is hitting the live servers tonight/tomorrow after the weekly maintenance concludes, and there’s a ton of new stuff to be had. We’ve been newsing it all up for the past couple of months and keeping all of the DiabloWiki.net articles up to date. We’re datamining the Patch right now, so we’ll have the full data […]
Lots on this show, including PTR Patch 2.1′s big changes, legendary item buffs, Paragon 1000 achieved, the Stash space emergency and micro-transactions, Diablo 3′s story and “demon soul hooks,” and Blizzcon 2014 Diablo 3 expansion announcement expectations. Featuring Flux, N3rdwords and Neinball. Approximate topic starting times: 2:30 — Paragon 1000 has been achieved. Does everyone […]
- RoS: How are you Monks doing?
- The Single Player Trophy Thread
- 1.07 News, Info and Gossip
- Boosting gems, a quick breakdown:
- Vote: Diablo 3 Seasons Ladder Rush: Fix the Cheese?
- RoS: How are you Wizards doing?
- Greater Rift drop rates
- A "Could Be Useful" Amulet - Item Find Thread August…
- The Noodle Compound Bed and Breakfast
- [1.13d SC FAM FTS] Zylo's ISO / FT
- Hey Bookworm, What Are You READING?
- Phoenix Shield Javazon/Survival
Datamined: Diablo 3 Difficulty Changes in Reaper of SoulsPosted 3 Oct 2013 by
Game difficulty seems set for a revamp in Reaper of Souls, with datastrings pointing to big changes and a new interface image that drives it home visually.
The relevant data strings:
It sounds like you’d need to move up to level 3 to see any boost to MF/GF/EXP and monster density? Here’s a slightly scrambled look at the new interface, with cute little demonic skull and crossed-swords icons in another image below. (As pointed out in comments, there are not 12 different icons, but 6 different with an on/off graphic for each.)
If you’re wondering, this is *not* the same as the modified Monster Power system seen on the console. Click through for details on that and hit comments to explain why this is a terrible change meant to punish casuals and preserve all the good bonus stuffs for players who are rich already. Or vice versa; your choice.
This system sounds a bit like what we see on the Diablo 3 console today… Here’s the console version of Monster Power:
The console system requires higher MP levels to gain rewards, but that’s fair enough since the console is easier in a variety of ways. Loot 1.5 means more drops of higher quality, items roll much higher stats, Paragon levels are shared across all your Inferno characters, Elites only get 3 random affixes on Inferno, etc.
It’s not known how RoS will tweak the overall difficulty, and the whole system is still under heavy development, as recent posts by Wyatt Cheng have stressed. Presumably we’ll find a lot better gear in RoS with Loot 2.0, and Paragon 2.0 will make characters stronger in Inferno. Hence perhaps it’ll be fair to make players turn up the MP more in order to gain added Experience and Magic find?
It’ll be interesting to see how this translates into Hardcore. Modestly geared chars in softcore can happily run MP3-MP5, especially in multiplayer games, since dying once in a while (or more often than that) is no biggie. In Hardcore that’s not the case, because forever. Hardcore chars can pretty cheaply gear up to farm MP1, but going higher than that gets quite expensive, and many players don’t bother since the added bonuses don’t really scale with the increased risk.
Besides, there’s not a huge need to go higher than MP1, since that’s all you need to get the full monster density increases. Above that just adds marginally to your bonus EXP/MF/GF, and that’s optional. If the RoS system changes that, and requires players to deal with the equivalent of MP4 or MP5 to get the monster density boosts and other bonuses, it’s going to be a real issue for Hardcore chars.
Or perhaps not, if Loot 2.0 really does make it rain…