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Vote: The Biggest Current Issues with Diablo 3?
Checking the blue tracker today and a reply from Lylirra caught my eye. I thought it would make a good topic for a vote, so I read over the first ten pages, tabulating how often specific complaints came up. Of course more replies treated the “single biggest issue” part like old people treat the “ten […]
Diablo 3 Podcast #152: Realm of Trials & Grifts Improvements
This show covers numerous changes made in Patch 2.1.1, then focuses intently on fixes and changes needed for the Realm of Trials and Greater Rifts. Why not more player control in selecting the level, competitive PvPvE Grifting, running lower Grifts for Leaderboard record times, etc. Featuring Rankil, N3rdwards, and Flux. Click through for approximate segment […]
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5

No Gold in Greater Rifts, Because Reasons


Posted 2 Oct 2014 by at 11:18 GMT

The DiabloWikiStormshield is back.

Update: The display issue with Stormshield has been fixed. As a result, the ability for this item to drop has been re-enabled in patch 2.1.1!


Progress Orb candy.

Progress Orb candy.

In other more impactful Blue post news, one of the most evident gameplay changes in Greater Rifts is the lack of gold or item drops. This is still a surprise to some players, hence a new question and Blue reply. No Gold in Greater Rifts, Because Reasons:

I have been trying a build to collect gold in greater rifts and noticed that the boon of the Hoarder gem does not drop gold from enemies i kill in greater rift. Is it a bug or is it intended?

I think it should work just like any other gem in G-rifts because that’s part of it’s charm and usability to help advance in G-rifts.
Vaneras: That is intentional.

We implemented a hotfix not so long ago that stopped Boon of the Hoarder (as well as a few other items) from dropping gold in Greater Rifts:

  • DiabloWikiBoon of the Hoarder, DiabloWikiGoldskin, DiabloWikiGladiator Gauntlets, and DiabloWikiThreatening Shout (Grim Harvest) should no longer drop gold in Greater Rifts (29/8)
  • The theme of Greater Rifts is that they’re speed runs without distractions or foreign elements, such as chests, events, quests, empty dungeons, destructibles, etc. And gold and items dropping from monsters would definitely be distractions. The bigger issue at the high end though, is that various items proc powerful bonuses based on gold picked up or chests opened.

    Blizzard seemed to decide that those sorts of procs/bonuses didn’t belong in Greater Rifts. Which is okay, I guess… but it’s kind of odd in retrospect. Look at how many other legendary item buffs and procs there are, with more added every patch. Why were the handful triggered by picking up gold the only ones deemed unacceptable in Grifts? If the devs wanted gold to not be a factor in Grifts, they could easily make it drop in just stacks of 1. That way no one would bother to detour to pick it up, but players who depended on gold for the procs on their gear wouldn’t be forced to change around their equipment just to go Grifting.

    Or is DiabloWikiGoldwrap + Boon of the Hoarder = 100,000,000 armor during heavy battles really the most OP legendary item proc in the game?

    Click through for some recent discussion from Wyatt Cheng about how Grifts evolved into their “no items/gold” state, during the early internal testing.

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    Latest Diablo 3 News

    1

    Blizzard on Future Gem Uses


    Posted 2 Oct 2014 by at 10:59 GMT

    So sparkly....

    So sparkly….

    A fan complained about the recent reduction in the quality of gem required for legendary jewelry enchanting, claiming that he’d just converted 1000s of Marquise gems into Flawless Imperials… which are now useless. Blue spoke:

    Thanks for sharing your thoughts on this. I wanted to jump in to give you an idea of where our thinking is on this right now.

    The goal in reducing the gem cost for Rings and Amulets from a Flawless Imperial gem to an Imperial gem was to give more players the opportunity to enchant their jewelry more often. While the previous cost was intended to be limiting, for many players it ended up being prohibitive.

    In the end, we want you to be able to enchant your jewelry (particularly now that Legendary gems are in the game), so reducing the cost was the best possible decision — not only for the long-term health of the game, but for your immediate enjoyment too.

    That said, thanks for the great feedback and criticism. We’ve plans for the future to add more uses for high level gems. It’s a little too early to share any details just yet (sorry for the tease!), but we just wanted you to know that there will be opportunities down the road to put the gems you’ve crafted to good use beyond just socketing your gear.

    We’ve heard several “more gems functions coming DiabloWikisoon™” statements since Travis Day’s post about it several weeks ago, and obviously they’re not ready to spell out anything specific yet. That said, it wouldn’t be too much to ask for a recipe to reduce gems in quality. Even if it was punitive, giving only 2 of the lower quality for 1 of the higher quality, at least it would be something, if you crafted up too high by a misclick, or in this recent Flawless Imperial change. (Though this is the first such since the game’s release, so it’s probably going to remain an N of 1.

    Do you guys have any grand hopes or expectations for new gem upgrades (or sidegrades/downgrades)?

    We talked about that a bit on this week’s podcast, with N3rdwords lamenting his desperate Topaz shortage (for jewelry crafting and since he only plays Wizards), and when I put the theoretical crafting question to him, e.g. “how many other type gems of rank X would you craft to create 1 of your desired type,” he happily went up to 5 to 1, but balked at 10 to 1. Though with some further poking, he admitted that yeah, he’d probably go 10 to 1, just since he’s rolling in useless red/green/purple/white gems, when all he wanted were yellows.

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    Tagged As: | Categories: Blue Posts, Crafting, Economy, Tyvalir | 1 Comment

    Latest Diablo 3 News

    0

    Diablo Fan Art Watch #258: Into the Vault; Treasure Goblin II


    Posted 2 Oct 2014 by at 08:00 GMT

    This week on the Diablo Fan Art Watch as we search for the infamous DiabloWikiTreasure Goblin to gain access to Greed’s domain.
     
    Here’s 6 pieces of fan art to pass the time. Damn those goblins and their aggravating chuckles… *jumps through a portal*
     
    Fan Art by: Vay-demona, n1agara, unknown, Pachenk0, thepixelhero, and Puzzletoad.
     


    Click the thumbnails to see larger versions of all these images.

    If you enjoy Fan Art and want to contribute to this community please stop by the Fan Creations Forum. Many Artists and fans visit frequently, posting works in progress looking for feedback and conversation. You dont 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 message on the forums and I’ll get back with you.

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

    Latest Diablo 3 News

    6

    IncGamers Diablo 3 Hardcore Clan Merger


    Posted 2 Oct 2014 by at 01:22 GMT

    incgamers diablo 3 clan and communityWe’ve long had three Hardcore clans on the Americas Server: IncGamers Hardcore West/East/North, running IncHCW, IncHCE, and IncHCN for tags. All the clans are nearly-full, but a lot of those numbers are players who have gone inactive, so to get a larger group of active players we are merging the East and West clans into “IncGamers Hardcore” clan. Our “IncGamers HC North” clan is *not* merging or closing or changing at this time, since it’s lately the busiest of the three (no doubt due to Xanth’s intrepid leadership). (Plus it’s cool to have a normal and a North version, as Blizzard once proved.)

    Unfortunately, Battle.net offers zero tools for Diablo 3 clan management, so the only way to do this is for members to manually leave the East and West clans, search for “IncGamers Hardcore” and request to join. (You can’t search on clans while you’re in one.) All current members are welcome in the new clan, and we may open up to general recruiting after the merging time, if space permits. (Bnet has a 150 max member cap in D3 clans.)

    This process is live right now, and we’ve had news posts in the clans for the past week giving warning of the October 1st deadline. But since there are 50+ people still in East and West who haven’t merged, here’s a reminder. If you’re one of those people and you haven’t logged on for a while, this is your final notice. We’ll be shutting down both the East and West Hardcore clans late night tonight, which means all members who have not already moved to the new clan will find themselves clanless when they next log on.

    If that’s you, or you’re just looking for a good Hardcore clan with active, helpful players, look us up. On the Americas server, it’s IncGamers Hardcore . We are *not* accepting new recruits while the merger is ongoing, but we should have space to add some more Hardcore players by this weekend. Or you could choose to join our “IncGamers HC North” Clan, which is recruiting right now. We’ve also got an “IncGamers Hardcore” clan on Europe, which is once again recruiting after we booted 30 inactives earlier this week to open up some space.

    Clans are useful in Diablo 3, but especially so in Hardcore, where death happens and it’s good to play with people you know, people who know what they’re doing, and people who can help you out with a power level or other assistance after the inevitable doom befalls your hero. Many of the regular site contributors are in our Hardcore clans, including me, Xanth, ZappaFan, Wolfpaq, Aahzmandius, Nizaris, and others I’m currently forgetting, so you can see our characters alive and kicking, before something bad happens to fuel a podcast rant.

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    Tagged As: | Categories: Clans and Communities, Site News | 6 Comments

    Latest Diablo 3 News

    4

    Diablo 3 Podcast #152: Realm of Trials & Grifts Improvements


    Posted 1 Oct 2014 by at 15:00 GMT

    This show covers numerous changes made in Patch 2.1.1, then focuses intently on fixes and changes needed for the Realm of Trials and Greater Rifts. Why not more player control in selecting the level, competitive PvPvE Grifting, running lower Grifts for Leaderboard record times, etc. Featuring Rankil, N3rdwards, and Flux.

    Click through for approximate segment starting times:

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    Latest Diablo 3 News

    4

    Diablo 3 Controls Problems and Console Issues


    Posted 1 Oct 2014 by at 14:18 GMT

    A few useful Blue posts on various topics. First up, let’s talk about the controls.

    Sometimes I want to move my character to a location where there are a lot of mobs, but if I click there, I just cast the ranged attack. Is there some method of moving into the middle of a crowd?
    Grimiku: Good question, and there’s definitely a way of doing this. Personally, I found setting up a Force Move key very helpful, and highly recommend doing so. All you need to do is hit the Esc key while in game, and go to Options > Key Binding. Then find the Force Move function under the Gameplay section, and assign it to whatever key you’d like that isn’t being used for anything else.

    That’s a valid option, but here’s a better fix. Make it possible to bind “force move” to the left click full time, with that LMB skill free to map to the RMB, or to a fifth keyboard hotkey. I would love that control scheme and have been advocating it since well before the game’s release, and more recently in dev interviews and in a detailed article from 2013. You can even hear it verbally ranted, as I brought it up on the new since the limited LMB skills issue was at least partially to blame for the death of my last HSea Monk.

    Having to use a skill on the left mouse button, instead of just having a default attack/movement key there, means endless Diablo 1 style clicking, which means missing moving targets in explosion-filled battles, accidentally picking up junk on the ground, and a great deal of inefficiency. All melee skills in Diablo 3 work much better on the right click than on the left click, since you can just hold the RMB down and move around that way, auto-targeting anything you hover on. That doesn’t work with the left click, which requires you to actually click on each target, and since the game doesn’t allow proper keyboard customization, players are forced to use a skill on the left click.

    Console control UI.

    The Console’s superior control UI.

    This was annoying in D3v and it’s even dumber now, since with so much more gear variety now, lots of builds no longer employ a simple Primary resource generator for the left click. But since many skills can not be mapped to the LMB, or don’t work very well when mapped there, players are gimped by the game’s inflexible controls at just the time the improvements to skills and gear are trying to set them free.

    And it’s ironic that the console and UUE have *better* controls in this way than the PC, since there the thumbpad is used to move freely, much like the Force Move, with the actual skills mapped to six different buttons.

    [/rant]

    Click through for a couple of other good Blue posts about PC game joining bugs and an Ultimate Evil Console issue.

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    Big Diablo 3 News Coming At Blizzcon 2014?


    Posted 1 Oct 2014 by at 13:18 GMT

    Despite the multitude of new changes in recent patches, some fans are already growing restless and requesting more new content, and/or some official “State of the Game” type address from the developers. Nothing of the sort seems likely, at least not until a big convention in November. Big Diablo 3 News Coming At Blizzcon 2014?

    Do you got plans in the future ? Any changes ? Can we got some information about Season 2, what will be in it? What about S1 exploits ? When will the beta season will end? (Aka. Season 1) State of GRift ? Class balance ? Build diversity ?
    Vaneras: I don’t have much I can say on this topic right now, buy I just wanted to jump into this thread to assure everyone that we are reading your feedback as well as taking note of your concerns.

    don’t forget Blizzcon is in a month so probably we won’t hear any big news until then
    The developers have seen the requests for a ‘state of the game’ update, and they are not against that idea. BlizzCon is indeed on the approach, and while I currently don’t have information on the kind of news that may be shared before or during the event, I do hope that people will find BlizzCon interesting.

    I am bracing myself for disappointment, but what are our odds on getting a type of “state of d3″ post with ur thoughts?
    Good idea … Let me talk about it with people back at Blizz… Blizzcon is coming up. –Josh Mosq ‏@joshmosq

    Seems pretty unlikely Josh Mosqueira would say “Blizzcon is coming up” if they weren’t planning on giving us some big infos at the show. Doesn’t mean we’ll get the second expansion reveal, but it seems safe to bet on something bigger than “more of the same.”

    Do you guys expect big news from Blizzcon? And/or do you even think we need it? Greater Rifts and the associated game content was all added in patches fairly recently, and considering that Diablo 3 is free to play, without a monthly fee or even any micro-transactions, we’ve gotten an amazing amount of high quality content added in patches. I’m not saying I expect a cash item shoppe or something, but neither do I expect an endless parade of big content patches. The game will likely stabilize at some point, with the next big thing coming in a not-free expansion pack.

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    Latest Diablo 3 News

    Jay Wilson is now a World of Warcraft designer


    Posted 30 Sep 2014 by at 15:36 GMT

    jay wilson in taiwan

    Whatever happened to Jay? After his departure from Diablo 3 Jay moved on to work on the now cancelled Project Titan sci-fi MMO. With that now canned, Jay has since moved on to World of Warcraft as a designer which is revealed in a list of credits for the upcoming expansion Warlords of Draenor.

    Jay has worked on WoW before as part of the Strike team for Mists of Pandaria so WoW is not new to Jay.

    If you’re new to Diablo 3, Jay Wilson  was the original Game Director who resigned his position after backlash from the community about the game’s design and direction. He also admitted that that the auction house actually “hurt the game”  during his GDC panel which was a real insight into his time working on the game.

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    Latest Diablo 3 News

    Veiled Crystals Hotfix coming soon


    Posted 30 Sep 2014 by at 14:28 GMT

    One is unlike the others...

    One is unlike the others…

    Mentioned in the upcoming Hotfixes is a big buff to the drop rate of the yellow salvage material, Veiled Crystals.

    [UPCOMING HOTFIXES]

    The number of Rare crafting materials that will drop from monsters (including Rift Guardians) will be greatly increased

    This has been an issue since the big change to gambling in Patch 2.1.1 greatly reduced the yellow Veiled Crystals materials salvaged from failed gambling efforts. (The change dropped yellow mats recovered from 500 Blood Shards worth of gambled armor items from something like 85 to 15.) The shortage was irrelevant to some players who weren’t doing much enchanting or crafting, but it was crippling to many (especially in Hardcore) who were working hard on gear upgrading.

    Crafting Legendary and Set items costs a lot of yellows, and enchanting does as well, making it very easy to spend hundreds of yellow mats in just a minute of repeatedly trying to roll a desired stat. The prices are completely insane, also. Not just high, but wildly inconsistent. Enchanting Level 70 legendary items costs 3 Veiled Crystals for most armor slots (belt, boots, shoulders, bracers, helms), but 50 for chest armor and 40 for pants. Rings/Amulets cost 11, and Weapons cost 16. For Crafting, you’ll pay 90 Veiled Crystals to make for Gloves/Helms, 45 for boots, and 7 for pants/chests/bracers/helms. If someone can make any sense of those prices, feel free to explain it to the rest of us.

    You know mats are scarce when this starts looking good to you.

    You know mats are scarce when this starts looking good to you.


    Before the hotfix news, I was going to post a discussion article with a vote asking how you guys thought Blizzard should address the issue. I’m still interested in discussion, but with the news of mat drops being buffed, there doesn’t seem much point in a vote/survey now. At any rate, the options would have been something like:

    What should be done about the Veiled Crystal yellow material shortage?

  • 1) Reduce and rebalance crafting/enchanting costs for Veiled Crystals.
  • 2) Drop more Veiled Crystals from chests/monsters.
  • 3) Return more VCs from salvaging Rares (1-2 or 1-3?)
  • 4) Greatly buff VC drops from Rift Guardians.
  • 5) Some or all of the above.
  • 6) No change needed. Veiled Crystals are abundant now.
  • How shortage’d out were some players? I saw suggestions to craft Sovereign Rings with the jeweler, simply to salvage them for the material. That’s 10k + 2 Marquise Diamonds, simply for a Veiled Crystal! Hopefully the buff to yellow mat drop rates will save players from that sort of desperate creativity

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    Tagged As: | Categories: Blue Posts, Crafting, Economy, Enchanting | 15 Comments

    Latest Diablo 3 News

    9

    Latest Diablo 3 Hotfix brings more Blood Shards – 30 September


    Posted 30 Sep 2014 by at 00:24 GMT

    reaper of souls hotfixes

    The latest round of hotfixes have hit the servers and these includes more Greater Rift Blood Shards. Soon to be added are increased drop rates for crafting mats.

    [UPCOMING HOTFIXES]
    Items

    • The number of Rare crafting materials that will drop from monsters (including Rift Guardians) will be greatly increased

    [LIVE HOTFIXES]

    Greater Rifts

    • Players will now receive more Blood Shards when completing Greater Rifts (9/26)
      • For example, at Tier 15, you will receive 58 Blood Shards (up from 45) and at Tier 25, you will receive 115 Blood Shards (up from 83)

     

    • The Greater Rift keystone reward from completing the Realm of Trials in multiplayer games has been increased (9/26)
      • 2 Player groups will receive a key equal to their last wave completed minus four
        • Ex. If you completed wave 20, your group will receive a level 16 keystone
      • 3 Player groups will receive a key equal to their last wave completed minus five
        • Ex. If you completed wave 20, your group will receive a level 15 keystone
      • 4 Player groups will receive a key equal to their last wave completed minus six
        • Ex. If you completed wave 20, your group will receive a level 14 keystone

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    Tagged As: | Categories: Blue Posts, Diablo 3 Patches | 9 Comments

    Latest Diablo 3 News

    Patch 2.1.1 Undocumented Changes Master List


    Posted 28 Sep 2014 by at 00:26 GMT

    Patch 2.1.1 documented a lot of changes, but small stuff sneaked through as well. I’ve seen forum threads on B.net, Reddit, and in our Diablo 3 community forum, and there’s been a lot of talk of these things in clan chat as well. Here’s a compiled list, with some explanation as needed.

    Treasure Goblins

    Resting animation with portal.

    Resting animation with portal.

    Treasure Goblins show a portal open in their resting animation when you first sight them. They also open a portal every time they die, which closes (unless you get lucky with DiabloWikiGreed’s Domain) when you move near to pick up the loot. (You see this every time playing a ranged class, and almost never with a melee char.) More details and screens of this in our Patch 2.1.1 playtest article.

    Some fans have also claimed that goblins have a new “streaking” animation when they run, or that Rainbow goblins will sometimes spawn a shrine/pylon when they die, I haven’t seen either, and most players think they’re untrue.

    One other goblin oddity I have seen and confirmed. Snitchley, the giant Treasure Goblin you sometimes get as a bounty in the Arreat Crater, has new graphics. He looks like the Silver Surfer now, all gleaming and metallic. I’m not sure this is new in Patch 2.1.1, since I hadn’t seen him in a while, but I’ve seen him twice in Patch 2.1.1 and the graphics I just happened upon him one game and was surprised by the reskin, so I sought him out again yesterday and took the time to eyeball him before the kill, and he’s definitely gleaming and silvery now. I have no idea if he has a chance to open up a portal to Greed’s Domain — probably not since as a bounty target I don’t think he can portal out — but it would be interesting to find out.

    Sentries Buffed

    Sentries, the Demon Hunter attack “pets,” can now be cast on the other side of Waller walls, and through most types of closed doorways. Because the most OP build in the game needed a buff?

    Seriously though, I’ve been running M6 this week on my DH and it’s super effective, and since I’m new to the gear/build I’ve been experimenting with a lot of different skill combinations. From what I’ve seen of other M6 DHs, Multishot is probably the most used skill, but I wonder if that may change thanks to this Patch fix? True, MS is great for large groups and Sentries are dumb so you don’t want them trying to target things precisely… but MS is also useful since it shoots through walls and over Wallers, while skills like Elemental Arrow and Elemental Arrow do not. But now that Sentries can be cast right by targets on the other side of obstacles, MS might seem less necessary?

    Tooltips and Icons

    key-of-bones-patch211New mini-circle icons show beside item sockets which have been added via enchanting.

    There are also more detailed tool tips on the four Keys, showing which Keywarden dropped them. Which is helpful if you’re like me and always forget which comes from where. There are also more detailed tutorials for each Keywarden in the game start up screen, naming the area in which each is found, though I don’t believe that’s a brand new addition. And it’s not undocumented, but all 4 Keys are now group drops, so everyone in the game will get them, or no one will.

    Seasonal tooltips and achievements and characters in the clan roster now show the little Seasons green leaf icon beside them. Unfortunately, this still doesn’t show on characters in your Friends list or on the Battle.net armory, so if you click a link from the Leaderboard Rankings it can be hard to tell which of the characters on an account is the one tied to the Greater Rift record in question.

    The “Monster Slaying” tag on game creation has been changed to “Bounties.” The match making function is the same, though.

    Realm of Trials

    The “beam of disappointment” is now just a “clang of disappointment” as article’d here.

    The GR level key rewards have been tweaked, and while not listed in the patch they were documented in a hotfix:

    The Greater Rift keystone reward from completing the Realm of Trials in multiplayer games will be increased:
    Two Player groups will receive a key equal to their last wave completed minus four.

  • Ex. If you completed 20 waves, your group will receive a level 16 keystone
  • Three Player groups will receive a key equal to their last wave completed minus five.

  • Ex. If you completed 20 waves, your group will receive a level 15 keystone
  • Four Player groups will receive a key equal to their last weave completed minus six.

  • Ex. If you completed 20 waves, your group will receive a level 14 keystone
  • There are also a lot of tweaks to the type of monsters you get during the waves in the Realm of Trials, which we discussed in a previous article. Also, the changes to the Realm of Trials will be a major topic in the next podcast, so expect that on Monday or Tuesday morning.

    Items

    Haedrig’s “salvage all” buttons will not clean out Account Bound items. Blue and Yellow items from DiabloWikiHoradric Caches are automatically account bound, which most people didn’t notice until this patch made this bug/change.

    Healing potions now stack to 1000. Which means you can wait 10x as long before you have to sell off your big stack once the second stack you can’t help but pick up starts growing beside it.

    The legendary two-handed sword Stalgard’s Decimator received a damage buff to the legendary affix, raising it from (550-650%) to (550-700%). The stats on existing items were not changed, so find a new one if you want the highest roll possible.


    That’s our documented list of undocumented changes. Anything else you guys have noticed that should be included? Obviously there are bigger changes, like the buffs to WD pets, the changes to the gambling rate/cost, etc… and those are game for conversation as well, documented though they were.

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    Latest Diablo 3 News

    6

    Legendary Gem Questions and Bugs


    Posted 27 Sep 2014 by at 20:17 GMT

    A couple of questions about DiabloWikiLegendary Gem effects were answered by Blue posters today. First up, a question about the increased damage to knocked back targets provided by the Legendary Strongarm Bracers, and the similar bonus from the DiabloWikiBane of the Trapped LGem. Let’s have some Legendary Gem Questions and Bugs:

    Is it just me or do these not stack? it appears to me that they do not, I am currently testing but it so far looks like my damage is the same with one or the other, but with both it is also the same. if thats the case i am wasting a gem or bracer slot.
    Grimiku: Bane of the Trapped and DiabloWikiStrongarm Bracers will stack their bonus damage together, but they do have separate effects that trigger those buffs.

    While running with DiabloWikiBane of the Powerful legendary gem equipped, I noticed some inconsistencies. I’m not sure whether these are intended or not.
    Grimik: The damage bonus that’s applied by slaying Elite monsters with Bane of the Powerful functions differently depending on the Elite(s). In situations where there is a single Elite (like a DiabloWikiTreasure Goblin or Act boss) then it’s pretty straight forward in the sense that once you kill that Elite you get the buff. When the Elites are in some form of a pack, though, it gets slightly more complicated. The entire pack will need to be slain in order to trigger the buff. That includes every member of a Champion pack, or all of the minions along with their Elite master.

    That said, there’s currently a bug that allows Bane of the Powerful to apply its bonus damage after killing illusions, which is not intended. We’ll be sure to let everyone know through the appropriate channel once that fix is implemented, so be sure to keep an eye out for it.

    There are a lot of inconsistencies with Legendary Gems, in terms of what procs trigger what other procs, which of the LGem properties work with each other, with various class skills, with the hundreds of item legendary properties, etc. We’re working on compiling master lists, but it’s an ever-growing project, as things keep getting tweaked in patches. Any of you guys have questions or oddities about LGems on your mind? Properties or procs that should combine, but do not?

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    Tagged As: | Categories: Blue Posts, Diablo III Bugs, Legendary Gems | 6 Comments

    Latest Diablo 3 News

    Imperial Gems for Legendary Jewelry Enchanting: Too Cheap?


    Posted 26 Sep 2014 by at 22:32 GMT

    Imperials are stacking up already.

    I, for one, welcome our new Imperial Overloads.


    Fans long complained that it was too expensive to enchant Legendary Jewelry with Flawless Imperial gems, especially since more than a random distribution of those items seemed to require Topaz. Now that the cost has been cut to 33% of that, with Flawless Imperial changed to Imperial, fans still have complaints: Imperial Gems for Legendary Jewelry Enchanting: Too Cheap?

    The game is easy enough with the crazy legandery items frequency drop, please change it back.. imperial gems to change jewelry is too ridiculous.
    Vaneras: The change was done as a precursor to future changes that are still in the works. We’re planning to introduce more uses for any gem you have excess of, as well as a way to increase your ability to get specific gems that you are lacking. Since those future changes are further down the road however, we temporarily changed the cost to enchant jewelry in order to make it a little less punishing to add a socket to your rings or amulets.

    Travis Day recently promised coming changes to make it easier to find or create the type of gems that you want, though we don’t have details yet: see that post here. And as the Blue says in this post today, it’s a “temporary” change. The reagent might go back up to a Flawless Imperial at some point, once they’ve implemented a way to transform other types of gems into the type your ring/amulet requires?

    This sort of issue is funny, since people have that attitude. “If it requires more than I have it’s too expensive and it if requires less than I have it’s too cheap.”

    Personally, I think it’s just right, leaning toward too cheap. The screen above is my current stash, where Imperial Gems are starting to rather stack up, as I pick up all the gems I find and upgrade the Marquise to Imperial for storage. This is on my HSea account, and I’ve had a Monk and a DH die this season, both taking multiple gems with them, which is why I’m so much lower on Emeralds than the others. What I’ve got now feels like a surplus (just give me more emeralds!), but if the price changed back to Flawless Imperial tomorrow, I’d change my tune when 42 Imperial Topaz turned into 14 Flawless Imperial, since it’s quite easy to spend that many (or more) trying to add a socket to just a single ring/amulet.

    What do you guys think of the current jewelry enchanting cost? Too cheap, too expensive, just right… or pointless to argue since this is just the temporary cost and we have no idea how it’ll change in the coming weeks/months?

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    Tagged As: | Categories: Blue Posts, Crafting, Enchanting | 17 Comments

    Latest Diablo 3 News

    Diablo 3 Legendary “Clang of Disappointment”


    Posted 26 Sep 2014 by at 14:43 GMT

    Trial Key clang, but no beam.

    Trial Key clang, but no beam.

    A couple of weeks ago Travis Day barnstormed a forum thread to agree that the full legendary beam showing for every Realm of Trials key drop was excessive, and said he would remove the “Beam of Disappointment” from DiabloWikiKeystone of Trials drops in a future patch. The patch hit earlier this week which means the future is now, and indeed, the beam is gone from Keys when dropped by Rift Guardians.

    Unfortunately, the sound effect remains, which everyone in our clan chat immediately began referring to as the, “clang of disappointment.” The star still shows on the map also, but I don’t think anyone minds that. The clang though… removing the beam and not the clang sound is almost worse, since I’d learned to ignore the sight, but the sound still makes me twitch like one of Pavlov’s dogs.

    Does everyone agree that the Diablo 3 Legendary “Clang of Disappointment” needs to be removed from Trial Keys? Or would you like the beam to come back as well, just so you’d see something shining and clanging even when no legendary or set items came up on that spin of the slot machine wheel?

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    Latest Diablo 3 News

    Realm of Trials Patch Changes Spark Controversy


    Posted 26 Sep 2014 by at 03:29 GMT

    Only the greatest can achieve such.

    Only the greatest can achieve such.

    This week’s patch made some changes to the composition and style of the enemies players face during the DiabloWikiRealm of Trials in the process of earning a Greater Rift key. Some players like the changes, others do not, and today Blizzard offered an explanation. Realm of Trials Patch Changes Spark Controversy:

    The adjustments to the Realm of Trials in Patch 2.1.1 had a few goals. First, we wanted to more consistently test your survivability. High damaging creatures weren’t always spawning in each pack, which means your Toughness wasn’t always being properly evaluated. Second, we wanted the Trials to feel less punishing for melee characters. And third, we wanted to mirror the monster variety you’d experience in a Greater Rift as best as possible. While the experience won’t be identical, it should be reasonably close.

    The changes to address these issues are as follows:

  • We’ve adjusted how monsters will spawn during a trial. As part of this adjustment, we recategorized monsters into different “pools.” In the case of the Realm of Trials, a “pool” is a set of potential monster spawns that all have a specific theme. Different pools now include low hit point creatures that die quickly, slightly meatier “mid-ranged” enemies, tanky damage-soakers, and more consistent damage-dealers.)
  • With this, we ensured that least one monster type from each “pool” spawns dependably.
  • Monsters that run or kite frequently were removed from the spawn pools to improve the experience for melee players. To a lesser extent, this also lowers the need for players to have a “vortex” ability.
  • Finally, we realized that the reduction in keystone tier for multiplayer groups was too harsh. As mentioned above, it’s intended that you receive a keystone lower than your theoretical maximum. The increased reduction for player groups helps counterbalance the higher capabilities of a group, especially when considering class diversity and buff sharing. We overshot that counterbalance initially, but this will be adjusted with an upcoming hotfix.

    On this week’s podcast Monstrous talked extensively about the biggest problem with the Realm of Trials (before the patch). Namely that many classes/builds (especially melee) couldn’t finish the Waves quickly enough and thus got much lower level keys than they wanted. Thus a melee character whose actual max DiabloWikiGreater Rift was around GR38 could only earn a GR30~ key from the Realm of Trials, and then needed to spend an hour or two clearing Greater Rifts, progressing gradually upward 1 or 2 levels at a time, to finally reach the 37-39GR range they wanted to start off at. (And that assumes they didn’t get one bad spawn Grift on the way up and fail to finish in time.)

    This was a problem since some classes/builds (notably DiabloWikiM6 Demon Hunters) who were exceptional at the style of waves combat seen in the Realm of Trails, and thus could earn GR40+ keys right from the start, giving them a much faster method to play the higher level Grifts, even if they weren’t actually better/faster at clearing those Grift levels. As a result it’s become common for players to party up with as many DHs as possible just to earn higher level keys via the Realm of Trials.

    Blizzard’s solution, at least with the current Patch changes, is to make the Realm of Trials harder, especially for ranged characters, thus lowering the highest possible keys anyone can get a hold off. Which is enforcing equality of a sort, but opens up a new problem for players at the highest level of competition.

    Now, barring much better equipment being patched into the game, it’s going to be almost impossible for anyone to challenge the current highest GR records. Not because the game is harder, but because all the current top GR times (in softcore, at least) were set by players who abused the old Realm of Trials system to rack up a bunch of 45-50 keys, which they could then attempt over and over again, until they got a Greater Rift with a great monster spawn, found a couple of Conduit Shrines, etc. And that was possible to do trying the same Grift level repeatedly, but is not possible to get several times in a row while working your way up, say GR 38, 39, 40, 41, while chasing the current WD leaderboard.

    This is obviously a problem that only affects a small number of players who have a lot of free time for gaming, and even for them it will be fixed by starting in the next season, whenever the next season stats. It’ll also change as Grift times improve inexorably, as new/better Legendary items are added in patches, as better techniques are discovered, etc, which makes me think it’s not a big deal. But if you’re one of those players challenging for the fastest Grift, it’s probably a big deal to you.

    Those guys, and everyone else as well… what do you think of the Wave of Trials changes? And does anyone support a Grift leaderboard wipe, based on the new style of Trial?

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