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Diablo 3 Podcast #151: Greater Rifts = HC Death & LGems
Why are players earning more Paragon levels in a month of Seasons than 7 previous months of Reaper of Souls? And Greater Rifts are awesome, but the lure of record times causes a lot of Hardcore deaths. Also, favorite Legendary Gems. Featuring Monstrous, Xanth, and Flux. Click through for approximate segment starting times:
Diablo 3 Seasons: Endings, Beginnings, and Scheduling
Almost everyone on my friends list and in the IncGamers HC West clan is playing Seasons now, so conversation has been focused on that reality. How long will Season One last? Are Seasons going to run a consistent amount of time? How much warning will we get before one ends and the next one begins? […]
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Blizzard has cancelled the Project Titan MMO

Posted 23 Sep 2014 by at 19:01 GMT

Project Titan

Blizzard has been working on a new MMO which was going by the name of Project Titan and has been in development for around seven years. Last year Blizzard confirmed they were scaling back the development team on the project to make “some large changes” to the game’s design.

Speaking to Polygon, Blizzard’s Mike Morhaime has now confirmed the game has been cancelled.

“We had created World of Warcraft, and we felt really confident that we knew how to make MMOs. So we set out to make the most ambitious thing that you could possibly imagine. And it didn’t come together.

 “We didn’t find the fun. We didn’t find the passion. We talked about how we put it through a reevaluation period, and actually, what we reevaluated is whether that’s the game we really wanted to be making. The answer is no.”
The full interview which also includes comments on the cancellation from Chris Metzen can be found here.
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Diablo 3 Podcast #151: Greater Rifts = HC Death & LGems

Posted 23 Sep 2014 by at 13:22 GMT

Why are players earning more Paragon levels in a month of Seasons than 7 previous months of Reaper of Souls? And Greater Rifts are awesome, but the lure of record times causes a lot of Hardcore deaths. Also, favorite Legendary Gems. Featuring Monstrous, Xanth, and Flux.

Click through for approximate segment starting times:

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Gambling Odds for Diablo 3 Legendary Items

Posted 23 Sep 2014 by at 13:11 GMT

Legendary Gamble OddsA player posted his recent gambling results in an eventually successful effort to obtain the ultra-rare legendary gloves, Tasker and Theo. How long did it take? How many other legendary gloves did he get in the meantime? Here are some extrapolated Gambling Odds for Diablo 3 Legendary Items:

I’ve been pouring all my blood shards into gloves at Kadala, and just landed a pair. I kept notes on how many blood shards I spent, and what legendaries she dropped me up until TnT’s. I figured I’d share the numbers with you in case it helps anyone in their hunt for the same.

36,000 total blood shards spent. 112 legendary gloves dropped

  • 1x DiabloWikiTasker and Theo
  • 2x DiabloWikiFrostburn
  • 13x DiabloWikiMagefist
  • 21x DiabloWikiPride of the Invoker
  • 19x DiabloWikiHelltooth Gauntlets
  • 22x DiabloWikiJade Harvester’s Mercy
  • 13x DiabloWikiSt. Archew’s Gage
  • 21x DiabloWikiGladiator Gauntlets
  • Recall that Legendary Drop Rates in Diablo 3 work with the game first deciding on a legendary (including set) of an item type, and then selecting one of the possible legendary/set items of that type for your character, all of which are weighted. This guy was playing with a Witch Doctor, and since legendaries via DiabloWikigambling are always DiabloWikiSmart Drops, you see the 2 WD set gloves, but you do not see any gloves from other the class sets. (You will get those once in a while from monster drops, via the ~15% of items that are non-smart drops).

    As for item frequency, the legendary items of each item type in D3 are classified as common, uncommon (1/2), rare (1/4) and ultra-rare (1/10). These frequency figures match those odds quite nicely, with the Pride of the Invoker, Helltooth, Jade Harvester, and Gladiator Gauntlets all roughly the same drop rate. St. Archew’s Gage is the only outlier, since it’s common like the others. Magefist is uncommon for a Witch Doctor, and should roll about half as often as the most common ones, which it did. There aren’t any rare type gloves with 1/4 rarity for the WD, and Frostburn and TnT are both ultra-rare, at 1/10th the drop rate of the common ones.

    As for the overall legendary rate, that’s useful data as well. Gloves cost 5 shards per gamble, so 36,000 / 5 = 7200. Divide that by the 112 legendaries he got and that’s 1 leg for every 64.3 gambles, for a 1.5555% legendary gamble rate.

    Obviously this isn’t the final scientific rate, because RNG, but extrapolting from that gives us some useful figures:

  • 321 Blood Shards per legendary armor
  • Rings cost 10 shards, so double that to 642 shards per legendary ring.
  • Weapons cost 15 shards, so triple that to 963 shards per legendary.
  • Amulets cost 20 shards, so quadruple that to 1284 shards per legendary.
  • This assumes all items are weighted the same in legendary gamble rate, and that there’s no “mercy” gamble success counter. I wouldn’t be surprised if there are some oddities like that, such as slightly higher legendary gamble rates for more expensive item types? It would be fascinating to compare these to other gamble charting results, especially of item types other than armor.

    Finally, casual players might gape at the idea of ever earning 36000 Blood Shards, but Shards are quite common at the high end. Rift Guardians on Torment 1 drop 50ish, and on Torment 6 they cough up around 100 each time. Since really well geared characters can do T6 as fast (or faster) than more casual players can clear T1, the shards can really stack up at the highest levels of play.

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    Tagged As: | Categories: gambling, Item Sets, Legendary Items, Loot 2.0 | 8 Comments

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    The Diablo 3 Darwin Awards

    Posted 22 Sep 2014 by at 13:23 GMT

    Paragon 100 Hardcore death.

    Like this, but funnier!

    The Darwin Awards are a long-standing meme and Internet site devoted to chronicling the really stupid, mostly self-inflicted ways people die, IRL. Over the weekend the topic came up in clan chat and one of the regulars in our IncHC West clan (name withheld to protect the guilty) admitted that he’d recently lost a Witch Doctor when gaming very late and night, after he FELL ASLEEP while running a Greater Rift. And woke up dead, as the saying goes.

    Spinning the straw of defeat into the gold of posterity, he suggested that I use this platform to push other players to come forward with their own Darwin Award-worthy deaths… and here we are. The official archive is this Diablo 3 Darwin Awards thread in our Hardcore forum. We’ve long had a Hardcore Graveyard forum, but those are mostly plain burials, without a lot of drama or story-telling.

    For the Darwin Awards thread, we want weird and silly and stupid stuff. So far it’s only got a few stories, with the just-added and hard-to-believe tale behind my very recent Demon Hunter death. (How do you suffer an unavoidable death to the easiest Rift Guardian? Click and find out.) I bet some of you guys have suffered even more tragic fates, or maybe you know the story of a “friend” who qualifies. Add them to the forum thread, or put them in comments here. The death doesn’t have to be Hardcore, but for obvious reasons those are the types of deaths that pack a more palpable punch.

    And if all else fails, blame Jay Wilson. Or lag.

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    Tagged As: | Categories: *Big News, Forums, Hardcore, Hardcore Graveyard | 14 Comments

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    The Vault, Greed’s Domain: Q&A

    Posted 21 Sep 2014 by at 13:38 GMT

    The gate! The gate...

    The gate! The gate…

    I constantly see people asking questions about the basic rules to enter DiabloWikiGreed’s Domain, AKA DiabloWikiThe Treasure Vault, so here are some of the basic rules. After a Blue post that spurred it.

    Will The Vault open for a group of people or just solo?

    The vault will start to spawn when the goblin dies. You will see a little swirl animation and then the portal pops up. Anyone that was in the game at the time of the goblins death may enter the portal. You do not have to be near the kill either. You could be in town or in another location farming and someone could kill a goblin and spawn a portal then you could zone to him and enter. Anyone who enters the game after the portal has spawned can NOT enter, though they can see it in the world.
    Grimiku: A very accurate description! To reiterate, the portal to the Vault can spawn in both solo and group setups in Adventure Mode (though not inside of Nephalem or Greater Rifts). In addition, any players who were in the game at the time the portal spawns are eligible to enter it, though they need not have been part of the goblin kill itself.

    The Vault, Greed’s Domain: Q&A.

  • The Vault will only spawn for level 70 characters, and it occurs completely at random, as far as we know. Some players have found lots of them, some have found none.
  • Higher difficulty, Gold Find, or Magic Find has no effect on the likelihood of a Goblin spawning the portal. (Though you’ll find much more gold in The Vault on higher difficulty and/or higher Gold Find.)
  • There’s no exit portal from The Vault and you have to Town Portal out. The golden portal stays open, too. You can go back through it to the Vault if you want, though nothing respawns, so there’s no reason — aside from the not-very-profitable infinite goblin farming.
  • The Vault was added in Patch v2.1 and is not yet available in the Ultimate Evil Edition, which shipped at v2.0.6. It will be patched in at some point to the PS4 and XboxOne.
  • Greed is the only drop source for DiabloWikiBoon of the Hoarder legendary gems.
  • You can get additional BotH gems from Greed, just by dropping any that you have before you kill her. (The Gem must not be in your jewelry, inventory, or stash.)
  • I’m sure there are some other common questions, but those are all the ones I can think of right now. If anyone has some more hit the comments and I’ll update the list.

    Also, thanks to Mormith for the tip about getting a second Boon of the Hoarder, if you find The Vault with a character who already has one equipped. Here’s his email for the full context:

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    Additional Legendary Gems are Coming!

    Posted 20 Sep 2014 by at 13:10 GMT

    Some cool news from the Blues, in reply to a long thread about current problems with the Barbarian. We shan’t go into those, but as part of a short reply emphasizing with the Barb complaints, Tyvalir confirmed what most players suspected. There will be more Legendary Gems added, buffing other play styles, though there’s no ETA. Additional Legendary Gems are Coming!

    We do have plans to add more Legendary Gems to the game in the future, including those that are more defense-oriented. We don’t have a time frame to share for when the next batch of Legendary Gems will be added just yet, though.

    In the meantime, we’ve been keeping a close eye on your gem suggestions, so if you’ve got an idea…let us know!

    This week’s two-part podcast was focused mostly on Legendary Gems, and after analyzing them all, my main take away was the surprising lack of gems really built to buff melee classes. Several LGems are for anyone, and one or two are clearly much better for melee characters. But there aren’t any that really do what melee characters most want/need (make them able to tank on the highest Greater Rift levels) and there aren’t any that are really melee-specific, in the way that a DiabloWikiLegendary Gem like Zei’s is exclusively for ranged characters.

    There aren’t any real useful defensive gems either. I’m sure that Invigorating Gemstone is the least used of all 14, and while Moratorium has a very powerful effect, it’s actually more suited to glass cannon ranged type characters.

    So yes, there’s certainly room for some more/new/better LGems to fill the melee character hole.

    One other LGem issue, with a question about a bug.

    Simple question: IS Bane of the Trapped BUG FIXED?

    Just want to know that, since I want to use rentless assault passive + Bane of the Trapped. But it is way useless without the slowing area doing the proc for damage amp. And I’m really strugling about which third gem should I use.

    From what i read from blue post, it cant be fixed w/out an actual patch, so AFAIK there hasn’t been one yet.
    Nevalistis: Hopping in to confirm this is correct. The issue with Bane of the Trapped properly affecting Frozen targets cannot be resolved with a hotfix and requires a patch.

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    Nephalem and Greater Rifts that can not be completed

    Posted 20 Sep 2014 by at 05:04 GMT

    During the Patch 2.1 testing on the PTR, there were a lot of changes and tweaks made to Nephalem Rifts and Greater Rifts, as Blizzard adjusted the level size, monster density, monster type, and more. The end result was a pretty well-done system where there are (almost) always enough monsters to complete the Rift, and to complete it in time… until players are at the very upper edge of what their character can do, at which point any minor variation or monster issue (Corrupted Angels) can add too much delay to overcome.

    Blizzard isn’t ready to give in to fan complaints about density issues and monster difficulty yet, but they are looking for directed feedback about Nephalem/Legendary Rifts in the rare event that players find one that can not be completed.

    Hi Everyone,

    In recent weeks we have seen reports of players encountering Nephalem Rifts or Greater Rifts that seemingly cannot be completed due to lack of monsters. If possible, we would like to gather a little bit more information from you about the circumstances in which you encountered an issue like this.

    If you have encountered a situation where you could not complete a Rift due to lack of remaining monsters, please reply to this thread with answers to the following questions:

      • Was this a normal Nephalem Rift or a Greater Rift?
      • How many total floors were in the Rift?
      • What types of monsters populated the Rift? List any and every type of monster you remember seeing, divided up by which floor each type was found on as well as any other information about how monsters were distributed that you can recall.
      • What type of level or “tileset” was used. We don’t expect you to know the specific name for our levels, but a short description of the type of environment will do.


      • Act I “Crypts”, or Act 2 “Aqueducts”.

    Lastly, if you can, posting links toscreenshots of yourself in the rift, the monsters in the rift, and of the open area map is greatly appreciated as it helps us better identify any remaining potential problem areas.

    We really appreciate you taking the time to read this and add your replies.

    I just want to note and clarify that we are not soliciting opinions on density, suggestions for balance improvements, or anything other type of feedback. We are looking for additional information to help us identify any remaining situations in which you could be put into a position to not be able to complete a rift at all, specifically because there are not enough monsters remaining in the Rift to fill the progress bar. Reports of instances where you simply ran out of time, or were forced to explore more of the map to find additional monsters are not what we are looking for.

    That said, this is not to say that this kind of feedback isn’t appreciated. The bug report forum is simply is not the place for it. I hope that helps clarify what we are looking for. Thank you for your understanding and assistance in this.

    I’ve often seen players ask why a Rift, especially a Greater Rift, can even spawn with insufficient monsters. Why doesn’t the code simply allow for more, deeper levels where players could always get to 100%, even if it took quite a while? It’s a reasonable question, but apparently the devs think that knowing when to clear out a level, rather than just dashing down the stairs as soon as you find them, is part of the strategy of running Rifts. I can see their point, but many players seem to disagree on the issue. Let’s survey, shall we?

    What do you think of monster density and variety in Nephalem & Greater Rifts?

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    Diablo 3 Seasons: Endings, Beginnings, and Scheduling

    Posted 18 Sep 2014 by at 22:39 GMT

    Almost everyone on my friends list and in the IncGamers HC West clan is playing Seasons now, so conversation has been focused on that reality. How long will Season One last? Are Seasons going to run a consistent amount of time? How much warning will we get before one ends and the next one begins?

    We talked about that on the Seasons podcast a couple of weeks ago, and while all 4 guests loved participating in the first day/weekend of the ladder rush (except for N3rdwords, because Softcore cheese) no one was eager to do it again. At least not very soon. It was fun, but fun as an occasional thing, and everyone wanted to spend some time (weeks? months?) leveling up and finding new gear for their Seasonal characters before starting the whole experience over again in Season Two.

    That said, there’s always someone wondering about how long Season One will last, or how long Seasons will run in general. Blizzard has repeatedly declined to comment on the issue of scheduling, so it seems they probably don’t have a schedule set in stone, and are planning to end/begin a new season when it seems like the community is ready for it.

    So, two votes which are more like surveys. Do you want to know about the Seasons schedule? And how long do you think seasons should run?

    How long should each Diablo 3 Season run?

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    Why do you want to know when the current season is going to end?

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    What Happened to the Ob/Zod?

    Posted 18 Sep 2014 by at 21:20 GMT

    Diablo I Obsidian/Zodiac ring.

    Diablo I Obsidian/Zodiac ring.

    The Legendary Ring DiabloWikiObsidian Ring of the Zodiac has an interesting history in Diablo 3. The ring name is an homage to the most sought after ring in Diablo 1, which was not a unique; it was simply a randomly found magical ring with “Obsidian” (+30-40% All Res) as the prefix and “of the Zodiac” (+16-20 to all Attributes) as the suffix.

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    The Diablo 3 Podcast #150: Legendary Gems II/II

    Posted 18 Sep 2014 by at 10:49 GMT

    The second part of our analysis of every Legendary Gem newly added to Diablo 3. We cover the last 11, discussing all of their strengths and weaknesses, what type of build they’re best for, twinking uses, melee-bias, and more. Featuring Flux, Katniss, and Ynzerg.

    See part one of this podcast for all the basic info about Legendary Gems, the Realm of Trials, upgrading LGems, and specific thoughts on the first three gems.

    Click through for segment starting times:

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    The Best Way to Farm Non-Torment Legendary Items?

    Posted 17 Sep 2014 by at 20:39 GMT

    A fan asks about finding the much-sought after DiabloWikiTasker and Theo legendary gloves and gets blue confirmation for the question.

    Since TnT is not a Torment only item, farming in non-torment difficulty should remove a fairly good part of the shared pool and “increase” the chances to get them?
    Grimiku: It’s true that Tasker and Theo gloves can drop in any difficulty, and there are some items that only drop in Torment and above. Obviously, looking for these gloves in Torment difficulty will increase the number of competing items per drop, but higher difficulties also increase the drop frequency.[/source]

    In the post Grimiku helpfully links to our article listing all of the Torment-only legendary items, but really, that might as well be called Torment-set items, since the only items you can’t find until Torment are the higher quality set items, plus DiabloWikiLegendary Follower items and DiabloWikiLegendary Potions. All of the orange armor and weapons in the game can be found below Torment, and you’ll get better odds of finding them there, if you find a legendary of that item type, since there are fewer possible items it can be.

    The question, of course, is one Grimiku mentions. Since you’ll get many more legendary items (out of the total items found) on higher difficulty levels, you probably have better chances to find any specific legendary item playing on a higher difficulty, even if your chances of getting on specific orange glove are slightly reduced by the Smart Drop inclusion of (for a Witch Doctor) the Helltooth and Jade Harvester gloves, plus the any-class Pride of the Invoker.

    According to the drop odds tables for Patch 2.1, TnT has a 3.70% chance of dropping for a WD, if a legendary glove drops, below Torment difficulty. On Torment+, TnT has just a 1.75% chance of being the glove that drops. So if you can find twice as many legendary items on a Torment+ difficulty (you probably find 10x as many if you’re strong enough to roll pretty well on T5 ot T6)

    So gamble gloves on normal = best way to find TnT, I guess. I hadn’t gambled below Torment in forever, but commenters point out that gambling now ignores difficulty level in terms of Torment-only items showing up, so it’s no help. A gambling WD = 1.75% chance of TnT if a legendary glove rolls.

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    Tagged As: | Categories: Blue Posts, gambling, Grimiku, Legendary Items, Torment | 9 Comments

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    Why are Seasonal Legendary Items Kept Separate?

    Posted 17 Sep 2014 by at 13:28 GMT

    A fan asked a question that I initially frowned at, but after a moment of thought it’s not so weird an idea after all.

    Why not let us send things from season to non now?

    Think about it a slow steady stream of items going over instead of everyones going over in 1 go at the end of the season….? This way stuff you do not need in the season can be used today in non season if you are playing both….this also doesn’t hurt the season ladder since you can’t send stuff the opposite way.
    Tyvalir: You make some good points here.

    One of the main reasons we have your Seasonal inventory roll over at the conclusion of the Season, rather than at-will, is that we’d like players to experience a given Season as a cohesive package, from Season start to Season finish. We also want to avoid situations where players are just farming Seasons for the new Legendary items since they’re part of the reward scheme.

    Players who venture into Seasonal play are intended to get a shot at these items early, so allowing players to bring them over at-will to their non-Seasonal profile before they’re added to the normal item pool would undermine that reward and break the intended immersion that an active Season provides.

    I’m for Seasons being kept separate, but I can see the argument the other way. As Tyvalir said, if people can send stuff back any time then they’d just farm seasons for gear for their normal accounts. That wouldn’t necessarily be a bad thing if the whole system was set up to support it and everyone knew that going in, but it would kind of defeat the purpose of having Seasons be a special, different category of thing.

    I’m curious enough about fan opinions on this to include a vote, though.

    How should special Seasonal Legendary items be handled?

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    We’ve been debating some other seasons issues lately, so we should have another vote on some other Seasonal issues later today.

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    Diablo Fan Art Watch #257: The Skull, Angel, and Nephalem

    Posted 17 Sep 2014 by at 08:00 GMT

    This week on the Diablo Fan Art Watch we feature 6 more pieces featuring a 3d render of Tyrael to a Diablo skull painted from a tablet to four Nephalem. Two barbarians; one standing tall and proud above those she defeated and the other holding a head of a demon beast.

    Next we have a monk standing guard over the Black Soulstone in meditation as Malthael looms overhead. Lastly a crusader stands tall shield raised as he stands on a hilltop of skulls.

    Art by Kwashik, unknown, Kenny Apas Estrella, LeeJJ, Nicholas Dariano, and 불타는소방서(Burning Fire).

    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 Stuff | 1 Comment

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    Blizzard on Legendary Gem Bugs

    Posted 17 Sep 2014 by at 02:19 GMT

    Fittingly, as this week’s podcast talks about all of the DiabloWikiLegendary Gems, Blizzard has Blue’d about a couple of LGem issues. (Though not the DiabloWikiBane of the Trapped Monk bugs, which we talked about on Podcast part one, posted this morning.)

    DiabloWikiBane of the Powerful doesn’t seem to trigger after killing an elite pack of Corpse Raisers. (The Act V mob which explodes into a group of bats upon death).
    Grimiku: We’ve found a bug with Bane of the Powerful that prevent’s it from activating when killing elite Corpse Raisers. We’re planning on implementing a fix for this bug in the future, but we don’t have any information to share about when that will be.

    DiabloWikiBoon of the Hoarder

    Does the amount of gold dropped scale with the % chance to cause the explosion?
    Grimiku: Leveling up the Boon of the Hoarder will cause more frequent explosions of gold, but does not influence the actual amount of gold per explosion. Having a higher gold find percentage will yield more gold per proc, though.

    That last point, about the gold per “explosion” when using Boon of the Hoarder, was a point of some debate on the podcast. Katniss and me have used that gem a lot (oh, have we….) and he hadn’t noticed it, but I found it with a still pretty weak character, and thus I was using it while I played on Master, then up to T1, and T2, and T3. And while the gold stacks from the explosion did increase, it seemed to me that they were rising by less than they should have, as much as Gold Find increases with difficulty level.

    I did a test clearing the Weeping Hollow with Boon of the Hoarder, with the following results:

  • Torment 1, 1,194% Gold Find = 1.64m gold
  • Torment 2, 1,391% Gold Find = 1.81m gold
  • Your gold problems have come to an end!

    Your gold problems have come to an end!

    If you’ve never used Boon of the Hoarder, yes that’s how much gold you can pick up in a five-minute, casual, risk-free, low-Torment jaunt through the Weeping Hollow, with Boon of the Hoarder causing every third monster to pop a dramatic explosion of gold. But my point is that it seems like T2 should be worth more than ~200k gold over T1, given how much the Gold Find increases with the difficulty level up. My thought while playing was that perhaps the gold from the BotH explosion wasn’t scaling fully with the difficulty level, unlike gold dropped by monsters/chests/etc.

    Obviously one trial is far from a robust and scientific collection of data, and variance in the total monster spawn, luck of the RNG on the % explosion from the gem, etc, could easily outweigh it. But I’d still be curious if anyone has done more empirical testing on just how properly GF% applies to Boon of the Hoarder gold.

    A side issue to BotH, and I warn you, but this is *really* FIRST WORLD PROBLEMS.

    As both Katniss and I spoke of on the podcast… if you play with the (superior) symbols for item drops (rather the old style than words/numbers), BotH can actually create visual hazards. You get so much gold during big fights that if you’re a melee char, standing still in the same place for a while and killing things right on top of you, that it can get really hard to see. I often have to pause an instant during combat and take a couple of steps, so I’ll move/pick up gold, and my Pickup Radius will carve out a clear space so I can again see something other than the hundreds of little gold symbols. You see some examples I took from my own games below. And note the total gold pickup number on the shots showing wave events; it’s 500k+ every Red Shrine, even on just T1.

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    Tagged As: | Categories: Blue Posts, Grimiku, Legendary Gems | 13 Comments

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    The Diablo 3 Podcast #149: Legendary Gems I/II

    Posted 16 Sep 2014 by at 13:01 GMT

    Everything about Legendary Gems in this two-part show. LGem basics, how they’re found and upgraded, why they are so awesome, and then detailed discussion of the best builds, upgrade values, and uses for every gem. Featuring Katniss, Ynzerg, and Flux.

    Due to the amount of content to cover, with 14 legendary gems, this show is split into two. Part Two runs covers the remaining 11 LGems and will be posted tomorrow.

    Click through for approximate segment starting times:

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