The first small batch of hotfixes have been applied to the Friends & Family Beta!
Originally Posted by Blue Tracker / Official Forums)
(Below you will find a list of hotfixes recently implemented in our Friends & Family Betathat address various bugs and mechanic tweaks. These have been implemented to encourage experimenting with other items, skills, or mechanics while we revisit them for the next patch.
These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
Adventure Mode
Classes
Crusader
Wizard
These hotfixes should not require you to download a new patch for the Friends & Family Beta. Some of the hotfixes below will go live the moment they are implemented while others may require a restart of the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.
Adventure Mode
- Completing individual bounties will no longer reward a Horadric Cache.
- Completing all five Bounties in an Act now also provides Blood Shards.
- Completing a Nephalem Rift now also rewards a Greater Horadric Cache.
- The XP and Gold rewards from completing Bounties have been reduced; the new values at level 70 are 85,000 XP and 11,800 gold.
- The following immunity Rings will no longer drop and have had their unique power disabled. Please note that immunity powers will be revisited in a later patch.
- Obsidian Ring of the Zodiac
- The Tall Man's Finger
- Wyrdward
- Rogar's Huge Stone
- Rechel's Ring of Larceny
- Solanium will now produce Health Globes on Crushing Blow less frequently.
- Pride of Cassius has had its unique power disabled. Please note that this item's power will be revisited in a later patch.
- Removing and re-socketing a Helm or Sword with a Diamond gem no longer continuously increases the CDR and Elite Damage bonus
Classes
Crusader
- Active Skills
- Heaven's Fury
- Bug: Now properly deals 1500% weapon damage over 5 seconds.
Wizard
- Active Skills
- Shock Pulse
- Skill Rune - Living Lightning
- Proc coefficient has been lowered from 0.2 to 0.042.
- Passive Skills
- Dominance
- Duration increase amount reduced from 1 second to 0.5 seconds per stack.
- Shield amount reduced from 27,323 to 16,394 (at level 70).
- Paralysis
- Stun chance reduced from 20% to 15%.
- Bug: Fixed an issue where Electrocute was generating too many procs from Paralysis.
Calm down. All 5 bounties still give a big reward.
Also Blizzard please release the beta, at the very least let's see the 2.0 PTR
Right on, :-)
And yeah, December is right around the corner...possibility of a PTR before the end of the year...still up in the air, far as I'm concerned!
Giving a greater reward for a rift is a solid plan. Completing all 5 bounties still gives a big cache, and it wouldn't surprise me if the small caches made a return in a "less rewarding" state in a later patch.
You still get a Greater Cache every 5 bounties, and Rift Keys I assume, which might be enough in and of itself. If they see that people are skipping Bounties then they'll buff it until that stops. There's no reason to be so cynical, Blizzard isn't going to let one of its flagship features go unused.
I have to agree here. Mainly because I feel like I'm guilty of this to some extent. I'm not a streamer, but when D3 does a PTR round, I don't tend to submit any problems, I tend to just use it as a chance to preview.
I'd rather have them allow PTR access to people who might give really constructive criticisms, BUT when they do give that criticism, it's directly to CMs or devs in real time, like a chat channel or something along those lines.
That way it's direct feedback, and not "blues, check out my post!:
Removing theses rings was the right thing to do. You do realise you could swap to fire imunity ring when there was an annoying elite, and then swap to your dps ring for trash mobs, right? Blizzard hate item swapping, one of the reason they implemented paragon leves in the first place was to counter people swapping MF gear just before killing elite (which was boring and pretty much a chore to do). We're going in the right direction
To answer your question...yes, I do realize that. And trust me, I was all for the Paragon/NV approach to get people away from swapping both MF gear and skills per battle. I'll grant you all that.
However, honestly...so many people in this game chase after DPS boosts like watching "bumblebee soccer." You ever see how little kids play soccer? They don't play zones, they don't play strategically, they just all chase the ball around because they think "having the ball" is the only way to play. Same as the people who only care about DPS. Sure, they could get a whole set of immunity rings, but unless they get some level of "trifecta" roll on all those rings, they stand to lose a TON of damage in a swap. Think about how much higher affix rolls will be in Loot 2.0 and the expansion. That could be a significant damage drop.
Then, think about efficiency. Sure, equipping an immunity ring would get them a lot of survivability during a swap...but their efficiency may grind to a friggin halt if they're typically farming on high enough difficulty levels. And for one elite pack/monster? Would that really be worth it?
Not to mention, if they're already wearing a legendary in that slot! That could be disastrous. What happens if the legendary effect they lose in a swap, kills their build? That's kinda the nice thing about legendaries having these powerful effects. It's not just meant to give us cooler stuff to find from drops, it's also to get people thinking harder about what effects they want, and to make harder decisions on what makes their build work the way THEY want it to, AND the most efficiently. Some builds will HANG on them as a foundation. Unless you're using a build that's versatile enough to simply drop a single powerful legendary effect temporarily? Swapping won't happen nearly as much as you think because of that.
I guess one possible tactic people could use would be to reserve one ring slot for a Rare ring. That way, they may lose damage or extra stats, but their build doesn't change wildly. Still doesn't change the fact that the damage drop may not be tempting enough to swap, even momentarily.
I mean, what would be the other option if they want to get around the damage drop? They swap only when the fire damage puts them in danger, they swap the ring on, heal, then swap the ring out, then they get into danger, swap the ring back on...really seems like a clunky process to me.
You raise a good point about swapping, not one I hadn't thought of, but...I really doubt this would be much of an issue.