More Paragon 2.0 Clarifications
A few more clarification on Paragon 2.0 have been given, including information on the distribution across tabs of your Paragon points.
Originally Posted by Blue Tracker / Official Forums)
(Note: All the examples I've provided below are as of current design and may change before Paragon 2.0 goes live.
Don't make the same mistake again by telling players what stat to take.
Just to be super clear, when you earn a Paragon Point, that point will only be restricted to a specific category, NOT to a specific stat. Within each category (Core Stats, Offene, Defense, and Utility), there are four different stats, and you will have the freedom to choose which stat that point will be assigned to.
So, for example, if you've just earned a point in Offense, you'd have the opportunity to assign it to Attack Speed, Critical Hit Chance, Critical Hit Damage, or Cooldown Reduction. If you've just earned a point in Utility, you could assign it to Maximum [Resource], Magic Find, Movement Speed, or Gold Pick Up Radius.
Again, the round-robin style only limits which category you earn Paragon Points in; it doesn't restrict which stat within that category you can assign that particular point to.
The removal of innate doesn't need to suck. As long as they can provide enough point per level. For example, as we can only put 1 point to MF every 4 lvl, if that point increase the MF by at least 10% then it is OKish. We would still have our MF as now, just a little bit later that is all.
I really wish Lylirra would confirm the details of the change.
The bonus granted by each Paragon Point currently varies per category, and sometimes per stat. For example, all the Core Stats options grant +5 per point and all the Offense options grant +0.20% per point. Meanwhile, the options in Defense and Utility grant different bonuses per point. To use Utility as an example again, each point spent in Maximum [Resource] will grant +1.00, while each point spent in Movement Speed will grant +0.50%.
Keep in mind that, while the bonus increments you're able to earn through Paragon 2.0 may differ from the current system, we're also making fairly notable changes to items, monsters, hero skills, and game difficulty. Paragon 2.0 numbers are being balanced with those changes in mind (rather than how the game plays right now), which makes a significant difference.
(Again, none of this is final and totally subject to change before release. We may decide to change what bonuses we give out or how much the bonuses are worth. This is just to give you an idea.)
thanks for your answer. You are right, most people will probably be aiming for mainstat + vitality. But don't forget, that there is a cap for these stats, so you can't dump all of your paragon points into one single stat.
As noted by Travis Day in his sticky thread, there is a cap to the total number of Paragon Points players can earn in the Offense, Defense, and Utility categories; however, there is no cap for the Core Stats category.This means that after you've capped Offense, Defense, and Utility (which will currently occur at Paragon 800), any Paragon levels you gain after that will award you a Paragon Point in the Core Stats category.
At present all categories other than Core Stats (Str, Int, Dex, Vit) have a cap on the number of points that can be allocated to them, which also means there is a cap to the total number of points that 3 of the 4 categories can have. If you reach Paragon 800, you will have maxed the number of points that can be allocated to the Offensive, Defensive, and Utility categories and all future Paragon levels will grant you a point in the Core Stat category instead.
Don't make the same mistake again by telling players what stat to take.
Just to be super clear, when you earn a Paragon Point, that point will only be restricted to a specific category, NOT to a specific stat. Within each category (Core Stats, Offene, Defense, and Utility), there are four different stats, and you will have the freedom to choose which stat that point will be assigned to.
So, for example, if you've just earned a point in Offense, you'd have the opportunity to assign it to Attack Speed, Critical Hit Chance, Critical Hit Damage, or Cooldown Reduction. If you've just earned a point in Utility, you could assign it to Maximum [Resource], Magic Find, Movement Speed, or Gold Pick Up Radius.
Again, the round-robin style only limits which category you earn Paragon Points in; it doesn't restrict which stat within that category you can assign that particular point to.
The removal of innate doesn't need to suck. As long as they can provide enough point per level. For example, as we can only put 1 point to MF every 4 lvl, if that point increase the MF by at least 10% then it is OKish. We would still have our MF as now, just a little bit later that is all.
I really wish Lylirra would confirm the details of the change.
The bonus granted by each Paragon Point currently varies per category, and sometimes per stat. For example, all the Core Stats options grant +5 per point and all the Offense options grant +0.20% per point. Meanwhile, the options in Defense and Utility grant different bonuses per point. To use Utility as an example again, each point spent in Maximum [Resource] will grant +1.00, while each point spent in Movement Speed will grant +0.50%.
Keep in mind that, while the bonus increments you're able to earn through Paragon 2.0 may differ from the current system, we're also making fairly notable changes to items, monsters, hero skills, and game difficulty. Paragon 2.0 numbers are being balanced with those changes in mind (rather than how the game plays right now), which makes a significant difference.
(Again, none of this is final and totally subject to change before release. We may decide to change what bonuses we give out or how much the bonuses are worth. This is just to give you an idea.)
thanks for your answer. You are right, most people will probably be aiming for mainstat + vitality. But don't forget, that there is a cap for these stats, so you can't dump all of your paragon points into one single stat.
As noted by Travis Day in his sticky thread, there is a cap to the total number of Paragon Points players can earn in the Offense, Defense, and Utility categories; however, there is no cap for the Core Stats category.This means that after you've capped Offense, Defense, and Utility (which will currently occur at Paragon 800), any Paragon levels you gain after that will award you a Paragon Point in the Core Stats category.
At present all categories other than Core Stats (Str, Int, Dex, Vit) have a cap on the number of points that can be allocated to them, which also means there is a cap to the total number of points that 3 of the 4 categories can have. If you reach Paragon 800, you will have maxed the number of points that can be allocated to the Offensive, Defensive, and Utility categories and all future Paragon levels will grant you a point in the Core Stat category instead.
More on "Create a Legendary"
Lylirra gave some explanation on what the new Create a Legendary project is and how you can get in on the action!
Originally Posted by Blue Tracker / Official Forums)
(I believe this is the article you're referencing: http://us.battle.net.../blog/11291161/
The goal of this particular project is to give interested players a more in-depth look into how Legendary items are made, particularly under our new "Loot 2.0" philosophy. By using a single Legendary item as a point of reference and sharing interviews with the artists/developers responsible for designing and implementing it, we can (hopefully) provide players with a better, more direct understanding of item design in Diablo III and Reaper of Souls.
To makes things a bit more interactive, we're also giving the community the ability to contribute to different parts of the design process for this particular Legendary item. We'll be using polls, podcasts, and contests to facilitate this. This certainly isn't a new idea, and it definitely isn't groundbreaking, but we think it'll be fun (and ideally educational).
We'll see how it goes!
The goal of this particular project is to give interested players a more in-depth look into how Legendary items are made, particularly under our new "Loot 2.0" philosophy. By using a single Legendary item as a point of reference and sharing interviews with the artists/developers responsible for designing and implementing it, we can (hopefully) provide players with a better, more direct understanding of item design in Diablo III and Reaper of Souls.
To makes things a bit more interactive, we're also giving the community the ability to contribute to different parts of the design process for this particular Legendary item. We'll be using polls, podcasts, and contests to facilitate this. This certainly isn't a new idea, and it definitely isn't groundbreaking, but we think it'll be fun (and ideally educational).
We'll see how it goes!
Community Commentary: Quality of Life
Originally Posted by Blue Tracker / Official Forums)
(It's time for another Community Commentary, and this week we'd like to highlight a discussion created by Tulki over on Reddit Diablo which asks:
So we know [Reaper of Souls] is bringing lots of big changes. What small quality of life changes would you want as well?
Quality of life updates are usually small changes that make navigating the game a little more convenient for everyone -- like highlighting numbers in green when it's an upgrade in the Quick Comparison window, for example, or marking the mini-map with a star icon whenever a Legendary item drops.
If you're having trouble narrowing down exactly what kind of changes qualify as "quality of life," here are a few more examples of things already in Diablo III to help get the creative process rolling:
So we know [Reaper of Souls] is bringing lots of big changes. What small quality of life changes would you want as well?
Quality of life updates are usually small changes that make navigating the game a little more convenient for everyone -- like highlighting numbers in green when it's an upgrade in the Quick Comparison window, for example, or marking the mini-map with a star icon whenever a Legendary item drops.
If you're having trouble narrowing down exactly what kind of changes qualify as "quality of life," here are a few more examples of things already in Diablo III to help get the creative process rolling:
- Artisans can now craft items with materials in your stash
- You can disable the confirmation box when salvaging Rare items
- Combat notifications for party members
Curse Weekly Roundup
In this week's roundup Jess talks about the announcement of Heroes of the Storm, Watch Dogs, Pokemon X and Y and more! Check out the video below.
Its nice to get a bit more details surrounding Paragon 2.0.
I'm glad they decided to make the system unrestricted.
This is stuff everyone already knew. They have been saying this stuff from the start of paragon 2.0
Keep dreaming, I bet it will only give you 1 magic find% per point. I fucking bet it. Tehy brag and say " Oh yeah you can now enchant gear with any stat you want " Wrong because the only reason people will use it is to reroll Magic find on gear. Alot of changes in RoS sound cool but being MF back is a fucking major fail.
There was a reason paragon level 100 was worth getting. So that you didnt need magic find. The way Paragon level 2.0 is going only people that have no life playing 20 hours a day and bot users will get anywhere. Plus now everyone is being forced into playing alts to get the " head start " Blizzard is sitting back giving everyone who only enjoys playing on 1 toon a massive fuck you.
I already got my 2nd account up and running for hacking. If Paragon 2.0 stays like this ama totally bot to level the playing field and just so people know ive been botting on d3 for 2 month non stop using the payed bot i have. i guess they dont care. google is your friend.
That number is just unbelievable - and I am NOT saying you're making it up. From what I've seen of the console they seem to fall like rain. Gonna miss that little thrill that the "legendary drop sound" used to give - hell it still worked its magic when a keywarden would drop a key.