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PTR Updated Patch Notes
The patch notes were updated to reflect some of the changes for the latest PTR patch - which is now playable. There were also some changes that could not be detected, like Stonesinger being temporarily removed from the game and a few Legendaries tweaked. Take some time to check them out!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
- Torment VII-X have new Gold Find bonus values
- Adventure Mode
- Slightly reduced the amount of progress required to spawn a Rift Guardian in Nephalem and Greater Rifts
- Items
- The Spider Queen summoned by the Spirit of Arachyr (2) Set Bonus now benefits from the +Pet Damage affix
- The Necrosis DoT applied by the Helltooth Harness set can no longer critically hit, but will now calculate your Critical Hit Chance and Critical Hit Damage into its damage
- Jeram's Bracers now roll with +75-100% Wall of Death damage
- Bug Fixes
- Fixed an issue that prevented the power from Leoric's Crown from functioning when selected in Kanai's Cube
- Fixed an issue that prevented the rate at which stacks of the Chantodo's Resolve set bonus were accumulated while using a channeled skill from updating when your attack speed changed
- Fixed an issue that could sometimes prevent a Bane of the Stricken from dealing increased damage to Rift Guardians if your attacks hit other targets first
- Monsters
- Further adjustments have been made to the amount of progress monsters grant in Nephalem and Greater Rifts
- Increased the amount of Experience required for Paragon Levels 2500 and up
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- Thorns damage is now increased by 100% of your primary stat damage bonus
- Area Damage can now be triggered by pet attacks
- Barbarian
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- Active Skills
- Threatening Shout
- Skill Rune - Falter
- Has been redesigned
- Enemies take 25% increased damage from all sources for 6 seconds
- War Cry
- Skill Rune - Veteran's Warning
- Dodge chance bonus increased from 15% to 30%
- Crusader
- Active Skills
- Falling Sword
- Maximum cast range has been increased
- This ability will now begin its cooldown after its effects expire
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- Monk
- Active Skills
- Exploding Palm
- Skill Rune - Essence Burn
- The DoT effect applied by the on death explosion now stacks
- Seven-Sided Strike
- You can now cast again sooner after casting Seven-Sided Strike
- This ability will now begin its cooldown after its effects expire
- Tempest Rush
- Attack speed will no longer cause Tempest Rush to attack faster; instead the resource cost and damage will scale with attack speed
- Skill Rune - Flurry
- The weapon damage bonus granted now scales with attack speed
- Damage bonus per stack reduced to 90% weapon damage
- Bug Fixes
- Fixed an issue that prevented Deadly Reach - Strike From Beyond from reducing the Spirit cost of Dashing Strike with the Raiment of a Thousand Storms (4) Set Bonus
- Fixed an issue that casued Wave of Light - Explosive Light when enhanced by Tzo Krin's Gaze to be cast at the incorrect location when casting it further than 60 yards away
- Witch Doctor
- Active Skills
- Big Bad Voodoo
- Pets no longer gain double the benefit of the 20% attack speed bonus
- Corpse Spiders
- Now benefits from the +Pet Damage affix
- Hex
- Skill Rune - Angry Chicken
- You now break destructible objects while transformed
- Wall of Zombies
- Wall of Death
- Raise a wall of Zombies 28 yards wide from the ground that blocks enemies and attacks them for 1000% weapon damage as Physical over 6 seconds
- Skill Rune - Communing with Spirits
- Summon a 15 yard radius spectral ring that deals 1200% weapon damage as Cold over 6 seconds, Chills all enemies who walk through by 60%, and reduces their damage done by 25%
- Skill Rune - Fire Wall
- Summon a fire wall 40 yards wide for 8 seconds that burns enemies who walk through, dealing 1100% weapon damage as Fire over 4 seconds
- Spirit Vessel
- Heal amount increased from 15% to 50%
- Cooldown reduced from 90 to 60 seconds
- Bug Fixes
- Fixed an issue that prevented Guargantuan - Big Stinker, and Restless Giant from being affected by Short Man's Finger
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- Wizard
- Active Skills
- Archon
- Now breaks Crowd Control effects when cast
- Passive Skills
- Audacity
- Damage bonus increased from 15% to 30%
- Bug Fixes
- Fixed an issue that prevented Ray of Frost from dealing damage to Burrowing Leapers after they have burrowed
- FIxed an issue that prevented the Arcane Orb - Spark bonus Lighting damage from being applied to Slow Time and Archon Slow Time that were enhanced by the Delsere's Magnum Opus (4) Set Bonus
- Fixed an issue that prevented Aether Walker and Cosmic Strand from working with Archon Teleport
- Fixed an issue that prevented Crown of the Primus from working with Archon Slow Time
- Fixed an issue that prevented the Delsere's Magnum Opus (4) Set Bonus from working with Archon Slow Time
- Fixed an issue that caused non-offensive spells to consume the Wave of Force - Arcane Attunement buff
- Fixed an issue that prevented Hydra - Arcane Hydra from benefitting from the Wave of Force - Arcane Attunement buff
- Fixed an issue that prevented Archon Disintegration Wave from updating its refresh rate while channeling when your attack speed changed
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- Bug Fixes
- Fixed an issue that prevented Area Damage from benefitting from several sources of bonus damage
- Fixed an issue causing many pets to regenerate less Life per Second than intended
ITEMS
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- Immortal King's Call
- (6) Set Bonus
- Damage bonus increased from 100% to 250%
- Demon Hunter
- Hunter's Wrath
- New Legendary Belt
- Your Hatred generators attack 30% faster and deal 45-60% increased damage
- Yang's Recurve
- New Legendary Bow
- Multishot attacks 50% faster
- Rolls with ++40-50% Resource Cost Reduction
- Shenlong's Spirit
- (2) Set Bonus
- The damage of your Spirit Generators is increased by 1.5% for each point of Spirit you have
- Witch Doctor
- Carnevil
- The damage of darts fired by Fetishes is now increased by 250%
- The number of Fetishes that fire darts when you do is now limited to 5
- Deadly Rebirth
- Now rolls with +45-60% Grasp of the Dead damage
- The Grin Reaper
- Mimics' skill damage now gains bonuses from your items
- Removed the cooldown on mimics' Acid Cloud and Zombie Charger skills
- Mimics can now cast Wall of Death
- Increased cast range of mimics' skills
- Helltooth Harness
- Has been redesigned
- (2) Set Bonus
- Enemies hit by any skill listed in the (6) Set Bonus are afflicted by Necrosis becoming Slowed and taking 1500% weapon damage every second for 10 seconds
- Necrosis causes afflicted enemies to take 20% increased damage from all sources
- (6) Set Bonus
- After casting wall of Death you gain 900% increased damage to your primary skills, Acid Cloud, Firebats, Gargantuan, Grasp of the Dead, Piranhas, Wall of Death, Zombie Charger, and Zombie Dogs for 15 seconds
- Jeram's Bracers
- New Legendary Bracers
- Wall of Death can be cast up to twice again within 2 seconds before the cooldown begins
- Increases the attack speed of Wall of Death by 30%
- Note: This will not be reflected in the item's tooltip
- Manajuma's Way
- Has been redesigned
- (2) Set Bonus
- Your Hex - Angry Chicken explosion damage is increased by 200% and slain enemies trigger an additional explosion
- Spirit of Arachyr
(2) Set Bonus
- Summon a permanent Spider Queen who leaves behind webs that deal 800% weapon damage per second over 5 seconds and slows enemies. The Spider Queen is commanded to move to where you cast your Corpse Spiders.
- SuWong Diviner
- New Legendary Staff
- Rolls with +75-100% Acid Cloud damage
- Witch Doctor
- Scrimshaw
- Legendary Power added
- Reduces the Mana cost of Zombie Charger by 40-50%
- Rolls with 60-80% increased Zombie Charger damage
- New Seasonal Legendary Items
- Note: The following Seasonal items will be not be available to PC players until Season 4 begins and will be available exclusively to Seasonal characters until the conclusion of Season 4
- Bane of the Stricken
- New Legendary Gem
- Each attack you make against an enemy increases the damage it takes from your attacks by 0.8%
- Damage bonus is increased by 0.01% per rank
- Witch Doctor
- Henri's Perquisition
- New Mojo
- The first time an enemy deals damage to you, reduce that damage by 60-80% and Charm the enemy for 3 seconds
- Wizard
- Fazula's Improbable Chain
- New Legendary Belt
- You automatically start with 15-20 Archon stacks when entering Archon form
- Bug Fixes
- Fixed an issue that prevented the Firebird's Finery (4) Set Bonus from being triggered by Slow Time and Archon Slow Time that were enhanced by the Delsere's Magnum Opus (4) Set Bonus
- Fixed an issue that prevented additional rays of Heaven's Fury - Thou Shalt Not Pass with a Fate of the Fell equipped from stopping enemies who try to pass over the ground touched by the rays
- Fixed an issue that prevented Dashing Strike, when enhanced by the Raiment of a Thousand Storms (4) Set Bonus from activating the resource spender portion of the Bastions of Will set bonus
- Fixed an issue that prevented Dead Man's Legacy from affecting Multishot when cast by Marauder's Sentries
- Fixed an issue that could sometimes prevent Fist of Az'Turrasq from rolling with a primary stat
ADVENTURE MODE
- Bounties
- Horadric Caches now contain two guaranteed Legendary or Set recipes (if available at your level range)
- No longer award rift keys
- Nephalem Rifts
- The amount of progress granted by progress globes in Nephalem and Greater Rifts has been increased
CRAFTING
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- Blacksmith
- Additional level 70 Rare items have been added
MONSTERS
- Stonesinger
Can no longer spawn
after running around 20 greater rifts and countless normal rifts as well as torment 10 bounties i can say that the nerf on the seasonal belt has left wizards extremely weak, not only that but it makes the "buff" on audacity an absolute farcical change as you are no longer able to stay in melee range of anything (which in D3 15 yards is essentially melee range), so yeah, with the nerfs across the board to CC, and the above nerf to the seasonal belt, you can kiss goodbye to any decent high tier play as archon anymore, takes far too long to ramp stacks up, and even if you do by some miracle manage to get a decent stack count (85+) you are gonna struggle to make use of it anymore.
gotta hand it to the dev team, incompetent numpties when it comes to the wizard class, although i will say one thing, they are at least consistent with their inability to properly adjust the wizard class, so they have that going for them.
I feel you noone in dev team play wiz as their main. They just look at their "data" and see oh it out perform my favorite class and wiz to ground without math.
So for the Monks SSS build is dead since there is no survivability. You can use In-Geom sword instead Fist of Az, but it's still a big nerf in damage. But the thing that bothers me the most is that normal and seasonal build will be the same. Even though the generator build is slightly nerfed it is still viable, and it will be use in both season and off season. So what is the point to play season Monk apart from rewards?
Only class you should play is the wiz new season and even the new belt is not really worth it. So yeah playing the seasons for only the rewards (portrait and pet)
I like that the seasonal items are now more like items that will be helpful for the next season (likely, since they buff skills not currently in use which might get a new set later) instead of being build defining items which make playing a new set pointless until the season ends. That said, the Wiz belt is still one hell of an offender, since without it, you are going to be gimped hard for playing a melee Wizard. Also, is it just me or does the Hunter's Wrath belt say generators? Meaning it will work with Krider and Spines of Seething Hatred. Didn't they say this was intended for primary skills only? Or is that why it's in the patch notes (they changed their mind)?
Wyatt has said in the Play Your Way livestream that he is being redesigned and will come back in the future we don't know if he will be ready for next patch or if we will only see him on 2.4, but good news anyways...
gib patch!
From the few reports I've seen, it looks like Vyrs was gonna be the only viable set and infinitely more powerful than the others (even at crappy rolls) due to these "secondary items". I'm not sure if that's true or not (haven't personally tested it), but if that was the case I'm definitely in favor of the nerf. I'm not a big fan of a single set grealy outperforming the others at the lower gear level.
i can tell you now, vyr-archon was not the only viable end game setup, del'rasha is more than a match for it in terms of overall power output however not playing vyr-archon on season is just a stupid idea with the belt being available, but with the change being made it is a pointless exercise now.
also, is this not further proof that blizzard are balancing around leaderboards when they have categorically stated that they DON'T do that, why is it that everything that is changed on the wizard class done so with the mindset that "oh look some random guy on PTR did a GR level 5 higher than any other class, must nerf it now to stop it from happening", one or 2 players from a thousand is not reason enough to essentially remove an entire build/gear setup at higher tiers of play, not even close, i'm all for fair play across the board, but this is yet another example of blizzard knee jerking yet another nerf that is OTT, this isn't balanced, if you think it is then sorry but you are deluded, on PTR my season wizard has full ancient gear with extremely well rolled stats (almost max of all stats possible on every slot) and i am struggling now to make T10 farming possible with vyr-archon, nevermind clearing 55-60+ GR tiers.
Because 5 level GR higher likely means that the power level of a specific set is waaaaay above the rest. And from a guy who used Firebird's for 6 months because it was the only "viable" set, I'm happy they're at least trying to keep some build/item diversity by balancing them. I sincerely doubt this change along is enough to completely break an entire playstyle, but if it does (100%, math proven) then giving them feedback is the best way to have it changed before the patch goes live.
Balanced sets = build diversity. If not for everyone, at least for most players. Major imbalances (like 5-10 GR levels) will sway everyone in favor of a certain set. Then 80% of your playerbase is not "choosing" their specs, but rather going with the FotM.
100% balance will likely never be possible, since even a 5-10% disparity will lead to people choosing sides, but at the very least people who choose a certain path don't need to feel overly gimped (and this is the key factor) because of their choice.
as i said, i'm not disagreeing with the principle of being somewhat balanced across the board, but this change is nonsensical, and my slightly sarcastic point was that some Korean guy had managed to, with some major work to get the combo working, get a much higher GR tier than most, but because he did that doesn't mean all will, furthermore, barbs are currently rocking 70+ solo with the changes being made, wizards are stuck mid 60's AT BEST so tell me again that this is a good change.
Indeed:(
For a second there I was like 'what I don't remember posting this..'..
I came to post the exact same thing lol