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1.0.5 Defensive Bonuses and Monster Damage

By d3admin, September 14, 2012 0 Diablo 3

On the official D3 website a new Dev Journal has been posted explaining the Patch 1.0.5 Defensive Bonuses and Monster Damage.

Blizzard Quote:
We’re taking a close look at defensive skills vs. incoming monster damage in 1.0.5. We’re going to be changing a few defensive skills for each class, including some direct nerfs to skills like wizard Energy Armor and barbarian War Cry – Impunity. However, we’re also reducing incoming damage in Inferno, so players will actually come out ahead. In short the plan is:

  • Reduce the effectiveness of select defensive skills
  • Reduce monster damage by more than the mitigation lost by these skills
  • Putting both changes together, players actually take less damage than before

Why We’re Making This Change

Why are we doing this? The reason is not complicated. High incoming monster damage combined with extremely powerful defensive skills make those skills and runes feel mandatory. Our goal is that by simultaneously nerfing defensive skills and reducing incoming damage, players who choose to continue using these defensive skills will take less damage overall, and players who choose to forego these “mandatory” skills will find themselves more survivable than what you would currently experience on live. Overall, these changes result in a huge buff in the player’s favor. Just how mandatory are these skills?

As it is now, Energy Armor is used by 83% of level 60 wizards. Also, take a look at the distribution of the War Cry skill on level 60 barbarians:

Posted Image

In developing Diablo III, defensive skills were made potent because we wanted to ensure they would be attractive. In some regards, we were too successful. Many players feel compelled to grab every defensive skill available to them, which can take away from some flexibility in using different build options.

This also creates problems for a class that may have less defensive skills. When one class has massive defensive buffs, abilities like Mortar, Arcane Enchanted, and Plagued can feel pretty modest, and at the same time feel overly punishing to a class without them. We’re all in favor of people being able to build their character for survivability, but there needs to be a balance.

How Much is Enough?

So the stated goal is to make sure the combination of the defensive skill nerf combined with the reduced damage from monsters still results in an overall buff to players. Let’s bust out some math! As previously mentioned, Energy Armor is one of the skills being impacted. The exact change is the base armor provided by Energy Armor is being reduced from 65% to 35%, and the resistance increase provided by Prismatic Armor is being reduced from 40% to 25%.

The benefit of these skills is greater at higher levels of Armor and Resistance, so let’s assume very high numbers of each. Suppose a wizard has 6000 Armor and 800 Resist before Prismatic Armor. Assuming a level 63 enemy:

  • In 1.0.4 this translates to 9900 Armor (75.86% mitigation) and 1120 Resist (78.05% mitigation) with Prismatic Armor, for a total mitigation of 94.70%
  • In 1.0.5 this will be 8100 Armor (72.00% mitigation) and 1000 Resist (76.05% mitigation) with Prismatic Armor, for a total mitigation of 93.29%
  • If a monster hits for 50,000 damage, then the damage taken by the wizard will go from 2650 damage to 3355 damage.
  • This means incoming damage would have to be less than 79% of the current value (2650 /3355) in order for it to feel the same after 1.0.5.

Based on this it’s clear that in order to ensure 1.0.5 is a net buff for all wizards we’d have to reduce incoming monster damage by at least 21%. Prismatic Armor still provides a significant boost to survivability, but it should no longer feel mandatory, opening up other options such as a more offensively minded Storm Armor (which is getting buffed in 1.0.5).

Let’s do another example with the barbarian. War Cry Impunity is being reduced from 50% resistances to 20%.

  • A barbarian with 800 resist before War Cry against a level 63 enemy translates to 1200 Resist (79.21% mitigation) with Impunity in 1.0.4
  • In 1.0.5 this will be 960 Resist (75.29% mitigation) with Impunity
  • If a monster hits for 20,000 damage after Armor, then the damage taken by the Barbarian will go from 4158 damage to 4942 damage
  • This means incoming damage would have to be less than 84% of the current value on live (4158/4942) in order for the game to feel the same.

As it happens, we’re going to reduce all damage in Inferno by at least 25%. Players who want to be the toughest damage mitigators in the game can continue to use defensive skills and get a sizable bonus for doing so. Players who want to use other skills can do so without sacrificing such a massive amount of survivability. Class builds that don’t currently use heavy mitigation skills such as Smoke Screen-focused demon hunters or Gargantuan-tanking witch doctors will find their survivability has gone up considerably due to reduced incoming monster damage.

Class by Class

Here’s a quick rundown of what’s changing in terms of defensive skills in 1.0.5.

Barbarian:

  • War Cry – Impunity: Bonus resistance reduced from 50% to 20%.
  • Leap – Iron Impact: We’re adjusting the design of this skill. Rather than providing 300% armor for 4 seconds, it’s going to provide 100% armor per target hit for 3 seconds. So if you don’t hit any targets, you won’t get any armor. If you hit 5 targets, you’ll actually get 500% armor. We are making this change because the intended fantasy of Iron Impact is a barbarian who leaps into the thick of battle and is super tough. The way the skill plays out on live it is essentially an Ignore Pain that can also move you. For the most part it is better than Ignore Pain, making not only Ignore Pain unattractive, but also the other Leap Attack runes. In 1.0.5, if you want a defensive cooldown – grab Ignore Pain. If you want to leap into the thick of battle and be super tough, take Iron Impact.

Demon Hunter:

  • In the case of the demon hunter, the class is a bit too binary. If you’re playing a glass cannon Smoke Screen build, then you’re invulnerable most of the time, and when you make a mistake, you die instantly. If you’re using Shadow Power – Gloom with a legacy Natalya’s set, then you have near constant uptime of 65% damage reduction, but if you’re not using the legacy Natalya’s set, Shadow Power – Gloom is a luxury.
  • Independent of the general defensive skill nerf, we had already decided to buff Shadow Power to last longer. The primary purpose of Shadow Power is to give you a short window of time during which you can unload some damage to recoup some Life. Unfortunately the 3-second duration makes this awkward to use. We are changing Shadow Power from 20% Life Steal for 3 seconds to 15% Life Steal for 5 seconds. This should be a modest buff to the skill as well as making it a lot more pleasant to use. All of the runes are scheduled to see similar changes, such as Blood Moon going from 30% Life Steal for 3 seconds to 25% Life Steal for 5 seconds. Each rune effect is slightly smaller, but for 5 seconds instead of 3 seconds, resulting in an overall buff over the duration of the effect.
  • Taking into account the across-the-board nerf to defensive skills, Gloom will become 35% damage reduction for 5 seconds.
  • This developer journal is focused primarily on defensive skill changes, but because the change to Gloom is significant, I want to mention that we are looking at concrete mechanics changes to the demon hunter to introduce new play styles. Many players have mentioned that outside of Gloom, demon hunters seem to lack defensive options. More importantly, demon hunters would like some different play styles, and we agree! Here are a few changes we are adding for demon hunters in 1.0.5 to open up new ways to play:
  • We are adjusting some runes and passives to provide ways to increase survivability that scales with your Life, Armor, and resistances.
  • We are changing the Spider, Boar, and Wolf companion pets to be actual pets that can tank for you like a Gargantuan or Zombie Dog.
  • We are putting a short cooldown on Sentry, but you can have two out simultaneously. On top of that, the Custom Engineering passive will let you have a third Sentry turret! This opens up a whole new play style for the Demon Hunter of establishing a “nest” that you can draw enemies into.

Monk:

  • The strongest monk defensive skill is One With Everything. We’ve mentioned it before and it bears repeating – this is something we would like to fix someday, but we’re going to take our time. Changes to One With Everything heavily impact existing monk gear. We still plan on addressing this in the future but will do so in a way that does not invalidate the gear monks have invested in.
  • Resolve: Damage reduction reduced from 25% to 20%.
  • Seize the Initiative: Changed to grant 50% of your Dexterity as Armor. This will result in anywhere from 750 to 1250 armor for most monks (depending on your Dex) which is comparable to the mitigation lost by other classes. The reduction to Resolve and Seize the Initiative should mean if you want to be a “super-tanky monk” you can still take all three defensive skills, but it should be a lot easier to pick some other passives without feeling like you’re going to blow up at the first Elite pack you encounter.

Witch Doctor:

  • Jungle Fortitude is being reduced from 20% to 15% damage reduction.

Wizard:

  • Energy Armor: Armor increase reduced from 65% to 35%.
  • Energy Armor – Prismatic Armor: Resistance increase reduced from 40% to 25%.
  • It’s worth noting that we’re going to provide additional alternative defensive options for the wizard such as adding flat melee damage reduction to Ice Armor and creating a Familiar variant that provides passive Life regeneration.

Why You Nerf Inferno?

Alright, so let’s recap. Defensive skills are taking a hit in 1.0.5, but incoming damage from monsters is also being reduced. Taken together, the changes mean Inferno is going to be easier. For some of you this is totally cool; you welcome an easier Inferno because it’s about efficiency and not difficulty. For others, you may be skeptical but you’re at least intrigued at the possibility that you’ll be able to drop some defensive skills and discover some new builds. However, for others, Inferno is currently already too easy. Maybe you don’t use any defensive skills; maybe your gear is so good you dropped War Cry – Impunity weeks ago. For this last group you may be wondering “Another Inferno nerf? But I crave more of a challenge, not less!”

For people in this last group, 1.0.5 is bringing the “Monster Power” system. The details of this system will be outlined as we get closer to 1.0.5, but in short this is a callback to the Diablo II ”players X” option, allowing you to increase the level of challenge for increased rewards. Our hope is that we can make Inferno easier while simultaneously providing new ways for top-end players to gauge their increasing power in tangible ways.

We’re going to lock comments here, and ask that you instead head to this forum thread to let us know what you think.

Wyatt Cheng is a Senior Technical Game Designer for Diablo III, and he’s annoyingly excited about Netrunner being re-released as a Living Card Game. It’s really starting to get on everyone’s nerves.

Patch 1.0.5 Sneak Peak

By d3admin, September 13, 2012 0 Diablo 3

Blizzard has released some information in regards to the upcoming patch 1.0.5. A new event is being created to what seems to be the same as the D2 Ubers. I am excited for this as it will now bring value to more challenging boss fights. Blizzard will be releasing more information in the coming days, read below for a few of the changes being made.

Blizzard Quote:
We’ll have articles in the coming days providing all the details on the upcoming patch, but we wanted to give you a sneak peek at what major features to expect.

Defensive Skill Changes

In our eternal quest to promote build diversity; we’ll be making changes to defensive skills across the board while simultaneously reducing incoming damage. The net result is a survivability buff for players, and an increase in build options as defensive abilities become less “mandatory.”

New Event: Infernal Machine

The Infernal Machine is a device that will allow level-60 players to battle “uber” versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required.

New System: Monster Power

Similar to the “Players 8” command in Diablo II, the Monster Power system is designed to give players more control over how challenging enemies are in each difficulty.

This and more is coming in Patch 1.0.5! Stay tuned for all the gory details.

Hero Viewer Launched

By d3admin, September 2, 2012 0 Diablo 3, Website Updates

With the current release of the D3 API, we have launched our first app. The Hero Viewer allows you to submit a battletag then pulls the hero list. You can then click on a hero to view the Hero’s item slots and stats. We are working on additional features which will be available in the near future. Any issues please report them to admin@diablounderground.com



Diablo III Patch 1.0.4 – v.1.04.11327

By d3admin, August 22, 2012 0 Diablo 3, Patch Notes
Blizzard Quote:
Diablo III Patch 1.0.4 - v.1.04.11327

GENERAL

    • New System added: Paragon Levels
        • After a player reaches level 60, killing monsters and completing combat challenge streaks (Killing Blow, Massacre, etc) will begin to award experience towards Paragon levels
        • There are 100 Paragon levels
        • Every Paragon level will reward you with:
          • Core stats such as Strength, Dexterity, Intelligence, and Vitality in amounts similar to what you’d gain from a normal level
          • 3% Magic Find and 3% Gold Find
      • In addition, a distinctive border will surround your character portrait in the in-game party frame to denote your Paragon progression, with a new frame earned after every ten levels. Your Paragon level will also be visible to other players wherever your normal level is shown.

 

  • Pets with passive life regeneration (most notably Followers, Zombie Dogs, and Gargantuans) have had their life regeneration greatly increased from levels 30-60
  • Nephalem Valor now grants +15% Bonus Experience per stack, as well as +15% to Magic Find and Gold Find
  • Magic Find will now cap at 300% (Nephalem Valor bonuses will still stack beyond this cap)
  • Magic Find is no longer averaged among all players in a multiplayer game
  • Players can now disable or enable music in the Sound Options
  • Additional Sound Options including Sound Output and Speaker Setup has been added
  • A new tutorial about “Elective Mode” will now appear when a player enters Nightmare, Hell, or Inferno difficulty for the first time

ACHIEVEMENTS

Bug Fixes

  • The achievement “Espionage” can now be completed as the Battlefield Reports lore can now drop in Act III
  • The achievement “A Unique Collection” can now be completed (see the Bug Fixes in the Monsters section for more information)
  • The “Kill Diablo” criteria for the achievement “Death From Afar” has been removed

AUCTION HOUSE

    • Auctions can now be cancelled at any point so long as they do not have any active bids
    • Number of “Preferred Stats” allowed per search increased from 3 to 6
    • Number of digits allowed in the “Min Value” field for equipment searches increased from 3 to 5
    • “Minimum Damage” has been replaced with “Average Damage” as a searchable stat
      • Bonus damage is calculated as the Average Damage: (Min Damage + Max Damage) / 2
      • For example, searching for a Bonus Damage of 12 will find an item with 10-14 damage, 12 minimum damage, or 24 maximum damage

 

  • Stat increases which come from slotted gems are no longer taken into account when searching for equipment
  • Armor, DPS, Buyout, and Time Left columns are now sortable in the Search tab
  • The maximum stack size of gold per listing has been increased from 100,000 to 1,000,000
  • The following message has been added to the Item Purchase screen: “Item properties and values may change over time due to game balancing”
  • Description text has been added or improved for several error messages

UI Improvements

  • Tooltips have been added for items in the Completed tab
  • Tooltips have been added for commodities
  • Item Compare tooltips have been added to the Recommended Items page
  • The listing price of unsold and cancelled auctions will now display in the Completed tab
  • The Auctions tab and Completed tab will now refresh when a player’s item has been purchased

Bug Fixes

  • Auction house search filters are now no longer case sensitive
  • Players can now search for stats on Legendary items
  • “Attack Speed” is now a searchable affix for quivers
  • “Chance to Blind on Hit” is now a searchable affix for amulets
  • Items with the “Level Requirement Reduced” affix will now properly appear in search results when specifying the level range
  • Searches will now properly filter results according to the set Minimum and Maximum values for “Life per Spirit Spent”
  • Witch doctor’s Corpse Spider bonus is now listed when searching for mojos
  • The Recommended Items page will now display quivers for demon hunters even if the player has a two-handed ranged weapon equipped

BATTLE.NET

  • The “Report Spam” option is now available in the main menu when right-clicking on a player’s name (rather than being hidden in the “Report” sub-menu)
  • Reporting another player for chat spam using “Report Spam” option will now also temporarily mute that player for the duration of your login session
  • Reporting another player for friend request spam using the “Report Spam” option in the Friends List will now also automatically decline that player’s friend request
  • The Quick Join window has been improved
  • More information about Global Play (and its restrictions) has been added to the Account tab
  • The game will now display both on the login and character select screen which region a player is currently logging into

Chat

  • Clicking on achievement toasts will now provide more information about the achievement
  • The Public chat menu will now indicate which channels a player has already joined
  • /who and /invite commands can now be used in all channels
  • “DND” and “AFK” tags have been added to the “You are now Busy” and “You are now Away” status messages (respectively)
  • Shift-left-clicking on a player’s name will now display the following information: [Name]: [Level][Mode][Class] – [Act (difficulty)] (i.e. “[Pixie]: Level 45 Hardcore Barbarian – Act I (Nightmare)”)
  • Chat Channel and Party message formatting has been updated

Bug Fixes

  • Fixed a bug that caused items from the Normal gold auction house to display in the Hardcore gold auction house when a player switched between characters during periods of high latency
  • The chat commands /p and /party now work correctly when joining Public Games
  • Fixed a crash that could occur when clicking on a link to a fake item that contained more sockets than is possible

BOSSES

  • Boss rooms have been standardized so that, after the boss fight is complete, players will always be able to do the following:
    • Use Town Portal to leave the room
    • Re-enter the room again via Town Portal as well as the room’s entrance portal

Maghda

  • Abilities
    • Insect Swarm
      • Projectiles can now be slowed

Ghom

  • Abilities
      • Breath Attack
        • Pets and Followers should now only take 10% damage from the breath attack
    • Gas Cloud
      • The rate at which Ghom spawns Gas Clouds has been reduced by approximately 20%
      • The cooldown on Ghom’s Gas Cloud attack has been increased from 6-10 seconds to 10-13 seconds
      • Pets and Followers should now only take 5% damage from Gas Clouds
    • Bug Fixes
      • Fixed an issue where certain movement skills were granting immunity to Ghom’s gas clouds if cast while inside the cloud (and if the player never left the cloud’s area of effect)

Cydaea

  • Bug Fixes
    • Players can no longer bypass the chains that appear during the “Heart of Sin: Kill the Daughters” event

Azmodan

  • Abilities
    • Fire Ball
      • Projectiles can now be slowed

Izual

  • Bug Fixes
    • Skipping Izual’s cut-scene should no longer cause players to become trapped behind his ice barrier
    • Fixed a bug where Izual’s Charge attack would not do any damage
    • Fixed a bug where Izual’s Charge attack could damage players twice
    • Fixed a bug where Izual could become immune to damage when at 30% health under rare circumstances

Rakanoth

  • Bug Fixes
    • Rakanoth is now properly immune to crowd control effects when enraged in Inferno difficulty

Diablo

  • Bug Fixes
    • Diablo’s Bone Cage debuff will now be properly removed from the player during a phase transition if the cut-scene is skipped
    • Fixed an issue where triggering a phase transition while grasped by Diablo could cause both the player and Diablo to become temporarily invisible
    • Fixed an issue that caused Diablo to not summon Shadow Clones of the player if Seven-Sided Strike was cast at the appropriate time

CRAFTING

  • A repair tab has been added to the Blacksmith

Bug Fixes

  • Gem-combine designs for Amethysts and Emeralds should no longer contain typos

FOLLOWERS

  • The last follower a player had active in a single-player game will now be restored automatically after leaving a multiplayer game
  • The frequency of follower dialog has been reduced

ITEMS

    • All level 60- 62 damage affixes have had their Minimum and Maximum top-end damage values increased
      • Level 63 items will still roll the highest potential damage values in the game, but the damage difference between level 60-62 items and level 63 items just won’t be as dramatic as it was before
      • Note: This will only impact items created or dropped after patch 1.0.4

 

    • Two-handed melee weapons have made more viable:
        • Two-handed melee weapons can now roll their own affixes for core stats as well as higher damage values (as compared to one-handed melee weapons)
          • Core stat values have been increased by approximately 70%
          • Note: This does not affect two-handed ranged weapons
        • Additional affix changes for two-handed melee weapons include:
          • + Crit Damage, Life on Hit, Life After Each Kill, and Life Steal values can now roll up to 200%
          • Note: This does not affect two-handed ranged weapons
      • Note: These changes will only impact items created or dropped after patch 1.0.4

 

    • All off-hand items (mojos, orbs, quivers, shields) can now roll Strength, Dexterity, Intelligence, and Vitality in the same ranges as Armor and Weapons
      • Note: This will only affect off-hand items created or dropped after patch 1.0.4

 

  • Off-hands can now roll Reduced Level Requirement
  • Drop rate on quivers has been reduced
  • +MaxFury and +MaxSpirit will no longer roll on ranged weapons
  • Max Block amount on shields with an item level of 59 and higher has been changed so they all provide the same amount of Max Block
  • Repair costs have been reduced by up to 25% for item levels between 53 and 63
  • Weapon racks have had their weapon drop rate restored to 100%, though weapons are more likely be of Common quality (white or grey items)
  • Destructible objects now have a chance to drop items again
  • The text color of gems, potions, crafting pages and tomes dropped on the ground has been changed from white to light blue
  • The maximum stack size of gems has been increased from 30 to 100
  • The gem drop sound effect is now more noticeable

Legendary Items

    • Significant changes have been made to Legendary items:
        • Custom proc effects have been added to over 50 Legendary items and Set item bonuses
        • All Legendary items will now roll with at least one of the following affixes to ensure that their DPS is viable: +Elemental Damage, +Attack Speed, +Critical Damage, +%damage, Has Sockets
        • Affix values on Legendary items are no longer demoted and will now roll at their maximum potential
        • Many lower level Legendary items have had their affix count increased to 6
        • Legendary items based on Uniques from previous Diablo games have received a tuning pass to make their stats more reflective of their ancestors
        • The chance for a Legendary item to drop that’s below an item level of 50 has been increased
        • Item level 63 Legendary items have been added to the game
        • Legendary Sets:
          • All item level 61 set pieces have been increased to item level 63 (excluding rings and amulets), and had their base item changed from late Hell/early Inferno to late Inferno
          • Class-specific sets are now guaranteed to have the class’s core stat on every item in the set
      • Summoned Creatures:
        • Creatures summoned by Legendary item procs should now follow the player or Follower with the item equipped
        • Creatures summoned by Legendary item procs should now have combat awareness similar to Followers
        • Creatures summoned by Legendary item procs should now their level determined by the Legendary item level

 

  • Please note that these changes will only apply to new Legendary items that drop or are created after patch 1.0.4. Legendary items which dropped or were created prior to patch 1.0.4 will remain unchanged (this also applies to items which have not been identified yet). To distinguish these items from one another, new Legendary items will have slightly different names and appearances from those dropped or created prior to 1.0.4.

Vendors

  • Squirt the Peddler has permanently moved from the Caldeum Bazaar up to the Hidden Camp, as she heard people liked buying Health Potions up there

Bug Fixes

  • Legendary items (pre- and post-1.0.4) with the +Attack Speed affix should now work correctly
  • Items with +Chance to Stun on Hit now have the suffix “of Staggering” instead of “of Devastation”
  • Multiple chests that had a small chance of dropping loot into unreachable locations have been repositioned slightly to prevent this from happening
  • Fixed a bug where Normal chests found in Bastion keep were dropping items from too low of a treasure class (these chests will now drop the same class of items as other Normal chests throughout the game)
  • Fixed a bug that allowed players to see properties of unidentified items

MONSTERS

    • Monsters across the game have had a pass to make their experience and loot rewards more proportional to the effort required to kill them
      • For example, Imps and Tormented Stingers grant less XP and drop less items, but Lacuni Warriors grant increased XP and drop more items

 

    • Experience awarded by level 61-63 monsters has been increased by approximately 60%
    • Normal monsters should now drop Magic (blue) items and Rare (yellow) items approximately 4 times more than before
    • Bonus health granted to monsters in co-op games has been reduced to 75% per additional player for all difficulties:
      • Normal: (no change)
      • Nightmare: 85% → 75%
      • Hell: 95% → 75%
      • Inferno: 105% → 75%

 

    • Monster damage and health and drop rates has been adjusted for Inferno as follows:
        • Normal monsters now have a greatly increased chance to drop Magic (blue) and Rare (yellow) items
        • Act I
          • Elite monster health reduced by 11%
        • Act II
          • Normal monster health increased by 4%
          • Elite monster health reduced by 8%
          • Overall damage done by all monsters reduced by 8%
      • Act III and Act IV
        • Normal monster health increased by 10%
        • Elite monster health reduced by 2.5%
        • Overall damage done by all monsters reduced by 15%

 

  • Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaver damage has been reduced by approximately 37%
  • Sarkoth has had his loot quality and health adjusted slightly
  • Quill Fiends in the Dank Cellar will now drop less additional gold (but will still drop more than other Quill Fiends) and should now properly turn hostile when confronted by a player
  • Blood Clan Ranged monsters should now run away less often and for shorter distances
  • Moon Clan Ranged monsters should now run away for shorter distances
  • Snakeman Casters now have a melee attack
  • Snakeman Casters’ Electric Burst now has a max channeling duration of 7 seconds
  • Rockworms should now burrow less frequently after unburrowing, and will unburrow more quickly after burrowing
  • Succubus blood star projectiles can now be slowed
  • Brickhouse monsters (e.g. Demonic Tremors) should now Arm Shields and enrage less often, and will no longer gain an increase in damage while enraged
  • Possessed monsters can no longer spawn with the Illusionist affix
  • Fast mummies (Betrayed, Accursed, and Reviled) can no longer spawn with the Illusionist affix
  • Pets and Followers should now only take 10% damage from a Fast mummy’s Poison Death Cloud
  • Heralds of Pestilence no longer attack pets and Followers
  • The first and third levels of Leoric’s Dungeon now have a total of five Uniques that can be spawned
  • Reduced the chance of a skeletal Rare pack to spawn in the Cemetery of the Forsaken from 50% to 20%
  • The lone Champion Shaman in the Demonic Trebuchet is no longer considered a Champion
  • The treasure goblin spawn has been removed from the Road to Alcarnus

Champions and Rares

  • Champion and Rare monsters will no longer enrage after prolonged combat, and they will no longer heal to full health after not being engaged
  • Jailer can now no longer appear with Knockback, Nightmarish, or Vortex
  • Invulnerable Minions has been removed as a possible affix
  • Fire Chains damage has been reduced by 20%
  • Nightmarish monsters will now make players immune to Fear for 6 seconds after the Fear is cast on the player
  • Plagued, Frozen, and Mortar monsters will now do only 10% of their damage to pets and Followers
  • Shielding monsters will no longer shield if they are the last monster left in the area, and only one monster in a given pack can be shielded at a time
  • The spawn points of Arcane Enchanted beams have been adjusted slightly to be more spread out, and their damage has been reduced by approximately 30%
  • Champion and Rare Fallen Lunatics have been removed from both Zoltun Kulle dungeons
  • Swarm monsters now have a more pronounced Champion and Rare appearance

Bug Fixes

  • Mortar monster projectiles should no longer be aimed within the monster’s dead zone
  • Waller monsters can no longer spawn walls on top of players
  • Plagued, Arcane Enchanted, and Electrified minions no longer have resistance to Poison, Arcane, or Lightning damage (respectively)
  • Dark Moon Shaman Champions and Rares now correctly show their affixes
  • Dark Moon Shaman’s Empower ability will now properly reduces all types of incoming damage
  • Oppressors’ Charge attack will no longer deal damage to players twice
  • Berserkers now have the proper “blue glow” of Champions
  • The Champion pack at the end of Kyr the Weaponsmith’s event “A Reputation Restored” will now drop loot and give experience
  • The common and Champion skeletons that spawn from the treasure chest during the zombie ambush event in Act I, Cathedral level 4 will now drop loot and give experience
  • The Goatman Ambush event in the Fields of Misery will now properly spawn a full pack of Champions (instead of just one Champion)
  • The Aspect of Terror will now drop at least one Magic (blue) item, and its clones will now only drop health globes
  • The Flying Molok can no longer turn invisible and become un-targetable
  • The Bloated Malachor’s damage has been normalized to be in line with the rest of his other monster variants
  • Killing Sardar’s illusions will no longer trigger quest completion for “Sardar’s Treasure: Kill Sardar”; the quest will now properly complete when Sardar is slain (this is because Sardar is no longer an Illusionist, and will now only spawn with Vampiric and Nightmarish affixes)
  • It should now be significantly easier to dodge Triune Berserker Power Hits
  • Damage over time spells will no longer prevent certain monsters from dropping health globes
  • A player who is killed by a monster’s Reflect Damage affix will now be able to release his or her corpse and be resurrected by other players
  • Fixed a bug that allowed monsters with multiple affix powers to sometimes to ignore the cooldown timers of those powers
  • Fixed a bug where several Unique monsters could not spawn in Act II – The Howling Plateau (this fix now allows players to finish the achievement “A Unique Collection”)

QUESTS

  • Players will now receive full experience and gold rewards for completing quests for the first time in Nightmare, Hell, and Inferno difficulties
  • Players will no longer receive a quest reward after opening the entrance to the Waterlogged Passage; instead, they will now receive the reward after completing the step “Kill Gavin the Thief” instead (which occurs slightly after)

Bug Fixes

    • The Quest Select window will now always display the most recently completed quest or quest step, as well as all resumable steps leading up to that point
    • “Trailing the Coven: Talk to Karyna” will now automatically update for players to “Trailing the Coven: Find the Khazra Staff” (even if they have not yet talked to Karyna) when triggering the Lost Wagon scene
      • This is to ensure that players are able to receive a quest reward when clicking on the wagon

 

  • Players no longer receive Town Portal as a reward during repeated completions of the quest “A Shattered Crown: Take the Skeleton King’s crown from the Chancellor’s Altar” and will now receive gold and experience
  • Players can no longer disrupt the rituals during “The Crumbling Tower: Explore the Lyceum,” which used to prevent players from completing the event
  • Vendel the Armorsmith can no longer be killed by the environment during the event “The Scavenged Scabbard”
  • Skipping the cut-scene during the quest “A Royal Audience: Talk to Emperor Hakan II” as quickly as possible will no longer prevent the quest objective from being updated
  • The matchmaking cut-off point for the quest “The Light of Hope” has been adjusted slightly

USER INTERFACE

  • The ability to drag-and-drop skills in Elective Mode will now only be enabled while the Skill window is open
  • Resist values are now taken into consideration when calculating the item comparison “Protection” value
  • When a player cancels out of a Trade window, any items that are under the player’s cursor will also be cancelled
  • A two-second delay will now occur when clicking “Accept” in a Trade window if either player makes any changes to their offering

Bug Fixes

  • Holding CTRL while mousing over an item on the ground that has socketed gems will no longer cause that item to appear unsocketed
  • Players will no longer get disconnected from the game if their Mouse Wheel is bound to the function “Close All Open Windows”

MAC

  • Retina Displays are now fully supported
  • Game resolutions which match Mac screen aspect ratios now offered
  • Switching between Windowed and Fullscreen modes is now faster
  • Added a “Help” menu so players can more quickly navigate to relevant support pages
  • Added a menu item which allows players to copy system information to their Clipboard
  • Added a menu item to reveal various games files and folders in Finder

Bug Fixes

  • Selecting the default resolution settings in Video Options will now correctly reset the resolution
  • Changing the resolution settings while in Windowed (Fullscreen) mode will now properly change the resolution

BUG FIXES

  • Level 60 characters will no longer receive a “+XP” message when looting a new lore journal
  • Decreased the chance for multiple Sigil rooms in the Gardens of Hope (Tier 2) to spawn at once
  • Fixed a bug that was causing some tiles in the Holy Sanctum not to spawn, preventing players from being able to access the room’s treasure chest

CLASSES

Barbarian

  • Active Skills
      • Ancient Spear
        • Now also roots the target in place for 1.5. seconds
        • Will now default to Basic Attack if on cooldown or if the player runs out of Fury
      • Bash
          • Fury generated increased from 6 to 8
          • Weapon damage increased from 150% to 165%
          • Skill Rune – Onslaught
            • Weapon damage increased from 22% to 25% per reverberation
          • Skill Rune – Punish
            • Bonus damage per stack increased from 6% to 8%
        • Skill Rune – Instigation
          • Bonus Fury generated reduced from 6 to 4
      • Cleave
          • Weapon damage increased from 120% to 140%
          • Skill Rune – Reaping Swing
            • Proc coefficient increased from 0.667 to 0.8
          • Skill Rune – Broad Sweep
            • Weapon damage increased from 156% to 175%
            • Proc coefficient increased from 0.5 to 0.8
        • Skill Rune – Gathering Storm
          • Proc coefficient increased from 0.5 to 0.8
      • Hammer of the Ancients
          • Weapon damage increased from 200% to 325%
          • Skill Rune – Rolling Thunder
            • Weapon damage increased from 155% to 275%
          • Skill Rune – Smash
            • Weapon damage increased from 270% to 406%
        • Skill Rune – The Devil’s Anvil
          • Proc coefficient reduced from 1 to 0.08
      • Leap
        • Can now be used while immobilized by crowd control effects (such as Jailer)
          • Note: Leap will not break CC effects, but that it can still be used while under the effect
      • Overpower
        • Skill Rune – Crushing Advance
          • Can no longer trigger On Hit procs
          • Amount of damage reflected increased from 30% to 35%
      • Rend
          • Weapon damage increased from 210% over 3 seconds to 700% over 5 seconds
          • Skill Rune – Lacerate
            • Weapon damage increased from 271% over 3 seconds to 903% over 5 seconds
        • Skill Rune – Bloodbath
          • Weapon damage increased from 60% over 3 seconds to 100% over 5 seconds
      • Seismic Slam
          • Weapon damage increased from 155% to 240%
          • Skill Rune – Shattered Ground
            • Weapon damage increased from 202% to 288%
        • Skill Rune – Cracking Rift
          • Weapon damage increased from 255% to 340%
      • Weapon Throw
        • Weapon damage increased from 100% to 130%
        • Will now default to Basic Attack if the player runs out of Fury
        • Skill Rune – Mighty Throw
          • Weapon damage increased 130% to 169%
    • Whirlwind
      • Weapon damage increased from 110% to 145%
      • Skill Rune – Volcanic Eruption
        • Weapon damage increased from 143% to 188%

Demon Hunter

    • Active Skills
        • Bola Shot
            • Weapon damage to the primary target increased from 130% to 160%
            • Skill Rune – Thunder Ball
              • Weapon damage increased from 130% to 160%
            • Skill Rune – Acid Strike
              • Weapon damage of each bola increased from 130% to 160%
          • Skill Rune – Imminent Doom
            • Weapon damage to the primary target increased from 182% to 216%
        • Caltrops
          • Skill Rune – Jagged Spikes
            • Can no longer trigger procs
        • Chakram
            • Weapon damage increased from 150% to 170%
            • Skill Rune – Twin Chakrams
              • Weapon damage increased from 100% to 114%
            • Skill Rune – Serpentine
              • Weapon damage increased from 203% to 230%
            • Skill Rune – Razor Disk
              • Weapon damage increased from 165% to 187%
            • Skill Rune – Boomerang
              • Weapon damage increased from 188% to 230%
          • Skill Rune – Shuriken Cloud
            • Weapon damage increased from 30% to 34%
            • Proc coefficient reduced from 0.333 to 0.125
        • Cluster Arrow
            • Initial bomb weapon damage increased from 200% to 225%
            • Skill Rune – Maelstrom
              • Weapon damage increased from 145% to 165%
          • Skill Rune – Loaded for Bear
            • Weapon damage increased from 290% to 304%
        • Entangling Shot
          • Weapon damage of base skill and all rune variants increased from 75% to 90%
          • Skill Rune – Shock Collar
            • Now deals an additional 70% weapon damage over 2 seconds
            • Weapon damage % is no longer based on attack speed
        • Evasive Fire
          • Weapon damage increased from 125% to 130%
          • Skill Rune – Covering Fire
            • Weapon damage increased from 125% to 130% weapon
        • Grenades
          • Skill Rune – Gas Grenades
            • Proc coefficient reduced from 0.5 to 0.165
        • Impale
          • Weapon damage increased from 250% to 265%
          • Skill Rune – Chemical Burn
            • Weapon damage increased from 125% to 220%
        • Multishot
          • Hatred cost lowered from 40 to 30
          • Skill Rune – Fire at Will
            • Now reduces Hatred cost to 15
        • Rain of Vengeance
            • Changed from 75% weapon damage for 5 seconds to 715% weapon damage over 5 seconds
            • Skill Rune – Dark Cloud
              • Changed from 34% weapon damage for 12 seconds to 792% weapon damage over 12 seconds
              • Can now find targets in a larger radius around the player
            • Skill Rune – Beastly Bombs
              • Weapon damage increased from 125% to 245% per bomb
            • Skill Rune – Stampede
              • Weapon damage increased from 75% to 120% per strike
            • Skill Rune – Anathema
              • Changed from 115% weapon damage for 10 seconds to 3300% weapon damage over 15 seconds
          • Skill Rune – Flying Strike
            • Weapon damage increased from 60% to 100%
        • Rapid Fire
          • Weapon damage increased from 228% to 276%
          • Skill Rune – Bombardment
            • Weapon damage increased from 276% to 345%
        • Sentry
          • Turret weapon damage increased from 20% to 55%
          • Skill Rune – Chain of Torment
            • Maximum tether length increased to 45 yards
            • Weapon damage increased from 48% to 80%
        • Smoke Screen
          • Skill Rune – Choking Gas
            • Now does 700% weapon damage over 5 seconds
            • Weapon damage % is no longer based on attack speed
        • Strafe
          • Weapon damage increased from 120% to 156%
          • Skill Rune – Demolition
            • Weapon damage increased from 144% to 187%
      • Vault
          • Skill Rune – Action Shot
            • Will now always shoot 4 arrows
        • Skill Rune – Trail of Cinders
          • Now leaves a trail of fire behind the player dealing 1500% weapon damage over 3 seconds

 

    • Passive Skills
      • Brooding
        • No longer requires player to not be damaged for 3 seconds to regenerate 1% of maximum Life per second

 

  • Bug Fixes
    • Rain of Vengeance
      • Skill Rune – Anathema
        • Shadow Beast should now drop the appropriate amount of grenades

Monk

    • Active Skills
        • Crippling Wave
          • Spirit generated increased from 6 to 7
        • Cyclone Strike
          • Proc coefficient increased from 0 to 0.125
        • Dashing Strike
          • Weapon damage increased from 100% to 160%
        • Exploding Palm
          • Changed from 220% weapon damage over 3 seconds to 745% weapon damage over 9 seconds
          • Skill Rune – Impending Doom
            • Duration increased from 6 seconds to 15 seconds.
        • Lashing Tail Kick
            • Weapon damage increased from 200% to 235% (this also benefits Sweeping Armada, Scorpion Sting, and Hand of Ytar)
            • Skill Rune – Vulture Claw Kick
              • Weapon damage increased from 220% to 258%
          • Skill Rune – Spinning Flame Kick
            • Weapon damage increased 240% to 294%
        • Mystic Ally
          • Can no longer trigger procs
        • Seven-Sided Strike
            • Weapon damage increased from 777% to 1777% over 7 hits
            • Skill Rune – Sudden Assault
              • Weapon damage increased from 1007%to 2309% over 7 hits
            • Skill Rune – Several-Sided Strike
              • The 2 extra hits now also increase the total duration of the spell (which increases the amount of time that you are invulnerable)
          • Skill Rune – Fulminating Onslaught
            • Weapon damage of each explosion increased from 111% to 254%
        • Sweeping Wind
          • Skill Rune – Master of Wind
            • Increased the duration of the vortex from 10 to 20 seconds
        • Tempest Rush
          • Weapon damage increased from 50% to 85%
        • Wave of Light
            • Weapon damage of initial strike increased from 215% to 390%
            • Skill Rune – Wall of Light
              • Weapon damage bonus to initial strike increased from 312% to 566%
            • Skill Rune – Explosive Light
              • Weapon damage increased from 285% to 430%
          • Skill Rune – Pillar of the Ancients
            • Weapon damage on both the initial strike and delayed explosion increased from 210% to 280%
      • Way of the Hundred Fists
        • Spirit generated increased from 6 to 8
        • Skill Rune – Fists of Fury
          • Now does 100% weapon damage over 5 seconds

 

    • Passive Skills
        • Exalted Soul
          • Now also generates 1 Spirit per second
        • Fleet Footed
          • Movement speed bonus no longer counts toward the 25% movement speed increase cap
      • The Guardian’s Path
        • Two-handed weapon Spirit generation bonus increased from 25% to 35%

 

  • Bug Fixes
      • Exploding Palm
        • Fixed a bug that allowed players to gain multiple rare item drops from a single Champion or Rare pack by killing all remaining monsters in the pack at the same time using Exploding Palm
      • Mystic Ally
        • All Mystic Ally variants are now summoned with full health
    • Wave of Light
      • Fixed an issue that was causing enemies affected by Wave of Light to not always receive the full damage

Witch Doctor

    • General
      • Base Mana regeneration increased from 20 per second to 45 per second
      • The spellcasting animations for the following skills have been modified to allow the effect to occur quicker and for the player to move sooner after casting: Acid Cloud, Corpse Spiders, Firebomb, Locust Swarm, Poison Dart, and Zombie Charger

 

    • Active Skills
        • Acid Cloud
            • Range increased from 45 yards to 50 yards
            • Now deals 115% weapon damage plus 150% weapon damage over 3 seconds (up from 100% weapon damage followed by 75% weapon damage over 3 seconds); also benefits Acid Rain
            • Skill Rune – Lob Blob Bomb
              • Now increases base damage of Acid Cloud to 115% weapon damage
              • Slime weapon damage increased from 25% to 50% per second
            • Skill Rune – Slow Burn
              • Now increases base damage of Acid Cloud to 115% weapon damage, and deals and additional 300% weapon damage over 6 seconds
            • Skill Rune – Kiss of Death
              • Cloud of acid weapon damage increased from 110% to 126%
              • Weapon damage done to enemies who remain in the affected area increased from 83% to 165%, and damage is now dealt over 3 seconds
          • Skill Rune – Corpse Bomb
            • Weapon damage increased from 200% to 230%
            • When casting Acid Cloud, your witch doctor will no longer attempt to walk closer to targets that are out of range
        • Corpse Spiders
          • Will now inherit +Critical Damage bonuses from the player
          • Can now proc Life on Hit for the player
          • Are aware of enemies from further away
          • Have increased speed when pursuing enemies
          • Skill Rune – Spider Queen
            • Changed from 16% weapon damage per second for 15 seconds to 630% weapon damage over 15 seconds
            • Tooltip has been updated to clarify that you may only have one Spider Queen active at a time
        • Firebats
            • Weapon damage increased from 150% to 180%
            • Skill Rune – Plague Bats
              • Maximum weapon damage increased from 225% to 270%
            • Skill Rune – Hungry Bats
              • Weapon damage increased from 280% to 350%
          • Skill Rune – Cloud of Bats
            • The damage of the bats will now increase by 20% (up from 10%) every second, up to a maximum of 100% additional damage (up from 50%)
        • Firebomb
            • Weapon damage increased from 85% to 110% (this benefits all runes except Pyrogeist)
            • Skill Rune – Fire Pit
              • Changed from 8% weapon damage for 3 seconds to 36% weapon damage over 3 seconds
              • Proc coefficient reduced from 0.67 to 0.067
          • Skill Rune – Pyrogeist
            • Changed from 140% weapon damage over 3 seconds to 640% weapon damage over 6 seconds
            • Tooltip has been updated to clarify that only one column of flame can be active at a time
        • Gargantuan
            • Gargantuan survivability has been increased:
                • Maximum Life now scales with the player’s Maximum Life
                  • At level 60, the Gargantuan will receive an additional 50% of the player’s Maximum Life
              • The amount of damage a Gargantuan can take from a single hit is now capped. The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance.
            • Weapon damage increased from 25% to 100%, but can no longer trigger procs
            • Skill Rune – Humongoid
              • Weapon damage increased from 32% to 130%
            • Skill Rune – Wrathful Protector
              • Weapon damage increased from 55% to 110%
          • Skill Rune – Bruiser
            • Weapon damage increased from 100% to 200%
        • Grasp of the Dead
          • Now does 320% weapon damage over 8 seconds
          • Skill Rune – Death is Life
            • Now has a 10% chance to produce health globe or summon a Zombie Dog
        • Horrify
          • Cooldown reduced from 20 seconds to 16 seconds
        • Plague of Toads
          • Mana cost reduced from 34 to 12
        • Poison Dart
            • Skill Rune – Spined Dart
              • Mana return on hit increased from 24 to 29
          • Skill Rune – Flaming Dart
            • Weapon damage increased from 160% to 180%
        • Spirit Barrage
            • Weapon damage increased from 190% to 230%
            • Skill Rune – Well of Souls
              • Weapon damage increased from 30% to 65% for each of the bonus projectiles
          • Skill Rune – Manitou
            • Changed from 28% weapon damage every second for 20 seconds (for a total of 560% weapon damage) to 1667% weapon damage over 20 seconds
            • Search radius for targets has been increased from 20 yards to 30 yards
            • Proc coefficient reduced from 0.5 to 0.125
            • No longer shows a buff icon
        • Spirit Walk
            • Skill Rune – Umbral Shock
              • Weapon damage of explosion increased from 85% to 310% but is no longer increased by attack speed
          • Skill Rune – Severance
            • Changed from 100% weapon damage per second to 450% weapon damage over 2 seconds
        • Soul Harvest
            • Skill Rune – Languish
              • Movement speed reduction increased from 60% to 80%
          • Skill Rune – Vengeful Spirit
            • Weapon damage increased from 70% to 230%
        • Summon Zombie Dogs
            • Zombie Dog survivability has been increased:
              • Now also receive 35% of the player’s Maximum Life
              • The amount of damage a Zombie Dog can take from a single hit is now capped. The cap scales with the player’s level, and is further reduced by the player’s Armor and Resistance.
            • Cooldown reduced from 60 seconds to 45 seconds
            • Skill Rune – Rabid Dogs
              • Proc coefficient has been reduced from 1.0 to 0.10
          • Skill Rune – Burning Dogs
            • Proc coefficient has been reduced from 1.0 to 0.05
        • Wall of Zombies
          • Now does 800% weapon damage over 5 seconds
      • Zombie Charger
          • Skill Rune – Leprous Zombie
            • Changed from 25% weapon damage for 3 seconds to 240% weapon damage over 3 seconds
        • Skill Rune – Wave of Zombies
          • Weapon damage increased from 72% to 115% per zombie

 

    • Passive Skills
        • Circle of Life
          • Chance to summon a Zombie Dog when an enemy dies increased from 5% to 30%
        • Grave Injustice
          • Mana and Life gain increased from 1% to 2% of their maximum values whenever a nearby enemy dies
        • Rush of Essence
          • Now returns a flat amount of Mana over 10 seconds (49 Mana at level 60)
        • Spirit Vessel
          • Spirit realm duration reduced from 3 seconds to 2 seconds
          • Heal increased from 10% to 15% of player’s maximum Life
          • While in the spirit realm, players can now walk through enemy monsters
        • Vision Quest
          • Vision Quest has been redesigned and now grants 30% increased Mana regeneration for 5 seconds after doing damage with Corpse Spiders, Firebomb, Plague of Toads, or Poison Dart
      • Tribal Rites
        • Now also benefits Gargantuan, Mass Confusion, and Summon Zombie Dogs

 

  • Bug Fixes
    • Corpse Spiders
      • Skill Rune – Leaping Spiders
        • Spiders will now always leap to their target as soon as it’s in range

Wizard

    • Active Skills
        • Arcane Torrent
            • Arcane Power cost reduced from 20 to 16
            • Weapon damage increased from 175% to 210%
            • Skill Rune – Death Blossom
              • Projectiles are now less random
            • Skill Rune – Arcane Mines
              • Weapon damage increased from 150% to 180%
          • Skill Rune – Cascade
            • Weapon damage increased from 175% to 210%
        • Archon
          • Slow Time duration increased from 8 seconds to 15 seconds
          • Skill Rune – Arcane Destruction
            • Weapon damage increased from 450% to 1600%
        • Diamond Skin
            • Skill Rune – Mirror Skin
              • Amount of damage reflection increased from 50% to 100%
            • Skill Rune – Enduring Skin
              • Duration bonus increased from 8 seconds to 9 seconds
          • Skill Rune – Diamond Shards
            • Weapon damage increased from 155% to 210%
        • Electrocute
            • Weapon damage increased from 80% to 90%  (this also benefits Chain Lightning, Forked Lightning, and Surge of Power)
            • Skill Rune – Forked Lightning
              • Weapon damage increased from 46% to 55% per charged bolt
            • Skill Rune – Lightning Blast
              • Weapon damage increased from 80% to 86%
          • Skill Rune – Arc Lightning
            • Weapon damage increased from 80% to 115%
        • Energy Twister
          • Proc coefficient reduced from 0.25 to 0.125
        • Explosive Blast
          • Skill Rune – Time Bomb
            • Weapon damage increased from 293% to 315%
        • Hydra
            • Skill Rune – Arcane Hydra
              • Weapon damage increased from 28% to 60% per Arcane Orb
            • Skill Rune – Lightning Hydra
              • Weapon damage increased from 34% to 64%
            • Skill Rune – Frost Hydra
              • Weapon damage increase from 31% to 36%
              • Cone width changed from 15 yards with a 60 degree spread to 35 yards with a 30 degree spread
          • Skill Rune – Mammoth Hydra
            • Weapon damage increased from 22% to 67%
        • Ice Armor
            • Increased the likelihood that attackers will be Frozen rather than Chilled
            • Skill Rune – Crystallize
              • Armor bonus per stack increased from 15% to 30%
          • Skill Rune – Jagged Ice
            • Weapon damage as Cold increased from 100% to 130%
        • Meteor
            • Weapon damage increased from 200% + 60% over 3 seconds to 260% + 60% over 3 seconds
            • Skill Rune – Molten Impact
              • Weapon damage increased from 260% +78% over 3 seconds to 390% + 90% over 3 seconds
            • Skill Rune – Meteor Shower
              • Weapon damage increased from 80% to 104%  for each smaller Meteor
          • Skill Rune – Comet
            • Weapon damage of initial hit increased from 240% to 312%
        • Shock Pulse
            • Skill Rune – Fire Bolts
              • Weapon damage increased from 136% to 152%
          • Skill Rune – Lightning Affinity
            • Arcane Power restored per pulse increased from 2 to 3
        • Spectral Blade
            • Skill Rune – Impactful Blades
              • Now guarantees to Slow the movement speed of enemies by 80% for 1 second (rather than a 5% chance to cause Knockback and Slow the moment speed of enemies by 60% for 1 second)
          • Skill Rune – Siphoning Blades
            • Arcane Power restored per hit increased from 1 to 3
      • Teleport
        • Skill Rune – Calamity
          • Weapon damage increased from 75% to 265%

 

  • Bug Fixes
    • Cold Blooded
      • Tooltip has been updated to clarify that all damage is increased by 20% to Frozen or Chilled targets, not just Cold damage (functionality of the skill has not changed)

Blizzard Introduces the Paragon System

By d3admin, August 20, 2012 0 Diablo 3
Blizzard Quote:
While working on patch 1.0.4, we came up with all sorts of ideas for ways to improve Diablo III. Some of them you’ve probably already seen, such as the general systems changes, the awesome buffs for Legendaries, and the improvements we’re making to the barbarian, demon hunter, monk, witch doctor, and wizard. The entire team really banded together to get as much into this patch as possible, and one of the exciting changes I’d like to tell you about today is called the Paragon system.

Two of the issues we’ve been thinking about while working on patch 1.0.4 have been what to do with Magic Find and how to give level-60 players who aren’t satisfied with the item hunt something more to strive for. I’m sure many of you are aware of the blog we posted proposing some different Magic Find gear-swapping solutions, as well as our general thoughts on how rewarding the game is once you hit level 60. The Paragon system is designed to help us address these concerns — but before we get into exactly how it works, let’s go over these two core issues in a little more detail.

Magic Find
As you may remember, we posed a number of possible solutions to the gear-swapping issue and asked you to give us your feedback. While we saw some support for a couple of the options, what your responses ultimately told us was that although having to swap into Magic Find gear mid-fight annoyed some of you greatly, others were ambivalent, didn’t gear swap themselves, or — in a few cases — wanted to see gear-swappers penalized in some fashion. Those who do swap gear generally do so for the raw power advantage it gives, so we wanted any solution we went with to provide the same level of power. Overall, our analysis of the situation really hammered home one stark truth: we needed to come up with a way to make our Magic Find system more fun.

Level 60 Rewards
We understand that some players feel frustrated once they hit level 60 because they no longer feel like they’re making progress. It can be demoralizing to play for an hour, not get any drops, and also be out a big chunk of gold from repair costs. Your play session may not only end without an upgrade, it can wind up being a net loss. Everyone wants to feel like they’re making some progress when they log in, even if they don’t get that new sword.

Introducing the Paragon System
The new Paragon system coming in patch 1.0.4 is designed to address Magic Find gear-swapping while providing players who’ve reached level 60 with an extended progression system.

Here’s how it works:

  • After you hit level 60, any further experience you earn from killing monsters will begin to count toward Paragon levels
  • There are 100 Paragon levels
  • Every Paragon level will reward you with:
    • Core stats such as Strength, Dexterity, Intelligence, and Vitality in amounts similar to what you’d gain from a normal level
    • 3% Magic Find and 3% Gold Find
  • In addition, a distinctive increasingly-impressive border will surround your character portrait in the in-game party frame to denote your Paragon progression, with a new frame earned after every ten levels. Your Paragon level will also be visible to other players wherever your normal level is shown

 

We know that a lot of you out there are level 60 — maybe on multiple characters — and this system provides a way to make progress every time you log in to the game.

To support the new system, Nephalem Valor (NV) will now also provide a 15% experience bonus per stack, applicable toward Paragon levels. The first Paragon level should take about as long as it took most players to get from level 59 to 60, and the experience requirement will rise from there. The time to reach the upper Paragon levels approximates the long-term time investment required to get a level 99 character in Diablo II.

… What Was That About Magic Find On Items?
While the benefits to progression are obvious, you may be asking how this impacts Magic Find on items. We wanted to find a solution that was not only very forgiving of gear swapping, but one that would ultimately help us slowly and gently move Magic Find off of items in the future. It’s such an intrinsically important stat to the core purpose of playing the game that tying it to gear — which is a customization system in many ways — is ultimately an approach that would continue to cause problems. We need to transition away from it, and do so in a way that doesn’t flip the entire game end-over-end.

With the Paragon system in place, we’re capping Magic Find and Gold Find to 300% (before Nephalem Valor). This means that without any Magic Find gear at all, you’ll hit the cap when you reach Paragon level 100. This way, you can continue wearing your current Magic Find gear as you slowly but surely work to gain Paragon levels. Eventually, once you hit Paragon level 100, you’ll have the freedom to completely focus every slot on stats that help your character kill stuff faster and stay alive longer. The idea is that if you’re currently swapping gear in and out for the Magic Find bonuses, you can continue to do so… but gain enough Paragon levels, and you won’t need to anymore.

Phew…
The Paragon system is a fairly big addition to the game, and one we’re pretty excited about. On behalf of the entire Diablo III development team, we hope you enjoy the changes we’re making with patch 1.0.4, and we look forward to seeing you in-game when it releases. Stay tuned to Diablo3.com for the final patch notes and official launch announcement in the days ahead.

Jay Wilson is Game Director for Diablo III, and his Necron army is WAY better than your Eldar army.

Blizzard On End Game Content

By d3admin, July 5, 2012 0 Diablo 3

There has been some talk on the official Diablo 3 Forums in regards to End Game Content. Diablo 3 is similar to Diablo 2 in the sense of the “item hunt”, however in my opinion a big thing that D2 had going is the ability to freely go from act to act within the same game. On the flipside D3 has the ability to obtain the Nephelam Valor buff which keeps you in game hunting down elites for that extra loot. In long term it may seem that D3 is going to be aiming more for end game content to keep the fun going.

Blizzard Quote:
We recognize that the item hunt is just not enough for a long-term sustainable end-game. There are still tons of people playing every day and week, and playing a lot, but eventually they’re going to run out of stuff to do (if they haven’t already). Killing enemies and finding items is a lot of fun, and we think we have a lot of the systems surrounding that right, or at least on the right path with a few corrections and tweaks. But honestly Diablo III is not World of Warcraft. We aren’t going to be able to pump out tons of new systems and content every couple months. There needs to be something else that keeps people engaged, and we know it’s not there right now.

We’re working toward 1.0.4, which we’re really trying to pack with as many fixes and changes we can to help you guys out (and we’ll have a bunch of articles posted with all the details as we get closer), and we’re of course working on 1.1 with PvP arenas. I think both those patches will do a lot to give people things to do, and get them excited about playing, but they’re not going to be a real end-game solution, at least not what we would expect out of a proper end-game. We have some ideas for progression systems, but honestly it’s a huge feature if we want to try to do it right, and not something we could envision being possible until well after 1.1 which it itself still a ways out.

Thank you very much for this informative and honest answer. Though to be honest what this answer really reveals is “we didn’t have a real end game ready or in mind and aren’t sure how to retain customers, the game was released before it was quite ready, possibly because of the giant outcry from the fans”

Hindsight is 20/20 I suppose, but we believed pre-release that the item hunt would be far more sustainable, and would work to be a proper end-game for quite a while. That didn’t turn out to be true, and we recognize that.

Can you quantify ‘tons’ of people playing? I mean if you are counting the US player base that might mean 7 players if we are using weight ratios here …

Haha… oh wait, that’s mean! I don’t know that I’m allowed to release specific concurrency numbers, but we have hundreds upon hundreds of thousands playing every night. Comparing to just normal drop-off post release of a WoW expansion, Diablo III has been very solid, and it’s not even out in China yet.

Magic Find Gear Swapping – Your Opinion?

By d3admin, July 3, 2012 0 Diablo 3

Blizzard is looking for fan base feedback in regards to a solution for Magic Find Gear Swapping. They have presented a few options, posted below. In my opinion, gear swapping should not be penalized, however other solutions such as allowing for a new item slot or inventory slot for magic find. This solution however would need to be looked at in depth as it may require for removal or reduction of MF% on your gear items. It would also be a lower overall percentage of magic find increase. Whether this would be a viable solution or not, penalties for gear swapping just does not seem like a solution, rather a temporary fix.

Blizzard Quote:

Since release it has become an increasingly common practice to keep a Magic Find (MF) set in your inventory, and swap it in shortly before a kill. Philosophically we don’t have a problem with the practice. While players getting more Magic Find for their kills isn’t a game breaker for us, many players have said they don’t enjoy doing it but feel the benefit is too large to ignore. Since the call for a solution really comes from all of you, we’d like to invite you to chime in with your opinion on what the solution could be.

It’s worth keeping in mind that if we do implement a method to alleviate gear-swapping in combat, we’ll simultaneously be looking at ways for players to get an added MF bonus to compensate.

Here are the solutions we’re currently considering, and would appreciate your feedback and opinion on what seems the most reasonable for you, and why:

Option 1: Set a Magic Find Cap

We could set an MF cap between something like 100% and 200%. Nephalem Valor provides 75%, so you would need between 25% and 125% to reach the hard cap. Everyone could find ways to hit the cap for MF% on their gear and then stop.

Pros: Creates a gearing-game around trying to hit the “MF% cap” that some players enjoy. It also solves the swapping issue for people with enough gear to hit the cap. Players who want to min-max and gear swap can do so, and players who think it’s stupid but feel “compelled” can try to hit the new cap instead.

Cons: Depending on where the cap is set, it may not actually alleviate gear swapping, and players who wish they didn’t have to will feel compelled to do so. It also devalues a highly valuable stat, and desired stats mean desired gear, which helps diversify the item hunt.

 

Option 2: Slowly Adjust Magic Find Over Time

When you equip an item with Magic Find, we don’t let your MF% change right away. Instead your Magic Find slowly “drifts” towards the target Magic Find — potentially something like 1% every 3 seconds. If you open up your Character Details sheet, you can see the number change “8%… 9%… 10%.” Even though you could in theory switch to Magic Find gear for the killing blow and get a few extra percent, it’s probably not worth it.

Pros: High degree of visibility as your stat sheet updates. Still allows you to swap your gear when you get an upgrade in the world without having to feel bad about putting the item on.

Cons: May not  alleviate the problem for players who still feel compelled to get a few extra MF%. Depending on the rate, some players may just swap in an item during the last 20 seconds of a fight even though they don’t want to.

 

Option 3: Use your average MF% or your lowest MF% of the last 5 minutes

We could sample your MF% every 30 seconds or so and create a moving average, or use the lowest MF% the game has seen on your character in the last few minutes.

Pros: A lot of the same benefits as Solution 2, but harder to game. Still allows you to switch gear when you get an upgrade, which is great.

Cons: Difficult to communicate. We’d have to communicate this on the Details page somehow, but during normal gameplay there could be the sense of not knowing what your “moving average” is and wanting to look at it. Magic Find is already a difficult number to feel at any point in time, so hidden rules that modify Magic Find feel that much worse.

 

Option 4: Zero-Out Your MF% for 3 Minutes After Swapping Gear

When you swap gear, your Magic Find is disabled for 3 minutes.

Pros: Absolutely effective at discouraging gear swaps. Still allows you to swap gear when you find an upgrade, and the 3 minute duration is probably short enough that if you kill an Elite pack and get an upgrade, you can put that upgrade on and have your Magic Find active again by the time you get to the next pack.

Cons:  Players who are unfamiliar with the system may open up their details page and see their Magic Find as 0% and not understand why. We could mitigate this by making the 0% MF colored with a tooltip stating the countdown until your Magic Find would work again, as well as what your Magic Find will be when the time expires.

 

Option 5: Gear Swapping Interacts with Nephalem Valor

There’s a whole class of solutions that interact with Nephalem Valor. For example, we could remove a stack of Nephalem Valor when you swap a piece of gear.

Pros: Stops gear swapping just for the last kill, while still allowing the player the option to do so.

Cons: Some players will lose a stack by accident. We could put a confirmation box in to address accidental loss of a stack, but game-interrupting popups are potentially character-killing. It also causes co-op players to drop out of sync. One person may switch gear and lose a stack or two, and if it happens before a boss they’ll want to clear two more packs before hitting the boss, but the other party members may not want to — causing some tense social situations in co-op play. Finally, it tightly couples two systems together and generally tightly-coupled systems don’t function over the long haul as well as loosely-coupled systems. In other words, future changes to the Nephalem Valor system or the Magic Find system (or systems related to those two systems) become harder to make as both systems would be impacted.

While we’re having our own discussions and tests of how well these options could work, we’re interested to hear your thoughts. We’d mainly like to hear which approaches you like, if there are any specifics you like or don’t like about it, and why. Having the context of how this affects you personally really helps us.

We’re going to be locking down comments in this article to focus feedback to one location, so please head to the forum thread link below to discuss.

Diablo 3 Loot Drop Rates Increase and NV Change

By d3admin, June 28, 2012 0 Diablo 3, Hotfixes

Loot drop rates have been increased as seen below. Also 4 stacks of NV will now guarantee 1 rare from a boss, 5 stacks of NV will now guarantee 2 rares from a Boss.

Blizzard Quote:
June 28

Items

  • The drop rates for high-end items (items level 61-63) have been increased for Acts III and IV of Hell difficulty and Acts I – IV of Inferno difficulty:
    • The new approximate drop rates are as follows:
      • Hell – Act III and Act IV
        • iLvl 61: 9% to 13.9%
        • iLvl 62: 1.9% to 3.45%
        • iLvl 63: 0% (no change)
      • Inferno – Act I
        • iLvl 61: 17.7% to 23.9%
        • iLvl 62: 7.9% to 12.6%
        • iLvl 63: 2.0% to 4.8%
      • Inferno – Act II
        • iLvl 61: 18.6% to 23.3%
        • iLvl 62: 12.4% to 18.6%
        • iLvl 63: 4.1% to 9.3%
      • Inferno – Act III and Act IV
        • iLvl 61: 24.1% to 27.1%
        • iLvl 62: 16.1% to 21.7%
        • iLvl 63: 8.0% to 16.3%

Bosses

  • Bosses are now guaranteed to drop at least 1 Rare item for players with 4 stacks of Nephalem Valor and at least 2 Rare items for players with 5 stacks of Nephalem Valor

Bug Fixes

    • Fixed a bug with several items that would allow those items to block pathing when dropped on the ground
    • Fixed a crash that could sometimes occur when a player was interacting with environment objects (e.g. opening chests or clicking on a lectern)
    • Fixed several additional game and service crashes

Diablo 3 Comics From Around The Net

By d3admin, June 27, 2012 0 Comics, Diablo 3









Diablo 3 1.0.3a.10235 Patch Notes

By d3admin, June 26, 2012 0 Patch Notes
Blizzard Quote:

Classes

  • Witch Doctor
    • Bug Fixes
      • Zombie Charger
        • Skill Rune – Zombie Bears
          • Fixed a bug where Zombie Bears were unable to attack targets on slopes
          • Zombie Bears should no longer become stuck on objects with which they shouldn’t have collision

Items

  • General
    • Equipped items will now take “wear-and-tear” durability damage at half the previous rate
      • Please note that durability loss as the result of normal combat is different from the 10% durability loss characters will incur when they die. Equipped items have always suffered durability loss while fighting, and we are simply slowing the rate at which the loss occurs.
  • Bug Fixes
    • Fixed a bug that was causing Unique monsters to not drop the appropriate amount of loot when slain
    • Fixed a bug with linking items with 3 gem sockets
    • It is no longer possible to create fake achievement links

Bug Fixes

  • General
    • Fixed a bug that was causing the “Switch Hero” button to occasionally disappear after leaving a game while in town
    • Fixed several gold and leveling exploits
    • Fixed several game and service crashes (for Mac and PC)