Jump to content

AD BLOCKER DETECTED! Parts of site failed to load... Please disable your ad-blocker or white-list our website. It blocks more than ads and causes parts of the site to not work. Thank you!


DiabloFans

Sponsors
  • Content Count

    525
  • Joined

  • Last visited

Community Reputation

0 Neutral

About DiabloFans

  • Rank
    Well-Known Member
  1. If you've been reading this site over the last year and a half then you've probably noticed I have a fondness for covering the long rumored Diablo Netflix series. We've known for quite a while that the series is a very real thing and, at this point, is basically one of Blizzard's worst kept secrets due to a leaked tweet from the potential showrunner and a public trademark filing. The most recent development comes in the form of yet another confirmation of the series with a LinkedIn profile found by GameSpot. The profile in question is for Nick van Dyk, President of Activision Studios, which clearly confirms all of the rumors we've been following on the development of the animated series. * Executive producer of Diablo, a TV adaptation of Blizzard Entertainment’s IP, rendered in anime style. The show is currently in pre-production for distribution worldwide through Netflix. Now we know that the show is still in pre-production, so we might not see anything of it this year. Unfortunately, we still know nothing about the plot of the show, but there is a clue in the cancelled comic that Blizzard was going to publish with Titan Comics. Before its cancellation, we knew that the story for the comic was to focus on Lilith, the creation of Sanctuary, and the birth of the Nephalem and after announcement of Diablo IV those plot points make a lot sense. Could the animated series be written to cover that same story? There are a vast amount of half-told stories and lingering lore threads that could fill countless episodes worth of content with stories from the Diablo franchise, but focusing on Lilith's backstory or potential lead-ins into Diablo IV's story seem like safe bets. View the full article
  2. Blizzard has just released a patch for the 2.6.8 PTR with some bug fixes and balances changes. The entire updated patch notes are below with the changes highlighted in red, but it looks like the big take aways are the developers are addressing some performance issues for the new Witch Doctor's set and smoothing out the playability of the Barbarian and Wizard sets. The devs also note they're keeping an eye on Crusader performance because the balance changes for the Valor set may not have been enough to bring Crusaders more in line with the performance of other classes. We also have confirmation via Twitter with the usual two week warning that Season 19 will be ending on March 1st. Correction ( ͡° ͜ʖ├┬┴┬┴ Season 19 ends March 1st. https://t.co/Z2aJzXb2Mp — Diablo (@Diablo) February 14, 2020 Originally Posted by Nevalistis (Official Post) The two-week PTR testing period for 2.6.8 begins February 6 and we need your help to make Season 20 better than ever! We’ve got three brand-new class sets to dig into, an armful of Legendary item changes, and a pretty crazy game-changing Season mechanic that’s bound to blow the lid off your traditional build approach. Check out the preliminary patch notes below and start theorycrafting; Patch 2.6.8 is on its way! Table of Contents PTR Details PTR Goals PTR Tips Patch Notes General Seasons Classes Crusader Items Barbarian Witch Doctor Wizard Bug Fixes How to Participate in PTR PTR Character Copy Please note that this is a preview for PTR content, which is subject to change. PTR Details We’ll be conducting the Patch 2.6.8 PTR over the course of two weeks, starting Thursday, February 6. During the course of PTR, there may be periodic maintenances, outages, hotfixes, or minor patches. There will be two buffs active to help you on your PTR journey: increased Legendary drop rate and double Blood Shard drops. You can also buy customized gear we’re focused on testing from the special PTR vendor, D’jank Miem, who will exchange Blood Shards for class-specific bags full of Legendary items that need your testing! Feedback should be provided in the PTR Feedback forum while bug reports should be provided in the PTR Bug Report forum. Clearly separating these discussions allows your designers and quality assurance testers to home in on the information they need most. Return to Top PTR Goals With another new game-impacting Seasonal buff and entirely new class sets to experiment with, we know it’ll be very tempting to get your hands on as much as you can! To help guide your focus, here are our priorities in terms of what we’d most like to see tested. Barbarians, Witch Doctors, and Wizards heavily testing their new class sets and item changes Please note when providing feedback about these class sets to avoid mixing/matching with the Season buff, mentioned below. While that feedback is valuable, it’s best kept separate to ensure we’re reviewing the long-term strength of these sets beyond Season 20. Experimentation with the Season of the Forbidden Archives mechanic, with emphasis on finding bugs and testing functionality Return to Top PTR Tips As with our previous PTRs, this testing period will have a short duration. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started. Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Wizard player, consider what changes impact the Wizard specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself. Prior to the start of PTR, consider stocking up on items like Puzzle Rings and Bovine Bardiches. Having these available after you import your character can make any necessary PTR farming much faster! Try to break things! Just tell us when you do so we can make sure that the patch launch is as smooth as possible. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Was there something “off” that you noticed? Did something seem wrong or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Return to Top Patch Notes Below you will find the patch notes for the latest PTR patch for Diablo III, Patch 2.6.8. Last updated February 14 @ 11:00 a.m. PST. PATCH 2.6.8 Table of Contents: General Seasons Classes Crusader Witch Doctor Items Barbarian Witch Doctor Wizard Bug Fixes PTR Only Note: The following changes apply to both PC and Console versions of Diablo III unless otherwise noted. Note: Changes between PTR patches have been denoted in RED. General Infernal Machines and Organs are now subject to vacuum pick-up Crafting plans from Bounty Caches are now guaranteed to drop unless all plans have been learned Return to Top Seasons A new Season Theme has been added for Season 20, the Season of the Forbidden Archives: For the duration of Season 20, all slots in Kanai's Cube will be able to select Legendary powers from Weapon, Armor, or Jewelry This means you could select three Armor powers, three Weapon powers, three Jewelery powers, or any other combination thereof across all categories Items are not self-additive or multiplicative (meaning, you cannot stack multiples of the same item's power) Once the Season has ended and characters roll over to Non-Season, players will have all currently active powers in their Kanai's Cube reset Developer's Note: As we outlined in our Developer Insight blog, we want to continue to get creative (and maybe a little crazy) with the Season Themes and powers we add to the game. We heard from some players that they preferred themes that made your character directly feel more powerful rather than needing to focus on the environment around you. If that describes you, then the Season of Forbidden Archives should be right up your alley, and we're really interested to see how this changes the game for Season 20. Two new Seasonal rewards are available for players who fully complete the Season 20 Journey, including a new portrait frame and pet Return to Top Classes Crusader Developer's Note: We're not convinced that this change has fully reigned in Crusader performance to be more in line with other classes. We'll be continuing to keep an eye on overall Crusader performance (as well as performance among the other classes) as we move into 2.6.8 and beyond. Heaven's Fury The animation for the Fires of Heaven rune can no longer be cancelled early. Witch Doctor Spirit Barrage (Phantasm) The periodic attacks from Spirit Barrage (Phantasm) are now twice as slow, but twice as powerful Return to Top Items Developer's Note: With Patch 2.6.8, we're adding three(!) new class sets with similar goals to those we included in the previous patch. Each set was designed primarily with boosting long-requested skills and play styles we lifted directly from community feedback. Frenzy, Spirit Barrage, and Hydra were requests that offered a lot of opportunity for gameplay exploration, and we're looking forward to seeing what players do with these new tools at their disposal. Additional changes to associated supplemental Legendaries have been included to round out these builds. It is critical when providing feedback on these sets to include whether or not you were using the Season 20 buff during your testing; while feedback of any kind is welcome, we're especially interested in Non-Seasonal testing as that will better reflect the long-term performance of these sets. Mantle of Channeling The bonus granted by this item now occurs 1 second after channeling has begun Barbarian Developer's Note: We wanted to provide an alternative method to gaining the benefit of the 2-Piece bonus of Horde of the Ninety Savages. Adding in Frozen as an option allows this benefit to work on bosses, provides an alternative gearing option, and should work better in groups without having to remove an option for play. New Class Set: Horde of the Ninety Savages 2-Piece Bonus: Double the effectiveness of all Shouts. Feared and Frozen Enemies take double damage. 4-Piece Bonus: Each stack of Frenzy reduces damage taken by <s>5%</s> 6%. Frenzy lasts twice as long. 6-Piece Bonus: Frenzy deals 1000% increased damage per stack. Undisputed Champion Frenzy gains the effect of every rune and deals 300-400% increased damage. Bastion's Revered Frenzy now stacks up to 10 times and hits an additional time per stack. Each additional hit will chain to any enemies within 15 yards and the damage is split between all affected enemies. Witch Doctor Developer's Note: Many of the changes we made for the Witch Doctor focused on improving the set's survivability and server performance. We also improved the behavior of Big Bad Voodoo, so it should be much less likely to be left behind! New Class Set: Mundunugu's Regalia 2-Piece Bonus: Big Bad Voodoo now follows you and lasts twice as long. Big Bad Voodoo will now follow you more closely, across zones, and correctly in groups 4-Piece Bonus: Gain <s>50%</s> 60% damage reduction for 30 seconds when you enter the Spirit Realm. 6-Piece Bonus: Spirit Barrage deals increased damage equal to <s>100 times</s> 50% of your Mana Regeneration per Second. Developer Note: This isn't actually a buff or a nerf; it's a rewording to make the functionality of this bonus more clear. The Barber Instead of dealing direct damage, your Spirit Barrage now accumulates on the target. When you stop casting, it explodes dealing <s>225-250%</s> 400-500% of the accumulated damage to all enemies within 15 yards. Is now classified as a Ceremonial Knife, with a base 1.4 attack speed Gazing Demise Spirit Barrage gains the Phantasm rune. Each active Phantasm lasts twice as long, increases the damage of Spirit Barrage by <s>40-50%</s> 100-150%, and also increases the attack rate from Manitou spectres. PTR CHANGE: The attack rate granted to Manitou specters has been slightly reduced. Ring of Emptiness You deal 250-300% increased damage to enemies affected by <s>both</s> either your Haunt <s>and</s> or Locust Swarm. Wizard Developer's Note: Wizard encountered a lot of bugs with its new class set, so please make sure to check the Bug Fixes section below for additional detail! We did consider adding another skill into The Typhon's Veil, but we believe there's more work to do first on Wizard Legendary options to make choices outside of the Etched Sigil/Deathwish/Mantle of Channeling combo more appealing. We're looking at this now as a longer term goal, as we have plans to do much larger overall balance passes in the future after all the new class sets have been added to the game. New Class Set: The Typhon's Veil 2-Piece Bonus: Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two. 4-Piece Bonus: Damage taken is reduced by 8% for each Hydra head alive as long as there is one available. Each time you take damage, a Hydra heads dies. Heads cannot die more than once every 2 seconds 6-Piece Bonus: Hydras deal <s>1000%</s> 1200% increased damage for each Hydra head alive. Serpent's Sparker You may have one extra Hydra active at a time and they deal <s>450-600%</s> 350-450% increased damage. The Magistrate <s>Frost Hydra</s> Your Hydras now periodically casts Frost Nova and deal <s>450-600%</s> 350-450% increased damage. Etched Sigil The bonus granted by this item now occurs 1 second after channeling has begun. Deathwish The bonus granted by this item now occurs 1 second after channeling has begun. Return to Top Bugs Several issues with adding/removing players to group and starting new games as a group have been resolved Captain Crimson's Trimmings Fixed an issue where the set bonus did not increase damage reduction when using Devour - Voracious Barbarian Fixed a bug where Threatening Shout (Grim Harvest) would not activate when enhanced by the Horde of the Ninety Savages set bonus Crusader Corrected the spelling of “Imperius” on the flavor text for several pieces of the Aegis of Valor set Fixed an issue where the bolts cast by Fist of the Heavens - Divine Well failed to zap enemies Demon Hunter Fixed an issue where In-geom was not properly dropping for Demon Hunters Wizard PTR CHANGE: Arcane Dynamo should now properly apply to extra Hydra heads created by The Typhon's Veil PTR CHANGE: Fixed a bug where active Shields would not prevent Hydra heads from dying while utilizing The Typhon's Veil Fixed a bug where Arcane Torrent would get an extra damage multiplier from Etched Sigil and Deathwish Fixed a bug where Hydra (Frost Hydra) was getting a damage bonus instead of Attack Speed bonus from its owner's Attack Speed; this rune now benefits from Attack Speed in the same manner as other Hydra runes Return to Top PTR Only Changes Djank Mi'em's Bag of Fortunes now also include crafting materials Return to Top View the full article
  3. Patch 2.6.8 PTR Preview The patch 2.6.8 PTR is now live! You can find a preview of the upcoming new Barbarian, Witch Doctor, and Wizard sets along side a look at the Season 20 portrait and pet rewards! Barbarian New Class Set: Horde of the Ninety Savages 2-Piece Bonus: Double the effectiveness of all Shouts. Feared Enemies take double damage. 4-Piece Bonus: Each stack of Frenzy reduces damage taken by 5%. 6-Piece Bonus: Frenzy deals 1000% increased damage per stack. Undisputed Champion Frenzy gains the effect of every rune and deals 300-400% increased damage. Bastion's Revered Frenzy now stacks up to 10 times and hits an additional time per stack. Each additional hit will chain to any enemies within 15 yards and the damage is split between all affected enemies. Witch Doctor New Class Set: Mundunugu's Regalia 2-Piece Bonus: Big Bad Voodoo now follows you and lasts twice as long. 4-Piece Bonus: Gain 50% damage reduction for 30 seconds when you enter the Spirit Realm. 6-Piece Bonus: Spirit Barrage deals increased damage equal to 50 times your Mana Regeneration per Second. The Barber Instead of dealing direct damage, your Spirit Barrage now accumulates on the target. When you stop casting, it explodes dealing <s>225-250%</s> 400-500% of the accumulated damage to all enemies within 15 yards. Gazing Demise Spirit Barrage gains the Phantasm rune. Each active Phantasm lasts twice as long, increases the damage of Spirit Barrage by <s>40-50%</s> 100-150%, and also increases the attack rate from Manitou spectres. Now always rolls with Critical Hit Chance instead of Life Per Second. Wizard New Class Set: The Typhon's Veil 2-Piece Bonus: Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two. 4-Piece Bonus: Damage taken is reduced by 8% for each Hydra head alive as long as there is one available. Each time you take damage, a Hydra heads dies. 6-Piece Bonus: Hydras deal 1000% increased damage for each Hydra head alive. Serpent's Sparker You may have one extra Hydra active at a time and they deal 450-600% increased damage. The Magistrate <s>Frost Hydra</s> Your Hydras now periodically casts Frost Nova and deal 450-600% increased damage. Etched Sigil The bonus granted by this item now occurs 1 second after channeling has begun. Deathwish The bonus granted by this item now occurs 1 second after channeling has begun. View the full article
  4. Rob Fergusson Joins Blizzard Rob Fergusson announced on Twitter today that he has left The Coalition to oversee the Diablo franchise at Blizzard. Rob Fergusson is best known for overseeing development of the Gears of War franchise, which he has worked on for over 15 years. There is, without a doubt, an incredible amount of pressure that comes with overseeing such a beloved franchise, especially with high expectations for Diablo IV. From all of us at DiabloFans, we want to welcome him to our hellish family and wish him luck in his new exciting position! Starting in March, I will join Blizzard to oversee the Diablo franchise. Leaving is bittersweet as I love our Gears family, the fans, and everyone at The Coalition and Xbox. Thank you, it has been an honor and a privilege to work with you all. pic.twitter.com/0FuO3RFYSQ — Rod Fergusson (@GearsViking) February 5, 2020 What do you think of this recent addition to the Diablo team? Let us know in the comments! View the full article
  5. Patch 2.6.8 PTR Begins 2/6 The patch 2.6.8 PTR begins on Thursday, February 6th! Additionally, the patch notes have now been released which detail three new class sets making it into the game for the Wizard, Witch Doctor, and Barbarian! Season 20 will be the Season of the Forbidden Archives, allowing all slots in Kanai's Cube to be able to select legendary powers from Weapon, Armor, or Jewlery. For example, this means you may have three weapon effects selected in Kanai's Cube; however, items are not self-additive or multiplicative, which means you cannot stack the same power multiple times. What do you think of the new class sets and seasonal buff? Let us know in the comments! Originally Posted by Nevalistis (Official Post) The two-week PTR testing period for 2.6.8 begins February 6 and we need your help to make Season 20 better than ever! We’ve got three brand-new class sets to dig into, an armful of Legendary item changes, and a pretty crazy game-changing Season mechanic that’s bound to blow the lid off your traditional build approach. Check out the preliminary patch notes below and start theorycrafting; Patch 2.6.8 is on its way! Table of Contents PTR Details PTR Goals PTR Tips Patch Notes General Seasons Classes Crusader Items Barbarian Witch Doctor Wizard Bug Fixes How to Participate in PTR PTR Character Copy Please note that this is a preview for PTR content, which is subject to change. PTR Details We’ll be conducting the Patch 2.6.8 PTR over the course of two weeks, starting Thursday, February 6. During the course of PTR, there may be periodic maintenances, outages, hotfixes, or minor patches. There will be two buffs active to help you on your PTR journey: increased Legendary drop rate and double Blood Shard drops. You can also buy customized gear we’re focused on testing from the special PTR vendor, D’jank Miem, who will exchange Blood Shards for class-specific bags full of Legendary items that need your testing! Feedback should be provided in the PTR Feedback forum while bug reports should be provided in the PTR Bug Report forum. Clearly separating these discussions allows your designers and quality assurance testers to home in on the information they need most. PTR Goals With another new game-impacting Seasonal buff and entirely new class sets to experiment with, we know it’ll be very tempting to get your hands on as much as you can! To help guide your focus, here are our priorities in terms of what we’d most like to see tested. Barbarians, Witch Doctors, and Wizards heavily testing their new class sets and item changes Please note when providing feedback about these class sets to avoid mixing/matching with the Season buff, mentioned below. While that feedback is valuable, it’s best kept separate to ensure we’re reviewing the long-term strength of these sets beyond Season 20. Experimentation with the Season of the Forbidden Archives mechanic, with emphasis on finding bugs and testing functionality PTR Tips As with our previous PTRs, this testing period will have a short duration. Whether you’re a PTR veteran or newcomer, we thought we’d pass along a few tips to get you started. Because of the limited duration of this PTR, we ask that participants pick a particular portion of this update to focus on testing. For example, if you’re primarily a Wizard player, consider what changes impact the Wizard specifically. What you like best, what you think may still need adjustment, and what you’d want to see in the future (even if that may be beyond the scope of this patch) are all good questions to ask yourself. Prior to the start of PTR, consider stocking up on items like Puzzle Rings and Bovine Bardiches. Having these available after you import your character can make any necessary PTR farming much faster! Try to break things! Just tell us when you do so we can make sure that the patch launch is as smooth as possible. When providing feedback, focus less on a solution and more on your experience. How did the changes make you feel? Was there something “off” that you noticed? Did something seem wrong or insufficient? Suggestions are always welcome but identifying the issues themselves is most important. Patch Notes Below you will find the patch notes for the latest PTR patch for Diablo III, Patch 2.6.8. Last updated February 6 @ 10:00 a.m. PST. PATCH 2.6.8 Table of Contents: General Seasons Classes Crusader Items Barbarian Witch Doctor Wizard Bug Fixes Note: The following changes apply to both PC and Console versions of Diablo III unless otherwise noted. General Infernal Machines and Organs are now subject to vacuum pick-up Crafting plans from Bounty Caches are now guaranteed to drop unless all plans have been learned Seasons A new Season Theme has been added for Season 20, the Season of the Forbidden Archives: For the duration of Season 20, all slots in Kanai's Cube will be able to select Legendary powers from Weapon, Armor, or Jewelry This means you could select three Armor powers, three Weapon powers, three Jewelery powers, or any other combination thereof across all categories Items are not self-additive or multiplicative (meaning, you cannot stack multiples of the same item's power) Once the Season has ended and characters roll over to Non-Season, players will have all currently active powers in their Kanai's Cube reset Developer's Note: As we outlined in our Developer Insight blog, we want to continue to get creative (and maybe a little crazy) with the Season Themes and powers we add to the game. We heard from some players that they preferred themes that made your character directly feel more powerful rather than needing to focus on the environment around you. If that describes you, then the Season of Forbidden Archives should be right up your alley, and we're really interested to see how this changes the game for Season 20. Two new Seasonal rewards are available for players who fully complete the Season 20 Journey, including a new portrait frame and pet Classes Crusader Heaven's Fury The animation for the Fires of Heaven rune can no longer be cancelled early. Items Developer's Note: With Patch 2.6.8, we're adding three(!) new class sets with similar goals to those we included in the previous patch. Each set was designed primarily with boosting long-requested skills and play styles we lifted directly from community feedback. Frenzy, Spirit Barrage, and Hydra were requests that offered a lot of opportunity for gameplay exploration, and we're looking forward to seeing what players do with these new tools at their disposal. Additional changes to associated supplemental Legendaries have been included to round out these builds. It is critical when providing feedback on these sets to include whether or not you were using the Season 20 buff during your testing; while feedback of any kind is welcome, we're especially interested in Non-Seasonal testing as that will better reflect the long-term performance of these sets. Mantle of Channeling The bonus granted by this item now occurs 1 second after channeling has begun Barbarian New Class Set: Horde of the Ninety Savages 2-Piece Bonus: Double the effectiveness of all Shouts. Feared Enemies take double damage. 4-Piece Bonus: Each stack of Frenzy reduces damage taken by 5%. 6-Piece Bonus: Frenzy deals 1000% increased damage per stack. Undisputed Champion Frenzy gains the effect of every rune and deals 300-400% increased damage. Bastion's Revered Frenzy now stacks up to 10 times and hits an additional time per attack. Each additional hit will chain to any enemies within 15 yards and the damage is split between all affected enemies. Witch Doctor New Class Set: Mundunugu's Regalia 2-Piece Bonus: Big Bad Voodoo now follows you and lasts twice as long. 4-Piece Bonus: Gain 50% damage reduction for 30 seconds when you enter the Spirit Realm. 6-Piece Bonus: Spirit Barrage deals increased damage equal to 50 times your Mana Regeneration per Second. The Barber Instead of dealing direct damage, your Spirit Barrage now accumulates on the target. When you stop casting, it explodes dealing <s>225-250%</s> 400-500% of the accumulated damage to all enemies within 15 yards. Gazing Demise Spirit Barrage gains the Phantasm rune. Each active Phantasm lasts twice as long, increases the damage of Spirit Barrage by <s>40-50%</s> 100-150%, and also increases the attack rate from Manitou spectres. Now always rolls with Critical Hit Chance instead of Life Per Second. Wizard New Class Set: The Typhon's Veil 2-Piece Bonus: Double the duration of Hydras and increase the number of heads on multi-headed Hydras by two. 4-Piece Bonus: Damage taken is reduced by 8% for each Hydra head alive as long as there is one available. Each time you take damage, a Hydra heads dies. 6-Piece Bonus: Hydras deal 1000% increased damage for each Hydra head alive. Serpent's Sparker You may have one extra Hydra active at a time and they deal 450-600% increased damage. The Magistrate <s>Frost Hydra</s> Your Hydras now periodically casts Frost Nova and deal 450-600% increased damage. Etched Sigil The bonus granted by this item now occurs 1 second after channeling has begun. Deathwish The bonus granted by this item now occurs 1 second after channeling has begun. Bugs Several issues with adding/removing players to group and starting new games as a group have been resolved Captain Crimson's Trimmings Fixed an issue where the set bonus did not increase damage reduction when using Devour - Voracious Crusader Corrected the spelling of “Imperius” on the flavor text for several pieces of the Aegis of Valor set Fixed an issue where the bolts cast by Fist of the Heavens - Divine Well failed to zap enemies How to Participate To participate in the public test, you must have a Diablo III game license attached to a Battle.net account in good standing (i.e. one that hasn't been suspended or banned). In addition, you will also need to download and install the Blizzard Battle.net desktop app if you have not already done so. Step 1: Restart the Battle.net desktop app. Step 2: Navigate to the Diablo III tab on the left-hand menu. Step 3: On the Diablo III screen, there is a drop-down menu right above the "Play" button (note that this may say "Install" if you do not have Diablo III currently installed). Select "PTR: Diablo III" from this drop-down menu before proceeding. Step 4: Click Install to begin the installation process. Your PTR account will be created automatically if you do not already have one. The PTR is available in all supported languages, and accounts from all regions are eligible to participate. For additional assistance with installing and launching the PTR, click here. PTR Character Copy The option to copy your existing Diablo III characters from your live account to the PTR will be available and can be done directly through the PTR client. However, only one region per account can be copied at a time. So, if you choose to copy characters from your account in a different region, any previously copied PTR characters will be lost. Step 1: Log into the live game and then log out. Step 2: Log into PTR client and create a level 1 character. After you're done, return to the main character screen. Step 3: Click on the "PTR Copy" button located in the upper right-hand corner. (The PTR Copy button will not appear in-game until you have created a new level 1 character.) Step 4: Select your region. Step 5: Click "Copy." This will copy all characters on your account from the selected region. Step 6: You will be disconnected from the PTR client. Step 7: Log back in. Your copied characters will be available for play. Please note that you can only copy characters from one gameplay region at a time. If you choose to copy characters from a different region, any previously copied PTR characters will be lost. In addition, you can only copy characters over to your PTR account once every 24 hours. Attempting to copy characters before this cooldown is up will result in an error. As this is a test server, please anticipate uneven game performance, and note that restarts and downtime may occur without warning. Thank you, and we look forward to your feedback! View the full article
  6. Diablo III Blog: Balancing Class & Set Design The balance and set design blog that was promised to go live before the patch 2.6.8 PTR is now available for your reading pleasure! This blog provides incredible insights into how the Diablo III team determines balance, and gives players a better idea of what to expect from from future balance changes. Originally Posted by The Diablo III Team (Official Post) Developer Insights is our blog where we reveal some of the processes and philosophies behind our updates and designs. We have a lot going on in the world of Sanctuary these days, so please note that the following entry comes from the Diablo III team. Enjoy! We’ve been working on multiple content patches for Diablo III, including Patch 2.6.7. which we released last November. This included two new class sets, one each for Crusader and Monk, and heavily revamped Whirlwind gameplay for the Barbarian. The result was shattering to the endgame meta—a result we were both ambitiously hoping for and pleased to see. However, our work is far from done! We’re now developing Patch 2.6.8 and want to provide context on the approach we’re taking to address class set balance in our future patches before unleashing you onto the PTR. Let’s dive right in! Table of Contents Paragon and Greater Rift Levels The Greater Rift 150 Cap Solo vs. Group Design ”Creative” Game Mechanics and Animations Paragon & Greater Rift Levels We look at a ton of data when it comes to balancing Diablo III. Data comes in many forms, including build guides, gameplay from your favorite streamers, and the leaderboards. Most importantly, we also track our own data internally, which allows us to see a lot more than just the top 1000 player clears for each category. None of that data should be taken in a vacuum; it all comes together to paint a much bigger, constantly shifting picture. Here are a couple things we consider: Individual performers and their Paragon Level Paragon level directly impacts a player’s long-term progress; it’s important that this is accounted for when comparing different points of data The intended design and in-practice functionality of each class set What does this set do best? Does it clear a lot of smaller monsters, or is it a good Rift Guardian killer? Does it serve a support role? Is it better in group play over solo? Does it need to be doing something different? And here are a couple things we specifically avoid when considering overall class balance: Seasonal buffs and their impact on overall power We want to design fun, engaging Seasonal buffs without worrying about how they might impact class balance Data from non-Seasonal players is especially helpful here Some buffs may be better or worse for different classes, but since Season effects are temporary, we’re okay with this Direct 1:1 class comparison While we want each class to perform similarly, it is still important that classes retain their unique class fantasy Each class should be able to accomplish similar goals, just in different ways When balancing, we need a point of reference to work around. The “ideal” class set performance for Diablo III is approximately Greater Rift 130, solo, and assumes the character has 5000 Paragon levels. That might sound high to some of you and low to others. If so, that’s good—it means we’ve landed in a middle ground that’s beneficial to the most players! Assuming a player is at 5000 Paragon, here’s where all the classes landed, on average, a few weeks into Patch 2.6.7 for non-Seasonal play, aggregated across player leaderboard data world-wide: Barbarian Crusader Demon Hunter Monk Necromancer Witch Doctor Wizard GR Avg. 130 138 125 130 123 130 130 From the data above we have a pretty good idea which classes are under or over performing. Just for fun, here’s a similar comparison during the same timeframe upscaled in Season (where many players hadn’t reached 5000+ paragon): Barbarian Crusader Demon Hunter Monk Necromancer Witch Doctor Wizard GR Avg. 135 136 124 134 118 120 130 It’s interesting to see which classes most likely benefit most from the Seasonal buff—it’s also evident which classes are probably not being played as much or pushed as hard as others. While this is our goal, we also recognize we aren’t always going to hit it perfectly. Like many games, Diablo III has a lot of mechanical details. A single change can ripple through many other parts of the game, so it’s important we’re mindful of what each change can affect. We also realize that, even with special care, it may take us a few tries to achieve our intended result. To account for this, we have a scale for error, based on how a class is performing above or below our guideline: +/- 1-2 Greater Rift Levels: Very close. Probably fine, when accounting for random elements (the perfect “fish”) or high player skill cap (excellent play and timing). +/- 3-4 Greater Rift Levels: The warning zone. We need to watch for buffs/nerfs in this area, but action may not yet be necessary. Time to keep an eye on it! +/- 5 or more Greater Rift Levels: Warrants significant change. At this range, it’s clear that something is over (or under) performing and needs to be addressed. Bear in mind this is aggregate data; the above tables only cover overall class performance rather than individual class set performance. Better performing builds may be equalizing out weaker ones when it comes to the broader picture. Because we make changes at the set and item level, we must additionally parse out data by build performance (whether it’s a class set or Legacy of Nightmares-based). The above method is meant to serve as an example of our general approach and informs us which classes most likely need more attention first. The Greater Rift 150 Cap An important note, especially for those of you who have been looking for this answer: we have no plans to increase the Greater Rift level cap beyond 150. As to why, the short answer is because it causes more problems than it solves. The long answer is that continuing to expand the end game through additional Greater Rift levels hasn’t been the healthiest approach for Diablo III. At this late stage of game development, we’d prefer to focus on making the current game the best, and most varied, experience it can possibly be. We hope to accomplish this by (1) continuing to add new builds and (2) improving existing builds that have fallen behind. Maintaining a cap, and even backing away from it a little, will allow us to focus on greater gameplay variety. Solo vs. Group Design A common misconception is that we balance solely around 4-man groups. While we certainly take it into account, group play is not our only focus because not all players enjoy playing in groups. We want to make sure that the content we’re designing can be enjoyed by the most players, so our design decisions should take both styles into account. If we were to design solely around one style of play, the other would be severely impacted (and likely a lot less fun). There is one notable exception to this. zDPS, or “zero Damage Per Second,” builds tend to only thrive in group play. The team debated for a long time as to whether this was a style we should encourage or actively avoid (or possibly even remove). Any Diablo game is, at its heart, about killing monsters and getting loot, so we considered heavily whether this gameplay fit the spirit of the game we had made. zDPS is a style of gameplay that some players like, but not all do. We ultimately decided that it’s good that there are unique ways to play the game, and we don’t want to take that fun away from those who enjoy it. However, we’re also not actively trying to create more zDPS builds. Our intent is to design new item powers and sets that either facilitate entirely new builds that can be used solo or in groups, or to give more item support to some of the most requested class skills. Inevitably, regardless of what we add, we know the community will find combinations we never anticipated—and we can’t wait to see how those play! “Creative” Game Mechanics and Animations There have been a handful of problematic gameplay styles that have emerged over time, largely due to creative use of snapshotting or taking advantage of the ability to cancel skill animations. This impedes our efforts at overall game balance, and it makes it very difficult for us to change skills or items without overly punishing the whole class when these tactics aren’t used. (We’re looking at you, Bazooka Wizard and Stutter Steppers.) We want to be able to address the balance issues these builds pose, but we also don’t want these classes to fall behind as a result of these changes. So how are we handling this? It’s admittedly going to be a game of whack-a-mole as we make fixes and other issues arise through player experimentation. Our first area of concern will be disabling animation cancellation on certain skills. The Crusader class is the most subject to this (though not alone) and we’ll ensure no class falls behind as a result of losing this “trick.” After we tackle this specific issue, we’ll continue to review and revisit areas of the game where similar mechanics are having a negative impact and act accordingly. Thank You for Reading; We’re Reading Too! If you’ve read everything, thank you for your attention and taking the time to look through our lens! There’s a ton of info here, and you might not agree with it all; that’s okay. We love to hear what you have to say, so please make sure you’re sharing your feedback in your Class forum, the General forum, or the PTR Feedback forum during our next testing phase. We love Diablo, and whether we’re reading global chat, hanging out on our favorite subreddits, or bantering with you through social media, we’re glad we get to share this journey with you. We hope this lends an inkling into where we’re going while our other game teams are hard at work on the future of Hell. Thank you for playing—we’re grateful to have you with us along the way! -The Diablo III Team- View the full article
  7. Diablo III Balance Blog Coming This Week! As was previously mentioned, a Balance Blog will be released before the PTR for patch 2.6.8 goes live. It has now been confirmed on the official forums that we will see the blog this week, and its content will not only give context to the 2.6.8 PTR, but also for future patches! Originally Posted by Nevalistis (Official Post) Got a few more tweaks to go. Remember, the balance blog will be coming out first (in part because that will let me handle all the other PTR preparations, but also because the context of that blog is important for the 2.6.8 PTR and beyond), so you’ll have that to look forward to… let’s say this week. View the full article
  8. Patch 2.6.8 PTR Coming Soon! It was recently discussed on the official forums that the Diablo III Patch 2.6.8 PTR will be making an appearance soon. This comes in addition to a blog post about game balance that is in progress, and should publish before the release of the 2.6.8 PTR! Which two new class sets do you wish to see in this upcoming patch? Be sure to let us know in the comments! Originally Posted by Matthew Cederquist (Official Post) Title… Will it come: Soon Blizzard Soon Very very soon Is the year too fresh to ask for it? xD I guess everyone would like to know what sets+legendaries we will see and what season theme will come to Sanctuary. Peace Hey Mortred! We’re going to go with Option 1 on this one. We’ll have more communications in regards to PTR in the coming weeks. Thanks Originally Posted by Nevalistis (Official Post) <aside class="quote no-group" data-post="9" data-topic="11068"> Any ETA on the blog post about game balance? </aside> Yeah, Matthew, what’s the ETA? stares at the email with the text awaiting review It’s in progress. I did the bulk of the writing before break with some touch-ups after coming back, now it has to go through the multi-phase preparation for release: verifying text with our development team for accuracy and tone (it’s here now), review with our editorial team for grammar and polish, delivery to our localization teams to be translated into all our supported languages, and then re-distributed to all our regional community managers for formatting and publishing. There’s also asset creation and review that happens in tandem, for things like headers and thumbnails or any in-blog images, all which follow a similar structure. Barring any unforeseen circumstances, it should publish before the release of the 2.6.8 PTR. Quarterly Diablo IV Blogs/Updates Additional information regarding when to expect the quarterly Diablo IV updates has been detailed by Brandy over on the Diablo Subreddit! Originally Posted by Nevalistis (Official Post) I mean, we're 7 days into 2020. For some, the first day back at work from holiday vacation was yesterday. I understand how excited everyone is, but let's set expectations and cover a few points (some reiterated, some that might be obvious but should be said). Diablo IV very, very early in development. Part of the reason we're aiming for quarterly updates is because there's not a lot right now that's ready to share. If it was ready to show, you saw it at BlizzCon. Diablo IV isn't the only project we're working on, though it might be the one you're most excited about (and it's fine if you are). As a reminder, we have patches actively being developed for Diablo III as well as the ongoing work on Diablo Immortal. For both bandwidth reasons on our end as well as avoiding flooding our (currently shared) communication channels, there's strategy needed in pacing out the distribution of information. Q1 means sometime between now and the end of March. April would mark the beginning of Q2. I don't have a time estimate for you, but my personal goal is to aim for somewhere in the middle to second third of the quarter. I'm not sure where exactly it's going to land; we've never approached communication in quite this manner before, and sometimes there's changes and schedule adjustments that need to be made. I suspect there will be many learnings for myself and the team with the first update as a result. We want to put a lot of time, effort, and polish into these updates because they are so few and we care a lot about our work. However, ultimately, the content will be decided by (1) what's ready to show and (2) what conversations we're ready to have with the community. For example, I wouldn't expect the first update to be about the intricacies of end-game activities. It's still too early (some areas of the game are still in concepting, while others are being actively implemented) - but we do want to make sure we're checking in with you on systems of interest as they come together, concept art, and possibly in-progress models. It's really going to vary. Actually making the game will always be the priority. Blogs take a really long time to produce, especially when they are of this caliber and content level. If video is required, even more so (as it adds an entire new team and process for review/approvals). What content we end up showing will drive the production needs, which is part of why it's so hard for me to give you an estimate on arrival. Making games is complicated. So is supporting and communicating around them. Almost none of it can be done fast if we're going to do it well. We want to make sure the information we're giving is as clear and accurate as possible and, while we want to maintain transparency, we also don't want to risk over-promising and under delivering. This happens all too often by showing features too early. So we are going to take our time. I understand it's hard to be patient; I literally live day to day in a building full of cool stuff I can't share and sometimes it's maddening. You can bet your hard earned gold we'll be sharing what we can as soon as possible, and it's okay to take a break from the waiting if it's eating at you. We'll just be here, hard at work. View the full article
  9. The Darkening of Tristram Every year on January 3rd, a special event takes place in Diablo III, The Darkening of Tristram. This event looks to emulate the nostalgia of the original Diablo as well as offering up achievements and cosmetic rewards that are only obtainable during the month of January. If you've missed out on the event in previous years or are seeking to finish all of the achievements, don't delay. You only have until January 31st to acquire all of the rewards that await you beneath Tristram. The full details of the event can be found below. Theros Beyond Death We'd also like to highlight one of our sister sites in the the Magic Find group, MTGSalvation has a list of all of the current Theros Beyond Death Spoilers if you're interested in learning more about the upcoming Magic: The Gathering expansion. Originally Posted by Blizzard Entertainment (Official Post) Diablo’s anniversary is right around the corner, along with the Darkening of Tristram event! Whether you’re a series veteran craving nostalgia, or a newcomer hungry for your first taste of the franchise’s past, this annual loving homage to the earliest days of Diablo is for you. Read on for more, including a closer look at the anniversary dungeon and its unique rewards. Stop the Cultists Your journey begins on the trail of a group of mysterious cultists causing trouble in Sanctuary. As you hunt them down in Adventure Mode, you’ll uncover clues leading to a portal into Tristram’s past, and the terrifying darkness that took hold of the town so many years ago. . . . Explore the Cathedral Follow the clues and you’ll soon find yourself in a realm of glorious RetroVision™, where an all-too-familiar cathedral looms. Explore the depths and you’ll discover familiar enemies and iconic items, all brought to life in the Diablo III engine. Meanwhile, deep beneath the catacombs, the Dark Lord himself awaits any intrepid adventurer who dares to challenge him. . . . Discover Precious Loot What is a Diablo game without shiny new loot to call your own? Completing activities in the anniversary event yields unique transmogrification effects, achievements, portraits, pets, and more. While some rewards are easy to find, others may have you scouring every nook or unlocking every achievement before you can get your hands on them. Can you earn them all? There’s only one way to find out! Your Journey Begins… Exclusive rewards and challenging enemies await you, but they won’t last forever! The cultists have begun appearing since December 31 at 4 p.m. PST, and the portal opens January 3 at the same hour. Both parts of the event end January 31 at 4 p.m. PST. Enter the dungeon, reap your rewards, and survive the evils within—or die in the process, never to be heard from again. . . . View the full article
  10. As with the beginning of every New Year's celebration, we celebrate the release of the original Diablo from way back in 1996. For 23 years we've been killing demons, exploring dungeons, and vainly fought against the corrupting influence of the Lord of Terror. Many fans of the game have literally grown up with the Diablo franchise and it's something that continues to remain important to us all. With the coming New Year, it's fitting to celebrate this particular anniversary as we look forward to Diablo IV and where this next iteration of the game will take us. What are your New Year's hopes for Diablo? More impactful themed seasons in Diablo III? More details on the end game systems for Diablo IV? A release date for Diablo: ImmortalI? Let us know in the comments below, our forums, or our Discord! View the full article
  11. In recent days there has been another round of bans being given out for Season 19. While Blizzard never officially announces ban waves, we can see the effects from names disappearing on the leaderboards. This is likely a combination of bans for the usual mix of botters as well as a follow up on the exploit that was fixed just the other week. Most of the focus lately has been on discussions and feedback for Diablo IV, but it's good to see Blizzard still committed to Diablo III. Expect the ban waves to continue from Season to Season and for Blizzard to possibly take further steps to combat the botting issues the game faces as well as other third party programs. Senior Game Producer Matthew Cederquist have been very active on the forums lately and has not been shy about issuing ultimatums to botters. View the full article
  12. Following Blizzard's recent statement on an exploit found in the Season 19 Pandemonium buff, we 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 View the full article
  13. 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. View the full article
  14. 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 View the full article
  15. 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 View the full article

About Us

Centric Legends is an online video gaming community devoted to giving the best gaming experience for gamers all around the world. Video game news, industry analysis, impressions, reviews, and discussions of everything in the industry; covering all platforms, genres, and territories.

KEEP THE WEBSITE ALIVE!

Site staff work very hard to make sure the website and servers are is running at peak performance, latest updates and all the other bells and whistles. Without your support the site cannot survive. We'd really appreciate it!

Support Us

If you enjoy playing on our servers, think about supporting them by donating a few bucks. Get VIP perks in return!

×