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Reaper of Souls Season Two Legendary Items
Season Two begins today, Friday February 13th, on all three realms, and many players are primed to start from scratch and commence to rush to 70 and beyond. Here are the start times: Asia: Friday, February 13 @ 6:00 p.m. KST Europe: Friday, February 13 @ 6:00 p.m. CET North America: Friday, February 13 @ […]
Reaper of Souls Patch 2.2.0 Preview
Blizzard has posted a juicy preview of the features coming up in Patch 2.2.0, which they say will be coming to the PTR “soon.” According to past planning statements, we should expect this to be the game mode that goes live after Season Two ends, and which we’ll be playing when Season Three starts up, […]
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One Life to live: Season’s Fleeting

Posted 27 Feb 2015 by at 14:34 GMT

Two weeks into the season and I am done. No I didn’t die, I’m not rage quitting, I’m now too immersed in the PTR to jump back to live. However the short time I spent on Season 2 has been great and reignited my passion for the game.

I started the season with a Wizard; a class that I’ve played the least and (in comparison to its peers) one of the weakest. That alone appealed to me, I had taken the monk path, the WD path, the Crusader path, many times before and it was nice to change the view from 1-70. In doing so it was a truly fresh experience playing and an opportunity to learn something new in a game that I’ve poured years into.

The squishiness of the class also appealed to me. You get very comfortable as a Crusader knowing that you can take a lot of punishment and still be relatively unscathed. That was not the case on the Wizard and even as I was gearing in Torment I felt like i was within a few steps from my death. This heightened the excitement and made each drop feel more rewarding knowing I was helping distance myself between that feeling.

After cobbling together some gear I was able to start pushing some greater rifts and work on a set. In the course of one lucky evening I was able to get a firebird set, which then allowed for me to start running for my life with a much greater efficiency. I know the set can get a bit droll, and has more running than fighting, but It also had me reach a higher rift than I ever had with any other character. Each rift was filled with close calls, not just on making the timer but on my health. Despite the many brushes with death, I’m still living. IF it weren’t for the PTR, I’d still be pushing, and most importantly:having fun.

While the PTR has taken me away from live, it has taken my level of engagement and increased it tenfold for when the patch does hit. It has also introduced a whole level of confusion as to what class I’ll return to once the patch does arrive.Monk, Crusader and Wizard are all vying for my attention and at the moment I’m considering sticking with Wizard. The new slow time set seems cool, the improvements to Firebirds and Tal’s are intriguing. The best part of the dilemma is that I feel like whether it’s Wiz, Monk, or any other class I can’t make the wrong choice. With the new changes and new gear the next iteration of D3 is looking great.

Have you survived our first two weeks of season 2? If not, enter our contest to win a limited printing Goblin poster. Simply Tweet a screenshot of your death to @diabloincgamers and use the hastag #prizefordemise. As I was delayed in writing last week and we only had two entries in that time,so they both win! Congratulations to @thunderclaw and @canadian87 !

One Life to Live covers the Hardcore play and life style in the Diablo community. It is written by Xanth and published (semi)weekly. Post your comments below, Follow me on Twitter @HCXanth or contact the author directly.

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PTR Testing: New Adventure Mode Bounties

Posted 27 Feb 2015 by at 10:58 GMT

Some more first (second?) impressions from PTR testing. Details about the new exploration bounties, changes to the structure and layout of Act Four, a keywarden change, technical issues, and more.

PTR Testing: New Adventure Mode Bounties

Exploration Bounties

Act One destroy the Triune Monument.

Act One destroy the Triune Monument.

The new Adventure Mode bounties are a sort of exploration, and take place in existing areas. It’s been almost impossible to create games on the PTR with the 3+ hour wait times, but I’ve gotten to try out these new bounties so far in Acts 1, 2, and 4, and they work basically the same in each. The area spawns with 4 or 5 altar type events, and you have to find them all and destroy the altars, or rescue the Iron Wolf guards (I hold that one close to my heart, for obvious reasons.)

Each altar shows up on the map as a yellow circle, but only when you are fairly close to it, so there is some exploration required. Once you complete each altar it vanishes from the level and the map, and when you get the last one the usual Bounty Complete message displays, with the gold/exp reward.

No one does Bounties in a team, aside from split farming Act One, but if anyone did, these would be ideal for teamwork. The whole challenge is just running around to find them quickly, and like when farming keywardens, spreading out for the search would make that twice or thrice as fast.

Click through for more screens from the Exploration Bounties I’ve seen on the PTR, plus some quick evaluation of the new six piece item set bonuses.

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PTR Patch 2.2.0: Auto-Pickup at Last!

Posted 27 Feb 2015 by at 10:25 GMT

It's not going to pick itself up...

It’s not going to pick itself up…

Yes, you read the headline correctly. Patch 2.2.0 on the PTR has made a Quality of Life breakthrough by implementing auto-pickup for gems and materials… sort of.

The way it works is that all items of the same type within about twenty yards auto-pickup when you click one of them. So if there are 10 different Veiled Crystals lying around, in stacks of various sizes, when you click one, all the others auto-pickup. The same goes for other types of materials, and also gems, but only the same type. So if you click a Marquise Topaz, you’ll pick up all the other Marquise Topazes within range, but not Marquise Emeralds, or Imperial Topazes.

It’s not a perfect solution, but it greatly reduces the amount of clicking you need to do for clean up after a Guardian, or even after a mega-pack of Goblins. And it satisfies the Dev’s desire to require *some* amount of clicking, to give players the feeling/reminder that they’re actually accumulating something.

What do you guys think of this imperfect, compromise solution? Acceptable, or you will not be happy with anything short of vacuuming up all materials/gems like Blood Shards, but without the ridiculously low hard cap?

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Tagged As: | Categories: Economy, Interface | 6 Comments

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How to not get pk’d in Diablo 3 Hardcore: Volume 3

Posted 27 Feb 2015 by at 05:09 GMT

Where there is a will, there is a PK. Hardcore is filled with challenges and the main objective is to avoid death. Normally that just means monsters, but unfortunately it also means your fellow players. As I’ve covered before , and before that, Players can exploit monsters to lead to your demise. The newest versions preys off players looking to be power leveled in Hardcore. As Flux covered recently, and I did previously there are communities devoted to helping people level through utilizing T6 bounties.

However, not all of those people are there to help. Some players have taken to tricking players into bannering to them to their demise. Players are told simply that the area is safe, and as they are trying to level as quickly as possible they trust whomever clearing. As they teleport in they can be quickly overwhelmed and are too underpowered to save themselves.  Unlike previous PK methods this one really only preys on those looking to hit 70 quickly, and more than likely lacking quality gear or time invested. At most they are losing a few hours of time, but the more important loss is trust in their fellow players.

I’m not a fan of any of D3’s Pk’ing but out of all the iterations we’ve had, this feels the most harmless. However the season is in full swing and people hoping to level a character quickly back after a death, or level an alt, should be wary. Sometimes the easiest way isn’t always the safest.

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Tagged As: | Categories: *Featured, Diablo 3, Game Features, Hardcore, PvP | 1 Comment

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PTR Patch 2.2.0 Focused Feedback

Posted 26 Feb 2015 by at 20:53 GMT

Blizzard has made their usual PTR request, asking that the testers focus their feedback on some of the new stuff. There are a couple of other relevant matters as well:

Major performance drop off vs. live. I’ve switched between the PTR and Live about 4 different times now, no performance issues on live each time when in deep gameplay action Vs. major performance drop off & super choppy gameplay each time on PTR, even when not in heavy gameplay.

Not sure if its the new file format responsible for this, but it’s making testing impossible. please fix this asap.
Tsarnis: Thanks for the reports about these frame rate issues, everyone. I just wanted to pop in here and let you all know that this is something we are actively investigating on our end as well.

I had this to crippling effect on the PTR yesterday, with massive machine-load slowdowns, especially every time I entered a new tileset and saw new monsters. FPS would drop to slide show speed when the action heated up, in a way that I’ve never seen it on the Live realms. It didn’t quit either, and would keep reoccuring as I worked through a Rift. (Playing on Live last night, there was no such slowdown.)

PTR wait to create.

PTR wait to create.

So that’s an issue, but the real crippling effect so far on the PTR… is this. The queues are incredible, up from an hour+ yesterday to over 3 hours so far today. (I got on today and entered a queue with an estimated 3:32 wait. When I checked back 30m later after writing this post, my queue was… 3:35. Progress!)

As we saw on the last PTR, the initial rush of players eager to try out the new stuff is totally overloading the limited PTR capacity. (Last time it was bad for a week or so, but once the newness factor wore off, the crowding and queueing went away.) Since creating your own game is almost impossible in these circumstances, the best bet is to join someone else’s. There are public games with all the pros and (mostly) cons they offer, so a better option is to join a clan. The PTR is its own separate Realm and while your Friend’s List carries over, your clan does not. We’ve got an clan just on the PTR, open to HC or SC, and with lots of people trying to create a game, the odds of someone succeeding are much improved.

Want a reminder of how to get your current characters to the PTR? Blizzard’s got a useful step by step guide for your reference.

PTR Patch 2.2.0 Focused Feedback. Click through for the big Blue post on the focused feedback for PTR. They mostly want testers to try out the new and changed Item Sets, which would be much easier if the new ones were dropping!

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Reaper of Souls PTR Live: Patch 2.2.0 First Reaction

Posted 26 Feb 2015 by at 04:44 GMT

Patch 2.2.0 PTR community buff.

Patch 2.2.0 PTR community buff.

Blizzard hasn’t announced it officially yet, but the PTR is now online and playable with Patch 2.2.0. There’s even a special bonus to help us gear up into the new items…. the return of the +2000% legendary drop rate! Reaper of Souls PTR Live: Patch 2.2.0.

It’s not a new season on the PTR, and if you had PTR characters from the last testing period for Patch 2.1.0, they are still there. (I was surprised to see the P550 softcore chars I built in S2 during the previous testing period.) Or you can copy over your current account from any realm, though be aware that accounts are only backed up once or twice a day, so the last few hours of play time might not be included.

The PTR servers are already showing delays on creating games, so if you’re going to get in some testing, hop on quickly and try not to leave your game or you might wait a while to get back in. (This crowding on the limited space of the PTR made gearing into a RoRG really tough last time, since you couldn’t create new games.)

All the new sets bonuses are enabled, though they’re not all finished and functional yet, as you can see in the garbled text on the six piece Sunwuko bonus in the attached screenshot. Also note that sets now show which item slot each piece fits into, which is a handy QoL improvement.

A few quick observations:

  • DiabloWikiProgress globes now drop from DiabloWikiElites in normal Rifts, just like they always have in Greater Rifts. This is great, and makes the Rifts go faster (1% each orb adds up) plus it’s helpful to show you a boss/champion pack has died. I often lose track of them on crowded screens.
  • Demon Hunter’s Sentries have a buff icon showing how many are active. Unfortunately no second hand rotating to show how long until the oldest one expires, though.
  • Blood Shards display moved to the left side of the Inventory. A little easier to see it at a glance that way. Looks like there’s space on the bar for more displays, but no point holding breath for auto-pickup materials going entirely virtual instead of wasting stash space.
  • Gifts of Ramaladni do indeed stack. Up to 100, though I’m a bit short of having enough to test that.
  • Existing item sets show the new 4/5/6 piece bonuses. All sets show the slot the item name fits into, and the newly-added items are dropping. You can see a shot of the new Natalya’s Leggings below.
  • The three new sets were not dropping when the PTR first went live… at least I didn’t find any of the new DH set, while finding dozens of pieces of all the other sets.
  • Cosmetics window is a new thing you can access via the main interface from chat, or from in-game hotkey, or from clicking the Wardrobe mirros you see standing in each town area.
  • Some minor changes to the social interface, with a new social button that opens up buttons to access your Friends List or Clan interface.
  • Click through for a bunch more screens of the new stuff:

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    Tagged As: | Categories: Diablo 3 PTR, Screenshots | 13 Comments

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    Reaper of Souls PTR Patch 2.2.0 Notes

    Posted 26 Feb 2015 by at 03:59 GMT

    Wardrobes provide in-game Cosmetics UI.

    Wardrobes provide in-game Cosmetics UI.

    Blizzard has provided the notes for Patch PATCH 2.2.0 – v2.2.0.30013, which is now playable on the PTR. There are a lot of new/improved legendary items, along with tweaks and changes to Adventure Mode, Bounties, some Monster behaviors and locations, and more.

    Reaper of Souls PTR Patch 2.2.0 Notes:

    Below you’ll find the preliminary PTR patch notes for patch 2.2.0. Please note that this isn’t the final version of the patch notes and that some changes may not be documented or described in full detail.


    • Regular Health Potions have been removed from the game
      • The Health Potion slot on the action bar is now a bottomless Heath Potion that will heal you for 60% of your maximum Life
      • The functionality of Legendary bottomless potions is unchanged

    Return to Top


    • Barbarian
      • Active Skills
        • Hammer of the Ancients
          • Skill Rune – Rolling Thunder
            • Should now more reliably hit nearby enemies in front of the Barbarian
        • Rend
          • Skill Rune – Mutilate
            • Bug Fixes
              • Fixed an issue preventing this rune from increasing the damage of itself
        • Whirlwind
          • Radius increased from 8 to 9 yards
      • Passive Skills
        • Nerves of Steel
          • Has been redesigned
            • Fatal damage instead reduces you to 15% Life. For 3 seconds afterward, you take 95% reduced damage and are immune to all control-impairing effects
              • This effect may only occur once every 60 seconds

    Click through for the remainder of the lengthy patch notes, with details on all the new legendary and set items.

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    Tagged As: | Categories: Blue Posts, Diablo 3 Patches, Diablo 3 PTR | 22 Comments

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    Cursed Realms… New Reaper of Souls mini-game?

    Posted 25 Feb 2015 by at 05:31 GMT

    Datamining to the Cursed Realms

    Datamining to the Cursed Realms

    Curious info datamined from Patch 2.2.0 on the PTR, with reveals text strings about a new game features called the “Cursed Realms.” There’s no official info about this yet and the PTR isn’t playable, so it might just be rough notes for some future feature that’s still a work in progress.

    At any rate, here’s the incomplete info we’ve got so far, courtesy of former-MVP Drothvader on the forums. Cursed Realms… New Reaper of Souls mini-game?

    So it looks like Blizzard is adding some new content in 2.2.0 called Cursed Realms.

    For All Cursed Realms – Your skills and gear do not function in this realm.

  • Healing is Supressed.
  • Pets and Followers are Removed.
  • Collect Vials by walking through them or all at once with the Ethereal Grasp power.
  • EDIT: After looking this over it appears to be a little minigame that you have a random chance of being able to play. Perhaps it spawns randomly after a bounty or after killing a goblin!

  • Explosive Wake – You drop Explosions behind you every 2 seconds! Don’t stop!

  • Permanant Conduit – Lightning strikes everything around you! Enemies explode in Molten death!
  • Arcane Death – Nearby enemies die, creating dangerous arcane beams! Your Movement Speed progressively increases!
  • Random Teleportation – You teleport up to 5 times times every 5 seconds!! Enemies cast Thunderstorm all around you!!
  • Random Speed – Your movement Speed changes randomly every 4 seconds!! Enemies cast Thunderstorm all around you!!
  • Spirit Totems – Spirit Totems explode when you are near!
  • Frozen Statues – Enemies are Frozen Statues. They explode into Frost Novas on approach!!
  • Cursed Realm Results – Final Reagent Total: You Collected: [VALUE] / You lost: [VALUE]

    The concept seems to be that Cursed Realms are a kind of mini-game, perhaps accessed through a special portal? And there your character is just a tackling dummy, unable to use skills or equipment, and you’ve got to avoid enemies and move around as allowed by the seven different types of realms. It’s not clear what sort of rewards you’d gain, and it sounds like you can actually lose value also, according to that ending text. So it’s a sort of gambling? And it sounds potentially lethal, but one assumes failing just puts you back to the start, like the old Crumbling Vault event, or else HC wouldn’t risk it without gear accessible.

    On the whole it sounds fun, or at least very different, but the fact nothing about Cursed Realms was mentioned in the Patch 2.2.0 Preview, and that there are several typos/misspellings in the text makes me think it’s something still at an early state of development, that the devs probably wish they’d removed from the game version before it could be datamined and disseminated in posts like this one.

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    Tagged As: | Categories: Cursed Realms, Datamining, Rumours | 11 Comments

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    PTR: Reaper of Souls Patch 2.2.0… soon

    Posted 24 Feb 2015 by at 23:27 GMT

    The next Reaper of Souls patch is going up for PTR testing later tonight, and there was great excite throughout the house. PTR: Reaper of Souls Patch 2.2.0… soon:

    [Notice] PTR Available Soon

    We are preparing to launch patch 2.2.0 on the PTR. You may notice that the PTR is currently available for download in the launcher.

    At this time, the PTR is not yet live, and you will receive an error if you attempt to log in.

    Patch 2.2.0 includes migration to a new file system called CASC (which you can read more about here). As a result, the installation may take longer than you’ve previously experienced. We’re also running additional internal tests before opening up the PTR to the public. Once the the PTR servers are available for testing, we’ll update this thread accordingly and post patch notes. Keep an eye on our front page for more information.

    We’re excited to share our latest patch and thank you for your patience as we make our final preparations.

    Refer to the recent Patch 2.2.0 preview for details on what’s going to be available for testing, but there are new goblin types, new item sets, new legendary items, new bounties and exploration tasks, and more. (Not necessarily all right away, though. Patches on the PTR usually get content added and fixes made over time. That’s what the PTR is for, after all.)

    I’m eager to get on and test some, but I’m also torn since I’m doing well in Season Two and was planning to go for GR40 tonight with my HC DH. (A fast clear on GR37 last night put me into the top 100 HC on Americas, for all classes.) Alas, testing duty calls, as I can pretend you guys are waiting another batch of our mega PTR testing articles.

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    Tagged As: | Categories: Blue Posts, Diablo 3 Patches, Diablo 3 PTR | 11 Comments

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    Delsere’s Magnum Opus will push Wizards to the Top?

    Posted 24 Feb 2015 by at 22:20 GMT

    Delsere's Magnum Opus preview.

    Delsere’s Magnum Opus preview.

    Wizard players are eagerly anticipating the new Wizard-themed Item Set, DiabloWikiDelsere’s Magnum Opus both for the variety of a new play style, and for what they hope is increased killing power. Wizard’s aren’t pitiful or anything, but if you refer to the Greater Rift leaderboards, the class generally runs 2-4 GRs behind the others (though slightly ahead of Witch Doctors), and that’s true whether you compare Page One or Page Seven of the Leaderboards. (The GR power discrepancy is similar in Hardcore, but there survival is a factor, as Wizards are now arguably the most hardy class, with multiple huge damage shields.)

    A Blue reply today (sort of) answers the fan question: Will Delsere’s Magnum Opus will push Wizards to the Top?

    Let’s hope the set make Wiz competitive in terms of dps
    Tyvalir: We’ve heard several players express the desire for Wizards to have more build possibilities, in both solo and group play, especially for higher Greater Rifts.

    With the PTR for patch 2.2.0 coming up, and players trying out new Set items (such as Delsere’s Magnum Opus), we’re hoping to see some engaging and (ultimately) high-end viable builds for that class. With our community’s helpful theorycrafters pitching in, the new builds people discover are bound to become even better.

    Even so, our goal of providing items that will increase build diversity is never truly done. After all, Diablo III is an ever-evolving game, and (to that end) we intend to keep adding items that will encourage players to explore new builds.

    As Wyatt mentioned early in our most recent Tavern Talk livestream, the class currently considered the best can change, even multiple times, in the span of a single Season. Regardless of which class is currently considered best, our goal remains the same: create more fun and engaging play styles for players of every class to enjoy.

    Even if the power isn’t that much higher, the play style will be very different than current Wizard builds. With Delsere’s, you basically drop Slow Time bubbles everywhere, then nuke the CC’ed victims with your Spender of choice. It’s a bit Demon Hunter-esque in style, with focused fire on a selected group of enemies, and feels very different than the “run around while Hydra/Meteor/Blizzard DoTs the world” style of Firebird’s. And variety in build options is a nice thing.

    Our resident Wizard expert, N3rdwards, was able to test out the new set at Blizzcon last year and wrote about it with great enthusiasm. Check out his report for more hands-on details and theorycrafting.

    Are you guys excite for Delsere’s and the other new sets in Patch 2.2.0?

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    Tagged As: | Categories: Blue Posts, Item Sets, Wizard | 8 Comments

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    Ruins of Sescheron not Coming in Patch 2.2.0

    Posted 23 Feb 2015 by at 22:29 GMT

    news-ruins-of-sescheronIf you were hoping Monday would bring more Blue info on the “cash for stash” revelations, you’re out of luck. The CMs kept replying to threads asking about it all weekend, but every time just to close new threads and point people back to the OP. Which has a lot of noise from fans but no additional Blue infos. They haven’t even confirmed the “China only” nature of the news, which we reported over the weekend.

    There was a new Blue post today about something with content, at least. A fan asked if Patch 2.2.0 would debut the new zone, the Ruins of Sescheron, that was playable in the Blizzcon 2014 demo.

    The DiabloWikiRuins of Sescheron will indeed be coming to Adventure Mode in a later patch, as I mentioned in the comments for our First Look: Patch 2.2.0 post. We’re continuing to flesh out the environments we showed at BlizzCon for the area, and we can’t wait to dig deeper into the “twisted nature” vibe the dev team mentioned.

    On a related note, did you know there’s a term for “fear of objects with irregular patterns of holes?” (Trigger warning for trypophobics!) DiabloWikiThe Rat King abides!

    While we’re on the subject, is there anything in particular that you guys are looking forward to about Sescheron? Is it the new environments, new enemies, or the chance to learn more about a location we only got a glimpse of in Diablo II?

    The area was playable and looked great in the Blizzcon demo, with snowy outdoor ruins set in the midst of an evergreen-filled mountain forest. But it wasn’t randomized; the three levels in the demo were premade and that’s probably where a lot of the finishing and fine tuning work is spent, as the devs make sure all the puzzle pieces will fit together neatly. Note that the Patch 2.2.0 preview said that some more of the original Diablo 3 areas are undergoing the same process and getting randomized to make them doable in Rifts, such as the Act Two surface desert areas.

    If you want a peek at the Ruins of Sescheron, there’s not much to see. The area looked great in the Blizzcon demo, but Blizzard didn’t release a gameplay footage Blizzcon B-roll for RoS, nor even any new screenshots of the area. We’ve only got the memories of show attendees, and a couple of pics included with the Blizzcon 2014 artwork, which you can see below. The two best looks were art pieces which are best viewed in HolyKnight’s wallpaper renditions.

    sesheron-wallpaper1 sesheron-wallpaper2

    Note that the Ruins of Sescheron may not be just a Rifting tileset, but that the area is shown on the waypoint map as part of Act Three. Presumably it wouldn’t be stitched into the Campaign/Story mode, but you could get it for bounties, rather than just sometimes seeing the tileset as one floor in a Rift, like the DiabloWikiCesspools area added a few patches ago.

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    Diablo 3 Podcast #163: Season Two and Patch 2.2.0

    Posted 23 Feb 2015 by at 16:01 GMT

    Season Two, week one in review, plus Patch 2.2.0 preview debate: more six-piece item sets, new goblin types, new bounties and exploration mode, plus Diablo 3 “first world problems.” Featuring Wolfpaq, Muggs, and Flux.

    Click through for approximate segment starting times and related links:

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    Diablo 3 Stash for Cash — China Only

    Posted 22 Feb 2015 by at 23:12 GMT

    shut-up-take-money-yuanBlizzard’s post about the upcoming microtransactions didn’t specify which Realm or region it would apply to, except to say not on the Americas or European realm. Today there’s a post on the Korean forums that says… it’s not coming to Korea either. (The Korean post is just a direct translation of the original Microtransactions post, concluding with “not in this region.”)

    So which realm is getting the “stash for cash” feature? Not a realm, but a country. China. The features are currently planned to go live only in China, which has its own closed server system and doesn’t share access with the rest of the Asian Server. Diablo 3 Stash for Cash — China Only.

    The rest of Asia and/or the Americas and Europe might get “stash for cash” options at some point, and lots of you guys in comments to the original post said you’d be happy to spend some money that way. There’s nothing official or imminent about that option, though.

    Thanks to DrazzlibKun for sending word from Hong Kong, clarifying this issue.

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    Tagged As: | Categories: Blue Posts, Controversy, Real Money Trading | 14 Comments

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    Blizzard on Season 3 Length and New Item Sets

    Posted 21 Feb 2015 by at 20:55 GMT

    news-seasons-featureA couple of useful Blue replies in the same thread, confirming that DiabloWikiSeason Two should be months shorter than DiabloWikiSeason One, and that the three new sets coming in DiabloWikiPatch 2.2.0 are not planned to be Seasonal legendary items. Blizzard on Season 3 Length and New Item Sets:

    Will the new sets be available in season only?
    Tyvalir: We don’t have plans right now to make the three new Sets (DiabloWikiDelsere’s Magnum Opus, DiabloWikiWrath of the Wastes, and DiabloWikiUnhallowed Essence) coming in patch 2.2.0 exclusive to Season 3. That said, we’re still determining which of the new Legendary items will be Seasonal to start.

    Assuming the above is still the case when patch 2.2.0 goes live (which we’re aiming to do between Season 2 and Season 3), then you’ll be able to find the new Set items regardless of whether you’re playing a Seasonal character.

    I was getting so hyped reading this preview… Then I see this and other blue posts like it about how this isn’t happening until, at the very least, this season that just began a few days ago ends. So 5+ months from now.

    Hype insta-gone.
    Tyvalir: We mentioned during our recent Tavern Talk that we’d like for Season 2 to be shorter than our inaugural Season, and Nevalistis confirmed our intent here as well as on Reddit Diablo. You’ll definitely have a shorter wait this time before the Season ends.

    On the plus side, you’ll have the advantage of being able to dig into what’s included in patch 2.2.0 on the PTR, figure out what you like (and don’t), and determine what build and gear you’ll be running once Season 3 starts. When it does, you’ll already have a mental list of what gear you need, and be ahead of the game fresh out of the gate.

    Just my .02. Hope it helps, Hartagon![/source

    If you’ve already blocked it from your memory, Season One began 29 August, 2014 and ran until February 3, 2015. That’s 158 days, or just over five months. From what the devs have said lately, it seems like 3-4 months is more their target duration, assuming the new Patch content is ready to roll by then. And I guess the PTR will inform us about that soon enough?

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    Increased Material Stack Sizes in Patch 2.2.0

    Posted 21 Feb 2015 by at 00:50 GMT

    With the news of “inv-ptr-rama-giftscash for stash” coming “soon” to the Asian realm, fans brought up other inventory/stash space issues, and got some new info from a Blue. The DiabloWikiGift of Ramaladni will be stackable up to 100 in Patch 2.2.0. Great news if you’ve got some and a cruel kick in the nuts to players who can’t seem to find one at all.

    Increased Material Stack Sizes in Patch 2.2.0:

    If they can make rift stones, trial stones and ramaladni’s stack higher then that would save a few more slots. Additionally, letting crafting mats stack higher would also be a big help (yes 5k is not enough when crafting ancient gear is involved).
    Tyvalir: We’ve heard from people who play the game frequently and have accumulated more Ramaladni’s Gifts that these items are starting to take up more space in their stash, so starting in patch 2.2.0, we will be allowing them to stack up to 100.

    Although we don’t have plans right now to increase the stack size of the other items you mentioned, it would be helpful to hear from you all about any scenarios in particular that are causing you to run out of space more frequently.

    Is it when you mass salvage items after running a series of Rifts, or when you don’t have items you want to enchant or craft items for a long period of time? Something else in specific?

    I’m all for the Gift stacking. I don’t have any extra yet in S2, but I had a fair number by the end of S1 and it was annoying to see a single material taking up as much space as did all of the LGems I didn’t have equipped.

    As for other stackables, what do you guys want? I’d definitely like to see higher stacks on Rift Keys; it’s very easy to get over 100 when you’re building up a new char and/or trying to find a RoRG with CC/CD/Sox, and it feels like wasted space with multiple stacks of 100.

    I’m mostly okay with 5000 cap on the other mats, though I wouldn’t mind it going to 10k. I never have more than 5000 white or blue mats (and agree with most who think they should drop more frequently) but I’m always well over 5000 Veiled Crystals without even picking up Rare items. But those I don’t mind just throwing away or not bothering to pick up, since they’re so common that I can refill quickly.

    The thing that always feels like wasted space to me is the entire stash tab that’s just small stuff. LGems, Keys, Organs, Rift Keys, GR Keys, gems, etc. The small stuff shouldn’t take up as much space as big items of armor. It’s like dropping a box coins and watching in horror as they spread out to cover the entire floor. Remember when Bliz said we might get a better commodities UI with materials stored seamlessly, like Gold and Shards are now? Or how about a Gem Pouch, which would basically be a stash tab purely for 1×1 gems and keys and such?

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    Tagged As: | Categories: Blue Posts, Interface, Tyvalir | 16 Comments