Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.
When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.
In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.
Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing Remember the great forum crash of 2003? That was not pretty.
So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.
The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.
One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.
Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.
Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.
With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.
There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.
Thread Starter -Points: 15 -You have started 5 Threads
Topic Raiser – Points: 45 -You have started 20 Threads
Town Cryer – Points: 90 -You have started 50 Threads
Confabulator – Points: 91 -You have started 80 Threads
Primary Source – Points: 1 – Somebody out there liked one of your posts.
Legendary Gems were first officially revealed in the Patch 2.1 preview blog back in June of this year. They will be added to Reaper of Souls in Patch 2.1, and are currently undergoing testing on the PTR.
The gems add special bonuses when socketed in rings and amulets (only on Characters and not on Followers), and can be upgraded in power via Urshi, the NPC who appears after Greater Rifts are cleared.
While the developers are calling them “legendary gems” these socketables have nothing in common with regular gems in stats or appearance, and are more analogous to the Rainbow Facet unique jewels of Diablo 2. The main difference in Diablo 3 is that these gems can only be socketed in jewelry, and the way the gems can be upgraded to improve their functions over time.
Legendary Gems Listing
While the Legendary Gems are still undergoing development on the PTR, their stats and bonuses are changing constantly. A major revision was created on July 15, 2014 with new or upgraded stats for almost every gem. The following are the most current details about Legendary Gems.
|Bane of the Powerful|
|Bane of the Trapped|
|Boon of the Hoarder|
|Bliz Note: As was discussed in another thread, allowing this this gem to rank up to +100% pet Crit would likely cause undesired gearing issues and probably be a little out of line.|
|Gem of Efficacious Toxin|
|Gogok of Swiftness|
|Mirinae, Teardrop of Starweaver|
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Diablo 3 Patch 2.0.4 Now Live: Full Patch NotesPosted 8 Apr 2014 by
Diablo 3 Reaper of Souls Patch 2.0.4 is now live on the servers. It’s a big one affecting all classes and multiple areas of the game. Has it got the tweaks you were looking for you?
- Greatly increased the survivability of pets summoned by several items and skills, including:
- The Gidbinn
- Litany of the Undaunted
- Call of the Ancients
- Falling Sword – Rise Brothers
- All Town hubs have had the placement of the Nephalem Rift Obelisk, Orek, and Kadala adjusted to help reduce the chance of accidental clicking
- The Blacksmith’s Belongings box in Act I no longer has collision
Many skills that spend Fury feel great, but when it comes time to generate Fury the single-target options don’t feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of those single-target generators to be more competitive.
- Increased base damage from 170% to 215% weapon damage
- Skill Rune - Clobber
- Increased chance to stun for 1.5 seconds from 30% to 35%
- Skill Rune - Onslaught
- Increased additional damage from 80% to 100% weapon damage
- Increased base damage from 120% to 155% weapon damage
- Bug Fix: Fixed an issue preventing the 5 seconds of paused Fury degeneration after casting War Cry from working.
- Increased base damage from 150% to 185% weapon damage
- Skill Rune – Mighty Throw
- Increased damage from 210% to 270% weapon damage
- Skill Rune – Throwing Hammer
- Increased chance to stun from 30% to 40%
Many of the Crusader’s Wrath spenders are below where we would like, while Heaven’s Fury – Fires of Heaven was over-performing. We are toning back Fires of Heaven while increasing the potency of most of the other Crusader spenders to encourage greater build exploration.
The single-target Wrath generator spells, Punish and Justice, don’t feel meaty compared to generators that can hit more than one target at a time. As a result, we are increasing the potency of Punish and Justice to be more competitive.
We are making a few adjustments to improve Steed Charge. The cooldown and duration of the skill have both been reduced. Overall, this makes the total uptime for the skill slightly higher and, more importantly, you’ll be able to hit the button more often. We’re removing the ability for Steed Charge to break stuns, which allows us to focus on Steed Charge being primarily a mobility skill that can still get you out of root effects, such as Jailer. We still want Steed Charge to be useful in combat, so we’re also increasing the damage on damage-focused runes.
- Crusaders now take 15% less damage from all sources
- Skill Rune – Rally
- Fixed an issue where Rally would not reduce the cooldown of Condemn
- Skill Rune – Burning Wrath
- Increased radius from 5 to 8 yards
- Increased pool damage from 95% to 150% weapon damage
- Skill Rune - Icebound Hammer
- Bug Fix: Fixed an issue where Icebound Hammer wasn’t chilling enemies
- Icebound Hammer no longer goes away when exploding
- Increased base skill damage from 280% to 340% weapon damage
- Skill Rune – Combust
- Increased damage from 105% to 270% weapon damage
- Skill Rune – Shattering Throw
- Increased damage from 50% to 333% weapon damage
- Known Issue: The tooltip for this skill rune does not reflect this change
- Increased base skill’s impact damage from 250% to 340% weapon damage
- Increased base skill’s bolt damage from 210% to 340% weapon damage
- Skill Rune – Divine Well
- Increased damage from 14% to 80% weapon damage
- Increased bolt zap search radius from 12 to 18 yards
- Skill Rune – Fissure
- Increased area of effect damage from 80% to 400% weapon damage over 5 seconds
- Increased Arc capsule damage radius from 3 to 6 yards
- Skill Rune – Heaven’s Tempest
- Bug Fix: Fixed an issue where Heaven’s Tempest was not moving around in its intended pattern
- Skill Rune – Fires of Heaven
- Reduced damage from 950% to 735% weapon damage
- Increased base skill damage from 175% to 240% weapon damage
- Skill Rune – Burst
- Increased damage from 25% to 30% weapon damage
- Skill Rune – Hammer of Pursuit
- Hammer of Pursuit now seeks targets more quickly after cast
- Increased damage from 200% to 300% weapon damage
- Increased base skill damage from 295% to 380% weapon damage
- Skill Rune – Bowmen
- Increased damage from 85% to 160% weapon damage
- Skill Rune – Bodyguard
- Increased damage from 200% to 285% weapon damage
- Skill Rune – Shield Charge
- Increased damage from 75% to 180% weapon damage
- Skill Rune – Stampede
- Increased Stun chance from 25% to 30%
- Increased base skill damage from 200% to 270% weapon damage
- Skill Rune – Retaliate
- Increased damage from 70% to 94% weapon damage
- Increased base skill damage from 325% to 370% weapon damage
- Skill Rune – Crumble
- Increased on death proc damage from 550% to 660% weapon damage
- Skill Rune – Pound
- Increased damage from 550% to 740% weapon damage
- Increased bonus damage from shield Block Chance from 150% to 500%
- Reduced base skill cooldown from 25 to 16 seconds
- Reduced base skill duration from 2 to 1.5 seconds
- No longer breaks Stun
- Skill Rune – Endurance
- Reduced duration from 3 to 2 seconds
- Skill Rune – Ramming Speed
- Increased damage from 475% to 515% weapon damage
- Skill Rune – Nightmare
- Bug Fix: Fixed an issue where the Fire pools were not lasting their full intended duration
- Skill Rune – Draw and Quarter
- Increased damage from 125% to 185% weapon damage
- Increased base damage from 400% to 440% weapon damage
- Now reduces the cooldown of Steed Charge by 25% and Bombardment by 35%
Many skills that spend Hatred feel great, but when it comes time to generate Hatred the single-target options don’t feel meaty compared to the generators that can hit more than one target at a time. As a result, we are increasing the potency of a few single-target generators to be more competitive.
- Increased base middle shot damage from 160% to 200% weapon damage
- Increased base side shot damage from 80% to 100% weapon damage
- Skill Rune – Covering Fire
- Bug Fix: Fixed a bug causing the side shot damage to be lower than the amount listed
- Increased the damage of the side shots from 160% to 200% weapon damage
- Increased the range of the side shots from 50% to 80% to match the range of the middle shot
- Increased base damage from 125% to 155% weapon damage
- Skill Rune – Guardian Turret
- The damage reduction from this rune will now be reflected in the Toughness display
Monks are working as intended and Dashing Strike is perfectly balanced.
There are no Monk changes at this time. Monks are currently in a fairly comfortable place, but as with all aspects of the game, we will continue to monitor them and make changes as needed.
The Witch Doctor was lacking good options for when they were low on Mana. A lack of attractive Signature spells results in builds primarily focused on sustaining Mana for long periods of time. We are increasing the potency of a few single-target Signature spells to be more competitive so that there are still aggressive options while waiting for Mana to regenerate.
Haunt has received some changes to provide a low-Mana option as well as to emphasize options for a damage-over-time (DOT) play style.
- Increased base skill damage from 155% + 40% to 185% + 40% weapon damage
- Skill Rune – Splinters
- Increased damage from 65% to 105% weapon damage per dart
- Skill Rune – Spined Dart
- Increased amount of Mana returned from 25 to 50
- Skill Rune – Flaming Dart
- Increased damage from 275% to 425% weapon damage over 4 seconds
- Damage over time from Flaming Dart can now stack with itself
- Skill Rune – Snake to the Face
- Stun chance increased from 25% to 33%-35%
- Increased base skill damage from 216% to 324% weapon damage
- Skill Rune – Leaping Spiders
- Increased damage from 238% to 383% weapon damage
- Skill Rune – Blazing Spiders
- Increased damage from 259% to 400% weapon damage
- Skill Rune – Pyrogeist
- Increased damage from 560% to 880% weapon damage
- Reduced Mana cost from 200 to 50
- Increased base skill damage from 1465% over 6 seconds to 4000% over 12 seconds
Two skills on the Wizard, Arcane Orb – Frozen Orb and Electrocute, have bugs with their implementation. Unfortunately, these bug fixes do have the side effect of weakening these skills. Ultimately, this brings these skills back in line with other Wizard skills, which is why we chose to implement these fixes.
Teleport is receiving some changes to allow it to work in more situations. The range is being increased overall for each cast of Teleport. As a result, the Wormhole rune is receiving a reduction in the number of successive casts that can be completed. Previously, you could cover 140 yards in 4 casts and now you can cover 150 yards in 3 casts. Overall, this is a buff.
- Skill Rune – Frozen Orb
- Bug Fix: Fixed an issue where Frozen Orb was chilling for longer than intended
- Bug Fix: Fixed an issue where the Frozen Orb bonus damage radius was hitting a larger area than intended
- Skill Rune – Surge of Power
- Reduced proc scalar from 0.25 to 0.166
- Increased range from 35 to 50 yards
- Skill Rune – Wormhole
- Reduced maximum allowed teleports from 4 to 3
- Bug Fix: Arcane Dynamo now properly grants bonus damage to channeled spells
- Bug Fix: Fixed an issue where Electrocute was granting double the intended amount of Arcane Power when used with Prodigy
- Nephalem Obelisks now have a short cast time before they activate
- Adjusted the potential layouts for Sewer and Aqueduct style dungeons to include more randomized options
- Level 70 crafted sets no longer require Flawless Royal gems and instead now require Marquise gems
- The drop rate of unique Legendary crafting materials has been significantly increased
- This matches the drop rate of Death’s Breaths
- Death’s Breaths are no longer required for level 61-70 Rare crafting recipes
- Legendary crafted shields now provide the correct amount of Block Value for their level
- The treasure from Resplendent Chests has been improved to feel more resplendent
- Malthael is now much more afraid, and will more consistently drop the Reaper’s Fear Legendary crafting material
- Legendary Follower relics will no longer roll incorrect Primary stats
Gloves of Worship no longer grant 60 minute buffs for Empowered or Fleeting Shrines
- Damage from ghosts with the Soul Siphon ability has been reduced
- Duration of each Poison Enchanted globule reduced from 8 to 6 seconds
- Maximum number of Poison Enchanted globules has been reduced from 4 to 3 per cast
- Poison Enchanted is now triggered with more variation in timing from Champion packs
The “Kill Malthael” quest is now required to be completed before Malthael will drop loot
- The Crazy Climber event now requires players to kill the monsters spawned during the event to complete
- The Jar of Souls event now spawns additional monsters in Torment I and higher
- The Matriarch’s Bones event now spawns additional monsters in Torment I and higher
- In Campaign Mode, Manglemaw now only drops loot and gives XP before the player progresses to the Chancellor’s Tomb quest
- Fixed an issue where game objects were prioritized over chat links in the chat window
- Fixed an issue where players were sometimes unable to click on chat links at the bottom of the chat window
So, did patch 2.04 bring the changes to your preferred class you were hoping for? Was a bug missed? Were you hoping for changes to another area of the game?