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  • Patch 2.6.7b Now Live

    • By Neinball Dec 11, 2019
    • Category IconNews
    • 0

    Following Blizzard's recent statement on an exploit found in the Season 19 Pandemonium buff, they have now released a patch fixing the exploit.

     

    Originally Posted by Nevalistis (Official Post)

     

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


    Last updated December 11 @ 4:00 p.m. PST.


    PATCH 2.6.7b - v.64706

    Table of Contents:

    • Bug Fixes

    Note: The following changes apply only to the PC version of Diablo III.


    Bugs

    • Season Theme Buff - Pandemonium
      • Fixed an unintended use of Game Mechanics involving the Seasonal Theme
        • As a byproduct, players are now required to be in the same "world" as the monster they slay for the purpose of gaining or maintaining stacks of Pandemonium. A world is defined as either within the boundaries of a Rift (both Greater and Nephalem) or in the same zone of the world map.
      • Fixed an issue where the Pandemonium buff would fall off of players once their Cheat Death passive activated
    0
  • Season 19 Ban Wave

    • By OSW_Zenkiki Dec 11, 2019
    • Category IconNews
    • 6

    Season 19 Ban Wave

    There has been a ban wave in Diablo III for the abuse of game mechanics using the Pandemonium seasonal buff in an unintended way. You can view the official forum post below!

     

    Originally Posted by Nevalistis (Official Post)

    It’s recently come to light that there is a method in which players can unfairly leverage the Seasonal buff, Pandemonium, in an unintended and unfair way to progress as a solo player. We wanted to let you know exactly what our stance is and what steps we’ll be taking to correct this.

     

    First, utilizing a group buff to progress in solo Greater Rifts is not intended and will be considered cheating. Players found using this mechanic may have their accounts suspended or closed, based on severity of abuse as well as previous account history. These account actions are between Blizzard and the offending players, so please note we will not be commenting on the status of accounts on a public basis, as has always been our standard practice.

     

    Second, we will be deleting any and all clears from the Leaderboards where we have been able to confirm this exploit was utilized.

     

    Third, we will be fixing this exploit. We ask that you do not make use of this exploit in the meantime while we are working to deploy a patch. Our team is already at work on a solution and, as soon as it’s ready for deployment, we’ll update this thread accordingly. We won’t detail this exploit here, but it takes some planning, know-how, and research to make use of this; this is not the type of exploit you can perform by accident.

     

    Lastly, this is a good time to remind the community of a few things:

     

    • Third party addons of any kind are strictly prohibited. While any kind of botting software falls clearly under violation of our Terms of Service, for Diablo III, this also includes any kind of overlay software, map hacks, or any other addons or alterations to the client. Addons are not supported for Diablo III and use of them may result in account warnings or permanent account closure.
    • We are committed to continuing to support Diablo III, including taking action against botting and cheating. Please keep in mind that we do routine actions to keep Sanctuary fair for everyone, and we will not regularly provide public notice of mass account actions.

    We’re working on resolving this issue as quickly as possible and thank the community for bringing it to our attention, expressing your concerns thoughtfully, and having patience while we remain committed to our Blizzard principles of Play Nice, Play Fair and Commit to Quality.

     

    Thank you.

    6 latest comment by user-100021997 Jump to Comment
  • Diablo II Ladder Reset On Friday, December 6

    • By Neinball Dec 6, 2019
    • Category IconNews
    • 1

    Diablo II Ladder Reset On Friday, December 6

     

     

    For those that might be feeling a bit nostalgic lately, there is a ladder reset for Diablo II coming later today. See Blizzard's post below for all the details.

     

    Originally Posted by Nevalistis (Official Post)

     Greetings adventurers,

     

    Darkness gathers and it is once more time to fight the evils that lurk below Sanctuary. The next Diablo II ladder reset is scheduled for Friday, December 6 at 5:00 PM PT!

     

    We’ll see you in a couple weeks for the latest ladder reset!

     

    Cheers,

    Diablo Community Team

    1 latest comment by FEIF Jump to Comment
  • Official Blog: System Design In Diablo IV (Part II)

    • By OSW_Zenkiki Dec 3, 2019
    • Category IconNews
    • 9

    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

    9 latest comment by Lix Jump to Comment
  • Challenge Rift - Week 127

    • By OSW_Zenkiki Nov 26, 2019
    • Category IconNews
    • 1

    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!


     

    Challenge Rift 127 - NA

    • by OSW_Zenkiki
    • Bolas Freezing Strike
    • Impale Overpenetration
    • Vengeance Dark Heart
    • Shadow Power Gloom
    • Companion Wolf Companion
    • Vault Tumble
    • Tactical Advantage
    • Hot Pursuit
    • Blood Vengeance
    • Ambush

    Challenge Rift 127 - EU

    • by OSW_Zenkiki
    • Evasive Fire Focus
    • Multishot Full Broadside
    • Vengeance Seethe
    • Vault Tumble
    • Preparation Invigoration
    • Companion Wolf Companion
    • Ambush
    • Cull the Weak
    • Thrill of the Hunt
    • Steady Aim

    Challenge Rift 127 - Asia

    • by OSW_Zenkiki
    • Chakram Razor Disk
    • Sentry Polar Station
    • Companion Wolf Companion
    • Vault Tumble
    • Fan of Knives Knives Expert
    • Vengeance From the Shadows
    • Night Stalker
    • Custom Engineering
    • Archery
    • Cull the Weak

     

    1 latest comment by Xador Jump to Comment
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