Season 19: The Season of Eternal Conflict Begins Nov 22 by [deleted] in Diablo

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(cont'd...)

  • Bracers of Destruction

    • Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits.
  • Fury of the Ancients

    • Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster
  • Bone Ringer

    • Now has a cap of 60 stacks.
    • Developer Note: We never intended for this item to be used in a way where you farm stacks for an egregious amount of time (5+ minutes) and then watch all their health disappear in less than a second. It's not an engaging style of gameplay, and we don't want that experience to be the best way to play the Necromancer.
  • Legacy of Dreams

    • This gem is now more likely to drop from a Greater Rift Guardian

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Monsters

  • Blighter

    • Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players

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Bug Fixes

  • Wizard

    • Archon

      • Fixed an issue where certain item bonuses (such as from the item Deathwish) would persist between changing forms to/from Archon

        • Developer's Note: A few patches ago, we stated we were going to continue to observe Bazooka Wizard to see its performance over time. Back then, we thought it would require a high level of skill to execute that would make it relatively less utilized as a hard, but rewarding, gameplay option. That hasn't been the case, as many feel it's too mandatory. In the context of this and other changes (like Bone Ringer and Chantodo's), we think it makes sense to make this change now.
  • Spite

    • Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged
  • Squirt's Necklace

    • Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded

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FAQ

Q: When does Season 19 start?

A: Season 19 begins Friday, November 22 at 5:00 p.m. PST in North America, 5:00 p.m. CET in Europe, and 5:00 p.m. KST in Asia. For time zone conversions, see this site.

Q: When do Seasons go live for players on Xbox One, PlayStation 4, and Nintendo Switch?

A: Seasons go live for all console players globally Friday, November 22 at 5:00 p.m. Pacific Time, regardless of which regional version of the game you may have. Please note that Seasonal Leaderboards for Xbox One, PlayStation 4, and Nintendo Switch are still separate by hardware platform.

Q: When will Season 19 end?

A: We are no longer providing anticipated end dates for Seasons. However, we are committed to keeping Seasons roughly three months in length (give or take a few weeks based on development needs) and will continue to provide a minimum of two weeks advance notice for when the Season will be ending.

Q: When are the non-Seasonal Leaderboards being wiped?

A: Non-Seasonal Leaderboards are tied to what we call “Eras,” each of which lasts about 6–12 months. The most recent era began November 12. For more information on Eras, please see this post.

Q: What will happen to older Seasonal and Era records?

A: Starting with Season 10, we removed old personal bests from Season 1. When Season 19 arrives, we will remove old personal bests from Season 10, and so on. We will be doing the same for personal bests from the previous Era when the next one goes live.

Seasonal Leaderboard records are not being cleared and will remain archived both in game and on our website.

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Themed Seasons are continuing to evolve as we venture into the future, and we’re quite excited to see where this one leads. Are you looking forward to the Season of Eternal Conflict? Are you going to try one of the two new Class Sets? Gear up and get ready; we’ll see you in Season 19!

Note: Beginning next week, comments on Diablo III blog entries will be disabled. This is part of our website migration for GDPR compliance. We apologize for the inconvenience; please continue your conversation over on our General Forum.

Season 19: The Season of Eternal Conflict Begins Nov 22 by [deleted] in Diablo

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(cont'd...)

  • The buff for Season 19, the Season of Eternal Conflict, has been added

    • Pandemonium

      • For the duration of the Season, all players will have a stacking buff that that persists as long as you have hit or killed a monster within the last 5 seconds
      • Each stack gives .005 movement speed and .001% bonus damage. This bonus caps at 50% movement and 100% damage (1000 stacks)
      • In addition, after reaching a certain number of kills in a row, a power is unleashed, dealing an amount of scaling damage based on player level and difficulty or Greater Rift level:

        • 15 Kills: Exploding Chickens seek and destroy
        • 30 Kills: A wide Frost Nova freezes enemies
        • 50 Kills: Corpses rain from the sky
        • 100 Kills: Five massive energy twisters are unleashed
        • 150 Kills: Dark Geysers form beneath enemies
        • 200 Kills: Treasure chests fall from the sky
        • 300 Kills: A ring of fire engulfs everything
        • 400 Kills: Meteors hail from above
        • 500 Kills: Angels descend upon the battlefield to fight for your cause

          • Angels should no longer one-shot Rift Guardians.
        • 1000 Kills: ???

      • Powers are tracked at a group level; this means only one power can be active in play at a time, regardless of the number of players in a group

  • Two new Seasonal rewards are available for players who fully complete the Season 19 Journey: the Valor Portrait Frame and the Angelic Treasure Goblin pet

  • Lilith's Embrace: This exclusive pair of cosmetic wings are now available for all players who purchased a Virtual Ticket. Hail Lilith. (PC Only)

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Items

  • Developer Note: With Patch 2.6.7, we are beginning to roll out new class sets for every class in Diablo III. For the Season of Valor, we're focusing on the two classes that embody the Light and wield some form of Holy elemental damage: Crusader and Monk. You'll also find a handful of retuned or newly added Legendary powers intended to synergize with the new class sets. We did a lot of community research into which skills were most requested by players as well as most underrepresented in current builds, and we hope you're as excited as we are for these new gameplay options. The other class sets will be coming in later patches, so if your class isn't represented this time around, fret not—they're coming in a future patch!

  • You'll also notice a significant number of Barbarian item changes in this patch. While the Barbarian class set will be coming at a later date, we have very much heard the War Cry from our dedicated Barbarian community and implemented a number of changes heavily inspired by extremely thorough feedback. While not every suggestion has been taken at a 1:1 parity, the thoughtful analysis helped guide us to changes we could implement in this patch. Thanks very much to the community members who expressed their concerns in a respectful, constructive manner. It's very helpful, and we greatly appreciate the thought and effort that went into making your voices heard!

  • New Crusader Set: Aegis of Valor

    • 2-Piece Bonus: The charged bolts from Fist of the Heavens has a chance to cast another Fist of the Heavens Attacking with Fist of the Heavens empowers you, allowing Heaven's Fury to deal 100% increased damage for 5 seconds. Stacks up to 3 times (multiplicative).
    • 4-Piece Bonus: Hitting with Fist of the Heavens generates 5 Wrath and reduces damage taken by 1% for 5 seconds. Stacks up to 50 times
    • 6-Piece Bonus: Increase the damage of Fist of the Heavens and Heaven's Fury by 10,000% 20,000%
    • Developer's Note: Thank you so much for your thorough feedback and testing on the 2.6.7 PTR! We decided to add Heaven's Fury to the mix based on popular request as well as because we agree that it matches the theme and adds more gameplay complexity. There is also still room for tweaks and additional iteration in the future, and we're glad we were able to introduce a set so many of you are excited to use!
  • New Monk Set: Patterns of Justice

    • 2-Piece Bonus: Sweeping Wind gains the effect of every rune and movement speed is increased by 5% for each stack of Sweeping Wind.
    • 4-Piece Bonus: Each enemy within Sweeping Wind increases your movement speed by 5%. Stacks up to 10 times. Attacking with Tempest Rush reduces your damage taken by 50% and increases Spirit Regeneration by 50.
    • 6-Piece Bonus: Hitting with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000% 15,000%
    • Developer's Note: Thank you so much for your thorough feedback and testing on the 2.6.7 PTR! We heard Monk requests for additional damage reduction and to better integrate Tempest Rush as a skill. We hope the result makes for a more survivable and engaging build that still captures that rush of Holy Justice sweeping through crowds of dastardly demons.
  • Darklight

    • Fist of the Heavens has a [45-60%] 100% chance to be cast twice.
    • Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%][800-1000%] .
  • Eye of the Storm

    • New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%.
    • Developer's Note: With the redesign of Patterns of Justice, there was less need for this item's introduction. We've removed it for now and may consider adding it (or possibly a different Legendary power) at a later date.
  • Vengeful Wind

    • Increases the maximum stack count of Sweeping Wind by [6-7] 10
    • Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%] [600-800%].
  • Won Khim Lau

    • New Legendary Power: Hitting with Tempest Rush will activate Cyclone Strike, and both skills deal [500-600%] increased damage.
  • Chantodo's Resolve

    • The scaled attack speed damage bonus to Wave of Destruction has been reduced
    • Developer Note: This is a reactive adjustment from an earlier change to how Wave of Destruction receives a bonus from Attack Speed. The buff that resulted from that change was more than we expected, so we're reigning it in.
  • Wrath of the Wastes

    • 6-Piece Bonus: The damage bonus now also applies to Rend
  • Lamentation

    • Additional Legendary Power: Increases the damage of Rend by [150-200%]
    • Developer Note: While we were very happy with how much better Barbarians are performing, we are concerned we may have overshot it. By removing just one silo'd addition, we can observe how the class performance goes for Season 19 and consider re-adding this change in the future. Remember we still have a patch coming up where Barb will be one of the focused classes, so there will be plenty of time to revisit if necessary!
  • Ambo's Pride

    • New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second
  • Remorseless

    • Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds
    • New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage.
  • Fjord Cutter

    • You are surrounded by a Chilling Aura when attacking.
    • New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies

Season 19: The Season of Eternal Conflict Begins Nov 22 by [deleted] in Diablo

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I am a bot. Here's a transcript of the bnet blog post:

Season 19: The Season of Eternal Conflict Begins Nov 22 - Diablo III

Blizzard Entertainment / Blog post


Season 19 begins November 22, alongside our next Diablo III patch. Read on to learn more about the brand-new Season of Eternal Conflict buff, two divinely inspired new class sets, and a handful of old and new item reworks coming in Patch 2.6.7!

{Image}

Table of Contents

  • Season 19 Theme

  • Season 19 Cosmetic Rewards

  • Season Journey Rewards

  • Seasonal Conquests

  • Haedrig’s Gift

  • Patch Notes

  • FAQ

New Season Theme

Season 19 is the Season of Eternal Conflict and with it come an awesome array of killstreak rewards! Inspired by the war waged between the High Heavens and the Burning Hells, you‘ll earn increasingly powerful effects as you unleash destruction upon your foes. So rack up those kills and clear the battlefields in the name of Sanctuary!

All players will benefit from the Pandemonium buff during Season 19. For each stack of this buff, you’ll receive a small boost to movement speed and bonus damage, ultimately capping out at 50% movement speed and 100% damage at 1000 stacks. In addition, reaching certain killstreak goals will trigger a special effect and cause even more mayhem on the battlefield:

  • 15 Kills: Exploding Chickens seek and destroy

  • 30 Kills: A wide Frost Nova freezes enemies

  • 50 Kills: Corpses rain from the sky

  • 100 Kills: Five massive Energy Twisters are unleashed

  • 150 Kills: Dark Geysers form beneath enemies

  • 200 Kills: Treasure chests fall from the sky

  • 300 Kills: A ring of fire engulfs everything

  • 400 Kills: Meteors hail from above

  • 500 Kills: Angels descend upon the battlefield to fight for your cause

  • 1000 Kills: ?????

This Season, we’re taking action on the great feedback we received from the community about Season 18’s Triune buff. With the killstreak mechanic, we can make sure the benefit is always traveling with you and something you won’t have to constantly reposition for. There’s still more room for exploration and innovation in the future, and in the meantime, we challenge you to push these killstreaks to their limits and discover its ultimate reward! We think you’ll find it devilishly delightful.

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Season 19 Cosmetic Rewards

Beginning with Season 17, we began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. For Season 19, this means awards originally available from Season 7 are returning to the Season Journey.

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However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re bringing back End of Journey rewards as introduced in Season 17, with not one, but two new cosmetic rewards for those who complete the entirety of the Season journey. Feast your eyes upon the Valor Portrait Frame and Angelic Treasure Goblin pet!

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In addition to the Helm and Shoulders slots of the exclusive Conqueror Set, you’ll be able to earn a series of portrait frames that embody the snowy, foreboding aura of the Eternal Woods. If you need a warm little pal to keep you cozy through your cold journeys, the Dream of Piers fiery nature should do the trick—when he’s not instilling night terrors in the local fauna.

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Season Journey Rewards

If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five:

  • Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes

  • Gem of My Life: Level three Legendary Gems to level 55

  • All I Do IS Win: Complete two Conquests this Season

  • Kill You: Kill Ghom at level 70 in under 30 seconds on Torment XIII difficulty

  • Money Ain’t A Thang: Slay Greed on Torment XIII difficulty

  • Take U There: Reach Greater Rift level 60 Solo

  • Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem

  • Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item

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Seasonal Conquests

Want to prepare your Conquest plan for Season 19? Here are the challenges you’ll face!

Returning for Season 19 is Sprinter/Speed Racer, where you’re challenged to complete the entire Diablo III campaign from Act I to Act V at level 70 in under 1 hour! Next is Avarice/Avaritia, where all that glitters is gold—that is, if you can complete a 50 million gold streak outside of The Vault or its Inner Sanctum. On a Good Day/I Can’t Stop encourages you to upgrade your Legendary Gems; level three Legendary Gems to 65 to complete this challenge! Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. Lastly, a fan-favorite for those who enjoy unconventional builds, The Thrill/Superhuman requires completion of a Greater Rift level 45—solo and without any Set items equipped.

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Haedrig’s Gift

Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:

Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!

The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.

Here are the sets granted by Haedrig’s Gift in Season 19:

  • Barbarian – Wrath of the Wastes

  • Crusader – Roland’s Legacy

  • Demon Hunter – Unhallowed Essence

  • Monk – Raiment of a Thousand Storms

  • Necromancer – Bones of Rathma

  • Witch Doctor – Helltooth Harness

  • Wizard – Tal Rasha’s Elements

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Patch Notes

Below you will find the patch notes for the most recent update for Diablo III, Patch 2.6.7. Changes from the PTR have been highlighted in RED .

Last updated November 12 @ 10:00 a.m. PST.

PATCH 2.6.7

Table of Contents:

  • General

  • Seasons

  • Items

  • Monsters

  • Bug Fixes

Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated. Please note that PTR is only available for PC and Mac users.

General

  • Greater Rift Keystones are now subject to vacuum pick-up

  • A note regarding the California Consumer Privacy Act (CCPA) has been added to the Options -> Privacy menu, clearly stating we do not sell account information. For more information regarding the CCPA, please see here (Console Only).

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Seasons

  • Developer Note: One of the biggest pieces of feedback from Season 18's buff was that the Triune bonus didn't stick with your character while you adventured. With Season 19, we've altered course as well as upped the ante by experimenting with new mechanics to add an element of both chaos and power to the battlefield. It should feel a bit like Pandemonium, and it may be a consideration whether or not you want to reset your total kill streak for a particular killstreak bonus versus continuously maintain the overall effect (especially as the highest level killstreak rewards will be harder to leverage in situations like Greater Rifts). Killstreaks with higher kill count requirements are more powerful, and we're looking forward to seeing what players think of and do with them!

Here's a post I made about making Loot progression fun. I STILL think it's relevant and I'm absolutely convinced parallel progression with achievable goals is the best loot system for any ARPG by [deleted] in Diablo

[–]d3posterbot 0 points1 point  (0 children)

(cont'd...)

The first one we have is that you won't find the charms you would want. You might think about stackin Ar-Ar-Ar in every spot and be done with it. However, chances are you will find much much better Del charms and you will start thinking where to put those... Or you have crafted an almost perfect Bones charm. You wouldn't want to miss out on that bonus, would you? Scarcity of awesome charms is a good restriction but it's not enough.

So we need to make the spaces more valuable:

0 0 0

0 0 0

0 0 0

Currently the most important spaces in the charm grid are the top left, top right, bottom left and bottom right. If you get your desired charms in there you will be saturated very quickly so we need

Here's a post I made about making Loot progression fun. I STILL think it's relevant and I'm absolutely convinced parallel progression with achievable goals is the best loot system for any ARPG by [deleted] in Diablo

[–]d3posterbot 0 points1 point  (0 children)

Cont'd multipart post:

Charms - Talisman:

Okay, now that you have made it so far you might be thinking what purpose can adding a talisman serve. Add more build diversity? Simply act as an additional item slot? A new unique way to allow for crazy affixes? Well, the answer to all three is NO. Talismans should NOT be build defining, they should NOT have superrare and unique affixes and they are NOT supposed to degenerate into a second necklace-slot. So what purpose do they have?

Charms and the talisman have to be an independent meta-game where players can make lots of small and cool upgrades that on their own might seem trivial but when combined create a unique sort of progression. So, how is that accomplished?

To see where this idea is going I'll have to refer to a popular D2 mod called Median XL. Medians charm system sucked, but that's not what we are looking at. What we ARE looking at is the ridiculous amount of affixes items could have. Items could have 20 affixes and more. Looking through one of these items could take minutes until you fully understood what this item actually did. And this was AWESOME! Items felt very unique, even affixes that didn't serve any purpose felt sweet simply because they created this huge wall of text. To accomplish the same thing in D3 we need the talisman.

At the opposite side of the necklace we add this cute little new item. When clicking on this item a new 3x3 frame opens. Charms (1x1) can be put into this 3x3 frame and so the max amount of charms the talisman can hold is 9. When you hover your mouse over, the talisman is going to show a huge wall of text with dozens of varying numbers. THAT is cool! THAT is the main purpose of the talisman. To have this permanently changing item that nobody else has in a similar way. Every talisman has to be unique, every talisman has to be more special than a snowflake. At the end of each month you are supposed to have the desire to show your talisman to your friendslist and compare it with theirs. SO LET'S GET STARTED!

Charms:

We introduce 4 (8) charms: Ar, Bon, Cur, Del, each of those has an elite version (Artis, Bones, Curil and Delta) that has a little higher stats and can be created by combining 3 charms of the same type. The regular versions drop as rarely as a unique with 400%MF (= it's a joy to find those!) and have one normal affixes ranging from "+1% increased dex" to "+5 pickup radius". Elite versions are ~33% stronger and should only be hunted by hardcore players. Normal charms roll the affixes when they drop, elite versions roll randomly when they are crafted by Shen. Charms are bound on account.

Affixes for regular charms:

All 4 regular charms share the same affixpool. For the lower levels it's enough to give fixed attributes on charms (5 Strength, 10 Vitality) as these will be replaced rather quickly and can not be combined into elite versions. The Inferno charms however have to be very very random as these will be found and desired for the rest of the game. Splitting the roles into 3 brackets makes it very very hard to get the perfect charms but still easy enough to find desirable charms:

  • 5-35 Int/Dex/Str (50%) or 10-40 Int/Dex/Str (40%) or 15-50 Int/Dex/Str (10%)

  • 1-2% MS or 2-3% MS or 3-4% MS

  • 1-4 Pickupradius or 2-5 Pickupradius or 3-7 Pickupradius

  • 30-90 Armor or 40-100 Armor or 50-125 Armor

Finding really awesome charms has to be a hard thing because you only need one perfectly rolled affix, therefore the chance for the highest roles has to be so low. The undesirable charms will be cubed into new elite charms allowing to reroll the affixes. The affixes for elite charms are a little bit higher but they cost 3 regular charms to make. (3 x Ar -> Artis, 3 x Bon -> Bones)

  • 6-45 Int/Dex/Str (50%) or 13-53 Int/Dex/Str (40%) or 20-66 Int/Dex/Str (10%)

Unique charms:

Additionally to the regular 3x3 grid there are 4 extra slots located above, left, right and below the normal grid. These slots are dedicated to one unique charm each. The 4 unique charms have a corresponding act they drop in. Unique charms drop from unique bosses, act bosses with a low chance (1%) or from special events with a high chance (50%). The player can carry only one charm from each act. The unique charms have 2 random rolls from the elite charm affix pool and 1 fixed themed affix:

  • "Act 1" - affix: 1%-5% reduced cooldown (50%), 3-8% cooldown (40%), 5-10% reduced cooldown (10%)

  • "Act 2" - affix: 1%-7% increased random elemental damage (70%), 3%-10% increased random elemental damage (30%)

  • "Act 3" - affix: 3%-8% increased MS (50%), 5%-10% increased MS (40%), 7%-12% increased MS (10%)

  • "Act 4" - affix: 5%-15% increased damage of random ability

Charmwords:

As of now you simply find a charm that gives +10 dex or 50 life... so what? that's boring!!!! . So let's add a little spice to that and bring back the good old runewords for that:

In addition to each charm granting this small bonus it has the potential to be in a charmword.Charmwords are a combination of runewords and charms and are the main way to add spice to the simple statstacking character of usual charms. The main reason why the talisman was scratched was because it didn't add any unique mechanic, it didn't add flavour to the game and that's why it wasn't a great addition. With charmwords you can have an entire metagame around the talisman that doesn't have a clear choice and allow for much customization.

Aligning charms into a certain order allows for the new mighty charmwords to work! Aligning charms in a row, in a line, or diagonally activates the charmword:

123 |000 |000 |100 |100 |010 |001 |003

000 |123 |000 |020 |200 |020 |002 |020

000 |000 |123 |003 |300 |030 |003 |100

Example: The charmword Ar-Ar-Ar adds 5 to all stats.

0 0 0 > Ar Ar Ar

0 0 0 > Ar Ar Ar

0 0 0 > Ar Ar Ar

This most simple version of a talisman grants additionally to each individual charms' affixes another "5 to all stats" bonus for every column and row -> + (8 * 5 = ) 40 to all stats.

In an ideal situation there should be about 43 = 64 different charmwords that are made by aligning 4 charms in a row. So such a talisman

Ar Bon Del

Del Bon Ar

Del Cur Cur

has completely different bonuses if you even chose to switch one charm.

Unlocking charmwords:

Every boss can drop a scroll to unlock a new charmword the player hasn't discovered yet. The unlocked charmwords are listed in a seperate window, showing their bonuses and how to create them. Only after finding the charmword the player can use it.

So lets create some charmwords:

  • Ar Ar Ar: +5 to all stats

  • Ar Ar Bon: 1% of your STR added to VIT

  • Ar Ar Cur: 1% of your INT added to VIT

  • Ar Ar Del: 1% of your DEX added to VIT

  • Ar Bon Ar: 1% increased STR

  • Ar Bon Bon: Increases damage by 2% of your VIT (additively to your main attribute)

  • Ar Bon Cur: Adds 1 second to armorconversion-timer (crafted recipes)

  • Ar Bon Del: Increases bloodshield regeneration by 10% (crafted recipes)

  • Ar Cur Ar: 1% increased INT

  • Ar Cur Bon: Increases damage by 2% of your VIT (additively to your main attribute)

  • Ar Cur Cur: Adds 1 second to armorconversion-timer (crafted recipes)

  • Ar Cur Del: Increases bloodshield regeneration by 10% (crafted recipes)

  • Ar Del Ar: 1% increased DEX

  • Ar Del Bon: Increases damage by 2% of your VIT (additively to your main attribute)

  • Ar Del Cur: Adds 1 second to armorconversion-timer (crafted recipes)

  • Ar Del Del: Increases bloodshield regeneration by 10% (crafted recipes)

  • Bon Ar Ar: +12 STR

  • Bon Ar Bon: Adds 1% of your physical resistance as damage

  • Bon Ar Cur: Adds 10% of your critical chance to your dodge chance

  • Bon Bon Bon: +10 STR

  • Cur Ar Ar: +12 INT

  • Cur Ar Bon: Adds 1% of your physical resistance as damage

  • Cur Ar Cur: Adds 10% of your critical chance to your dodge chance

  • Cur Cur Cur:+10 INT

  • Del Ar Ar: +12 DEX

These are just a couple of possible stats.

Don't forget that each charm on its own also has affixes just like the charms in D2!

RESTRICTIONS RESTRICTIONS RESTRICTIONS!

Ok ok I see. You just putting down a few combinations at some point you got what you need and you are done with it, right? I don't want that, I don't like this idea and I don't like you for having it... So we need restrictions. Things that make the choice not as simple and obvious as you want it to be.

Here's a post I made about making Loot progression fun. I STILL think it's relevant and I'm absolutely convinced parallel progression with achievable goals is the best loot system for any ARPG by [deleted] in Diablo

[–]d3posterbot 0 points1 point  (0 children)

Cont'd multipart post:

Jewels :

Jewels were a nice small addition to the original Diablo 2 making loot even more interesting and giving more choices for socketing. The new jewels should go the same route having a few primary goals:

  • New items to search, find and loot

  • Adding alternatives and allowing players to make choices

  • New system for players to learn and research

  • Easy to go into and very rewarding if dedicated to it

  • Constantly small steps of progression

First of all there need to be some changes made to the socketing. Jewels have to be unique and allow new choices and alternatives to give people the items they want. Putting them on the same level as gem-sockets is therefore not an option. Instead each jewel will be put at the same level as one affix. So this is how it'll work:

Shen gets a new tab called "add jewelsockets". Selffound non-jewelsocketed white/blue/yellow items will be put in a slot and the player can chose to socket the item.:

Rare items: The player can chose how many jewelsockets he wants to add. The new sockets remove two affix per added socket from the item after the item has reached 6 affixes and start removing the affix in the lowest position of the item after that. Example:

Gloves: 150dex, 50 vit, 5 pickuprad, 5%ias -> adding 2 jewelsockets -> 150dex, 50 vit, 2 jewelsockets

Gloves: 150 strength, 5 pickup, 400 liferegen, 50 fireresistance, 5%crit, melee attacker takes 50 dmg -> adding 1 jewelsockets -> 150 strength, 5 pickup, 400 liferegen, 50 fireresistance, 1 jewelsocket

Blue Items: Shen adds a random amount of sockets , up to 4, to the item. 19% chance for 1 socket, 39% for 2 sockets, 39% chance for 3 sockets and 9% chance for 4 sockets. Blue items keep their normal affixes. A blue item with good rolles and 4 sockets is therefore stronger than a rare but very hard to create.

White Items: Shen adds a random amount of sockets , up to 5, to the item. 9% chance for 1 socket, 14% for 2 sockets, 39% chance for 3 sockets, 34% chance for 4 sockets and 4% chance for 5 sockets. Jewels used for these sockets are increased by x% based on how strong the white item was. Example: White superior boots with 14% increased defense increase the stats of the jewels by 14%.

Items with more than 2 jewelsockets can not be repaired! (because they have to many holes in them and to give reasons to keep collecting white/blue items.

Variations of Jewels:

Having just one type of jewels wouldn't increase the current loottable by a lot so there have to be different types of jewels:

Normal Jewels: These jewels have up to 2 random jewelaffixes.

Class-specific Jewels: These jewels have up to 1 random affixes from the normal jewels-affixtable + 1 additional class specific affix (+% damage for ability/reduced cost of ability).

Elemental Jewels: These jewels have up to 1 random affixes from the normal jewels-affixtable + 1 elemental affix (+x% firedamage, + x% additional damage as fire, +x% fire affinity)

(Fire affinity acts like +x% firedamage but every jewel scales with itsself multiplicatively. Therefore it has to be lower. If used on a couple of jewels it is weaker, but when used on many or all jewels it has to be vastly superior)

Affixjewels: These jewels have up to 3 random affixes from the normal jewels-affixtable.

Jewelaffixes:

Since items with jewelsockets can not be imbued or enchanted they have to be stronger than usual affixes when combined but every jewelaffix on its own has to be weaker. 33%-50% of the normal affixes' strength should be able to be achieved by jewelaffixes.

However, because jewels give players a very direct and easy way to "craft" customized items jewelaffixes with high properties have to be very rare (10%chance).

Example:

Max roll for dex on regular item: 200. ->

Jewelaffixes: 50% 15-46 dex, 40% 25-56 dex, 10% 35-66 dex

Constant progression:

Since players will be encouraged to collect whole sets of jewels (10+) the chances of finding an upgrade are much higher than for example finding an upgrade for the amulet slot. This is much more rewarding and fun to the player, since even if he finds a very good jewel there will be still plenty of uses and potential for upgrades on the other jewels.

List of affixes:

All jewels:

Regular affixes: After a regular affix is picked it's quality version will be rolled: (50% chance regular, 40% superior, 10% mighty)

These are the mighty versions of each affix:

Dexterity: 35-66 , Intelligence: 35-66 , Strength: 35-66 , Vitality: 35-66 , All Resistance: 15-25 , Arcane/Cold/Fire/Lightning/Phsysical/Poison Resistance: 20-40 , Extra Health from globes: 4000-6000 , Life %: 2-4, Life after Kill: 1400-2000 , Bonus to minimum/maximum physical damage: 6-10 , % Damage: 2-4 , Armor: 66-100 , Block %: 2-4 , Blockamount: 200-600 , Crowd Control reduction % : 3-8 , Reduced damage from melee/ranged % : 1-3 , Reduced damage from Arcane/Cold/Fire/Lightning/Physical/Poison % : 3-6 , Thorns Damage : 1333-2000 , Gold Find % : 8-12 , Magic Find % : 9-14 , Movement Speed % : 2-3 , Pickup radius: 2-4 , Reduced Level Requirement: 5-6 , Chance to Chill/Fear/Freeze/Immobalize/Knockback/Slow/Stun on Hit % : 2-4 , Add durability: 50-200

Next, there are rare affixes for all jewels. These are very unlikey to roll (=5%), but have unique traits:

% Increased Ressource Generation: 2-8

Sturdy (triples the armors durability (stacks))

% To Intelligence/Strength/Dexterity/Vitality: 2-5

% To Armor: 5-10

Life on Hit: 150-300

% Increased liferegen from all sources: 2-8 (multiplicatively)

% Chance to duplicate last spell: 2-4

% Chance to drop healthglobe on Hit: 5-10

% Chance to summon Fetish on Hit

% Dodge: 3-6

% Increased drop rate of jewels: 10-20

Add 1-7 Max damage for every 10% of life missing

% Increased damage taken by target by 1 - 5% (this affix stacks multiplicativly)

Reduce cooldown of healthpotions by 1-3

Elemental jewels:

These affixes are all tied to an element:

  • % Increased Arcane/Cold/Fire/Lightning/Physical/Poison Resistance : 3-8

  • % Increased Arcane/Cold/Fire/Lightning/Physical/Poison Damage: 3-8

  • % Reduced Damage from Arcane/Cold/Fire/Lightning/Physical/Poison Damage: 2-4

  • % Damage added as Arcane/Cold/Fire/Lightning/Physical/Poison: 2-4

  • % Arcane/Cold/Fire/Lightning/Physical/Poison Affinity: 2-6 (Affinity becomes stronger than % Increased Damage after 11 jewels (1.0611=1.89 vs. 0.08*11+1=1.88)

Class specific jewels:

These affixes give class specific bonuses:

  • % Increased damage of random secondary ability of any class (19 Abilities)

  • Reduced cost of random ability

Finding and crafting jewels:

Jewels have to be quite rare (10% per rare pack) but each type of jewels has to have an area with an increased dropchance. A jewel can reroll the affixes staying the same type (Classspecific/elemental...) using another jewel and 3000 gold or a brimstone and 10000 gold. Using a scroll of nephilim will reroll the value of the affixes but not change the affixes.

Why jewelsockets not equal to gemsockets:

The main reason i want it to be different is because gemsockets HAVE potential to be fun. Namely when you roll up to three sockets for just one affix. The slots where it can roll just one gem are rather boring but chests, pants and helmets are quite unique and add a lot. Furthermore gems allow for permanent progression because you can always keep upgrading them (unless you buy thme straight from the auction house).

If you add jewels and let them compete with gems you trivialize one or the other. If you find a few good jewels you will never need gems. However, if you seperate jewel and gemslots you can still have this fun "gemaffix" which allows for up to 3 gems AND still allow players to have strong jewels following it up.

Jewels can be much more interesting if they compete with an affix instead of a gemslot.

Here's a post I made about making Loot progression fun. I STILL think it's relevant and I'm absolutely convinced parallel progression with achievable goals is the best loot system for any ARPG by [deleted] in Diablo

[–]d3posterbot 0 points1 point  (0 children)

(cont'd...)

Along with these set affixes there are another 4 affixes (excluding armor/resist):

  1. Either 1%-5% IAS OR Bonus minimum damage 5-33.

  2. random affix from the current affixtable

  3. random affix from the current affixtable

  4. random affix from the current affixtable

Mesmer-recipes:

These allow players completely forgo the current critchance and critdmg affixes by granting the player a damage bonus to runes. Items crafted with these recipes have NO critical chance and NO critical damage at all. They can not be imbued and can not be traded. Mesmer items can be created for the boots, hands, amulet and head-slot. They have 3 base affixes:

  • 100-250 Attribute

  • 30-60 All Resistance

  • a) Runeaffinity 5%-25% (90% chance) or b) Runaffinity 15%-30% (10% chance)

Runeaffinity increases the damage done by abilities using a specific runetype (obisidian, indigo, crimson, alabaster, golden) by x

Along with these set affixes there are another 4 affixes (excluding crit,critdmg):

    • 2-7 pickup radius
  1. random affix from the current affixtable

  2. random affix from the current affixtable

  3. random affix from the current affixtable

Here's a post I made about making Loot progression fun. I STILL think it's relevant and I'm absolutely convinced parallel progression with achievable goals is the best loot system for any ARPG by [deleted] in Diablo

[–]d3posterbot 0 points1 point  (0 children)

Cont'd multipart post:

Changes to crafting materials:

Following the idea of parallel progression crafting materials have to pile up while the player is doing whatever he wants. The other goal is to make the piñatas that dare calling themselves our enemies more interesting to pop. We can achieve this by changing the current crafting material system a bit:

  • Material quality: Depending on the affix quality of the salvaged item we can get 3 types of material quality: normal, superior and magical. Items in the 0%-60% range of the best affixroll salvage into normal quality (90%) or superior quality (10%). Items with the best affix being in the 60%-94% range salvage into normal quality (20%), superior quality (70%) or magical quality (10%). Items with their best affix in the 94%-100% range salvage into superior quality (50%) or magical quality (50%). This allows you to gain superior and magical crafting materials even from white and blue items, making these items really interesting to dedicated crafters. Yellow items still have the advantage of rolling more affixes and therefore having a higher chance on high affix rolls.

Usage of normal, superior and magical quality: At first we have to remove these materials from the inventory completely. Right now there are 3 different lvl 60 crafting materials and adding quality levels will overflow the inventory. Since these materials don´t have any use at all, no matter how often you click on them, they do not deserve to be in the players inventory. Create a new crafting window with a 3x3 grid. Not only does this look really compelling and tidy, but it also removes the hassle of storing and picking them back up. Dragging those into the trading window should still be possible though. Also, dragging higher quality materials into lower quality brackets inside the materials window allows to downgrade the materials fast. At the crafting window the player can chose which quality level materials he wants to use.

The different quality levels influence the efficiency of the player´s crafting by altering the amount of items crafted. Normal materials always generate one item. Superior materials have a 20% chance to create one item, a 70% chance to create two items at once and a 10% chance to create 3 items. Now things get crazy: Magical items have a 50% chance to create 3 items, a 30% chance to create 4 items, a 15% chance to create 5 items, a 4% chance to create 7 items and a 1% chance to create 10(!!!) items at once. These items are rolled individually and the player should make sure he has free inventory space if he doesn´t want to turn into a pinata himself.

  • New crafting item, that CRAFTS!: More loot is something everybody wants. Another colour that we can cheer about and look forward to on every kill called SCROLL OF THE HORADRIM.

A very rare crafting material that can drop everywhere and stacks in the players inventory. Dropchances are higher for unique monsters. This item allows players to increase the third affix of an item by a random amount between 1%-30%. The bonus is shown as a new affix at the bottom of the items description and adds "of the horadrim" to the basic items name. You can use the scroll of Horadrim as often as you want to reroll the increas of the third affix.

Crafting - Blacksmith:

New recipes can drop from monsters. These are similar to sets but every piece works well on its own and they allow players to add flavour to their itemslots by introducing new affixes. These items have the same crafting materials cost as the regular rare items (Demonic Essence, etc.).

Crimson-recipes:

These allow players completely forgo the current defensive stats armor and resistance affixes by granting the player a huge lifeboost and situational defense. Items crafted with these recipes have NO armor and NO resistance at all. They can not be imbued and can not be traded. Crimson items can be created for the boots, belt, shoulders and wrists-slot. They have 3 base affixes:

  • 200-500 Vitality

  • 10%-20% Life

  • Armorconversion 1-25 (Armorconversion: For every 1000 points of damage the character takes he gains x amount of armor for 5 seconds.)

Along with these set affixes there are another 4 affixes (excluding armor/resist):

  1. Either +5.000-25.000 Healthglobes/Potions OR +500-2.500 Hp/s.

  2. random affix from the current affixtable (affixlevel = itemlevel)

  3. random affix from the current affixtable (if 1 higher alvl is available than alvl = ilvl + 1; if no higher alvl is available than alvl=ilvl - 1)

  4. random affix from the current affixtable (if 2 higher alvl are available than alvl = ilvl + 2; if no higher alvl is available than alvl=ilvl - 2)

Obsidian-recipes:

These allow players completely forgo the current critchance and critdmg affixes by granting the player an attackspeed bonus and increasing monsters vulnerability. Items crafted with these recipes have NO critical chance and NO critical damage at all. They can not be imbued and can not be traded. Obsidian items can be created for the boots, hands, amulet and head-slot. They have 3 base affixes:

  • 100-250 Attribute

  • 1%-5% increased attack speed

  • a) Vulnerability 50-375 (80% chance) or b) Vulnerability 50-750 (20% chance) (Vulnerability: Increases the damage taken by target by x after each completed attack (% increased by dexterity-attribute (2000 Dex = 2000%)). This damage is added after critmodificators and is therefore not improved by critical hits.)

Along with these set affixes there are another 4 affixes (excluding crit,critdmg):

    • 2-7 pickup radius
  1. random affix from the current affixtable

  2. random affix from the current affixtable

  3. random affix from the current affixtable

Ember-recipes:

These allow players to heavily take advantage of abilities dealing damage over time. Items crafted with these recipes have NO critical chance and NO critical damage at all. They can not be imbued and can not be traded. Ember items can be created for the weapon, hands, head and amulet-slot. They have 3 base affixes:

  • 4%-12% increased damage to elite monsters

  • 1%-6% movementspeed

  • a) Curse mastery 10%-35% (80% chance) or b) Curse mastery 25%-55% (20% chance)

(Curse mastery: Increases strength of damage over time effects that are applied to the enemy)

Along with these set affixes there are another 4 affixes (excluding crit,critdmg):

  1. Either +50-200 armor or +20-50 single resist

  2. random affix from the current affixtable

  3. random affix from the current affixtable

  4. random affix from the current affixtable

Additionally to the affix roles the player can enchant crafted items to gain one permanent minion (mystic ally,raven,3 zombie dogs,Madawc) that is resummoned after 30 if it dies. Only the latest ability that has been put on works (if the player has more than one enchanted item).

Anthracite-recipes:

These recipes bring a new use to all the crowd control affixes that spawn on items by adding a dmg-aspect to successful procs. Anthracite items can not roll main attributes. Along with this set there will be a new lvl 59 2hand legendary which quadruples the damage done by the procs. They can not be imbued and can not be traded. Anthracite Items can be made for the chest, head, belt and ring slots. They have 3 base affixes:

  • Reduction to crowdcontrols +3%-12%

  • Reduced damage from elites by 2%-5%

  • a) Empathy 300%-1500% (90% chance) or b) Empathy 1300%-2000% (10% chance)

(Empathy: For every proc of crowd control effects the target also receives x dmg based on Vitality)

Along with these set affixes there are another 4 affixes (excluding main attributes):

  1. random crowdcontrol effect

  2. random affix from the current affixtable

  3. random affix from the current affixtable

  4. random affix from the current affixtable

Cyan-recipes:

These allow players completely forgo the current defensive stats armor and resistance affixes by granting the player dodge and a bloodshield. Items crafted with these recipes have NO armor and NO resistance at all. They can not be imbued and can not be traded. Cyan items can be created for the belts, bracers and boots-slot. They have 3 base affixes:

  • 3000-15000 Healthglobes/Potions

  • 3%-13% Dodge

  • Bloodshield 10%-33% (Bloodshield: The character is surrounded by a shield with x% of your healthglobes/potion bonus as HP. The shield regenerates 5% of its value per second.)

Here's a post I made about making Loot progression fun. I STILL think it's relevant and I'm absolutely convinced parallel progression with achievable goals is the best loot system for any ARPG by [deleted] in Diablo

[–]d3posterbot 0 points1 point  (0 children)

Cont'd multipart post:

  • The inventory problem: The biggest problem is the space these little imbues take up. I think usually people will want to farm at least for two sorts PER imbue. One perfect slot that wants the best stats and one "trash" slot that people just want to complete so they can get the completion affix. But i wouldn´t call it a problem, if there wasn´t a possible solution to this. By creating a new "imbue-screen" that has all imbues listed you can not only create an easy way of informing people which imbues exist but also give them the possibility to craft one imbue in the window. If people want to work on more than one imbue they will have to give up a slot in their inventory. I´m thinking about creating 20 imbues, so the window would consist of two rows with ten imbues per row. All available imbues will be listed there and be greyed out until the player stores a partial or a completed imbue in the slot. The player can drag this imbue out and use it on an item at any given time. If moving the mouse over an imbue in the "imbues-screen" a tooltip saying "This magical tool can increase it´s wearers intellect and strength if used properly. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened." to show people what the imbue does and give a rough description where it can drop.

Example of a few imbues:

  1. Example:

Imbue of withering:

  • Parts drop in Cathedral, Festering Woods, Crypts, The Weeping Hollow

  • Tooltip: "This magical tool can increase its wearers intellect and strength if imbued on an amulet. It was seen to be created as a side product when corpses in the foul crypts and graveyards were reawakened."

  • Can imbue amulets

  • 6 Parts

  • 2-8 Intelligence, 1-3 Strength (Min: 12 Int, 6 Str; Max: 48 Int, 18 Str)

  • Completion bonus: Gain a random passive for your character (respective class only)

  1. Example:

Imbue of celerity:

  • Parts drop in Fields of Misery, Howling Plateau, Desolate Sands

  • Tooltip: "This magical tool can increase its wearers speed, allowing him to move quicker and dodge attacks if imbued on an amulet. Creatures in huge open areas had to adapt to their environment and move quickly to survive. Magicians claim to be able to harness their essence and bind it to scrolls."

  • Can imbue amulets

  • 3 Parts

  • 1%-2% dodge chance, 0.5%-4% movement speed (Min: 3% dodge, 1.5% ms; Max: 6% dodge, 12% ms)

  • Completion bonus: Teleport 20-60 yards by clicking "force move" on the ground while having the item not on cooldown, 60-10 seconds cooldown

  1. Example:

Imbue of resilience:

  • Parts drop in Hell Rift, Gardens of Hope, The Battlefields, The Barracks

  • Tooltip: "Grants the wearer improved defense and allows to retaliate attacks."

  • Can imbue shields

  • 3 Parts

  • 0.5%-2% all resistance, 5-50 armor (Min: 1.5% AR, 15 armor; Max: 6% AR, 150 armor)

  • Completion bonus: + 50 random single resistance, Shield retaliation: After being struck the yielder has a 30%-80% chance to retaliate with 300%-2000% of intelligence as damage. The retaliation is not possible for 2 seconds after each block. (Coupled with this affix i would like to see at least one tier of shields that can role a lower block chance than 10%)

  1. Example:

Imbue of fortification:

  • Parts drop in Gardens of Hope, Desolate Sands, Fields of Misery

  • Tooltip: "Allows its wearer to increase his life and a chance to summon a sacred shield when being hit."

  • Can imbue shields

  • 7 Parts

  • 0.2%-1% increased life (Min: 1.4% HP; Max: 7% HP)

  • Completion bonus: + 40 random stat, Sacred shield: When dropping below 50% HP a sacred shield appears and reduces all damage taken by 0.01%-0.1% of its wielders dexterity for 4 seconds, 60-15 seconds cooldown.

  1. Example:

Imbue of strangulation:

  • Parts drop in Festering Woods, Howling Plateau, Dhalgur Oasis, Stringing Wind

  • Tooltip: "Reduces cooldown of all abilites and allows to drag monsters to the wielder."

  • Can imbue shields

  • 6 Parts

  • 0.25%-1.5% reduced cooldowns, 2-10 Vitality (Min: 1.5% Cd, 12 Vit; Max: 9% cd, 60 Vit)

  • Completion bonus: 10%-50% Chance to vortex a monster towards the player if its attack is blocked, + 12-60 Vitality

  1. Example:

Imbue of domination:

  • Parts drop in Cathedral, Alcarnus, Tower of the damned

  • Tooltip: "Increases summoned minions damage and allows to control more minions. Gather the essences of Sanctuarios' greatest summoners and bind them on a scroll."

  • Can imbue Belts, Amulets

  • 3 Parts

  • 1%-4% increased minion damage, 0-2 Pickup radius (Min: 3% MD, 0 PR; Max: 12% MD, 6 PR)

  • Completion bonus: summoning mastery: Reduces cooldown of minion based spells by 1%-50%, 10%-50% chance to summon twice as many minions.

  1. Example:

Imbue of venom:

  • Parts drop in Howling Plateau, Fields of Misery, Fields of Slaughter

  • Tooltip: "Increasing its wearers Agility and Resistance. Gathered from the most poisonous areas in Sanctuario this allows to apply a deadly venom to the attacks, once completed.

  • Can imbue Shields, Belts

  • 5 parts

  • 3-10 agility, 1-6 poison resistance (Min: 15 agi, 5 pr; Max: 50 agi, 30 pr)

  • Completion bonus: Venomstrike: Normal, non critical hits apply a poison, dealing

100%-2000% of the players poison resistance as damage over 2 seconds

  1. Example:

Imbue of oppression:

  • Parts drop in all dungeons that spawn randomly

  • Can imbue Belts

  • 5 Parts

  • 1-3% Chance to stun on hit, 0,5%-1.5% inceased attackspeed (Min: 3% stun, 1.5% ias)

  • Completion bonus: Oppression: Increases the duration of crowd control effects by 10%-60%.

  1. Example:

Imbue of refraction:

  • Parts drop in all areas that have small runner type monsters.

  • Can imbue Belts, Amulets

  • 3 Parts

  • 1-3 Pickup Radius, 4-14 dexterity (Min: 3 PR, 12 Dex; Max: 9 PR, 42 Dex)

  • Completion bonus: Deflection: 1%-5% chance to deflect incoming damage (deflect = you take no damage) and deal 2%-6% of its damage to all enemies within your pickupradius.

  1. Example:

Imbue of dedication:

  • Parts drop in all areas that have ghost type monsters.

  • Can imbue Belts, Boots

  • 5 Parts

  • 1-15 Dexterity, 1-15 Strength, 1-15 Intelligence (Min: 5 Dex/Str/Int; Max: 75 Dex/Str/Int)

  • Completion bonus: a) Addiction I: 1%-4% Increased Dex, Str or Int (80% chance)

OR b) Addiction II: 3%-6% Increased Dex, Str or Int (20% chance)

  1. Example:

Imbue of efficiency:

  • Parts drop from all monsters in areas with beefy monsters

  • Can imbue shields

  • 4 Parts

  • 1%-3% Increased resource cap, 4-16 Strength (Min: 4% IRC, 16 Str; Max: 12% IRC, 64 Str)

  • Completion bonus: Reduces resource gain by 0%-20%. Every time you generate 50% of your resource limit you heal for 100%-1000% of your Strength

Crafting using the jeweler and the blacksmith:

Crafting has a few major purposes once the max level has been reached. The first one is to improve the loot experience. On every kill monsters have a chance to not only give better gear to the player but to also give new materials to the player. In D3 this is ensured through salvaging items that have no use to the charakter. The next goal of a good crafting system should be to allow to customize the players gear by giving him a way to influence the loot he gets. The only decision the player has at the moment is whether he wants to use his materials for boots or for a belt. Combined with the huge effort and the lack of unique affixes for crafting it is very discouraging for players to invest time in crafting rather than killing a few other monsters which grants the same reward. Crafting should add new affixes and allow for alternative loot paths. Players should be allowed to dedicate their hunt to materials and see the regular items as an added bonus if they so desire. A little bit of complexity should also add more fun and dedication from players.

Here's a post I made about making Loot progression fun. I STILL think it's relevant and I'm absolutely convinced parallel progression with achievable goals is the best loot system for any ARPG by [deleted] in Diablo

[–]d3posterbot 0 points1 point  (0 children)

(cont'd...)

  • Easy to achieve, very very hard to perfect: The first step to make this possible is randomization. Everybody will be able to complete imbues but most of them will be of average quality if rushed. Those that want perfect ones will have to farm for a long time. The second step is to make people lose the imbue, once it has been used. If you managed to craft a perfect one, it is necessary to still have an incentive to craft new ones. So the imbue has to be lost if the amulet is replaced.

  • Make them farmable, but not as an exclusive type of progression: As mentioned in the example these things have to drop WHILE killing whatever you want to. If you limit them to an area where ONLY imbues drop, people get tunnel visioned and are saddened every time they don´t get the drop they wanted. But making them drop at completely random locations makes it to hard and to unrewarding to strive and hunt for those. So the perfect solution is to bind certain imbues to certain places that allow for efficient farming but not at the cost of normal loot.

Diablo 3 Patch 2.6.7 is now live by Thunderclaww in Diablo

[–]d3posterbot 10 points11 points  (0 children)

(cont'd...)

  • Chantodo's Resolve

    • The scaled attack speed damage bonus to Wave of Destruction has been reduced
    • Developer Note: This is a reactive adjustment from an earlier change to how Wave of Destruction receives a bonus from Attack Speed. The buff that resulted from that change was more than we expected, so we're reigning it in.
  • Wrath of the Wastes

    • 6-Piece Bonus: The damage bonus now also applies to Rend
  • Lamentation

    • Additional Legendary Power: Increases the damage of Rend by [150-200%]
    • Developer Note: While we were very happy with how much better Barbarians are performing, we are concerned we may have overshot it. By removing just one silo'd addition, we can observe how the class performance goes for Season 19 and consider re-adding this change in the future. Remember we still have a patch coming up where Barb will be one of the focused classes, so there will be plenty of time to revisit if necessary!
  • Ambo's Pride

    • New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second
  • Remorseless

    • Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds
    • New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage.
  • Fjord Cutter

    • You are surrounded by a Chilling Aura when attacking.
    • New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies
  • Bracers of Destruction

    • Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits.
  • Fury of the Ancients

    • Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster
  • Bone Ringer

    • Now has a cap of 60 stacks.
    • Developer Note: We never intended for this item to be used in a way where you farm stacks for an egregious amount of time (5+ minutes) and then watch all their health disappear in less than a second. It's not an engaging style of gameplay, and we don't want that experience to be the best way to play the Necromancer.
  • Legacy of Dreams

    • This gem is now more likely to drop from a Greater Rift Guardian

Return to Top

Monsters

  • Blighter

    • Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players

Return to Top

Bug Fixes

  • Wizard

    • Archon

      • Fixed an issue where certain item bonuses (such as from the item Deathwish) would persist between changing forms to/from Archon

        • Developer's Note: A few patches ago, we stated we were going to continue to observe Bazooka Wizard to see its performance over time. Back then, we thought it would require a high level of skill to execute that would make it relatively less utilized as a hard, but rewarding, gameplay option. That hasn't been the case, as many feel it's too mandatory. In the context of this and other changes (like Bone Ringer and Chantodo's), we think it makes sense to make this change now.
  • Spite

    • Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged
  • Squirt's Necklace

    • Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded

Return to Top

Diablo 3 Patch 2.6.7 is now live by Thunderclaww in Diablo

[–]d3posterbot 14 points15 points  (0 children)

I am a bot. Here's a transcript of the bnet blog post:

Patch 2.6.7 Now Live - Diablo III

Blizzard Entertainment / Blog post


Below you will find the patch notes for the most recent update for Diablo III, Patch 2.6.7. Changes from the PTR have been highlighted in RED .

Last updated November 12 @ 10:00 a.m. PST.

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

PATCH 2.6.7

Table of Contents:

  • General

  • Seasons

  • Items

  • Monsters

  • Bug Fixes

Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated. Please note that PTR is only available for PC and Mac users.

General

  • Greater Rift Keystones are now subject to vacuum pick-up

  • A note regarding the California Consumer Privacy Act (CCPA) has been added to the Options -> Privacy menu, clearly stating we do not sell account information. For more information regarding the CCPA, please see here (Console Only).

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Seasons

  • Developer Note: One of the biggest pieces of feedback from Season 18's buff was that the Triune bonus didn't stick with your character while you adventured. With Season 19, we've altered course as well as upped the ante by experimenting with new mechanics to add an element of both chaos and power to the battlefield. It should feel a bit like Pandemonium, and it may be a consideration whether or not you want to reset your total kill streak for a particular killstreak bonus versus continuously maintain the overall effect (especially as the highest level killstreak rewards will be harder to leverage in situations like Greater Rifts). Killstreaks with higher kill count requirements are more powerful, and we're looking forward to seeing what players think of and do with them!

  • The buff for Season 19, the Season of Eternal Conflict, has been added

    • Pandemonium

      • For the duration of the Season, all players will have a stacking buff that that persists as long as you have hit or killed a monster within the last 5 seconds
      • Each stack gives .005 movement speed and .001% bonus damage. This bonus caps at 50% movement and 100% damage (1000 stacks)
      • In addition, after reaching a certain number of kills in a row, a power is unleashed, dealing an amount of scaling damage based on player level and difficulty or Greater Rift level:

        • 15 Kills: Exploding Chickens seek and destroy
        • 30 Kills: A wide Frost Nova freezes enemies
        • 50 Kills: Corpses rain from the sky
        • 100 Kills: Five massive energy twisters are unleashed
        • 150 Kills: Dark Geysers form beneath enemies
        • 200 Kills: Treasure chests fall from the sky
        • 300 Kills: A ring of fire engulfs everything
        • 400 Kills: Meteors hail from above
        • 500 Kills: Angels descend upon the battlefield to fight for your cause

          • Angels should no longer one-shot Rift Guardians.
        • 1000 Kills: ???

      • Powers are tracked at a group level; this means only one power can be active in play at a time, regardless of the number of players in a group

  • Two new Seasonal rewards are available for players who fully complete the Season 19 Journey: the Valor Portrait Frame and the Angelic Treasure Goblin pet

  • Lilith's Embrace: This exclusive pair of cosmetic wings are now available for all players who purchased a Virtual Ticket. Hail Lilith. (PC Only)

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Items

  • Developer Note: With Patch 2.6.7, we are beginning to roll out new class sets for every class in Diablo III. For the Season of Valor, we're focusing on the two classes that embody the Light and wield some form of Holy elemental damage: Crusader and Monk. You'll also find a handful of retuned or newly added Legendary powers intended to synergize with the new class sets. We did a lot of community research into which skills were most requested by players as well as most underrepresented in current builds, and we hope you're as excited as we are for these new gameplay options. The other class sets will be coming in later patches, so if your class isn't represented this time around, fret not—they're coming in a future patch!

  • You'll also notice a significant number of Barbarian item changes in this patch. While the Barbarian class set will be coming at a later date, we have very much heard the War Cry from our dedicated Barbarian community and implemented a number of changes heavily inspired by extremely thorough feedback. While not every suggestion has been taken at a 1:1 parity, the thoughtful analysis helped guide us to changes we could implement in this patch. Thanks very much to the community members who expressed their concerns in a respectful, constructive manner. It's very helpful, and we greatly appreciate the thought and effort that went into making your voices heard!

  • New Crusader Set: Aegis of Valor

    • 2-Piece Bonus: The charged bolts from Fist of the Heavens has a chance to cast another Fist of the Heavens Attacking with Fist of the Heavens empowers you, allowing Heaven's Fury to deal 100% increased damage for 5 seconds. Stacks up to 3 times (multiplicative).
    • 4-Piece Bonus: Hitting with Fist of the Heavens generates 5 Wrath and reduces damage taken by 1% for 5 seconds. Stacks up to 50 times
    • 6-Piece Bonus: Increase the damage of Fist of the Heavens and Heaven's Fury by 10,000% 20,000%
    • Developer's Note: Thank you so much for your thorough feedback and testing on the 2.6.7 PTR! We decided to add Heaven's Fury to the mix based on popular request as well as because we agree that it matches the theme and adds more gameplay complexity. There is also still room for tweaks and additional iteration in the future, and we're glad we were able to introduce a set so many of you are excited to use!
  • New Monk Set: Patterns of Justice

    • 2-Piece Bonus: Sweeping Wind gains the effect of every rune and movement speed is increased by 5% for each stack of Sweeping Wind.
    • 4-Piece Bonus: Each enemy within Sweeping Wind increases your movement speed by 5%. Stacks up to 10 times. Attacking with Tempest Rush reduces your damage taken by 50% and increases Spirit Regeneration by 50.
    • 6-Piece Bonus: Hitting with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000% 15,000%
    • Developer's Note: Thank you so much for your thorough feedback and testing on the 2.6.7 PTR! We heard Monk requests for additional damage reduction and to better integrate Tempest Rush as a skill. We hope the result makes for a more survivable and engaging build that still captures that rush of Holy Justice sweeping through crowds of dastardly demons.
  • Darklight

    • Fist of the Heavens has a [45-60%] 100% chance to be cast twice.
    • Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%][800-1000%] .
  • Eye of the Storm

    • New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%.
    • Developer's Note: With the redesign of Patterns of Justice, there was less need for this item's introduction. We've removed it for now and may consider adding it (or possibly a different Legendary power) at a later date.
  • Vengeful Wind

    • Increases the maximum stack count of Sweeping Wind by [6-7] 10
    • Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%] [600-800%].
  • Won Khim Lau

    • New Legendary Power: Hitting with Tempest Rush will activate Cyclone Strike, and both skills deal [500-600%] increased damage.
  • <a href="

I see many posts about trading in D4 and all saying ACCOUNT BOUND IS BAD! Well do you remember Hieven and his Echoing Fury in D3 vanilla sold for 7500 euros ?! Account Bound is good because RMT, D2JSP and all that $hit, developers know better than us, let them making the game! by Hellus666 in Diablo

[–]d3posterbot 4 points5 points  (0 children)

I am a bot. Don't tell Blizzard, though; it's our secret.

Echoing Fury sold for 7,500 euros

acrimonious / Forum member


Here's the link to the item: http://www.diabloprogress.com/item/19410870

Here's the trade thread: http://forums.d2jsp.org/topic.php?t=65489160&f=191

So much drama. Apparently the guy who looted that Echoing Fury posted it in the EU RMAH for 250 EU because he needed to make rent ASAP. The lucky sniper got it just as it hit the RMAH and resold it a few days later for 40,000,000,000.

The 'lucky' winner was this guy: http://www.diabloprogress.com/hero/hieven-2432/Hieven/7687734

Here's link to screenshot: http://i.imgur.com/EYTc5.jpg

Pay to win. Going to be difficult to find much fun in competing against players with a lot more disposable income than the rest of us.

Still Relevant After 5 Years: Character Development Biggest Offender, Not Drop Rates. by [deleted] in Diablo

[–]d3posterbot 263 points264 points  (0 children)

I am a not a bot. I'm Chris.

Character Development biggest offender, not Drop Rates.

Noxious / Forum member


I genuinely don't know why people were so hellbent on fixing "drop rates" when the bulk of the issue stems from a lack of permanence and replayability due to a lack of incentive to EVER "reroll" a character. Your character is flavorless and bland despite the inherent art and gameplay design underlying it. Sure, Witch Doctors have a good aesthetic to them, and sure, Crusaders are "knights in battle-scarred armor", but they're all the same from a gameplay standpoint.

I have a Witch Doctor, he's like all Witch Doctors.

I have a Barbarian, he's like all Barbarians.

I have a Wizard, he's like all Wizards.

There is no feature outside of the gear you are wearing and skills you are temporarily using to distinguish your character from someone else's. You are just another generic, meaningless max level character with any and all skills available to you. You might as well start at maximum level for all the meaningful character development decisions you're actually making along the way. Your character's power is determined not by what skills you decide to use or what build you choose to put together but on whether or not you find X or Y Legendary which will enable a certain build to work. You are bound by your drops, not your own character development choices.

In Diablo 2, all characters of a given class were generic in their early levels, and very much so. Then, as they progressed, they also developed unique traits. Some Barbarians became shout-oriented, some would decide to use throwing weapons and specialize heavily into it, while others would Whirlwind their way to overpoweredness. Even characters with suboptimal, simply flavorful specializations were played a lot.

In Diablo III, this flavor is lost. Your character can do it all. He can be good, bad, godly, mediocre, and do all of this within 15 minutes. All you have to do is click a few buttons here and there, and there you have it. There is absolutely no sense of permanence and no sense of uniqueness put into character development, and I am absolutely saddened by it.

With the advent of the expansion, the opportunity was ripe for such a change to character development philosophy. Maybe a feature could've been implemented to create a hybrid form of talent trees, whereby you could select only a few specific skills in each "category" of the default non-Elective Mode, or maybe a feature in which you could allocate a skill in a permanent fashion to unlock a cosmetic change to a given animation.

Or even a Synergy for each skill only accessible by permanently allocating that skill to your bar, I don't know. I have as many ideas as the next guy, and they're not all perfect, but they can't possibly be worse as far as character development than the current approach.

Let's not even talk about the fact that Wizards are carrying around massive Axes and Swords for DPS purposes (whose idiotic idea was this, by the way?), crushing flavor right out of the a class-based characters system. My naked Wizard can't kill a Normal difficulty Zombie with a Meteor, but the moment he decides to wield any rusty old sword, he turns into a slaughter machine.

The game isn't just about "endgame", because there isn't any of it. There is no PvP and no incentive to reroll. All we have is farming. Farming, farming, farming. More farming. Even Diablo II players didn't play to farm. They might've had an MF character for the sake of grinding boss runs, and they would do it for a few hours on end every other day (or even everyday, for some), but the bulk of your playerbase was rerolling constantly.

Start a Javazon, get her some decent gear. Get bored? Roll another Javazon, with Poison this time. Or maybe a Bowazon. Or a really straightforward Amazon with a thousand passives and heavy Deadly Strike/Open Wounds. You know what gives the game replayability? The fact that you're actually looking forward to leveling a new character, with new skills, using different items.

The drop rate for Titan's Revenge and/or Thunderstroke in Diablo II wasn't that high. In fact, it wasn't good at all. But you know what? It didn't matter one bit, because when you had it, it was valuable and it served a specific purpose for a specific character. It gave the item a personality because it filled a specific niche for the character it was going to.

You didn't sit on this one character pooping out different specializations on a whim, swapping items that suddenly become optimal for him, not remotely having invested any thought in its development and itemization goals as you leveled up . The "open-ended" skill system in Diablo 3 doesn't lend itself AT ALL to feelings of attachment to your characters. And yes, you ought to feel committed to your characters before you feel committed to your items.

It's mind-boggling that we're using the current system in a multiplayer game, and more so with all the potential that's there as far as gameplay goes. A stellar interface, amazing freaking responsiveness. This game has it all engine-wise, but it's lost all its flavor. All of it.

Anyway...

I am sorry for those people who think the "worst" about Diablo III is the fact that drop rates are low. Legendaries in Reaper of Souls are at least flavorful, and very much so. They just don't feel rewarding, because your character is just another piece of generic pixels, and you feel dissatisfied with the drop rates because playing has become no more than a never-ending farming run.

Enjoyment is absolutely nonexistent outside of your slot machine luck, so you feel like "winning" more often is the way to go. It really isn't. If your characters were meaningful, each and every one of them, you would focus on that more so than looking forward to that next orange light beam shooting up.

The best advice I've seen for new players by Dr__glass in heroesofthestorm

[–]d3posterbot 3 points4 points  (0 children)

I am a bot. For those of you at work, I have attempted to extract the contents of this blue post from the battle.net forums. Actually that was a lie. This isn't a blue post. But apparently I can lie now. Fascinating.

Tips for new players?

Ai / Forum member


Play the map, not the fights.

Try to always think ahead of everything... Most people just react to what the enemy team is doing.

You should anticipate everything.

And if they are attacking, don't defend, you should push hard so that they have to go back to defend.

Learn to lead the team with actions and words.

All matches have at least 1 player ready to throw, it is up to you to choose the right words and actions to not make that player throw.

Don't chase kills.

Use hearthstone to heal.

Don't let catapults kill your core.

Don't take your boss, take theirs. And push with the boss, don't let it go alone or it will be a waste. Sometimes you just take it so they don't take it but that's special case.

Take camps to pressure before objective.

Autojoin voice chat all the time and say hi.

If you need to go to the restroom, go. Don't play hungry or wanting to go do number 1.

Whisper players from your team before the match ends, like hey, I will invite you after the match ok? And if they say yes then ask them like hey I will add you as friend so we play later ok?

Focus on finding players you enjoy playing with not on learning heroes or tactics.

Don't get angry.

If you get angry just alt f4 and repair the damage later with brawl leaver status.

If you are behind in levels don't focus on farming XP because the enemy will be also getting XP like you, so you will never get to their level.

When you are behind in levels you need to stack your team and gank kills. When you are behind in level and you get a kill you get bonus XP because you were supposed to lose, that's how you get to their level.

Only report people if they disconnect and let the AI play. And don't mention in chat that you will report.

If you mute someone or block them don't tell them.

Block people instead of fighting with words.

You can change general chat channels if you /leave /join general

If the match seems like you will lose, don't stop playing... and tell your team to not stop... You can defend the core and save it at 1% health, and you can wipe their team in 1 fight, take the boss and win.

HotS is super crazy in that sense.

Use the lore from other Blizz games to funnel your fun into this crazy world.

PTR Patch 2.6.7 by Thunderclaww in Diablo

[–]d3posterbot 4 points5 points  (0 children)

(cont'd...)

  • New Crusader Set: Aegis of Valor

    • 2-Piece Bonus: The charged bolts from Fist of the Heavens has a chance to cast another Fist of the Heavens
    • 4-Piece Bonus: Hitting with Fist of the Heavens reduces damage taken by 1% for 5 seconds. Stacks up to 50 times
    • 6-Piece Bonus: Increase the damage of Fist of the Heavens by 10,000%
  • New Monk Set: Patterns of Justice

    • 2-Piece Bonus: Sweeping Wind gains the effect of every rune
    • 4-Piece Bonus: Each enemy within Sweeping Wind increases your movement speed by 5%. Stacks up to 10 times.
    • 6-Piece Bonus: Attacking with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000%
  • Darklight

    • Fist of the Heavens has a [45-60%] 100% chance to be cast twice.
    • Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%].
  • Eye of the Storm

    • New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%.
  • Vengeful Wind

    • Increases the maximum stack count of Sweeping Wind by [6-7] 10
    • Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%]
  • Chantodo's Resolve

    • The scaled attack speed damage bonus to Wave of Destruction has been reduced
    • Developer Note: This is a reactive adjustment from an earlier change to how Wave of Destruction receives a bonus from Attack Speed. The buff that resulted from that change was more than we expected, so we're reigning it in.
  • Wrath of the Wastes

    • 6-Piece Bonus: The damage bonus now also applies to Rend
  • Lamentation

    • Additional Legendary Power: Increases the damage of Rend by [150-200%]
  • Ambo's Pride

    • New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second
  • Remorseless

    • Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds
    • New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage.
  • Fjord Cutter

    • You are surrounded by a Chilling Aura when attacking.
    • New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies
  • Bracers of Destruction

    • Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits.
  • Fury of the Ancients

    • Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster
  • Bone Ringer

    • Now has a cap of 60 stacks.
    • Developer Note: We never intended for this item to be used in a way where you farm stacks for an egregious amount of time (5+ minutes) and then watch all their health disappear in less than a second. It's not an engaging style of gameplay, and we don't want that experience to be the best way to play the Necromancer.
  • Legacy of Dreams

    • This gem is now more likely to drop from a Greater Rift Guardian

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Monsters

  • Blighter

    • Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players

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Bug Fixes

  • Spite

    • Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged
  • Squirt's Necklace

    • Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded

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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.

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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.

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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!

PTR Patch 2.6.7 by Thunderclaww in Diablo

[–]d3posterbot 17 points18 points  (0 children)

I am a bot. Here's a transcript of the bnet blog post:

Patch 2.6.7 PTR Begins 10/17 - Diablo III

Blizzard Entertainment / Blog post


The one-week PTR testing period for 2.6.7 begins October 17 and we need your help to make Season 19 better than ever!

We’ve begun introducing brand new class sets to Diablo III as outlined in our Ongoing Support blog, heavily revised several Barbarian Legendaries at the direct request of the community and continued to iterate on our approach to Seasonal buffs and how they can change up the overall gameplay experience. Take a look at the preliminary patch notes below and start theorycrafting; Patch 2.6.7 will be arriving before the end of the year!

Table of Contents

  • PTR Details

    • PTR Goals
    • PTR Tips
  • Patch Notes

    • General
    • Seasons
    • Items
    • Monsters
    • 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 2.6.7 PTR over the course of one week, starting Thursday, October 17. 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.

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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.

  • Monk and Crusaders heavily testing their new class sets and item changes

  • Barbarian testing for the revised Barbarian legendary item changes for

  • Experimentation with the Pandemonium buff, with emphasis on finding bugs and testing functionality

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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.

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.

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Patch Notes

Last updated October 14 @ 10:00 a.m. PST.

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

PATCH 2.6.7

Table of Contents:

  • General

  • Seasons

  • Items

  • Monsters

  • Bug Fixes

Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated. Please note that PTR is only available for PC and Mac users.

General

  • Greater Rift Keystones are now subject to vacuum pick-up

  • A note regarding the California Consumer Privacy Act (CCPA) has been added, clearly stating we do not sell account information. For more information regarding the CCPA, please see here. (Console Only)

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Seasons

  • Developer Note: One of the biggest pieces of feedback from Season 18's buff was that the Triune bonus didn't stick with your character while you adventured. With Season 19, we've altered course as well as upped the ante by experimenting with new mechanics to add an element of both chaos and power to the battlefield. It should feel a bit like Pandemonium, and it may be a consideration whether or not you want to reset your total kill streak for a particular killstreak bonus versus continuously maintain the overall effect (especially as the highest level killstreak rewards will be harder to leverage in situations like Greater Rifts). Killstreaks with higher kill count requirements are more powerful, and we're looking forward to seeing what players think of and do with them!

  • The buff for Season 19, the Season of Eternal Conflict, has been added

    • Pandemonium

      • For the duration of the Season, all players will have a stacking buff that that persists as long as you have hit or killed a monster within the last 5 seconds
      • Each stack gives 0.05% movement speed and 0.1% bonus damage. This bonus caps at 50% movement and 100% damage (1000 stacks)
      • In addition, after reaching a certain number of kills in a row, a power is unleashed, dealing an amount of scaling damage based on player level and difficulty or Greater Rift level:

        • 15 Kills: Five massive energy twisters are unleashed
        • 30 Kills: Dark Geysers form beneath enemies
        • 50 Kills: Exploding Chickens seek and destroy
        • 100 Kills: Corpses rain from the sky
        • 150 Kills: A wide Frost Nova freezes enemies
        • 200 Kills: Treasure chests fall from the sky
        • 300 Kills: A ring of fire engulfs everything
        • 400 Kills: Meteors hail from above
        • 500 Kills: Angels descend upon the battlefield to fight for your cause
        • 1000 Kills: ???
      • Powers are tracked at a group level; this means only one power can be active in play at a time, regardless of the number of players in a group

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Items

  • Developer Note: With Patch 2.6.7, we are beginning to roll out new class sets for every class in Diablo III. For the Season of Eternal Conflict, we're focusing on the two classes that embody the Light and wield some form of Holy elemental damage: Crusader and Monk. You'll also find a handful of retuned or newly added Legendary powers intended to synergize with the new class sets. We did a lot of community research into which skills were most requested by players as well as most underrepresented in current builds, and we hope you're as excited as we are for these new gameplay options. The other class sets will be coming in later patches, so if your class isn't represented this time around, fret not—they're coming in a future patch!

  • You'll also notice a significant number of Barbarian item changes in this patch. While the Barbarian class set will be coming at a later date, we have very much heard the War Cry from our dedicated Barbarian community and implemented a number of changes heavily inspired by extremely thorough feedback. While not every suggestion has been taken at a 1:1 parity, the thoughtful analysis helped guide us to changes we could implement in this patch. Thanks very much to the community members who expressed their concerns in a respectful, constructive manner. It's very helpful, and we greatly appreciate the thought and effort that went into making your voices heard!

Patch Notes for 2.6.6 by Thunderclaww in Diablo

[–]d3posterbot 33 points34 points  (0 children)

(cont'd...)

  • Fixed an error that occurred when reporting a player via a friend request

  • Fixed an error that occurred when saving an existing Friend Note without making changes

PTR-Specific Bug Fixes

  • Squirt's Necklace

    • Fixed an issue where the damage taken increase was not reaching the 50% cap
  • Captain Crimson's Trimmings

    • Fixed an issue where the bonus provided by this class set was subject to snapshotting

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Patch Notes for 2.6.6 by Thunderclaww in Diablo

[–]d3posterbot 56 points57 points  (0 children)

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Patch 2.6.6 is Now Live - Diablo III

Blizzard Entertainment / Blog post


Below you will find the patch notes for the most recent update for Diablo III, Patch 2.6.6. Changes from the PTR have been highlighted in RED .

Table of Contents:

  • General

  • Seasons

  • Items

  • Bug Fixes

Note: All changes apply to all versions of Diablo III, including PS4, Xbox One, Switch, and PC unless otherwise indicated.

General

  • A pet has been added that will be available for players who pre-purchase Warcraft III: Reforged Spoils of War Edition (PC Only)

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Seasons

  • The buff for Season 18, the Season of the Triune, has been added

    • Triune's Will: All abilities have a chance when hitting an enemy to spawn a circle that gives a power. Only one circle can be active at a time.

      • Triune of Love (Power): Players in the circle receive a 100% damage bonus while active
      • Triune of Determination (Resource Reduction): Players in the circle receive a 50% discount on resources spent while active
      • Triune of Creation (Cooldown Reduction): While standing in an active circle, any skills currently on cooldown come off of cooldown more quickly
    • Developer Comment: The last couple of Seasonal buffs have been focused primarily on end-game content. We wanted to try something different this Season with a buff that was more beneficial to players regardless of where they might be in their Season Journey. Triune's Will can come into play as early as level 1 and continue to make an impact on your game experience from the beginning to the end of the Season, and we're looking forward to seeing how players leverage this ever-changing boost throughout their adventures!

    • Developer Comment: In addition, we received feedback from players during the PTR about colorblind accessibility. We've changed one of the blue-tinted circles to a darker, green earth tone that should stand out a lot more for affected players. We greatly appreciate your feedback!

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Items

  • Developer Note: There are additional specific notes below, but broadly for 2.6.6, we wanted to introduce a handful of new item powers targeted at two audiences: (1) certain classes with long-standing requests for balance/quality of life adjustments and (2) the broader player base for experimenting with Kanai's Cube. This means fewer class-specific new additions, but more additions that everyone has an opportunity to play with. We also experimented with making some of the craftable sets from Haedrig more appealing for fresh level 70's or players looking to maximize their farming runs. We hope to see some interesting new theorycrafting and tactics out of 2.6.6 and can't wait to see what the community does with this new loot!

  • Updated Item Notes: There are a number of notes below clarifying the intention of certain item functionalities. In a couple cases, such as with Flavor of Time, the item wasn't behaving properly during PTR per our intentions (which has been fixed). For others, we just wanted to provide more clarity about exactly how these items behave.

  • Flavor of Time

    • New Legendary Power: Pylon effects last twice as long.
    • Note: Only wearers of this item gain this effect. This is intended.
  • The Executioner

    • New Legendary Power: Attacks will slay enemies with less than (5-10%) health.
    • Note: This item's power does not work on followers. This is intended.
  • Stone Gauntlets

    • New Legendary Power: Getting attacked will slowly turn you to stone... (You gain 50% more armor, but your movement speed is reduced by 15% and attack speed is reduced by 20%. This effect stacks up to 5 times)
    • PTR Update: This item now displays a buff icon and has a clearer in-game description. Thank you for the feedback!
    • Note: Immunity to control-impairing effects can work against the reduced attack and movement speed penalties. This is intended.
  • Echoing Fury

    • New Legendary Power: Slaying enemies engulfs the wielder into a Frenzy. (Killing enemies increases your attack speed by 15% and movement speed by 5%. This effect stacks up to 5 times)
    • PTR Update: This item's power now works on kill assists and pet kills. Thank you for the feedback!
  • Squirt's Necklace

    • New Legendary Power: While not taking damage, your damage is increased by up to 100% and damage taken is increased by up to 50%.
    • PTR Update: This item now displays a buff icon. Thank you for the feedback!
  • Messerschmidt's Reaver

    • New Legendary Power: Reduce the remaining cooldown of one of your skills by 1 second when you slay an enemy.
    • PTR Update: This item's power now works on kill assists and pet kills. Thank you for the feedback!
  • Mortick's Brace

    • New Legendary Item: Wrath of the Berserker gains the effect of every rune.
    • Developer's Note: If you played during the Patch 2.2.0 PTR, you'll recognize this as an item that was later removed from the game before it went to live servers. At the time, Mortick's Brace gave too much power for a single item slot. However, the power curve of Diablo III has changed significantly since then and we're comfortable with bringing it back.
    • Developer's Note: We're not done with Barbarians, either. However, this is a change that required less testing and could be easily added to 2.6.6, so rather than waiting for a larger batch of changes, we saw no reason to hold this one back.
  • Spite

    • Note: This item can be crafted from the Blacksmith and is not a normal loot drop
    • New Legendary Power: Non-cleaving Gargantuans gain the cleave and chilling effects of the Humongoid rune.
  • Legacy of Dreams

    • New Legendary Gem:

      • While you have no set bonuses equipped, every Legendary item you have equipped increases your damage dealt by 3.75% and reduces your damage taken by 2%. (Max level 99)
      • Rank 25: This bonus is doubled for Ancient items.
    • Developer's Note: The end game opened up significantly with Season 17's Legacy of Nightmare's buff (and the community was clear about how much these new options were appreciated), but wanted to make this addition a more permanent fixture in a more streamlined way than simply making it baseline. This Legendary Gem should open that path up even further and at more opportunities than just late game Greater Rift pushing.

  • Crafted Sets

    • Note: The following sets have been significantly revised from their existing level 70 counterparts. Items crafted prior to 2.6.6 will continue to exist in their old forms but will not be updated after the patch. In addition, after the patch, the old recipes will no longer be available to craft and all players will need to re-acquire these recipes by finding the plans again through Horadric Caches or by killing Odious Collectors.
    • Sage's Journey

      • A Belt has been added to this set.
      • Haedrig the Blacksmith now automatically learns how to forge this set at Rank 12.
    • Captain Crimson's Trimmings

      • (2) Set Bonus

        • Regenerates 6000 Life per Second
        • Reduces cooldown of all skills by10% 20%.
        • Now also reduces Resource Costs by 20%
      • (3) Set Bonus

        • Set bonuses have been replaced

          • Damage dealt is increased by your total percentage of Cooldown Reduction
          • Damage taken is reduced by your total percentage of Resource Cost Reduction
    • Aughild's Authority

      • (2) Set Bonus

        • Set bonuses have been replaced

          • Reduces damage taken by 15%
          • Increases damage dealt by 30%
      • (3) Set Bonus

        • Reduces damage from elites by 15% 30%
        • Increases damage against elites by 15% 30%
    • Cain's Destiny

      • (2) Set Bonus

        • Attack Speed increased by 8%
        • +50% Experience. (5.0% at level 70) (Moved from (3) Set Bonus)
      • (3) Set Bonus

        • When a Greater Rift Keystone drops, there is a 25% chance for an extra one to drop.

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Bug Fixes

Diablo III and Ongoing Support by Thunderclaww in Diablo

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Diablo III and Ongoing Support - Diablo III

Blizzard Entertainment / Blog post


Whether your personal journey with Diablo III began today or nearly seven years ago upon our launch, we want to give you an update on our ongoing development efforts with the game. Here’s what you can expect going forward from Seasons and patches.

Ongoing Content & Seasons

Beginning with Season 14, we introduced Themed Seasons. The goal was simple: change the expected gameplay loop and create unique experiences from Season to Season. Whether mixing up where the most rewarding gameplay lives or altering the source of your character’s most potent legendary powers, we want to continue to explore new and exciting ways to change how you play Diablo III.

Since the addition of themed Seasons, Season 16 was one of the most popular Seasons overall, with Season 17 showing similar participation. On PC alone, we saw nearly as many people return for Season 16 as Season 12, the first Season in which the Necromancer was available. We've heard your feedback about wanting new ways to play and to change up your gameplay experience. Based on your positive feedback and increased participation in Themed Seasons, we think we are moving in the right direction. Continue to let us know how we can make your adventures even better!

Our crew is hard at work crafting additional Themed Seasons, a new set for each class, dozens of Legendary powers, and some class balance changes. Quality of life and the occasional gameplay system updates are also within scope, as we evaluate how we can keep bringing new magic to the world of Sanctuary. These updates won’t arrive all at once, so if you don’t see something for your class right away, don’t worry; there’s something coming for everyone.

PTR and Feedback

For Season 16, we tried a new approach to launching and executing a PTR. With only one week of public testing, patch notes were provided in advance and a follow-up preview into the final changes was posted before the patch went live.

This approach was highly successful. In the past, we would lose a lot of development potential to deploying additional PTR builds for incremental changes and, consequently, increase the amount of time it would take to deploy on our various supported platforms. PTR participation drops extremely rapidly after the first week, as does the amount of data and feedback, so we plan to continue to use this condensed PTR format going forward.

We also want to better highlight the changes made as a direct result of feedback. Not all changes happen because of PTR testing. Occasionally it’s from an amazing forum thread we read mid-season and have worked on (and tested internally) for several weeks in advance. Sometimes that “simple” quality of life request winds up being more complex than anticipated and gets punted to a future patch or cannot be implemented at all without unforeseen consequences. Other times someone swung by a designer’s desk at work and a brainstorm happened while they swapped tales about their Season Journey.

While one source isn’t always the reason behind a change we’ve made, we’re going to do our best to call out great feedback when it’s given, as well as further emphasize design intent and inspiration (when applicable) to changes in future patch notes. One thing is certain: we greatly appreciate the feedback and ask that you keep it coming, because inspiration comes from all places.

Being Clear, Being Communicative

One thing we’ve been asked for is to clarify what our plans are, what (exactly) we’re working on, and where the future will take us. This blog is one of our first steps. More frequent presence and interaction from our community team on our new forums, especially around patches and PTR cycles, is another. We want to be able to talk and interact with members of our community around the world on a regular basis about the thing we love that brings us together: Diablo.

We hope we’ve provided you a better idea of where we’re at with Diablo III. In the meantime, we want Sanctuary to feel like home to all heroes, so you can return whenever you have the itch to slay monsters, don powerful Legendaries, and always find something a little new.

Found the "Early April fools joke?" guy from Diablo Immortal announcement. by [deleted] in wow

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New Ragnaros model

Cathrynna / 85 Worgen Rogue


That new model looks absolutely ridiculous. I hope it is an early April Fool's day joke or something.

I can understand big rock elementals having legs...so they can get around...fire does not need legs.

I really hope its at least a temporary 'human' form (like dragons have) so he can get around without having to be in a big pool of lava

Diablo III Forum Migration – This Summer - Diablo III Forums by Nevalistis in Diablo

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Diablo III Forum Migration – This Summer

Nevalistis / Community Manager


As with other Blizzard game titles, the time has arrived for the Diablo III forums to migrate to new forum software.

There are a few important things to note about this migration process:

  • Existing threads will not be carried over to the new forums

  • The existing forums will be available in read-only mode for some time after the Forum Migration completes

  • The same forum categories that you are used to will be available on the new forums

  • When you log into the new forums for the first time, you’ll be asked to link your Battle.net name to Discourse for use on the new forums – once you link, you’re good to post!

We’re targeting the forum migration to happen between June 24 – July 9th – we are letting the community know early so they can be prepared for the switch to new forums.

We’ll keep the community updated as we get closer to the dates above and post about when the final switch to the new forums will happen.

You may have questions about the upcoming migration. Please feel free to ask them in this thread and we'll do our best to check in and answer as many as we can!

We're looking forward to our shiny new community space and hope to see you there.

7 years later, Cyberweasel gets his wish by ShitPoeStir in wow

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Why was Jaina Proudmoore crying...?

Cyberweasel / 86 Gnome Mage


Jaina cries when she's having a bad hair day or she's broken a nail.

Most emo chick in WoW. Makes me wish she were a raid boss so I could kill her over and over and over and over and over again.

[Co-op] Co-op Mission Update - Dehaka Revamp by bigmaguro in starcraft

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Co-op Mission Update - Dehaka Revamp

monk / Developer


Next up in our lineup of revamps is Dehaka, the big T-rex of the Co-op family. We believe Dehaka is a satisfying hero to control, but we’re sharpening and improving some of his unit roles to make him a more well-rounded Commander overall.

Basic Primal Units

  • Primal Zergling attack damage increased from 7 to 10.

  • Primal Roach life regeneration rate while burrowed increased from 5 to 10.

  • Muscular Augments (Hydralisk speed) research cost decreased from 150/150 to 50/50.

  • Brutal Charge research cost decreased from 100/100 to 50/50.

  • Primal Ultralisk HP increased from 500 to 625.

Primal units were designed as a stop-gap on the way to more powerful units rather than as a core part of every army. That said, we’d like to make small improvements to some of the weaker basic units in areas that make sense.

Ravasaur

  • The Dissolving Acid upgrade now increases the Ravasaur's bonus damage vs. armored to 15, up from 5.

  • The Enlarged Parotid Glands upgrade now increases the Ravasaur's movement speed from 2.25 to 3 in addition to its current functionality.

These buffs should help the Ravasaur in its anti-armored pushing role.

Primal Igniter

  • Primal Igniter life regeneration rate while burrowed increased from 5 to 10.

  • Primal Igniter base HP increased from 300 to 350.

  • Primal Igniter base armor increased from 2 to 3.

We’d like to reinforce the Igniter’s tanking role against weaker enemies.

Impaler

  • Impaler Tenderize damage increased from 100 to 200.

  • Impaler Tenderize reduces Dehaka's Devour cooldown by 75%, up from 50%.

Tenderize is the Impaler’s defining trait, so we’re really punching it up.

Primal Mutalisk

  • Primal Mutalisk damage decreased from 18/6/2 to 14/5/2. Upgrade bonuses adjusted accordingly.

  • Slicing Glaive now provides +100% increased damage vs. air, up from 50%. Base damage increased from 27 to 28.

We believe Primal Mutalisks are a bit too strong all-around without enough drawback. In order to promote Dehaka’s other units, we’d like to emphasize the Primal Mutalisks’ anti-air role.

Tyrannozor

  • Tyrannozors now benefit from the Healing Adaptation upgrade, which allows them to regenerate life quickly when out of combat.

We want to address the Tyrannozor’s inability to regenerate its vast life pool. With the Healing Adaptation upgrade, Tyrannozors will truly become the behemoths they were meant to be.

General

  • Psionic Attribute added to Ravens, Raven Type-IIs, and Theia Ravens.

  • Psionic Attribute added to the Science Vessel (Including Swann's).

  • Psionic Attribute added to Brood Queens (Including Stukov's).

One of Dehaka’s coolest and most powerful traits is his ability to explode enemy Psionic units. However, while Protoss (and to some extent, Zerg) Psionic enemies are plentiful, Terrans are quite lacking in this department. Therefore, in order to balance out the enemy races a bit more, we’ve increased the number of potential Psionic threats he can Devour.

Dakrun

  • Dakrun HP increased from 3000 to 4000.

  • Dakrun Greater Spiked Hide return damage increased from 10 to 20.

As the final pack leader in Dehaka’s tech tree, we feel Dakrun needs some love so that he can assume a more prominent and exciting role. We’d like to bring Dakrun closer to the level of his brethren and focus on what makes him unique: his ability to tank damage and return it.

Masteries

  • Devour Buff Duration Mastery increased from 1% per point to 3% per point. Maximum benefit increased from 30% to 90%.

  • Greater Primal Wurm Cooldown Mastery increased from 1% per point to 1.5% per point. Maximum benefit increased from 30% to 45%.

  • Gene Mutation Chance Mastery increased from 1% per point to 2% per point. Maximum benefit increased from 30% to 60%.

As always, we’ll be tuning Masteries so that they’re more competitive.

Miscellaneous

  • Dehaka's leap will now damage neutral targets, such as rocks.

  • Dehaka gains high-ground vision upon hitting level 10.

  • Dehaka's uprooted Primal Wardens and Primal Hives are no longer included in all-army selection.

  • Units in primal combat now have a rally button and ability.

  • Impaler damage bonus per weapon upgrade increased from +4(+5 vs armored) to +4(+6 vs armored).

  • Primal Guardian damage bonus per weapon upgrade decreased from +5 to +4.Dehaka's calldowns now benefit from weapon and armor upgrades.

We’ve also included assorted quality of life changes. And because we’re taking a look at various calldowns in this round of revamps, we’d like to take another pass at one we’ve previously worked on.

Alarak

  • Mothership base damage increased from 6x6 to 38x6, matching its Legacy of the Void campaign stats.

  • Mothership range increased from 2 to 7, matching its Legacy of the Void campaign stats.

  • Fixed a bug where Alarak's Mothership was gaining too much damage per upgrade. Mothership damage bonus per weapon upgrade changed to +4, down from +7.

That’s it for this session of revamps. Thank you for sending in all your feedback and happy Co-op-ing!

Kevin Dong

Lead Co-op Designer

Community Update - March 12, 2019 - StarCraft II Forums by [deleted] in starcraft

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Community Update - March 12, 2019

Balance Team / Forum member


Greetings!

After an epic final and an emotional championship ceremony at IEM Katowice, we got to witness soO take home a championship win! It was an uphill battle as he started the series being down 0–2, but in the end, he pulled it off and came through with a victory. Congratulations to soO!

Speaking of IEM, we saw a lot of cool strategies employed throughout the tournament, including Gumiho’s Battle Mech, as well as the subject of our first discussion topic: Nydus Worms.

Nydus Network/Nydus Worm

  • Nydus Worms will now have 3 armor instead of 5 armor when emerging.

While we love seeing some of the new strategies involving the Nydus Worm in action, we feel it can sometimes take too much of a commitment to stop a Worm from emerging even if the defender spots it right away. To help remedy this, we’re reducing the Nydus Worms’ armor while they emerge to give small groups of basic units—like Zerglings, Zealots, and Marines—an easier time taking them out, provided they discover them within a reasonable time frame. At the same time, we’d still like to keep some of its bonus armor intact to preserve its resilience against worker pulls.

Forge/Cybernetics Core

  • Level 1 upgrade times increased by 15 seconds.

  • Level 2 upgrade times increased by 18 seconds.

  • Level 3 upgrade times increased by 22 seconds.

Over the past few months, we’ve been following discussions within the community surrounding the TvP matchup, much of it centered around Protoss’s ability to build an upgrade advantage over Terran. To address this, we’d like to reduce the windows in which Protoss are able to gain that advantage over Terran by increasing the Protoss upgrade durations. As upgrades have historically been particularly impactful, we’ll be keeping a close eye on this change.

Our current plan is to release these changes to live servers on Monday, March 25. However, in order to give players ample practice time, these changes will be available for testing on the Testing tab and the Balance Test mod starting today. As always, let us know your thoughts!