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Diablo 3 Patch 2.12 PTR First Impressions
The upcoming Reaper of Souls patch went live for testing on the PTR last night, and here are some quick reactions from my own play and from comments I’ve seen from other testers. First up, here’s a quote from Amedon, who got some testing done with his Crusader. Diablo 3 Patch 2.12 PTR First Impressions […]
The Diablo 3 Podcast #157: Travis Day Interview
Travis Day interviewed from Blizzcon 2014. Travis answers questions about Greater Rifts, Rift Racing, Legendary Gems, Ancient Items, new legendary items and Item Sets, buying more stash space, trading, Realm of Trials, improving bounties, game control problems, build viability in the end game, and much more. There’s a full transcript for this interview, so click […]
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Vote: Diablo 3 PTR Mega-Buff… Too Good?

Posted 23 Nov 2014 by at 20:45 GMT

PTR Season 2 buff

PTR Season 2 buff

The big buff to exp and legendary drop rates now present on the PTR (for normal or Season 2 chars) is a great incentive to play, and a lot of fun. Some players are arguing that it’s actually too much fun, and will cause problems in the short and long term.

The main complaints/objections I’ve seen and heard are:

  1. PTR is overwhelmed with people just playing for fun, creating long join/wait times and keeping “real” testers from doing proper testing.
  2. Players will get used to the super boosted leg drop rate (and the boosted Ancient Items rate)and ruin themselves for the real game once the buff ends, or will rage and complain asking for similar exp/legendary buffs on a regular basis.

PTR Wait Lines

Point one is definitely true, in terms of the wait to get on the PTR. I haven’t seen more than a 15m wait, and usually it’s just 2-4 minutes, but I haven’t tried to play during peak hours. (And once I’m in a game, I stay there for a long time, since creating a new game will involve a wait. Which makes farming for a RoRG pretty hard.)

The obvious fix here is for Blizzard to allocate more resources to the PTR. If they doubled the capacity to allow more players on, then problem solved. (No idea if they can/will do that.) In the macro, they obviously wanted more people to get on the PTR and test out stuff, so they put a big buff for incentive. And it worked. Too well?

The whole “other people aren’t *real* testers” argument simply reeks of elitism and self justification, but that doesn’t mean it’s not true. However, everyone on the PTR is finding the new gear, experimenting with new skills and gear builds, etc. If that’s not “testing” then what is? Perhaps the argument is that more “casual” PTR players aren’t going to post feedback and debate the issues the way the more dedicated PTR players will, but that’s open to debate.

Buff will “Spoil” the real game

On Point #2, about players getting spoiled by the leg-a-minute (it’s actually more like 3-8 legs per minute, once you’re on T6) drop rate… I guess that might be a problem. Everyone I know on the PTR has been trading “this will spoil us for the real game” jokes, but they are jokes and the buffed leg drop rate is the biggest joke of all. I’d actually like to see it lowered, since I often have my entire inv full of legs even before I get to the Rift Guardian, and I’ll fill up 3-4x if I clear out an entire Rift, not even counting Blood Thiefs, which are a guaranteed 3-4 TPs to gamble off the Shards. On the whole there are just too many town trips once you’re up to T6 and the leg rate has gone officially insane, and it makes me want an “ID all in field” button. The devs can put it right beside the “salvage all legs” button, while I’m making requests.

Lacking those interface improvements, I’ve already gotten to the point of leaving a lot of legs on the ground, just to save time. I’m picking up every weapon and jewelry, but orange and green items of slots I don’t want/need are getting passed by, and I’ve become incredibly selective and instantly-dismissive of 99% of the legs when I identify them. Including most Ancient Items.

Will this have some long term effect on me? Probably not, though I’ll obviously miss it when reality returns. Especially since I usually play Hardcore, where I can do T6 but have a lot lower killing speed. (Though much higher Toughness, which actually makes the play feel easier. I’ve had to dodge and run and play much more alertly doing softcore on the PTR, just since there’s so little margin for error.)

Will the super buff rate cause wider problems, though? Will players complain endlessly or just /ragequit when they can’t get +2000% or even +200% legendary drop rates in the real game? Perhaps, but it’s not like “endlessly complaining about something” isn’t already the constant state of affairs on the forums.

Vote and Debate

What do you guys think of the PTR issues with the community buff? Is it nothing a little more server capacity couldn’t fix? Or do you think it’s going to corrupt the short term testing and sew seeds of discontent for the long term game and community?

Vote: Diablo 3 PTR Mega-Buff… Too Good?

Huge Community Buff on the PTR... Good or Bad?

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A few pics to show the outrageousness possible on the PTR now. And to send more people to try it, thus making even more wait lines for “real” testers. On noes!@!11!!

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Diablo 2 Secret Cow Level inside Goat Simulator

Posted 23 Nov 2014 by at 19:52 GMT

There is a video game called Goat Simulator. Inside of the game one can find a Diablo 2 style Secret Cow Level complete with noisy, bipedal, angry attack cows.

This seems perfectly logical to me, but try using that opening sentence on an older relative at an upcoming family event, and count on them looking baffled and/or patting you on the head and saying, “that’s nice, Dear.”

Diablo 2 Secret Cow Level inside Goat Simulator:

Thanks to Timmeh for the news tip.

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Tagged As: | Categories: Easter Eggs, Humour, Other Games | 1 Comment

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Season Two on the PTR: Test Drive

Posted 22 Nov 2014 by at 12:55 GMT

PTR Season 2 buff

PTR Season 2 buff

Season Two went live on the PTR last night with that ginormous community buff, and since I had some time to play, I did. And it was awesome. The buff is available to all characters on the PTR, not just to new Season Two chars, which is weird, since I thought the whole point of the community buff was to encourage people to test out Season Two; not just to convert their existing characters over for some test realm play with a massive legendary drop bonus.

At any rate, I went with a new Season Two character, just to see how it would play. And as is the rule with a new season, it’s all new. No gold, items, Artisan levels, stash space, Paragon Points, etc. But with the huge PTR community buff, you don’t stay that way for long.

It was very fun; zoom-fast leveling thanks to triple exp, double goblins for gits and shiggles, and tons of Blood Shards you don’t think you’ll need, since there’s such an enormous legendary drop rate buff. As you can see in the pic, it’s +2000% legendary drop rate, and that’s not a typo, it really is 2000%, AKA 20x normal drop rate. There will be CLANG.

Loot Progression

You notice the fast leveling immediately when you hit level 5 or 6 just doing the first bounty, and the level climb goes like mad from there, even if it’s your first char of the season and you’ve got no twinks, gold, gems, Gem of Ease, etc. The legendary drop rate buff isn’t evident immediately, but it soon becomes very obvious. At first you’re slow and there aren’t many low level legs, but by level 15 you’re getting one or two CLANGs every level, and by level 25ish the legs are dropping at a crazy pace.

You see weird patterns in the legs, since you’re getting so many. For instance, my new Demon Hunter found a Demon Machine at level 9 for his first Leg… and then I found another one at level 13, and a third at level 16, and another at level 17. I found some legendary armor mixed in with that also, but 4 of the same legendary crossbow right in a row. And as soon as it changed, it repeated, when I found 5 straight of the Broccoli-uzi hand xbow from level 18-26ish.

The real legendary game started for me around level 25, when I was fast enough to kill pretty well, had keys enough to run Rift after Rift, and was high enough level for a variety of legendary items to drop. And drop they did. Rain. Deluge. For a while I took a screen after every rift, when I was doing them just to 100%, killing the Guardian, and exiting. (After a while I chose to focus on EXP and cleared out each Rift all the way to the exit stone, by which time my inventory was usually completely full of legendary and set items. Some samples, showing a time lapse of my DH leveling up.

That’s not *every* time I filled up and thus returned, and these were quick. I wasn’t playing real fast and was IMing some friends at the time, but it was every 6-8 minutes, during which I gained 3-4 levels, and that was just doing a Rift up to the Guardian, and seldom going any further. Normally from that you’d find 1-2 legs at most. Often zero. I never found fewer than 10, and often it was more like 30. (And that was just pre-level 70, on Normal difficulty. Wait until you see the T6 leg-orgy.)

Click through for more postcards from the journey, analysis of why Ancient Legendary Items are not such a big deal, the the most glorious (new type of) Treasure Goblin encounter ever. Ever!

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Huge Diablo 3 PTR Community Buff: Season Two Starts Tonight!

Posted 21 Nov 2014 by at 00:02 GMT

Typical Guardian drop?

Typical Guardian drop?

Blizzard has announced a huge community buff to help players vault into the new gear and new testing on the PTR, as Season Two testing gets underway. Huge Diablo 3 PTR Community Buff:

PTR Season 2: Community Buffs Active

As Season 2 begins on PTR, we realize it may be challenging to level up and gear effectively with a short testing window. In order to facilitate Seasonal testing, particularly for our new Conquests and Seasonal Legendaries, we’re activating several Community buffs to help you along the way.

The following buffs will be active on the PTR for all characters (both Seasonal and Non-Seasonal) once Season 2 begins:

  • 300% Bonus Experience Earned
  • 2000% Bonus Chance to Find Legendaries
  • Double Goblins
  • Double Blood Shards
  • These buffs will be available for a limited time and will not last the full duration of the PTR, so if you plan on testing Season 2 Conquests, now’s the best time to jump in and take advantage of them!

    As always, your feedback is appreciated and we thank you for participating in our latest testing phase.

    I glanced at this post and was like, “oh, double legs. Nice.” And then I looked more closely and counted the zeroes… TWO THOUSAND PERCENT??!? I played a couple of hours last night and found maybe 30 legs doing T6 rifts and some GRifts, of which 7 or 8 were Ancient. Repeating that with 2000% is going to be insane.

    Remember last week when we were discussing the potential of an Item Vendor on the PTR to let players gear up in legendaries more quickly for testing. And the Blue CM was doing his job and defending the current policy and saying, “No no, testing drop rates is part of the PTR and we can’t just spit out items from a leaf blower.”

    Try that again today. “Welcome to *CLANG* the *CLANG* Diablo 3 *CLANG* PTR. Please *CLANG* *CLANG* test *CLANG* the *CLANG* *CLANG* new *CLANG* *CLANG* *CLANG* changes *CLANG* *CLANG* to *CLANG* *CLANG* stuff!”*CLANG CLANG CLANG CLANGCLANGCLANGCLANGCLANG*

    Update: Season Two is set to start later this evening, and this community buff will go live with it, but you’ll have to make a new Seasonal character to enjoy the buff. That means level 1, no paragon points, no gear, no artisans, etc. I’m going to do it; just for the experience of leveling up a new char with 2000% legendary drop rates.

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    Tagged As: | Categories: Blue Posts, Diablo 3 PTR, Legendary Items | 16 Comments

    Latest Diablo 3 News

    Big Marauder’s Set Changes Coming

    Posted 20 Nov 2014 by at 23:37 GMT

    Blizzard added a reply to their PTR Focused Feedback thread, with info about some legendary item bugs and more upcoming tweaks to the Marauder’s Set. Big Marauder’s Set Changes Coming:

    I’ve just noticed on PTR that Andarials Visage retroactively no longer has a Poison Nova proc. Is this intentional?
    Nevalistis: This is a known issue. Several items are missing their Legendary affixes. You can see the full list here.

    Finally, we’ve already got some additional changes pending for the Embodiment of the Marauder. It’s great to see that players are enjoying the more active gameplay of this redesign, and we want to further shift the source of damage from your Sentries to your Demon Hunter. To accomplish this, the set bonus order is being shifted around and re-tuned. Bear in mind that tuning on the exact number values will likely continue through the PTR and are not yet final.

    Here’s our latest anticipated changes, which will be coming to the next PTR patch:

    • 2 Piece Bonus

      • Companion calls all companions to your side.
    • 4 Piece Bonus
      • Sentries cast your Hatred spender when you do.
    • 6 Piece Bonus
      • Your generators, Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow deal 100% increased damage for every active Sentry.

    This should bring the set’s damage potential closer to what it currently provides on live, if not a bit better. Once again, thank you for your ongoing diligence in PTR testing!

    Some big changes, there. Click through for point by point comparison between the current PTR version of M6, first hand discussion of how it plays (I’ve tested it a lot the last 2 days), and how the upcoming change will really shift the M6 play style.

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    Blizzard on Season Two and Ramaladni Non-Gifting

    Posted 20 Nov 2014 by at 12:39 GMT

    Adding some late night Blue posts to the mega-post from yesterday morning. Reminder; PTR isn’t Season Two, and there’s a bug importing Gift of Ramaladni onto the PTR.

    Ramaladni’s Gifts missing after Character Copy

    Ramaladni's Gift

    It’s the thought that counts?

    I have three Ramaladni’s Gifts on live server in my stash but they didn’t get copied over to the PTR. Would be nice if this can be fixed so we can try out the full power of the new ancient weapons :)

    Tsarnis: We are aware that unidentified Ramaladni’s Gift items you have will not survive the trip to the PTR. This isn’t a bug, strictly speaking, but it is rather unfortunate.

    For now, the best workaround is to make sure all of your Gifts are ID’d on retail servers and to try recopying your characters after 24 hours. Thanks for all the reports!

    Other Blue posts have informed that DiabloWikiGift of Ramaladni has been changed to display as a “consumable” in the new patch, and one assumes that’s the source of the importing problem. Or perhaps not. Who really knows, with the magic of software (non) bugs?

    SEASON 2 Exclusive Legendaries.

    Are they dropping on PTR yet?

    Season two has not started on PTR. You are playing season one still.
    Nevalistis: This is correct, which means the Season 2 legendaries are not yet dropping. Hopefully we’ll have information shortly on when Season 2 will be beginning for the PTR. As soon as that information is available, we’ll create a new sticky in this forum. :)

    The confusion about Seasons is understandable, since the last PTR was Season One testing + the patch, while this one is just the patch, with Season Two start time still TBD.

    Why the devs are making such a big secrecy thing about it, I don’t know, but they’ve avoided every opportunity to just say something simple and generic, like: “Seasons will last 3-4 months, and the start/end will coincide with patches when possible. Kthxbye.”

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    Diablo 3 PTR Patch 2.1.2 Mega-Post

    Posted 20 Nov 2014 by at 00:11 GMT

    news-patch212-meganewsThere are many useful Blizzard comments and fan testing results about Patch 2.1.2 on the PTR, Season 2, new game changes and features, Ancient Items, Greater Rift changes, and more. So rather than making a bunch of separate posts, here’s a compilation of all of today’s new news.

    Diablo 3 PTR Patch 2.1.2 Mega-Post

    New Sets Not Coming in 2.1.2

    There were new six-piece sets on the Demon Hunter, Barbarian, and Wizard in the Blizzcon 2014 demo, and all of them (or at least two of them) were great fun to use. Unfortunately we’ll have to subsist on our demo play memories for a bit longer, since the sets aren’t yet ready for prime time.

    No new skullgrasp / barb set on ptr notes? –Jonnzz
    The new set items are not included in Patch 2.1.2. Not all the previews at BlizzCon were for this patch, but future ones. –Nevalistis

    I’m not entirely bummed by this, since it’ll just give me more time to experiment with the new and very much improved Marauder’s six piece. More on that below.

    Seasonal Content or Not?

    Related questions about what of the new content is Seasonal and what is open to non-seasonal chars abound, and here’s a Blue reply on the issue.

    New patch contents Seasonal only?

    Am I correct to assume that all the new contents meant for 2.1.2 will only be implemented for seasonal only, specifically season 2? i.e. Ancient legendary, New set items, New legendary etc? Is there anything for people who doesn’t like or play seasonal to look forward to for the new patch?
    Tyvalir: Some of the new content coming in patch 2.1.2 – including new Treasure Goblins and Ancient Items – will be available to all heroes, regardless of whether they’re Seasonal.

    In addition, when Season 2 begins, Seasonal heroes will have a first crack at brand new Seasonal Legendary items (as well as a few existing Legendary items which have been updated with shiny new powers). The two new Legendary Gems that were announced at BlizzCon will also be Season-only, at least to start.

    Just as a reminder: At the end of Season 2, all Seasonal Legendary items (including the new Legendary gems) will be rolled over into the non-Seasonal loot pool, at which point non-Seasonal heroes will also have access to them. The only items which are truly exclusive to Seasons are the Seasonal transmog appearances, new Conquests, and new banner rewards.

    For more info on Season 2, you can check out our Season 2 preview blog. Hope that answers your question, Irvin!

    So to clarify, older legendaries that are getting changes (Wormwood, Gungdo Gear) aren’t getting retroactively changed, like The Furnace did?
    Tyvalir: Correct. For any Legendary items in patch 2.1.2 that are getting a new Legendary power, the old version will not retroactively have the new powers added.

    Click through for much more, including Wyatt Cheng defending the new “respawn at corpse” feature in Rifts, a big gallery of newly-found Ancient Items, the surprisingly positive DH reaction to the Marauder’s set changes, issues with the new types of Treasure Goblins, and much more.

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    Diablo 3 Patch 2.12 PTR First Impressions

    Posted 19 Nov 2014 by at 13:22 GMT

    news-ptr-212-firstThe upcoming Reaper of Souls patch went live for testing on the PTR last night, and here are some quick reactions from my own play and from comments I’ve seen from other testers. First up, here’s a quote from Amedon, who got some testing done with his Crusader.

    Diablo 3 Patch 2.12 PTR First Impressions

    Most rifts have consistent and much better mobs. My best time for any rift level previously was 1m30s (GR 11 I believe), and in the few rifts I did tonight I got one at 1m40s and an achievement for <2min clear time. Overall much faster clear times due to density.

    Mob variance seemed much greater. ie. rather than 3 or 4 types you could easily have 10. Rift guardians have definitely changed with updated abilities, animations, etc. One rift was empty (the act 5 one from battlefields where you kill the big beast dude and he drops his portal). It was a huge map with no mobs and I couldn’t use the portal to level 2. Pylons are everywhere in greater rifts, I had 5 on one smallish act 3 keeps map. The consistency of finding pylons will easily make all the current leader boards moot.

    Realm of Trials exp/gold reward is totally bugged (screenshots).

    One ancient weapon out of ~15 legendaries all done on t6.

    He sent along some screens as well, and you can see those in the gallery below, joined by some screens I took during a quick couple of games (ended prematurely by Windows automatically shutting down to update something, which is always fun when playing Hardcore).

    You can see the new Treasure Goblin map icon, and note that this is a normal goblin, but the three new types of goblins showed different colors in the Blizzcon demo. (And yes, the Patch notes say there is a mystery 4th new Goblin type.)

    The Wave of Trials rewards are insane. I copied over my US HC Seasons account which I hadn’t played for a while and went from Paragon 194 to Paragon 199 just doing 3 Realm of Trials, up to around Wave 35 each time. Ding ding ding ding ding. The wildly inflated exp/gold rewards from doing Waves is a known bug, so don’t get your hopes up for free levels when the patch goes live… but it’s pretty fun now on the PTR.

    I found one Ancient Item: Homing Pads shoulders, and they came from gambling. They were terrible, as you can see. Bigger numbers mean nothing when those numbers are to junk affixes. I also got a Marauder’s Shoulders in the same gambling run, non-Ancient though. The Grift boss and the normal Rift boss I did dropped no legs, and the 2 other legs I found doing one Rift were non-Ancient. You can see the bright orange box around the item display in both of the Ancient Item Legendaries, making them stand out from normal legs. Alas I didn’t find any AI sets to see if the band around them was green.

    Amedon played a lot more than I did, partially thanks to Windows crashing me out for the update, but I definitely noticed higher density in the 1 GRift I was able to complete. A normal rift didn’t feel much different than before, and the maps weren’t noticeably different.

    I found none of the new gear and none of the new DH set, but I played my US account since I had M6 on that Demon Hunter and wanted to try out the changes. To my surprise, I loved them. I think the play style for the M6 Demon Hunter is *hugely* improved by this change, though I’m sure players who are very well geared and used to the old style of M6 will not agree. Click through for that discussion/argument.

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    Diablo Community Highlight:

    Posted 19 Nov 2014 by at 10:32 GMT

    I had the pleasure of meeting a lot of people at Blizzcon this year, including a married couple from Truckee California that runs They happened to be outside taking a break from demo units and crowds when we crossed paths and got to talking. They had messenger bags just loaded with really cool Diablo pins and I had to know where they got them. Turns out, they made them!


    Very intricate designs and throwbacks even to Diablo 2. You can check out their full line of Diablo Pins, along with their other Blizzard franchise sets at their Etsy store(link below). I also pulled a shot from their site showing off the Sanctuary-centric ones. The Baal one is especially cool. What do you think?

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    Tagged As: | Categories: Fan Stuff, Merchandise | No Comments

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    Diablo 3 2.12 PTR is live – Patch Notes

    Posted 19 Nov 2014 by at 02:57 GMT

    That’s the 2.12 PTR now live and kicking and here’s your patch notes.


    • A message will now display in chat when a Treasure Goblin has been killed or escaped
    • Players can no longer go Brawling while a Greater Rift they paid to enter is open
    • Healing
      • The “Healing” stat on the character sheet has been replaced with “Recovery”
        • Recovery is an estimate of how much Toughness you are expected to be able to recover in combat and is calculated using a combination of your Healing, Life, and Toughness
        • The Healing number will still be viewable in the character sheet if you mouse over the Recovery stat
      • Life per Vitality has been increased from level 67 to 70
      • Base Life at level 70 has been increased
      • Healing from Health Globes has been reduced
    • Social
      • The total number of players in a Community and in Community chat will now be displayed on the roster page
      • The presence information displayed in Clan and Community rosters, and the Friends List is now more detailed
      • The Clan Roster will now display the duration that a member has been offline
      • The Clan Roster can now be sorted by offline duration

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    Diablo 3 PTR 2.12 Skill Comparison List

    Posted 19 Nov 2014 by at 02:46 GMT

    diablo 3 patch 2.12 ptr

    We’ve run off the latest PTR 2.12 update and compiled our usual skill comparison list compared to the current live 2.11 update. Should be easier to spot the differences by checking through this list. The Green column indicated the new values and the red is the current live version of the game.


    Name Old New
    Frenzy – Vanguard Gain 15% increased movement speed while under the effects of Frenzy. Gain 25% movement speed while under the effects of Frenzy.

    DiabloWikiDemon Hunter

    Name Old New
    Spike Trap – Echoing Blast Increase the damage of each explosion to 420% weapon damage and turns the damage into Poison. Increase the damage of each explosion to 420% weapon damage and turns the damage into Cold.
    Multishot – Suppression Fire Gain 1 Discipline for each enemy hit. Maximum 6 Discipline gain per Multishot. Knockback the first 2 enemies hit.
    Grenade – Cold Grenade Throw a gas grenade that explodes for 160% weapon damage as Poison and leaves a cloud that deals an additional 120% weapon damage as Poison over 3 seconds to enemies who stand in the area. Throw a grenade that explodes for 160% weapon damage as Cold and leaves a cloud that deals an additional 120% weapon damage as Cold over 3 seconds to enemies who stand in the area and Chills them.
    Chakram – Serpentine The Chakram follows a slow curve, dealing 500% weapon damage as Poison to enemies along the path. The Chakram follows a slow curve, dealing 500% weapon damage as Cold to enemies along the path.
    Sentry – Advanced Tooltip Cost: 30 Hatred
    Cooldown: 6 seconds

    Summon a turret that fires at nearby enemies for 280% weapon damage. Lasts 30 seconds.

    You may have 2 turrets active at a time.

    Cost: 20 Hatred

    Summon a turret that fires at nearby enemies for 280% weapon damage. Lasts 30 seconds.

    You may have 2 turrets active at a time.

    You gain a charge every 8 seconds and can have up to 2 charges stored at a time.

    Smoke Screen – Advanced Tooltip Cost: 14 Discipline
    Cooldown: 2 seconds

    Vanish behind a wall of smoke, becoming momentarily invisible for 1 seconds.

    Cost: 14 Discipline
    Cooldown: 3 seconds

    Vanish behind a wall of smoke, becoming momentarily invisible for 1 seconds.

    Smoke Screen – Vanishing Powder You also leave behind a cloud of gas that deals 700% weapon damage as Poison to enemies in the area over 5 seconds. Remove the Discipline cost but increase the cooldown to 8 seconds.
    Custom Engineering – Advanced Tooltip Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%.

    Increase the maximum number of Sentries to 1 and Spike Traps to 3.

    This skill is affected by your characters:

    Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%.

    Increase the maximum number and charges of Sentries to 1 and number of Spike Traps to 3.

    This skill is affected by your characters:

    Night Stalker – Advanced Tooltip Critical Hits have a chance to restore 1 Discipline.

    Discipline is used to fuel many of your tactical and defensive skills.

    Your primary skills generate an additional 4 Hatred.
    Evasive Fire – Parting Gift Whenever a backflip is triggered, leave a poison bomb behind that explodes for 150% weapon damage as Poison in a 12 yard radius after 0.6 seconds.

    Evasive Fire’s damage is turned into Poison.

    Whenever a backflip is triggered, leave a bomb behind that explodes for 150% weapon damage as Physical in a 12 yard radius after 0.6 seconds.

    Evasive Fire’s damage is turned into Physical.

    DiabloWikiWitch Doctor

    Name Old New
    Haunt – Poisoned Spirit Slow the movement of haunted enemies by 60%. Haunted enemies take 20% more damage from all sources.

    Haunt’s damage turns into Poison.


    Name Old New
    Hydra – Advanced Tooltip Cost: 15 Arcane Power

    Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 195% weapon damage as Fire.

    Only one Hydra may be active at a time.

    Cost: 15 Arcane Power

    Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 105% weapon damage as Fire.

    Only one Hydra may be active at a time.

    Hydra – Frost Hydra Summon a Frost Hydra that breathes a short range cone of frost, causing 275% weapon damage as Cold to all enemies in the cone. Summon a Frost Hydra that breathes a short range cone of frost, causing 135% weapon damage as Cold to all enemies in the cone.
    Hydra – Lightning Hydra Summon a Lightning Hydra that electrocutes enemies for 305% weapon damage as Lightning. Summon a Lightning Hydra that electrocutes enemies for 135% weapon damage as Lightning.
    Hydra – Blazing Hydra Summon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing 185% weapon damage as Fire over 3 seconds. Burn damage can stack multiple times on the same enemy. Summon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing 100% weapon damage as Fire over 3 seconds. Burn damage can stack multiple times on the same enemy.
    Hydra – Mammoth Hydra Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 400% weapon damage per second as Fire to enemies caught on the burning ground. Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 295% weapon damage per second as Fire to enemies caught on the burning ground.
    Hydra – Arcane Hydra Summon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing 245% weapon damage as Arcane to enemies near the explosion. Summon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing 130% weapon damage as Arcane to enemies near the explosion.
    Energy Armor – Force Armor Incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead. Incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.

    The amount absorbed cannot exceed 100% of your maximum Life.

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    Boon of the Hoarder Gold Stacks Reduced

    Posted 18 Nov 2014 by at 01:23 GMT

    news-boon-hoarder-stacks2Blizzard has hotfixed a change to the Boon of the Hoarder, again reducing the number of stacks of gold that pop out each time the DiabloWikiLegendary Gem procs. When this LGem was first enabled it created a fountain of gold stacks, with 10-12 per proc. That created a lot of (glorious, glorious) screen clutter, and the stacks were soon reduced to ~5 stacks per proc. The total gold has not changed over time; the same amount of gold pops, it’s just heaped into larger and now even larger stacks.

    Hotfix: Boon of the Hoarder gold stacks reduced:

    DiabloWikiBoon of the Hoarder

    Number of gold piles produced has been reduced from 5 to 2.

  • The amount of gold earned per pile has been increased so that the total amount of gold dropped is unchanged.
  • This shouldn’t make any real difference for gold farming, and in fact should help since you (or your ferrets) can scoop up 2 stacks more quickly than 5. And the screen clutter should be reduced, which some might regard as a negative, since it was quite fun to see those gold carpeted scenes during a Cursed Chest event.

    If there’s any real change, it might come to players using legendary items like Goldwrap or Kymbo’s Gold, that grant procs each time you pick up gold. However, since most of those items grant their bonuses proportional to the amount of gold you pick up (not per stack, aside from BotH) even that shouldn’t be too much of a change.

    Any objections?

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    Latest Diablo 3 News

    New Defensive Legendary Gems: Still Useless?

    Posted 16 Nov 2014 by at 21:51 GMT

    LGem usage pie chart.

    LGem usage pie chart.

    Along with Ancient Items and a bunch of new legendary items/affixes, at Blizzcon the devs revealed two new legendary gems, coming soon in Patch 2.12. Both gems are purely legendary, adding big bonuses to damage reduction/resistance and to regen/damage absorption, and are a direct result of the fact that the current defensive Legendary Gems (DiabloWikiInvigorating Gemstone and DiabloWikiMoratorium) are the least used of all LGems.

    Are the two new LGs good enough to earn a spot in your gear? The most used gems now are the ones that buff offensive talents, with even #1 fan fave Boon of the Hoarder in the lowest third of use. The (sadly blurry) photo to the right is one I took at the Blizzcon panel, showing the actual usage rate of the Legendary Gems in the game today, which shows that it’s not just a perception that everyone uses offensive gems… it’s a reality.

    This isn’t just players being greedy for faster killing (though I’m sure it is somewhat about that), it’s a reflection of how it’s best/smartest to play the game. Toughness and defensive abilities are useful, especially in Hardcore, but faster killing speed/higher DPS is more useful, especially in Softcore. This issue only grows more acute in higher Greater Rifts, since a player can go with insufficient toughness, play smart, move around a lot, and survive. And triumph! It’s much harder to do the same with extra toughness and less DPS, since you just won’t kill fast enough to complete the GRift within the time limit.

    A fan who shares this opinion posted an interesting suggestion; that a new LGem be introduced with big defensive bonuses… but ones that tie into a special offensive bonus as well.

    Everyone knows purely defensive gems are unattractive. Though they give more survivability, being able to take more hits doesn’t translate into killing more efficiently or faster, which, as we have seen, in Greater Rifts at least, far more important. To that effect, this is my proposal:

  • Gain 30% non physical damage reduction, increasing as your health drops, up to a maximum of 75% when your health drops to 50% or less.
  • Level 25: Increase non-physical damage by 10%, increasing as your health drops, up to a maximum of 25% when your health drops to 50% or less
  • This gives the gem an attractive Risk Reward mechanism where you get stronger as your health drops and you’ll want to remain steadily at a weakened state to take advantage of your increased resistance and damage.
    Tyvalir: The new Legendary Gems are a work in progress, and the numbers you saw during our BlizzCon panels will likely change over time as players test them on the PTR server, and as we continue collecting feedback from the community.

    It’s great to hear your early insights into one of them, though. I’ll be interested to see what new insights you have once you’ve sampled its powers on the PTR! :)

    It’s an interesting idea, I think. I don’t suggest that a single LGem should have great defense AND big offense, since that would take away the whole point of having to make gear decisions. But the fan’s suggestion is an interesting combination, with big bonuses to O and to D but only when your character is low on hit points, which brings an inherent risk to the procedings. And imagine pairing it with Esoteric Alteration? That’s one of the two new Defensive Legendary Gems, as seen below.

    New Legendary Gems

    New Legendary Gems

    Do you guys think these new ones are good enough to move up the usage rate? And the more general question… can any defensive LGems ever be amongst the most popular? Do players even want them to be? I think it’s just inherently more fun to add new offensive effects to your character than new defensive ones, because shiny. Maybe if some defensive properties triggered visuals as well?

    How do you feel about defensive bonuses from Legendary Gems?

    View Results

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    I don’t think any defensive property less than “full immunity to everything and a sparklepony transmog” would ever be #1 in burn rate, and probably not even then. But the devs clearly want to give us a bit more of a decision about whether to gear for the O or the D, which seems smart. Also note that we’ll probably see changes (buffs) to some of the existing LGems in the next patch. The devs keep referring to the current Legendary Gems as the “first pass” on the system, and with several gems under 5% usage rate, buffs seem inevitable.

    Post a Comment »

    Latest Diablo 3 News

    Vote: Diablo 3 Ancient Items

    Posted 15 Nov 2014 by at 22:05 GMT

    news-ancient-items1The concept for Ancient Items: upgraded Diablo 3 Legendary Items, was revealed at Blizzcon 2014 to what felt like a fairly mixed reception. The idea is simple; about 1.5% on T1 and up to 10% on DiabloWikiT6 of legendary items that drop (or gamble, or craft) will be Ancient Items, with considerably higher rolls to most of the primary and secondary affixes.

    The stats are boosted by ~1-30%, making any Ancient Item at least a minor and potentially a very major upgrade over the non-Ancient version of that same item. Not all affixes get a boost; currently Critical hit Damage & Chance, Attack Speed, +skill damage, and +elemental damage are not boosted by being Ancient-ized (subject to change during the PTR, of course). Almost every other affix is, though including DiabloWikimainstat, vitality, DiabloWikiRes All, and perhaps most impactful of all… weapon damage.

    You will see *much* bigger DPS numbers on weapons that roll as Ancient, to the point that a player might ditch their current weapon with a useful Legendary Affix for the Ancient version of a different weapon. Hey, it’s an incentive to try a different build! A new, Ancient thing. You like new things, right?

    The stated purpose of Ancient Items is to provide another source of item upgrades, even for players who are very well kitted out. The Diablo 3 devs feel the game is most fun for players when they are regularly (or at least irregularly) finding impactful upgrades to their gear, and the AIs are a way to implement that without adding a whole new tier of higher quality items that would obsolete everything your character is now wearing.

    grumpy cat ancient itemsNot everyone likes the idea, of course. The main objection I’ve seen is that the Ancient quality will become the new baseline, making all current items feel like junk. Which is probably true, at least for players at the highest end, but it’s odd to focus on the “won’t have and will feel left out” instead of the “will find and will feel great to upgrade.” Imagine, people on the internet focusing on the negative!

    The other complaint is that the odds of finding an Ancient version of the the really uncommon items, especially some of the weapons that take so long to hunt up in any form, will be too long. If you’ve got a 1/10000 chance of finding a Furnace now, and you’ve only got a 10% chance of that Furnace being Ancient… you’ll be looking for a long time! Of course the whole point of Diablo 3 is to spend a long time looking for perfect item upgrades, but not everyone was temperamentally cut out to hunt The Grail in D2, or the Ancient Grail now that we’ve got it in D3…

    Anyway, here’s the vote, and let’s measure some opinions on Ancient Items. Vote: Diablo 3 Ancient Items… Newer and Better?

    How do you feel about Diablo 3 Ancient Items?

    View Results

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    Click through to see screenshots of the 9 Ancient Item examples so far revealed, Blue quotes on AI, and hit the comments for your specific complaints/praises of the Ancient Items question.

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    Latest Diablo 3 News


    Blizzcon 2014 Legendary Item Workshop Results

    Posted 15 Nov 2014 by at 20:30 GMT

    leg-workshop-2014In the lead up to Blizzcon, the community team was promoting the “Design a Legendary” item workshop. Blizzard collected fan suggestions for legendary affixes before Blizzcon and at the show, and they selected four fans to come up on stage during Saturday’s “Evolving Reaper of Souls” panel and contribute their ideas to the big whiteboard full of possible DiabloWikiDiablo 3 Legendary Item Affixes.

    The whiteboard session was chaired by Julian Love, and when I talked to him right afterwards he was still pumped up from the live and unscripted elements. From what he told me, Blizzard had never previously incorporated live feedback and fans on stage during a Blizzcon panel, so they’d been really curious to see how it worked. Standing on stage in front of a thousand Diablo fans was obviously an odd time and place to brainstorm legendary item properties, for developers or fans, but they came up with enough ideas to literally fill the whiteboard. From that big list, one favorite property was selected… and immediately modified in the subsequent developer discussion.

    You can watch the entire panel, or skip to about the 40m mark to see the final whiteboard list and discussion, but here’s the “winning” property.

    After weighing ideas from the community (and developing a few of their own), our design team eventually settled on a single Legendary concept: an item that buffs different Elemental damage in a predetermined rotation. Read on to find out how and why they chose this epic ability.

    The whiteboard suggestion was for a DiabloWikiWizard Source that did this, which I thought worked nicely with the lore and visual of something like the Triumverate. Imagine that the uppermost of the orbiting, glowing orbs is one that determines your damage type, or boosts that type of damage. And while the suggestion was for the Wizard offhand slot, the devs immediately took that concept and said what if the rotating damage type bonus was on a ring or something, so every class could utilize it.

    Sitting in the audience I immediately saw some issues with this, and I imagine you guys do too. 1) Most characters use just one type of damage on all their offensive skills. 2) Would the effect change your damage type output, or just boost one type periodically? 3) How would a player know which type was being buffed, in any “alter your playstyle to take advantage of this buff” meaningful way?

    But hey, that’s why it’s a legendary workshop and a first draft of the idea. And at least it’s better than that exploding Witch Doctor head concept they mentioned during the panel!

    Click through for the full Blue post about the panel wrap up, and a follow up Blue forum post on the issue.

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    Tagged As: | Categories: BlizzCon 2014, Blue Posts, Legendary Items | 4 Comments