just mimic the itemization in our previous Diablo games. Our plan is to take the best parts of previous games and improve upon them while introducing new elements to make Diablo IV unique. We don’t want to create an exact copy of Diablo II or Diablo III. It’s worth calling out that, on this subject, there was a lot of mixed feedback and differing opinions, and we acknowledge that means there’s no single approach that everyone in the community will agree on.

     

    That said, thanks to your feedback, we have some potential changes we’re actively discussing internally regarding itemization that we’d like to share with you today. Again, we feel it’s important to stress that this is very early design, and we’re sharing this with the community far sooner than we ever have before. There will be problems with these ideas we’ll have to iterate through, and what’s presented below is almost certainly not final. The reason we’re sharing this so early is because we want to involve the community in our process and learn as much as we can from your feedback, as soon as possible.

    Let’s get to it!


    Affixes in Diablo IV

    We went through so much great community discussion, including a fair amount of conflicting feedback, and we’ve had dozens of hours of discussion on this topic. We were left with two major takeaways. First, item affixes should be a meaningful part of character power. Second, they should create interesting choices when deciding which items to equip. Our previous focus was on making each affix geared toward specific builds, so that the “perfect item” would vary depending on the build you were pursuing. We still like this overall direction, but we understand it can also feel like your choices are limited because you end up chasing a list of “best-in-slot” items.

     

    Here are the changes we’re considering:

    • We’re increasing the total number of affixes on items, including Magic (Blue), Rare (Yellow), and Legendary (Orange). This should raise the overall importance of non-Legendary affixes on your character’s overall level of power.
    • We are also introducing three new stats:
      • Angelic Power, which increases the duration of all beneficial effects (like self-buffs or healing)
      • Demonic Power, which increases the duration of all negative effects (like debuffs or damage over time)
      • Ancestral Power, which increases the chance of on-hit effects (aka increased proc chance)

    These new stats can appear as affixes, such as +15 Angelic Power. In addition to providing the above-stated benefit, we want these new stats to also act as pre-requisites for empowering certain other affixes. If you don’t have enough of a specific power, you can still equip the item, but you may not benefit from an affix linked to that power.

     

    Here are a couple of work-in-progress examples to better illustrate what these affixes do (again, none of this is final and could change considerably):

     

     

     

    Each of the three Powers will have a list of affixes that are attuned to it, so depending on which stats you care about, you might want to focus on Angelic, Demonic, or Ancestral Power. In the examples above, you would need 50 Demonic Power to get an additional rank in the Devastation skill, 55 Demonic Power for 25% Fire Resistance, or 60 Demonic power for an additional 2 ranks in the Char to Ash skill. If you wanted to build around Crushing Blow, you’d need to stack at least 55 Ancestral Power instead, while 40 Angelic Power would be required to gain 25% Cold Resistance.

     

    We think these changes will address those two main takeaways pretty well. Legendary powers should no longer completely dwarf the strength of your affixes, and the affixes themselves provide more interesting choices because their strength depends on how much of the relevant Powers you’ve accumulated on the rest of your gear. You might find an amulet with the perfect stats for your build, but some of its Affixes may require Demonic Power when you’ve previously focused on Ancestral. Maybe your current amulet is the primary source of your Ancestral Power, so equipping a new amulet would mean potentially making sacrifices elsewhere.

     

    With this system, it will be easy to identify items with good stats, but it will take some thought and planning to decide whether the item is good for your build. The best items for your character will really depend on what you currently have and how you’ve built that character, making it more difficult to just look up the right answer online.

     

    At the same time, we think this system keeps items approachable, even if you make suboptimal itemization decisions. You may be weaker, but doing so won’t completely break your character. We can also introduce this mechanic gradually and naturally as you level, rather than making it a requirement to understand at the beginning.


    Attack/Defense Changes

    Based on your feedback, we’ve changed Attack to only be found on weapons, Defense to being only on armor, and we’ve removed both Attack and Defense from jewelry entirely. The goal here is to better embrace the fantasy of each type of item.

     

    We like the Attack and Defense stats as a way to convey power progression on items. A core part of any ARPG is the quest for more power. Just as we have skill ranks, talent trees, character levels, and so forth, Attack and Defense allows us to reflect your power growth in items as well.

     

    To be clear, Attack/Defense is not the end of the story of an item’s power, but it does fulfill the “easy to learn, difficult to master” design philosophy by giving players a broad sense of whether the item is an upgrade. Players who are optimizing their character will still need to take the additional affixes on an item into account, as their benefit to your build can outweigh the raw Attack or Defense of an item. Solely picking your items based on Attack and Defense will almost never be the optimal way to play, but it does provide a good starting point for newer players.

     

    It’s important to reiterate here that items are just one part of a character’s overall power. Our goal is to spread out power across different sources, including skill ranks, your character’s level, talent trees, items, and the endgame character progression system (which, like everything else, is still in development).


    Ancient Legendary Replacement

    In our last post, we mentioned that we were looking at some potential changes to Ancient items based on your feedback. We are going to remove Ancient Legendaries from the game in their current form entirely.

     

    Our newest proposal hits a couple different feedback points: addressing the usefulness of Rare (Yellow) items as well as increasing the depth and complexity of player gear choices in the endgame.

     

    We will be introducing a new type of consumable item (which we haven’t yet named). This item would be earned by killing monsters, just like other items. It would have one random Legendary affix on it, drops only in the late endgame, and can be used to apply that affix to any non-Legendary item.

     

    This means a few things:

     

    • We create an “elective mode for items” that is experienced after players have had time to experience Rare and Legendary items normally, as well as familiarized themselves with a variety of affixes
    • This adds a way to introduce new methods of play without adding even more power to endgame items
    • Rare items with the best affixes on them are always useful and retain value

     


    More Feedback

    We want to remind you one last time for good measure that none of this is final—we haven’t even tried most of this in a working build yet! We’d love to get some constructive feedback on these approaches, as well as the general direction we’re headed for itemization. We’ve never shared this level of detail this early before, but we look forward to reading what you have to say.

    Thanks,

     

    David Kim

    Lead Systems Designer

    Posted in: Official Blog: System Design In Diablo IV (Part II)
  • published the article Challenge Rift - Week 127

    Challenge Rift - Week 127

    Challenge Rift Week 127 is live! This week the Challenge Rift features three different Demon Hunter builds in the form of Shadow Impale, Unhallowed Essence, and Legacy of Nightmares! If you are curious how Challenge Rift builds are chosen each week, you can view this official blog post!


     

     

    Posted in: Challenge Rift - Week 127
  • published the article Season 19 Mega-Post!

      Diablo IV: Community Roundup

    Season 19: The Season of Eternal Conflict

     

     

    Season 19 is the Season of Eternal Conflict! For the duration of Season 19, all players will benefit from the Pandemonium buff, which provides a small stacking boost to movement speed and bonus damage whenever a player kills an enemy--ultimately capping out at an additional 50% movement speed and 100% damage at 1000 stacks. Reaching certain kill-streak goals will trigger a special effect, and cause even more mayhem on the battlefield:

     

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

    Season 19 begins on Friday, November 22nd at 5:00pm in each region. Season 19 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!

     

     

                                                                                   

     


    Table of Contents


     DiabloFans Discord

    Join us on our Discord server! It's the perfect place for finding people to group with, get your questions answered, and stay up to date on the latest news! You can join our server by clicking on the banner below, or by going here

     

    If you don't use Discord you're missing out, but you can also find people to play with by using our forums! 

     

     


     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 19:

     

    • 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

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

     

     

    In addition to the Helm & Shoulder slots of the exclusive Conqueror Set, and the Season 7 portrait frame & Dream of Piers dark unicorn pet, players can also earn a new unique Valor portrait frame and Angelic Treasure Goblin pet by completing the entire Seasonal Journey!

     

     


     Seasonal Conquests

     Want to prepare your Conquests plans for Season 19? Here are all the conquests you'll face this season!

     

    • Sprinter/Speed Racer - Complete the entire campaign from Act I to Act V at level 70 in under 1 hour.
    • Avarice/Avaritia - Complete a 50 million gold streak outside The Vault or its Inner Sanctum.
    • On A Good Day/I Can't Stop - Level three legendary Gems to 65.
    • Divinity/Lionhearted - Complete Greater Rift 75 solo.
    • The Thrill/Superhuman - Complete Greater Rift 45 solo without any set items equipped.


     

     Season 19 Starter Guides

    Any players looking to level quickly and get the best start to Season 19 should browse the selection of starter guides from various content creators below! If you're looking for a level 1 blood shard gambling guide, AlexRaEU has posted a comprehensive spreadsheet on the r/Diablo Subreddit!

    Season 19 Class Starter Guides from Bluddshed:

    Ultimate Seasonal Starter Guide:


    Level With A Cause

    The Level With a Cause charity event is returning for Season 19! Level With a Cause is a recurring charity event that occurs at the start of each new season in Diablo 3. Level With a Cause was created by Wolfcryer as a way to unite the Diablo community in an effort to raise money for various charities. 

    The first Level With a Cause was held on Thursday, July 20, 2017 with the release of Season 11 and continued throughout the weekend. Twitch streamers and YouTubers from the Diablo community played and directed viewers to donate to St.Jude's Hospital. In that first Level With a Cause, the Diablo community raised over seven thousand dollars and cemented this as a recurring event.

    As Level With a Cause continues to grow and the community generates more and more funds for charity, all streamers are encouraged to join the cause and be a part of something awesome! 

     

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

     


    Challenge Rift - Week 126

    Challenge Rift Week 126 is live! Because Season 19 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 three different Crusader builds, two of which focus on the new Valor set! If you are curious how Challenge Rift builds are chosen each week, you can view this official blog post!


     

     


    Patch 2.6.7 Changes

    Patch 2.6.7 added two new class sets to the game! The Aegis of Valor is a new Crusader set with a focus on Fist of the Heavens and Heavens Fury, while the Patterns of Justice is a new Monk set with a focus on Sweeping Wind and Tempest Rush!

     

    Patch 2.6.7a is a pre-season balance patch that focuses on some bug fixes and minor balance tweaks. You will find the patch notes for both 2.6.7 and 2.6.7a below!

     

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Patch 2.6.7a Now Live

     

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

     

     

    Last updated November 20 @ 10:00 a.m. PST.

     


    Items

    • Lamentation
      • Now increases the damage of Rend by [100-150%]
      • Developer's Note: As we've indicated in forum posts, we overshot on Lamentation's original implementation during the 2.6.7 PTR. However, we also very much undershot the overall balance of Rend/Whirlwind's adjustments by removing this bonus completely. After reading a ton of your feedback and completing our own internal testing, we've settled on a middle ground we believe reaches the balance level we were shooting for.
    • Shield of Fury
      • The benefit of this item now stacks up to a cap of 20
      • Developer's Note: As many of you noted coming out of our 2.6.7 update, we also overshot on Crusader with the live patch. We love to see Crusader performing much better with it's new set, and this cap should reign in damage to a more reasonable level

    Bugs

    • Wizard
      • Wave of Force (Arcane Attunement)
        • Stacks of Arcane Attunement are now removed upon entering a Greater Rift (PC Only)
        • Note: This change will be coming to Console in a future patch.
    • Patterns of Justice
      • Fixed an issue where the Tempest Rush Flurry rune attack did not benefit from the 6-Piece bonus when cancelling Tempest Rush (PC Only)
        • Developer's Note: We were unable to resolve this for 2.6.7a for Console; however, it is slated to be fixed on Console in a future patch.
    • Fjord Cutter
      • Fixed an issue where Fjord Cutter was increasing all damage to slowed or chilled enemies instead of just Seismic Slam damage
    • Won Khim Lau
      • Fixed a bug where Epiphany would trigger teleporting while channeling Tempest Rush (Electric Field) when Won Khim Lau was equipped

     


     

    Originally Posted by Blizzard Entertainment (Official Post)

     

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

      


     

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

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


    PATCH 2.6.7

    Table of Contents:

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


    General

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

    Seasons

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

    Items

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

    Monsters

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

    Bug Fixes

    • Wizard
      • Archon
        • Fixed an issue where certain item bonuses (such as from the item Deathwish) would persist between changing forms to/from Archon
          • Developer's Note: A few patches ago, we stated we were going to continue to observe Bazooka Wizard to see its performance over time. Back then, we thought it would require a high level of skill to execute that would make it relatively less utilized as a hard, but rewarding, gameplay option. That hasn't been the case, as many feel it's too mandatory. In the context of this and other changes (like Bone Ringer and Chantodo's), we think it makes sense to make this change now.
    • Spite
      • Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged
    • Squirt's Necklace
      • Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded
    Posted in: Season 19 Mega-Post!
  • published the article Patch 2.6.7a Now Live!

     Diablo IV: Community Roundup

    Patch 2.6.7a Now Live!

    The pre-season balance patch for Diablo III is now live on all platforms!

     

    Originally Posted by Blizzard Entertainment (Official Post)

    Patch 2.6.7a Now Live

     

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

     

     

    Last updated November 20 @ 10:00 a.m. PST.

     


    Items

    • Lamentation
      • Now increases the damage of Rend by [100-150%]
      • Developer's Note: As we've indicated in forum posts, we overshot on Lamentation's original implementation during the 2.6.7 PTR. However, we also very much undershot the overall balance of Rend/Whirlwind's adjustments by removing this bonus completely. After reading a ton of your feedback and completing our own internal testing, we've settled on a middle ground we believe reaches the balance level we were shooting for.
    • Shield of Fury
      • The benefit of this item now stacks up to a cap of 20
      • Developer's Note: As many of you noted coming out of our 2.6.7 update, we also overshot on Crusader with the live patch. We love to see Crusader performing much better with it's new set, and this cap should reign in damage to a more reasonable level

    Bugs

    • Wizard
      • Wave of Force (Arcane Attunement)
        • Stacks of Arcane Attunement are now removed upon entering a Greater Rift (PC Only)
        • Note: This change will be coming to Console in a future patch.
    • Patterns of Justice
      • Fixed an issue where the Tempest Rush Flurry rune attack did not benefit from the 6-Piece bonus when cancelling Tempest Rush (PC Only)
        • Developer's Note: We were unable to resolve this for 2.6.7a for Console; however, it is slated to be fixed on Console in a future patch.
    • Fjord Cutter
      • Fixed an issue where Fjord Cutter was increasing all damage to slowed or chilled enemies instead of just Seismic Slam damage
    • Won Khim Lau
      • Fixed a bug where Epiphany would trigger teleporting while channeling Tempest Rush (Electric Field) when Won Khim Lau was equipped
    Posted in: Patch 2.6.7a Now Live!
  • published the article Diablo IV: Community Roundup

    Diablo IV Community Roundup

    Our friends within the Diablo community and across the globe have all had an opportunity to recover from BlizzCon and share their thoughts on Diablo IV. You can find thoughts, opinions, and feedback regarding Diablo IV from our list of community members and content creators below! This list is just a taste of what the Diablo community has to say, and we encourage everyone to share their thoughts and anyone we may have missed from this list in our comments!

    Reddit

    The r/Diablo subreddit has been bustling with discussion since the announcement of Diablo IV, and the moderators have published their thoughts and impressions of Diablo IV. Be sure to head over to the subreddit to join in on the discussion and see what they had to say about the game!

     

    Content Creators

    You can find a variety of different thoughts on Diablo IV from content creators around the globe through our featured videos below!

     

     

     

     

     

     

     

     

    Posted in: Diablo IV: Community Roundup
  • published the article Challenge Rift Week 126

    Challenge Rift - Week 126

    Challenge Rift Week 126 is live! Because Season 19 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 three different Crusader builds, two of which focus on the new Valor set! If you are curious how Challenge Rift builds are chosen each week, you can view this official blog post!

     

     

     

    Posted in: Challenge Rift Week 126
  • published the article Patch 2.6.7a Update For Diablo III

     Diablo III Season 19 Begins On November 22!

    Patch 2.6.7a Update

    Brandy has once again taken to the official forums to post an upcoming update to patch 2.6.7! This update reintroduces the Rend damage modifier on Lamentation, and also implements a damage nerf to the new crusader set by placing a cap of 20 on the Shield of Fury!

     

    Originally Posted by Nevalistis (Official Post)

    Hey all,

     

    So as you may have seen elsewhere, we’ll be issuing a small update to 2.6.7 between now and the start of Season 19 to address some balance issues prior to the start of the Season of Eternal Conflict. This patch isn’t going to resolve every balance issue; there’s simply not enough time between the need for QA verification and patch submission for all our platforms to address everything. That said, we’re committed to continuing to balance with community feedback in mind as we release additional patches throughout 2020.

     

    For Season 19, though, here’s what you can look forward to (these Patch Notes are currently pending through Localization for official release, so please take unofficial translations you read with a grain of salt):


    Items

    • Lamentation 52
      • Now increases the damage of Rend by [100-150%]
      • Developer's Note: As we've indicated in forum posts, we overshot on Lamentation's original implementation during the 2.6.7 PTR. However, we also very much undershot the overall balance of Rend/Whirlwind's adjustments by removing this bonus completely. After reading a ton of your feedback and completing our own internal testing, we've settled on a middle ground we believe reaches the balance level we were shooting for.
    • Shield of Fury 98
      • The benefit of this item now stacks up to a cap of 20
      • Developer's Note: As many of you noted coming out of our 2.6.7 update, we also overshot on Crusader with the live patch. We love to see Crusader performing much better with it's new set, and this cap should reign in damage to a more reasonable level

    Bugs

    • Patterns of Justice
      • Fixed an issue where the Tempest Rush Flurry rune attack did not benefit from the 6-Piece bonus when cancelling Tempest Rush (PC Only)
        • Developer's Note: We were unable to resolve this for 2.6.7a for Console; however, it is slated to be fixed on Console in a future patch.
    • Fjord Cutter 9
      • Fixed an issue where Fjord Cutter was increasing all damage to slowed or chilled enemies instead of just Seismic Slam damage
    • Won Khim Lau 6
      • Fixed a bug where Epiphany would trigger teleporting while channeling Tempest Rush (Electric Field) when Won Khim Lau was equipped

    We know there are still other things to address, including Rathma Necromancer, Bazooka Wizard, and general Demon Hunter performance (among other concerns for other classes that we have slated for future patches). We’re not ready to deploy changes on these fronts, but we are continuing to pore through feedback, experiment, and iterate on potential solutions, so please keep making your voice heard in a constructive manner!

     

    We’re also discussing extending future PTRs for patches that include additional set items; one week was simply not enough for the iteration process, and we’re adjusting accordingly.

     

    It’s taken time to get communication to a more mobile and agile place, and I appreciate your patience while we’ve worked to get new processes in place. Hopefully it shows that we’re working on addressing as much as we can, as timely as we can; we are passionate about Sanctuary and its inhabitants, and we’re doing our best to make Diablo III as awesome as it can possibly be.

     

    Thanks for reading, and we’ll see you in Patch 2.6.7a and Season 19!

    Posted in: Patch 2.6.7a Update For Diablo III
  • published the article Patch 2.6.7 - Incoming Balance Changes

     Diablo III Season 19 Begins On November 22!

    Patch 2.6.7 - Incoming Balance Changes

    Brandy has posted on the official forums regarding some balance issues that have surfaced in patch 2.6.7, and mentions that a small balance patch will release between now and the start of Season 19 to address some of these concerns.

     

    Originally Posted by Nevalistis (Official Post)

    Whew, okay, let’s see if I can address these.

    1. Bazooka - we definitely consider this an issue (as I’m sure you can see from our last change), but it’s proving trickier to address than we anticipated. While Bazooka is harder to execute now, we don’t like that a build more or less requires macros to use effectively. This is something we want to address, but it’s looking like that will be a longer term process beyond 2.6.7.
    2. We did make a change to Blighter for this reason in 2.6.7. If this wasn’t enough, we’ll continue to re-evaluate.
    3. We’ll be releasing a small balance patch between now and the start of Season 19 to address some of the balance concerns the community has brought to us. Still getting the final details on exactly what this entails. Stay tuned.
    4. Because we’ll be releasing a small balance patch, we’ll be resetting the Era again. We’re just waiting for that to happen first. :slight_smile:
    5. See point #3. This is also one of our areas of concern. We don’t want to “nerf it to the ground,” but we do want to pull it back. If AoV continues to need adjustments afterwards in either direction, we’ll keep looking at it in the long run, too. Sometimes finding the right balance takes us a few tries, and we appreciate your patience with us while work to get things where they need to be.

    I know it doesn’t always look like we listen or act immediately on feedback, and we can’t always act this fast; we’ve had a lot of conversations over the past couple of days regarding 2.6.7 and the areas where we could improve. Having a larger gap between patch and Season launch is serving us well in this regard.

     

    Lastly, I want to mention I’m working with the development team on a blog that focuses on Greater Rift Level Cap and our philosophy/approach around game balance. I think there’s some context the community is missing in our approach, and we want to explain this better and more clearly—it’s just going to take some time for me to put that communication together. I’m not trying to be mysterious; I just want to make sure we’re taking the time necessary to make things clear.

    Posted in: Patch 2.6.7 - Incoming Balance Changes
  • published the article Official Blog Post From Diablo IV Game Director Luis Barriga

    A Letter From Game Director Luis Barriga - BlizzCon 2019

    An official blog post from Luis Barriga (Diablo IV Game Director) has been posted as a response and follow up to BlizzCon 2019. Luis Barriga also mentions that they know there is a discussion surrounding items and stats, and reassures the Diablo community that their team is having the same conversations while reading everyone's feedback.

     

    Originally Posted by Luis Barriga (Official Post)

     

     

    Dear Diablo family,

     

    Thank you all for a great BlizzCon. We unveiled Diablo IV with our announce cinematic, establishing the tone for our overall creative vision moving forward. We hope you all dug that.

     

    We also showed you our gameplay trailer, showcasing our classes, monsters, and open world, and invited you to take the first step in this journey toward Diablo IV together. We can tell from all the questions and excitement we’ve seen online and in-person that you are eager to find out more.

     

    The lines to our demo stations and Dark Gallery were packed all weekend long and we were floored by the overall reception—especially from long-time Diablo players. We were blown away by how often we met people who came back to play the demo again and again. The stories you shared with us about Diablo and what this series means to you moved us and inspire us to do our best.

     

    We’ve been taking this week to assess and discuss our takeaways from BlizzCon, and we love all the deep discussions happening around the art, features, systems, and world of Diablo IV. We’re also excited about a cool update we’re planning for you in February of next year. It will be the first in a series of quarterly updates where we’ll share behind-the-scenes looks at our progress going forward.

     

    We also know that one topic is burning hotter than the rest. We want you to know that we are having the same conversations about items and stats that you are having—whether on the official discussion threads or external sites, we read it all! Getting this right is at the top of our minds, and in the coming weeks our lead systems designer David Kim will provide a few clarifications, share some of his thoughts, and address some of your open questions. We hope you check it out and let us know what you think.

     

    Once again, on behalf of the entire team, from the bottom of our hearts we want to thank you all for a fantastic and unforgettable BlizzCon 2019.

     

    Hail Lilith and see you in Hell!

     

    Luis Barriga,

    Game Director, Diablo IV

    Posted in: Official Blog Post From Diablo IV Game Director Luis Barriga
  • published the article Diablo III Patch 2.6.7 Patch Notes

    Diablo III Patch 2.6.7 Patch Notes

    The patch notes for the upcoming Diablo III patch 2.6.7 have been published ahead of a currently unknown start time for Season 19, and they include developer notes on many of the changes made since the PTR!

     

    Update: Season 19 will not be starting this weekend, and will likely launch on November 22nd. This comes directly from Brandy on the official forums when asked if Season 19 will be starting this weekend.

     

    Originally Posted by Nevalistis (Official Post)

    Not this Friday, no.

     


     

    Originally Posted by Blizzard Entertainment (Official Post)

     

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

      


     

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

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


    PATCH 2.6.7

    Table of Contents:

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


    General

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

    Seasons

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

    Items

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

    Monsters

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

    Bug Fixes

    • Wizard
      • Archon
        • Fixed an issue where certain item bonuses (such as from the item Deathwish) would persist between changing forms to/from Archon
          • Developer's Note: A few patches ago, we stated we were going to continue to observe Bazooka Wizard to see its performance over time. Back then, we thought it would require a high level of skill to execute that would make it relatively less utilized as a hard, but rewarding, gameplay option. That hasn't been the case, as many feel it's too mandatory. In the context of this and other changes (like Bone Ringer and Chantodo's), we think it makes sense to make this change now.
    • Spite
      • Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged
    • Squirt's Necklace
      • Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded
    Posted in: Diablo III Patch 2.6.7 Patch Notes
  • published the article Diablo IV: End Game

    Diablo IV's End Game

    Players were teased multiple times on the proposed end game of Diablo IV throughout several panels at BlizzCon, and it's possible to piece the information together to get a sense for how Blizzard envisions the end game playing out. It's important to note that Diablo IV is still early in development, and it's likely that these systems will change through iteration and redesign. While speculating on these systems can be fun and exciting, remember to be constructive and respectful when presenting feedback.

    Dungeons

    Dungeons appear to be the primary end game activity in Diablo IV. Dungeons are randomly generated and come with pre-defined objectives and random events. Some examples of dungeon objectives might be to kill all enemies in the dungeon, or kill a specific enemy; however, these objectives aren't as uninspired as they may initially appear. While killing all enemies to complete the objective in the Domhainne Tunnels, players will have to defeat powerful elites that are sent to stop players as they make progress. Each dungeon has it's own custom objective which provides a sense of identity to every dungeon in the game.

     

    While playing Diablo IV at end game, players will often find Keys to specific dungeons, and these Keys will have different difficulty ranks. The higher the difficulty of the Dungeon Key, the better the quality of loot that will drop--note that item drop rates don't change. Dungeon Keys also come with random affixes on them which change how that dungeon will play. Some examples of these random affixes might be that all of the enemies in the dungeon are invisible unless they are in combat, or that the dungeon has a lightning pulse which follows players around until the objective has been completed. Players familiar with Mythic+ dungeons in World of Warcraft may find that this system sounds familiar and iterative.

     

    Because multiple affixes can be on a single Dungeon Key, and the combination of those affixes may greatly change how a dungeon plays, Diablo IV--in theory--looks to be offering a large amount of player agency when choosing what end-game dungeons complete. There are some obvious concerns with how this system may play out in a live setting, but we're excited for the potential replay value this could add to the end game in Diablo IV

     

    Loot

    One of the most important parts of any Diablo game is what kind of loot you get, especially at end game. Having a compelling loot-chase can keep players engaged for months on a single character, and can also provide an immense amount of player agency in regards to how they build their character. Diablo IV has a similar item qualities as Diablo III, but with the important new addition of Mythic items--which are the strongest items in the game. The stats and affixes found on items increases in quantity with the quality of an item, but the main goal of affixes on items in Diablo IV is to provide players with the greatest amount of choices for their individual playstyle. A notable item affix in Diablo IV is +rank which adds ranks to specific talents, and can allow access to unavailable talents or additional ranks beyond the maximum of a specific talent you've already invested points into.

     

    The goal of legendary items in Diablo IV is to be equal-to-or-more powerful than set items, unlike the set-dominated end game of Diablo III. This provides players with a greater variety of items to use since they aren't locked into using an entire set of gear all the time. Mythic items are the most powerful items that player's will find, but only one can be equipped at any given time. Mythic items have four legendary affixes on them but finding the right Mythic item for your build may require a large time investment.

     

    Seasons

    We know that seasons are making a return to Diablo IV after their success in Diablo III. This is a feature that will be available at or near launch, and will provide players with reasons to return to the game on a regular basis. Seasons in Diablo IV will add new legendary items in addition to focusing on a set of specific legendary items each season. From what we have learned, it sounds like the Diablo IV team want to make sure that each season will change up the end game meta on a regular basis so that players aren't stuck playing a single build for several seasons. If they continue the traditions of the Diablo III seasons, we may also see exclusive cosmetic items be tied to completing various seasonal objectives.

     

     

    What are your thoughts on Diablo IV's end game dungeon and loot system? What additions or changes would you like to see? Let us know in the comments

    Posted in: Diablo IV: End Game
  • published the article Diablo IV: Zenkiki's Thoughts On The Demo

    Last week, our team had the opportunity to play Diablo IV extensively at BlizzCon! Neinball recently published his thoughts on the demo, and while we both generally agree on the promise that Diablo IV shows, we do disagree on which class we preferred to play in the demo. Below, you can find additional observations about the systems in the game which weren't mentioned in Neinball's write-up in addition to my thoughts on the Diablo IV demo!

     

     

    Demo Impressions

    Overall, I walked away from BlizzCon with extremely positive impressions of Diablo IV. The combat felt incredibly impactful, and each of the three classes had skills which made me grin in utter delight each time I used them. The feel of combat is especially important to get right in an action RPG seeing as it's the action you're doing the most within this genre of games, and Blizzard has nailed it with Diablo IV. In many ways, the combat in Diablo IV feels like a better but slightly slower iteration of the Diablo III combat--which has always been one of the core strengths of that game. Slowing the combat down gives animators more breathing room when creating spell effects, and the result is that each skill feels like it has substantial weight and power behind it. Additionally, the gameplay felt smooth and responsive, and there was never a point in which I felt like I didn't have absolute control over my character.

     

    Aesthetically, the game was substantially darker and more creepy than it's predecessor Diablo III, and felt more like what I would imagine Diablo and Diablo II might look like running on a modern engine. Enemies, such as the Fallen, have been re-designed to appear as frightening minions of hell rather than their more stylized counterparts in Diablo III, and entering into a dungeon gave me a sense of terror while exploring around the dark procedurally-generated tile-sets. Each room had a sense of danger, and hallways/caves felt claustrophobic in a good way. The gothic style seen in the cinematic announcement trailer translates well into the new engine which they developed for Diablo IV, and I'm particularly interested in how dark the story may get throughout the campaign. These visual and narrative changes may cause angelic characters like Imperius to seem intimidating and powerful rather than a cheesy super-hero, and enemies like Lilith may be absolutely terrifying to face when we finally meet them in game.

     

    Diablo IV, as it existed within the BlizzCon demo, is my new favorite Diablo game from an aesthetic and game-play perspective; however, many questions still remain as to the longevity and quality of its end-game. The game is still quite early in development, and I'm very much looking forward to seeing more of what the game has to offer once the game launches sometime in the distant future.

     

     

    Classes

    Before I begin diving into the individual classes, I want to be clear about two things. First, the power and balance of these classes from the demo is completely irrelevant. Because the game is still early in development, getting the fantasy and feel of the classes correct is a larger priority than number tuning. Second, my own thoughts on the classes come with personal biases, and I may be more inclined to like specific classes verses what our readers may enjoy. My favorite class from the entire Diablo franchise is the Assassin, and I enjoy the Monk, Crusader, and Demon Hunter equally from Diablo III. Hopefully that should give our readers a sense of what class-fantasies and gameplay styles I enjoy the most.

     

     

    • Sorceress

    The Sorceress was my least favorite of the three available classes to play in the Diablo IV demo. While the abilities looked cool and were fun to use, I felt like I was just playing a better looking version of the Diablo III Wizard. The Sorceress was the class that felt like it had the least amount of improvement from previous games; however, if you're someone who loves the Wizard, than this may very well be the perfect class for you. The best thing I can say about the Sorceress is that each of the skills created lovely lighting effects in dark dungeons, and Lightning Spear was one of my favorite skills due to its "cool" factor. Simply put, you cast a spear of lighting that seeks out nearby enemies and destructables, zipping across the screen rapidly as it does so. I loved the feel and fantasy of that ability, and it made me feel like I was truly playing a magic-based class.

     

     

     

    • Druid

    The Druid was the class I was most excited to jump in and play since the Druid is making its first appearance since Diablo II, and it seemed the most unique of the three. Shred and Pulverize were your two main abilities, with Shred shapeshifting you into Werewolf form whenever you would use it. Shred generated Spirit, the Druid's primary resource, and also had a high chance to hit twice. Pulverize was your primary spender, and would shapeshift you into a Werebear. Pulverize was a large AoE slam that cost spirit, so swapping between the two abilities was key to the Druid's rotation. In addition to these two abilities, the Druid could use Boulder to knock back enemies (which could even knock enemies off cliffs), Trample to charge and stun enemies, Cataclysm to create a massive storm which obliterated enemies, and Wolves which you could command to attack targets--much like Command Skeletons from the Diablo III Necromancer.

     

    The Druid certainly plays differently than it did in Diablo II, but that's not a bad thing. Switching rapidly between Werebear, Werewolf, and your caster form felt incredibly powerful, especially when you consider that the Druid can gain passive buffs for doing so. Combat with the Druid felt very fluid, and I'm very interested in seeing the other abilities in action. Something else to consider is that the Talent Tree for the Druid contained two paths to venture down, one for spells and one for shapeshifting. While this would be quite concerning regarding end-game builds for the Druid, a conversation I had with Lead Systems Designer David Kim put those fears to rest. David Kim mentioned that an eternal version of Diablo IV currently has several horizontal paths that connect  the two different Talent Tree's, allowing Druid players to swap over and create hybrid builds. Although, with the game being so early in development, it's possible we won't see that once it finally launches.

     

     

    • Barbarian

    The first time I played the Diablo IV demo, I decided to try the Barbarian. My reasoning was that it had the highest potential to be the most boring and standard of the three classes, and I wanted to start with the worst of the three experiences. I'm ecstatic to report that this couldn't have been further from the truth. The Barbarian was easily my favorite of the three classes, and the one I played the most times. Every single skill felt great to use, and the synergy of the Barbarian's skills meant that when players got into a rhythm, they would absolutely devastate enemies. Losing that rhythm would cause you to feel like you were Fury-starved, and unable to use your powerful skills.

     

    Upheaval was the Barbarian's big Fury spender, and was hands-down the most satisfying ability to use in the whole demo! After a very brief delay, the Barbarian would essentially golf-swing the ground and hurl debris at his enemies in a small cone. Upheaval is a more epic version of Seismic Slam from Diablo III, and I praised the Lead VFX Artist Daniel Briggs and his team for creating an ability which felt so good to use that I loudly and audibly chuckled with absolute glee the first time I used it.

     

    The final thing that really sealed-the-deal with my love for the Barbarian is the class-specific ability which allows the Barbarian to equip two 1-handed and two 2-handed weapons at the same time. By doing so, the Barbarian is able to assign a skill to one of their equipped weapons, allowing the Barbarian to min-max which Skill is utilizing each of their weapons. It's not just a visual effect, but there are also gameplay implications since certain abilities require you to have specific types of weapons to be equipped. I'll be keeping a close eye on this specific system all throughout development, and I could foresee myself primarily playing a Barbarian once the game launches.

     

     

    Systems

    There are several gameplay systems which are key to Diablo IV that I want to also discuss. The first is the Rune and Runeword system, which is a returning system from Diablo II, but with very different design. As you play the game, you will collect Runes which can be placed into gear which have sockets. Runes come in two different varieties, a condition Rune and an effect Rune. Condition Runes might be something along the lines of "Whenever you freeze an enemy..." or "Whenever you use a healing potion..." followed by "activate the next socketed rune." Effect Runes often give very powerful buffs for a short duration, and should be paired with condition Runes that are easy to meet the condition on. An example of this system might be that you socket a condition Rune and an effect Rune into a piece of gear with two sockets, granting you the ability to reduce a cooldown on a random ability by 15% whenever you use a healing potion. Personally, I really enjoy the flexibility of this system, but I fear how easy it could be to min-max the best combination of Runes without providing any actual choice on the player's part. This could be fixed by the countless tuning nobs the developers have available to them, and there is a potential for some amazing character customization through this system.

     

     

    One of the more concerning aspects of Diablo IV to me is the flavor of multiplayer they have decided to use. While running around the open world, you will come across other random players. Certain regions will have restrictions on how many players you might see, and this changes dynamically depending on where you are. Campaign specific areas in the open world will be locked to you and your party until you finish that objective, but you will be able to see public players in those areas once you are done. My primary concern is with how one might perceive other random players they come across. For example, when doing World Quests in the retail version of World of Warcraft, players rarely ever interact with each other. Often times, they join a group to get a quest or world boss done, then immediately leave once their objective is complete without any form of communication or coordination. In an ideal system, the multiplayer in Diablo IV would create meaningful interactions with other players which would encourage players to communicate and coordinate to complete common goals, and in rare cases would lead to friendships. A game that discouraged these interactions through easy objectives and gameplay could very easily fracture a community before it ever had a chance to develop. Blizzard might take look at World of Warcraft: Classic as a source of inspiration for how to create meaningful multiplayer interactions in an open world to create a sense of community and cooperation between players.

     

     

    The final thing I wanted to discuss in regards to Diablo IV is how it shares some interesting design philosophies with Diablo: Immortal. Now that Diablo IV has finally been announced, we've observed that people are opening up to the idea of Immortal having its place within the Diablo franchise, and our opinions on Immortal haven't changed since we got our hands on it last year: It's a cool mobile game that has a lot of potential to bring countless new players to the Diablo series. Both Diablo IV and Immortal have persistent multiplayer experiences where it's possible to find random players exploring the world alongside you. Unlike my concerns for the multiplayer in Diablo IV that I mentioned above, I'm far less concerned about having meaningful interactions with players in Immortal where it's already difficult to communicate with others. In addition to similar multiplayer design, Immortal and Diablo IV also share the idea of a large world to explore; however, Immortal differs in the sense that there isn't one massive seamless world to explore like there is in Diablo IV. Either way, it's worth considering that these two games have similar approaches to world and multiplayer design, and the idea of that excites me.

     

     

    As I mentioned before, Diablo IV is already my favorite Diablo game. If they manage to tune the end-game in a compelling way, then there is no doubt in my mind that Diablo IV would also be a favorite among most other players as well. If your interested in my additional thoughts on Diablo IV, then you can check out my Deep Dive video which I've linked below. With that said, I'm anxious to hear your thoughts, and if you have any Diablo IV questions, be sure to ask them in our comments!

     

    Posted in: Diablo IV: Zenkiki's Thoughts On The Demo
  • published the article Diablo IV: Systems & Features Panel Recap

    Diablo IV: Systems & Features Panel Recap

    The Diablo IV systems and features panel was a deep-dive into the inner workings of the game that had a Q&A at the very end. This panel revealed a surprising amount about Diablo IV considering how early in development the game still is.

     

    Classes

    During the class section of the panel, we learned about the unique mechanics for each of the three revealed classes, and much more information on how the skill/talent system will work.

     

    • Sorceress

      • Whenever the Sorceress uses cold abilities on an enemy, they apply a stacking chill effect to the target. Once the chill stacks high enough, the enemy is frozen solid for a short time.
    • Barbarian

      • The Barbarian is able to equip 4 weapons at any given time, given that they are a weapon master. They may have two 1-handed and two 2-handed weapons to use, and they may even assign specific skills to use specific equipped weapons.
    • Druid

      • When the druid switches into a form, they gain a short buff. For example, changing into warebear will provide the druid with a short term damage reduction buff.
    • Whenever players level up, they will gain 1 or more Skill Points to invest into their Skills. Players may use these Skill Points to either unlock new Skills or empower one of their existing skills.
    • Players may find Skill Point Tomes in the world that will provide them with additional skill points.
    • Each class has a unique talent tree that is filled out from top to bottom. There are super powerful abilities at the bottom of the trees, such as the Sorcerer's talent to change their freeze effect into a huge burst of damage.

    Sharing The Open World

    When it comes to the open world of Diablo IV, there are many questions regarding how the multiplayer and single player aspects of the game will work.

     

    • Dungeons in the game are private, and you will not run into other players while dungeon-delving. The party size for dungeons is set to a maximum of 4 players.
    • Certain areas of the open world have a maximum amount of players that will appear on your screen at any given time. The regular areas have a smaller player cap, but entering into a public event or boss area will significantly increase the amount of available players. This system works seamlessly.
    • Campaign areas in public zones are private until after the campaign objective has been completed.
    • Towns have a very large player cap.
    • The entire game can be played completely solo.
    • Clans are in the game, and include a Clan bank system.
    • Emotes in chat were mentioned, but we are unsure if this will take the form of emotes like the ones found in Heroes of the Storm.

    Dungeons

     

    • Dungeons have randomly generated interiors/exteriors and exist in the game for use in the campaign or as various areas to explore, but become re-playabe in the end game.
    • Dungeons have seamless exploration with no loading screens. Dungeons transition from level to level in a natural way, which gives the sense of a sprawling dungeon to explore.
    • Random events make a return, but are not restricted to specific places in the world. Random Events can even be found within Dungeons
    • End game dungeons have varied content with an emphasis on strategic depth and player agency. Keys for specific dungeons drop in the end game, and these keys contain random affixes which greatly change how you may play a Dungeon--such as a lightning pulse that follows you throughout the dungeon until the objective has been completed.
    • The higher the difficulty of the content, the better quality of items that drop. Drop rates remain unchanged.
    • Players will get many dungeon keys, which gives them control over which dungeons are the dungeons they wish to run.

    Monsters

     

    • Monsters belong to a set family. For example, the Fallen Lunatic belongs to the Fallen "family," which have a unified theme. Same with the Skeletal family, which work together through varied weapons to attempt to murder you horribly.
    • The Skeletal Ballista is a group of skeletons working together to use a massive bow against you.
    • Elite affixes make a return, such as Frozen and Mortar.
    • Enhancing affixes are new, and change base on a monster's base power. For example, if the Skeletal Ballista has the Multi-shot affix, it will have a spread fire shot instead; however, if another monster has the Multi-shot affix, than the creature may summon more monsters if they typically only spawn one.
    • Bosses are powerful, but thankfully Diablo IV re-introduces the evade mechanic seen within the console version of Diablo III. Using this evade allows you to dash a short distance in order to avoid damage, or even reposition yourself for a better attack.
    • Certain spells can give you and your allies Unstoppable, allowing you to avoid stuns or break crowd-control effects.
    • Bosses have a Stagger mechanic. By hitting bosses with crowd control abilities, you fill up their stagger bar. When the bar reaches max, the boss has suffers an effect that may make them easier to fight. For example, the world boss Ashava in the demo will lose one of its arm blades when you stagger it, making the sweep attack far less dangerous.

    Items

     

    • In Diablo IV, the item progression is: normal, magic, rare, legendary/set, ancient legendary/set, and mythic. Mythic items are the most powerful items in the game, and contain four different effects on them; however, you can only equip one.
    • Better quality items increase the amount of affixes on them, such as critical strike chance/damage.
    • + Rank to a talent points is a returning affix found on items, and is capable of giving you talents that you don't have. You can also increase the rank of a talent past the regular cap in this way.
    • The goal is to have legendary items equal to or greater than the power level of set items, giving players flexibility in their gearing choices.
    • There are a bunch of legendaries with effects that change how your skills work. For example, the Sorcerer may get items that make Teleport give the caster a damage barrier, create a rift that increases critical hit chance, remove the cooldown but teleports randomly, or even give teleport a damaging nova.
    • Runes and Runewords make a return, and work as a condition/effect. In other words, you may find one rune that has a condition (such as 'when you freeze an enemy, activate the next rune'), and one that has an effect ('reduce a random skill cooldown by 15%).
    • They are investigating how to give progressions to runes.

    Q&A

     

    • For monetization, they will sell the base game and expansions. They refuse to sell any kind of power.
      Customization of your character comes in the form of items, skills, and talents.
    • There is no offline mode, but nothing in the game will require partying with other players.
    • Trading is available, but the current strategy is to have 3 different types of trade-able items:
    • Freely can be traded.
    • Traded just one time.
    • Cannot be traded.
    • The plan for balancing PvP will be to tweak several nobs on specific skills that may cause problems. Certain skills are going to be better at PvP than PvE, and likewise.
    • Affixes on items have random values within a range, and they want to add a way to customize affixes on items.
    • The game will have seasons, with the goal to change up the player experience from season to season with new legendary items and spotlights on other legendaries.
    • Yes, hardcore is in the game.
    Posted in: Diablo IV: Systems & Features Panel Recap
  • published the article Diablo IV - Classes, World, Story, and more!

    Diablo 4 was announced earlier today for PC, Xbox One, and PS4 during in the Opening Ceremony of BlizzCon 2019. So far, we've seen a Cinematic Trailer and Gameplay Trailer, which gives us a tantalizing taste but still leaves much to learn. With that said, there's quite a bit to gather from the BlizzCon Diablo Panel as well as the new Diablo.com.

    Classes:

    Our first 3 classes have been unveiled: Barbarian, Sorceress, and Druid.

     

    The Sorceress focuses on strong elemental magic to kill enemies, while the druid relies on a mixture of shape-shifting and natural magic to slay foes. The Barbarian, as expected, relies on the magic of blood and loud shouting. We will have a more in-depth post regarding the the individual classes once we have more hands on time with the demo!

     

    Players are able to customize the look of their characters outside of a binary male/female choice, and this compliments the immense amount of skill customization through the use of Skill Trees, Items, and points that you can invest into individual skills to make them more powerful.

     

    Our initial thoughts are that the classes themselves feel right at home in Diablo IV, and they are all super fun from what we played!

    World:

    Explore the world of Sanctuary; Diablo IV features a contiguous open world, so far the regions we know of are: Scosglen, Featured Peaks, Dry Steppes, Hawezar, and Kehjistan. These regions are massive, and that should not be understated. It's possible to open the region map in the gameplay demo, and doing so reveals a map several times larger than anything we've ever seen in a Diablo game before.

     

    These regions also have seamless drop-in/drop-out multiplayer, and you may run into other players while exploring the world. Through our experience playing the demo, this functions like a more complex version of the Diablo: Immortal multiplayer system. The campaign is dark and non-linear, meaning that you may choose how to progress your character through the game's story. The game world features a full day/night cycle, and a weather system which breathes life into the game world!

     

    Scosglen

    "The untamed lands of Scosglen are as verdant as they are deadly. Those who get lost in the woods seldom return, their screams muted by spine-chilling howls. The druids who dwell here will do anything to protect their way of life, including risking the loss of their humanity to unleash the beast within."

     

    Fractured Peaks

    "Rocky, mountainous surroundings have kept most visitors away from this frozen landscape. Devout monks seeking refuge in the isolation of the Peaks find enlightenment, blissfully ignorant of the horrors lurking beneath the crags."

     

    Dry Steppes

    "In the Dry Steppes, lives are worth less than water. Rugged Barbarians, ruthless mercenaries, and cannibalistic blood mages fight for survival in the harsh and unforgiving salt flats that only the most hardy–or desperate–call home."

     

    Hawezar

    "Poison, disease, and despair spread over this region like mold, growing and infecting everything within. Hawezar is a deadly land, even to those familiar with its tortuous–and torturous–paths. Witches intone long-forgotten curses within the swamps, and only those whop deal in death–or wish to find it–willingly come here."

     

    Kehjistan

    "Countless wars and demonic invasions have left what was once a bastion of civilizations in ruins,though evil still stirs beneath the desert sands. The people who live here used to enjoy opulence and luxuries; now they face fear and paranoia, as cultists work in the shadows to unearth ancient evils..."

     

     

    Story:

    Heaven has closed its gates, and humanity is on its own... The story of Diablo IV takes place a decade after Diablo III, and focuses heavily on Lilith--the mother of sanctuary. It's currently not known why Lilith was summoned, but heaven is not answering our prayers for help. We will post a full lore deep-dive later this week for those who are interested in the story from Diablo IV.

    Legends of Creation

    "An old legend has it that Sanctuary was created by the union of an angel and a demon, and that their descendants–humanity–built villages, then cities and empires, spreading across the land to form the world's cultures and civilization."

     

    A Rein of Eternity

    "Chaos threatens to consume Sanctuary as evil and impiety continue to spread. Depraved demons and corrupted wildlife roam the land unchecked, as terrified townsfolk huddle in dark corners trying to survive one more day."

     

    Cult of Personality

    "The pious plead for guidance from their faith, but doubts have them feeling that their devotion is misplaced. Lilith's return has spawned a new wave of cultists and worshipers, but regardless of dogma, all prayers remain unanswered."

     

    Daughter of Hatred

    "The daughter of Mephisto awakens burning urges in the hearts of those around her, be it demon, human or beast. Profound fears, unchecked rage, repressed impulses, sinful desires–all are brought forth violently and irresistibly by her mere presence."

     

    Unstoppable Evil

    "As darkness returns to Sanctuary, a brave few dare to face this threat. But what fate awaits them in a land forsaken by hope, valor, wisdom, and justice?"

     

    Posted in: Diablo IV - Classes, World, Story, and more!
  • published the article DiabloFans BlizzCon Coverage

    DiabloFans BlizzCon Coverage

    BlizzCon 2019 is potentially looking to be a huge year for Diablo with a possible Diablo IV & Diablo II remastered announcement, and almost certainly a look at what may be coming next to Diablo III. It's also likely that we will hear about Diablo: Immortal's release date. DiabloFans is committed to providing the Diablo community with up-to-date news on any announcements from BlizzCon, along side additional content from our staff who are at the event!

     

     

    Diablo Announcement News

    All of the big Diablo announcements will be posted on DiabloFans as the news breaks! This is especially helpful for people in the community who are unable to watch the opening ceremony live, and are looking for details regarding any announcement as it happens! Check back here throughout all of Friday & Saturday for all of your updated Diablo news! If you wish to be apart of the excitement and discussion as it happens, then be sure to visit our forums and join our official Discord server!

     

    Additional BlizzCon Coverage

    Our intrepid writers Zenkiki & Neinball are both at BlizzCon, and will be writing deep-dives into the various announcements with additional follow up information! Be sure to follow DiabloFans on Twitter for updates from the show floor. This includes live-tweeting the opening ceremony and pictures from the event throughout the weekend! Direct any questions you may have regarding the new announcements to our writers on Twitter or in the comments of the news posts!

     

    Posted in: DiabloFans BlizzCon Coverage