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Diablo 3 Podcast #165: Patch 2.2.0 on the PTR, Part 2
The second half of our big Patch 2.2.0 discussion. This show focuses on the new item sets and legendary items for the Wizard, Witch Doctor, Monk, and Demon Hunter, plus a farewell to potions. Featuring Wolfpaq, M0uikki, and Flux. Since we recorded this show Sunday night, the 2000% leg drop rate has ended, and we’ve […]
Vote: More Reaper of Souls Six-Piece Sets?
During yesterday’s Tavern Talk developer live chat, the guys mentioned something they talked about at Blizzcon last year; improving the old Diablo 3 five piece class sets and adding another item to each (technically, IK is already 6, Inna’s, Natalya’s, Tal Rasha’s, and Zunimassas are 5) to make them comparable with the newer, more powerful […]
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Greater Rift Strategy: Forced Pylon Spawns

Posted 4 Mar 2015 by at 22:31 GMT

404px-PylonsWe’ve seen constant tweaks to the Pylon spawning rate and type in Greater Rifts, as Blizzard has worked to make them more balanced and fair, and put in measures to stop the “fishing for Conduit” techniques that fueled some of the highest Greater Rift clears in the past.

The current system makes DiabloWikiPylons spawn dynamically, not statically, and you will see 2-4 Pylons per Grift (across all floors) and will not see the same type twice in the same Grift. You can see the math there, with a Pylon likely to show up about every 25% or 33% as you progress, but with enough randomness that it’s not totally predictable.

A video by Wudijo demonstrates this, and thanks to BaronScarpia for pointing us to it. Greater Rift Strategy: Forced Pylon Spawns.

The challenge now is trying to figure out a way to exploit it! Since Pylons will not spawn in an area once you’ve mapped it out, you can Vault or use some other skill to speed through an area without killing the enemies, then go back and kill them. This will advance your progress bar enough that a Pylon or two are sure to spawn when you next enter an un-mapped area, making for some potentially very quick killing, especially if you can time it so you get a Power or Channeling Pylon right when the Guardian appears.

Of course the time you spent mapping and not killing, then going back through that same area to clear it, would certainly waste more time than the force spawned Pylons would save time against the Guardian… Perhaps in a party, though? One player Vaults through to map an area, then continues onto the next floor, while other players obliterate the already-mapped area, causing multiple Pylons to spawn right in a row for the first guy, and then they catch up and all have 2 or 3 Pylons active at once? Doesn’t seem real doable to me, but it’ll be interesting to see if players can figure out a way to work it.

Any ideas on exploiting this? And do you guys like Grifts now that Pylons aren’t as random and unpredictable, and that Conduits aren’t total game-changers anymore, especially once you’re above GR35ish?

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Tagged As: | Categories: Greater Rifts, Shrines, Strategy News, Videos | No Comments

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Diablo 3 Forum Watch: Tal Rasha’s Set Changes

Posted 4 Mar 2015 by at 15:01 GMT

It's tough up to live up to fan art.

It’s tough up to live up to fan art.

We hosted some discussion/debate about the changes to the Wizard’s Tal Rasha’s set on both episodes of the podcast this week, and opinions, as they say, vary. Unlike some of the other set changes the debate about the updated version of Tal Rasha’s set isn’t about the item slots required, or the other gear it excludes… it’s all about the power of the set and the style of play required to unleash it.

Most Wizard players seem to like the changes, or at least the huge damage potential of the set as it’s currently showing on the PTR, but opinions are far more mixed about the usability. Here’s Timesink offering a much more critical view of the set than did our podcast guests, with most of his disapproval focused on the extreme button-mashing control system.

Diablo 3 Forum Watch: Tal Rasha’s Set Changes

There are many issues but the main problem is simple to explain. The new Tal Rasha 6-piece bonus is to add a stack of a buff on the wizard for each elemental attack. The problem is the current implementation defines an attack as a button press. This means you gain a stack, for example, when you press your key to lay down a hydra and don’t gain anything when the hydra actually attacks.

The effect of this on game play is severe and extremely negative. With a 4-stack you can do tremendous damage — meteors can hit for 5 billion. So the goal it to get to a 4-stack as quickly as possible. This means you want to cast 3 skills of different elements and you really don’t care if they do any damage or not. If you are truly trying to optimize you will pick skills like explosive blast that don’t have a cast animation so you can mash keys and get the stack maxed as quickly as possible. You then have 3 seconds to spam a main attack skill before the stacks falls off and you have to start over again.

It is hard to describe just how awkward this playstyle but is immediately evident as soon as you try it. Remember how they changed the monk set to not require spamming a mantra every three seconds? Well Tal forces you top spam four skills as fast as possible every 5 seconds or so. If the monk set was changed do to complaints of finger fatigue than this version of Tal’s cannot go live. (If you read the PTR forums the few people who aren’t complaining about Tal’s suggest a macro keyboard is the only way to play it.)

That’s an excerpt from his full-sized article of a forum post. Click through to read the whole thing, or check it out in our Wizard strategy forum.

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Diablo 3 Podcast #165: Patch 2.2.0 on the PTR, Part 2

Posted 4 Mar 2015 by at 12:01 GMT

The second half of our big Patch 2.2.0 discussion. This show focuses on the new item sets and legendary items for the Wizard, Witch Doctor, Monk, and Demon Hunter, plus a farewell to potions. Featuring Wolfpaq, M0uikki, and Flux.

Since we recorded this show Sunday night, the 2000% leg drop rate has ended, and we’ve done a lot more testing of the Demon Hunter and Monk sets. Expect articles soon on the DH, Wizard, and other item set changes.

Click through for approximate segment starting times and related links:

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Item Sets: Seventh Item Coming Next Patch

Posted 4 Mar 2015 by at 02:56 GMT

The “vanilla” Item Sets, Inna’s, Natalya’s, Zuni’s, Tal Rasha’s, and Immortal King’s, all got buffed in Patch 2.2.0 and most of them had another item added to bring them up to six items with the potential for six-item bonuses. This helped open up a lot of new options, but it’s also made gearing more difficult since lots of item slots have two great pieces with the capability to only wear one.

For instance, The WD’s Zunimassa’s set has heard the most complaints since it’s got a helm and gloves, and the WD has multiple build-defining legendary helms, plus Tasker and Theo as the BiS gloves. DH’s are in a similar spot, with a weapon and ring in Nat’s set, which really cuts down their gearing options.

Blizzard is aware of these issues and they’re taking a step to help, by adding a seventh set item (much as Firebird’s has always had 7 items) to those vanilla sets, to give players more gearing options. You’ll only need six items for the six-piece bonus (or five + DiabloWikiRoRG), and with two spare slots there should be many more ways to construct your best kit. The info comes this evening from developer John Yang, via Twitter.

Item Sets: Seventh Item Coming Next Patch:

As always with Twitter, the short length leaves uncertainty, but I think John’s saying the 7th items will not be weapon or jewelry, since several of the vanilla sets have one item in those slots now, and it’s tough to spend one piece there, since there are so many awesome legendary weapons and rings/amulets to choose from.

Update: Zuni’s is getting pants.

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Tagged As: | Categories: Diablo 3 PTR, Item Sets, John Yang, Twitter | 5 Comments

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PTR +2000% Legendary Drop Rate is Over

Posted 4 Mar 2015 by at 00:47 GMT

+2000% legendary buff ends...

+2000% legendary buff ends…

The Patch 2.2.0 PTR +2000% Legendary Drop Rate is Over. There was no warning given on the PTR and Blizzard hasn’t made an announcement yet, but the buff icon is no longer displaying in game, and players who were playing when it went away saw the effect in real time.

Sadly, I was one of them. That screenshot shows my inventory; I had actually just begun a T6 Rift when the buff ended, and you see the first few pick ups were legendary, when suddenly all the Elites and chests weren’t popping legs anymore. Cruel reality!

There is one bonus; it’s possible to obtain blue materials now. (You see my hunger for them in the inventory screen.) One side effect of the +2000% legendary buff was that blue items became almost nonexistent, since goblins hardly drop them, and all the magical items that usually spawn from chests were rolling as legendaries. Since Enchanting armor and weapons carries a high blue material cost, this was handcuffing players in their efforts to experiment with the new sets, or change around their builds.

Blue mats! No game queues!

Blue mats! No game queues!

Again, I was a sad victim of this and had actually copied over my Live US account yesterday, since my existing PTR chars had great gear, but no way to enchant anything without any blue materials dropping. And with the +2000% buff, it was actually quicker to refarm all of the legendary items than it was to try to scrounge up blue mats with the buff active, primarily by praying for failed gambles or Infernal Hoarders.

It’s possible that Blizzard might turn the +2000% buff back on again during this PTR, if they make changes to the sets and a new wave of players need a quick way to farm them up, but there’s no official word on that. And this also means that any lingering game creation queues should soon be gone, with fewer players on the PTR (though the game creation delays seemed to have almost entirely vanished yesterday).

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Tagged As: | Categories: Diablo 3 PTR, Economy, Legendary Items | 6 Comments

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Blizzard on Permanent Immunity Nerfs

Posted 3 Mar 2015 by at 21:53 GMT

RIP permanent immunity.

RIP permanent immunity.

Blizzard has posted a statement about upcoming nerfs to some of the immunity-granting skills, which various item bonuses have made stronger and stronger, especially in the newest patch.

Permanent immunity philosophy update

The concept of permanent immunity has been on our radar since we introduced DiabloWikiCooldown Reduction in Reaper of Souls. Since then, we’ve seen many players who have been able to skirt the edges of permanent immunity using this affix. Frankly, we think that’s awesome, since we love it that players can customize their characters in different ways.

While it’s our goal for CDR to be a desirable affix, and while we’re okay with players greatly reducing the cooldown of their immunity skills, we also want to avoid a scenario where permanent immunity is possible. For instance, in patch 2.1.2, we put a cooldown on DiabloWikiSmoke Screen to mitigate permanent immunity builds for the Demon Hunter so that you couldn’t chain this skill back-to-back.

Starting in the next PTR patch, we’ll be applying this philosophy to the following immunity skills.

  • Spirit Walk
  • Serenity
  • Smoke Screen
  • Laws of Hope : Stop Time
  • With this, the cooldowns on these skills will begin after their buff ends. To minimize negatively impacting the normal use case for these skills, we’re lowering the cooldown time to compensate; for example, Serenity is going from a 20 second cooldown that starts on activation, to a 16 second cooldown that starts when Serenity ends.

    Previously, we may have decided against adding an item power to the game that might lead to permanent invulnerability. However, with these new changes, we’ll have much more freedom in designing new and powerful items, since there will be a stop gap to ensure that permanent invincibility is no longer a concern.

    We wanted to let you all know about the above changes in advance, so that you’ll be prepared for them in the next PTR patch. We’ll be eager to hear everyone’s feedback once these changes actually go into effect.

    I like the cookie held out there at the end, with the hope of items that would buff or otherwise make cool changes to those skills, once they can’t be made permanent. On the larger issue… it’s hard to argue that yes, you should be able to achieve full immunity. Obviously that would break the game in a way, and so long as Bliz can tweak the skills to 1) prevent full-time immunity while, 2) not breaking those skills for other players, it seems a logical fix.

    Agree or disagree?

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    Diablo Fan Art Watch #269: Archangel Imperius

    Posted 3 Mar 2015 by at 08:26 GMT

    After a long delay this week on the latest installment of the Diablo Fan Art Watch I bring to you a collection of 7 pieces featuring the Aspect of Valor; Archangel Imperius.

    All done in various ways, forms and styles; ranging from the usual digital to an awesome and detailed stained glass piece.

    Featuring Art by unknown, white-nightingales, LionessGamer, Lupp1, triumviratusok, ProcerDeCrepusculum, , and crimson-nemesis.

    Click the thumbnail to see a larger version of the image.

    If you enjoy Fan art and want to contribute to this growing community, please stop by the Fan Creations Forum. Many artists visit frequently, posting works in progress looking for feedback and conversation. You don’t have to be “arty” to join in. If you have any questions, comments or have some fan art related news on the web please send me a PM and I’ll get back to you. Also check out the wiki page for more art from the archives.

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    Tagged As: | Categories: Fan Art, Fan Art Watch, Fan Stuff | 1 Comment

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    Blizzard on New Legendary and Item Set Feedback

    Posted 2 Mar 2015 by at 23:45 GMT

    A number of good Blue posts today replying to fan feedback about some of the new legendary and set items we’ve been testing out on the PTR. First up, here’s developer Don Vu on the Monk’s redesigned Thousand Storms set. So far on the PTR, this one has gotten much less attention since Sunwuko’s is still awesome (even with the 6 piece bonus not yet functional) and since Inna’s is really improved with the Mystic Ally acting like a mobile M6 Sentry, and since players can wear both those sets at once. That’s left the six piece Thousand Storms sad and alone, but perhaps Don’s words will change that paradigm.

    PTR v220 Inna's Mantra

    PTR v220 Inna’s Mantra

    I wanted to take the time to thank you all for the feedback as well as give a little insight on our design intent for Raiment of a Thousand Storms.

    When we think about the Monk, we think about a fast punching, hard hitting, quick and agile fighter. DiabloWikiRaiment of a Thousand Storms aims to fulfill this fantasy by increasing the damage and attack speed of his Spirit Generators and turning Dashing Strike into a Spirit spender that does quite a bit of damage. The playstyle that has worked well internally is to pool up Spirit and do considerable damage with your Spirit Generators, then dump your Spirit and do a huge burst of damage by dashing back and forth until you cannot Dashing Strike anymore (or the enemies are dead). To better support this playstyle, we are going to be swapping the 4 and 6 piece set bonuses in a future PTR patch. We may also make further tweaks to the set.

    I also wanted to thank everyone for pointing out that the 2 piece set bonus was additive. That was an oversight on my part and, as Xuen pointed out, has been hotfixed on the PTR as of this morning.

    I look forward to hearing your feedback on the playstyle that Raiment of a Thousand Storms is supposed to bring, as well as any feedback about other clever playstyles with the set that may be more effective.

    Thanks again!

    Click through for more Blizzard feedback on the new Arcstone and Blizzcon Elemental ring, plus a bit on the new DH Unhallowed Essence set.

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    Diablo 3 Podcast #164: Patch 2.2.0 on the PTR

    Posted 2 Mar 2015 by at 13:31 GMT

    Patch 2.2.0 opened up on the PTR last Tuesday, and after nearly a week of testing we’ve got evaluations on the item set updates, new Rift maps, Quality of Life improvements, and fixing the RoRG suggestions. Featuring Flux, Xanth, and Tyr.

    Click through for approximate segment starting times and related links:

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    Fixing the Ring of Royal Grandeur

    Posted 28 Feb 2015 by at 23:10 GMT

    ancient ring of royal grandeurMost players and most builds require a DiabloWikiRing of Royal Grandeur, to give them some flexibility in their gear. A RoRG is awesome when you’re gearing up and want to get 2 or 3 or 4 piece bonuses from multiple sets, and it’s essential for many end game gear sets when you can gain more benefit from one item not in your six-piece set; Cold DHs want the DiabloWikiPride’s Fall helm, fire builds want a DiabloWikiCindercoat, pet builds want DiabloWikiTasker and Theo, etc.

    Of course the first thing is to find a RoRG, and since they only drop from Act One caches, (and sometimes from the fully-random Act Four caches) it means a lot of repetitious Act One running. In the old days up to four players would party up to high speed DiabloWikisplit farm on Normal difficulty. These days players who can handle it farm on T6, for the 100% chance of a legendary from each Cache. And it’s not just a one-time thing, even very well geared characters will often put on movement speed boosting eq and spend some time running Act One on T6, looking for a RoRG with a socket, CC, or CD in the one random affix. (Or for an alt; my DH split-farmed 8 in under an hour on T6 this morning, saving them for my new WD to open.)

    Farming RoRGs isn’t a horrible play mechanic — I think it’s much better now with the T6 100% drop, as opposed to the very cheesy four-way Normal split farming of old — and you do gather up a lot of needed Rift Keys in the process, but a lot of players hate it. Some suggestions about how to change it got a Blue reply, and as much stuff as the devs are changing up in the game lately, it’s not out of the question they might rework the RoRG as well.

    Fixing the Ring of Royal Grandeur:

    You do realize there are dozens of threads on how sick people are of just farming act 1 bounties over and over again for RoRG.
    Tyvalir: That’s a fair point.

    Wyatt mentioned in our Tavern Talk livestream that playing Adventure Mode is fun when you’re just beginning, but that players can get burnt out quickly if they spend all of their time just trying to farm the Ring of Royal Grandeur.

    With that said, we’re currently considering ways we could alleviate the focus on just doing Bounties in one act over and over again. To get the conversation rolling, here are a few of the ways we could achieve this:

    1. We could allow Ring of Royal Grandeur to drop from Horadric Caches in any act

    2. We could move it to the global drop table, allowing it to drop almost anywhere in the game
    3. We could allow it to drop when you do one of the two bonus acts of the day (those which currently give bonus Blood Shards)

    These are only three ideas, of course, so you can imagine there are lots of ways we could go about achieving our goal of encouraging more diversity when doing Bounties. With that said, how would you change Adventure Mode to incentivize doing a variety of Bounties across all five acts of the game?

    What do you guys think should be done to “fix” the RoRG? I like the idea of another item adding the RoRG bonus, myself. Maybe there could be multiple items, like a belt, a boots, and a bracer that gave the same RoRG bonus, and you’d have to decide which slot was best to earn the bonus from. Assuming the inherent affixes on each item were sub-optimal (as the mainstat, IAS, and LpH are on the Ring) compared to the top affixes in that item slot, there would always be some level of trade off for the gearing flexibilty. (And the idea of 2 RoRG items granting +2, thus giving you the six-piece bonus from just four pieces, would be even more interesting.)

    Here’s a survey/vote with the options mentioned above and a couple of others I’ve heard. You can pick multiple answers, so vote all that you think appropriate.

    How best to fix the Ring of Royal Grandeur? (Pick all you approve.)

    View Results

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    PTR Hotfixes and Gem Hoarder Bugs

    Posted 28 Feb 2015 by at 20:30 GMT

    Blue shared some hotfixes that went live Friday, and something else that needs to go on the next hotfixes. PTR Hotfixes and Gem Hoarder Bugs:

    The below hotfixes are now live:

    • Wrath of the Wastes (New Barbarian Set)

      • Should now properly have a chance to drop (2/27)
    • Unhallowed Essence (New Demon Hunter Set)
      • Should now properly have a chance to drop (2/27)
    • Delsere’s Magnum Opus (New Wizard Set)
      • Should now properly have a chance to drop (2/27)
    • Raiment of a Thousand Storms
      • The damage from the 2-piece bonus should now be multiplicative instead of additive (2/27)

    Corrupted Ashbringer

  • This item’s legendary affix has been temporarily disabled due to performance issues.
  • From what I’ve heard, the only performance issue Corrupted Ashbringer had was being far too awesome. When the proc kicked in and the damage escalated, it became basically the ultimate tool of monster misery, making its wielder capable of of one-shotting GR35+ Guardians.

    The odd Gem Hoarder drop results.

    The odd Gem Hoarder drop results.

    So I just killed a gem hoarder and it dropped a mix of flawless star and flawless square gems along with the imperial and marquise gems. Is this supposed to happen?
    Tyvalir: Nope! This is definitely a bug, and should be addressed in the next PTR patch.

    The DiabloWikiGem Hoarder thing was obviously a bug, and an odd one. Annoying mostly since with the +2000% legendary drop rate your inventory filled up so quickly that extra stacks of useless low rank gems were a real nuisance. That said, I almost enjoyed seeing those old sub-Marquise gems again. I hadn’t seen any since D3v and they were sort of pretty, with their odd square and pentagonal shapes.

    Speaking of the Gem Hoarder, since players not on the PTR keep asking, the three new Goblin types are either ultra rare, or not spawning yet. I’ve never seen any yet, despite finding dozens of the others and a couple of mega-packs. And if you’re wondering, aA Goblin pack with on 2000% legendary drop rates is just obscene. You’re talking 3-4 trips back to town just to carry off all the Legs, and you actually have to excavate down through stacks of 3 or 4 legs per goblin if you only want to pick up certain leg types. I’ve only been bothering with sets, jewelry, and weapons, since otherwise you spend too much time returning to town.

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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 | 22 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