Diablo 3 Patch v1.0.7 Preview
Posted 12 January 2013 by RushsterHere it is, the eagerly awaited Diablo 3 patch v1.0.7 preview. This is pretty lengthy so read on for the all the details.
The Scorched Chapel: Dueling
As Jay discussed in his PvP update, patch 1.0.7 will introduce dueling, allowing players to test their mettle against fellow Nephalem. Here’s a quick rundown of how dueling will work in Diablo III as well as some insight into our design philosophy for the system.
How it works
- To duel another player, you’ll need to speak with Nek the Brawler at the inn in New Tristram
- Speaking with Nek will take you and your party to the Scorched Chapel, a new zone designed specifically for player combat
- This zone has custom geometry and features four different areas: the church, the graveyard, the river, and the lake
- Dueling currently supports up to four players in a Free-For-All format, which means you can battle your friends either one-on-one, three-player FFA, or a full four-player FFA
Our intent is to provide players a safe, opt-in location where they can fight one another for bragging rights (or maybe science) without the potential for griefing as it existed in Diablo II.
The game doesn’t keep score and there are no objectives. We wanted dueling to be as simple and straightforward as possible, so we created a minimalist system — we know that even without rewards and objectives, some players just want to beat each other up. Some matchups may be one-sided, and we don’t expect that battles will be necessarily balanced. But that’s okay, because dueling in Diablo III is more about kicking ass and taking names in a no-holds-barred sort of way, and this design certainly allows you to accomplish that.
Additional Info:
- If you die in the dueling world, you will be resurrected in the dueling zone
- Death is not permanent in the dueling zone, even for Hardcore characters
- You don’t take any durability damage while in the dueling zone
- When you’re done dueling you can take a portal out or use your Town Portal to return to town.
Stay Classy, Sanctuary
Wizard
The
Wizard is seeing a damage buff to skills such as Arcane Orb, Blizzard, and Shock Pulse. We’re also making other small changes such as allowing Illusionist to reset the cooldown of Slow Time and increasing the slow effect of Temporal Flux from 30% for 2 seconds to 60% for 3 seconds.
Monk
The
Monk is getting a big damage buff to all Spirit Spenders. One of the most common uses for Spirit is to recast Mantra of Conviction-Overawe for the 3 second bonus. While this is totally legitimate, we want to provide alternate uses for your extra Spirit. As a result, we are greatly buffing all the damage-dealing Spirit Spenders to try and provide an alternate use for your Spirit.
Although the Wizard and Monk are receiving the most changes this patch, that doesn’t mean we feel the other classes are perfect. Other classes have received more substantial changes in previous patches, and we still have lots of ideas for the Barbarian, Demon Hunter, and Witch Doctor, but constantly changing class skills can often do more harm than good.
Item Hunting
One of the most common requests we get from players is that they’d like to find more items (through drops or crafting) that are as awesome as those that they can get from the Auction House. The Auction House has its advantages: you get to pick the exact stats that you want, it can be thrilling to find a bargain, and if you find a cool drop that your character can’t use, the Auction House provides a way to earn gold to put toward an item you prefer. But it has some downsides. The biggest downside is that some players find it more rewarding to collect items from slain monsters or crafting.
Patch 1.0.5 and the
Infernal Machine event were successful in this regard, particularly with the
Hellfire Ring reward. The Hellfire Ring is account-bound, and all the reagents to make it are also account-bound. So, you can’t just go to the
Auction House and buy a ring that someone else had found or made—you have to farm the reagents and ultimately craft the Hellfire Ring yourself. And as you play through the event more, you have additional opportunities to roll new Hellfire Rings with potentially better stats (or stats that are more suited to your play style and needs).
New Crafting Recipes
We feel like the
Hellfire Ring was a good first step and would like to introduce more items like it. So, working off this design, in 1.0.7 we’re adding a new set of Rare crafting recipes that will create account-bound gloves, pants, wrists, a chest piece, and an amulet.
These new items will have six affixes and feature a primary stat (Str, Dex, Int, Vit) that extends higher than what is currently available in the respective slots. The items will also require an account-bound crafting reagent called Demonic Essence, which drops from Elite monsters in Inferno. Much like the reagents in the
Infernal Machine event, the chance of getting a Demonic Essence will increase at higher Monster Power levels. Currently we are planning for a 20% chance to drop at Monster Power 0, and each
Monster Power will increase the chance of Demonic Essence dropping by 15% (MP1 will be 23%, MP2 will be 26.45%, etc. up to 80.91% at MP10). These are the numbers we’ll be going to PTR with and are subject to change.
The Archon Armor recipe (the chest piece) can be purchased from Squirt the Peddler for 1.5 million gold. The other plans will drop randomly in the world, but also have a 50% chance to drop off the following bosses when you have five stacks of
Nephalem Valor:
- Skeleton King
- Spider Queen
- Maghda
- Zoltun Kulle
- Ghom
- Cydaea
- Rakanoth
- Izual
New Gems: The Marquise
In addition to new items, we’re also adding a new tier of gems for those who really want to push their character farther. The new tier is called “Marquise” and most of its stats are in line with the current gem progression.
We also took the opportunity to modify the Ruby effect in weapons. At the moment, the Critical Hit damage bonus provided by the Emerald is a clear choice for anybody looking to do more damage with their weapon. The new tier Ruby is a significant bump up that should make it the preferred choice for those who favor attack speed over Critical Hit chance, or for those who use skills which do not benefit as much from Critical Hit such as Sentry and Hydra.
Players often ask why their Sentry or Hydra doesn’t inherit their Critical Hit Chance and Critical Hit Damage. The answer is that we want players to be able to build their characters in different ways, and we would rather Critical Hit Chance and Critical Hit Damage weren’t always automatically the right answer. While this is not something that will change overnight, “different stats for different builds” is a high-level design goal and introducing a very strong Ruby is a step in the right direction.
The current design is that these gems can be combined at the Jeweler for a substantial reagent and gold cost (3 Radiant Star gems, 20 million gold, and 1 Demonic Essence), and the designs will drop randomly from level 63 monsters around the world.
Monster Power Changes
Overall, we’ve been very happy with
Monster Power. Players are playing at a variety of Monster Power levels and upping the challenge. Different builds are of varying effectiveness at different Monster Power levels and we’re seeing a lot of build diversity there.
We do think there are two clear areas where we can improve: making Monster Power available in Public Games, and increasing the XP bonuses for players in Inferno.
Monster Power in Public Games
When the Monster Power system was first introduced, we were wary of making it available for Public Games for two reasons. One, we didn’t want to reduce the pool of games that players could be matched into. And two, we wanted to avoid the potential group tension that could occur if somebody joined a Public Game at a Monster Power level higher than what they’re ready for. (For example, you wouldn’t want a severely undergeared character to join your Monster Power 6 game and constantly die. That can be very hindering to an otherwise powerful group.)
What we realized is that 1) choosing a Public Game and ending up in a game by yourself, but at the Monster Power you want is still preferable than not being able to play in a Public Game at all, and 2) undergeared characters can pretty much roadblock groups in Inferno anyway (if they really want to). We feel that the damage we’re doing to public games by not supporting Monster Power is greater than the potential damage we’d be doing by increasing Public Game waiting times or exposing Monster Power groups to possible leechers.
So, in patch 1.0.7 we’re going to be rolling out Monster Power support in public games. You need to have the Monster Power option enabled to use it, of course—same as for making private Monster Power games. Once the feature is enabled, you can choose a Public Game and set a desired Monster Power level from the dropdown. From there, the game will work to match you into a group with the same Monster Power level selected.
Experience Bonuses in Inferno
We’re increasing the experience reward for playing on Monster Power levels 1-10 in 1.0.7. Before I go into what’s changing, though, here’s a little note on design philosophy. . . .
People often ask what the intention of Monster Power is. Am I supposed to just turn the Monster Power up as high as I can until I die? No, not really. Just because you’re able to beat something doesn’t mean that it’s optimal. In fact, we think there’s a real risk that if the most efficient path for XP or item farming involves playing on the highest Monster Power setting available regardless of the gameplay experience, then the game might actually become a lot less fun for a lot of people.
To take an extreme example: What if we made every monster on Monster Power 10 worth 5000x more experience? In that case, killing even one monster in Monster Power 10 would be worth hours of play at Monster Power 1. But is that what’s best for the game? Players who are looking to be efficient would likely play on Monster Power 10, but they’d be forced into a smaller number of defensive builds. Many players are able to kill things on Monster Power 10 already, but it might require them to use a skill build they don’t enjoy as much and the game can start to feel extremely tedious as you spend a lot of time attacking a monster that takes forever to die. We don’t want to overly-incentivize players into that kind of play style, and making Monster Power 10 the most efficient would undoubtedly cause this to happen.
We believe that Diablo shines when you can spend the majority of your time slaughtering hordes of enemies and then having that punctuated by the occasional difficulty spike either in the form of a particularly challenging set of normal monsters (like an elite pack) or a boss. With that in mind, what we want to do with Monster Power is set the reward so that there are incentives for playing at a higher level, but not make the incentives so powerful that players feel like they need to make the game less enjoyable in order to achieve a faster reward rate.
In line with all of that, we’re currently planning to increase XP bonuses for Monster Power levels to the following values:
- MP 1: 25% (up from 10%)
- MP 2: 50% (up from 20%)
- MP 3: 80% (up from 30%)
- MP 4: 120%(up from 45%)
- MP 5: 165% (up from 60%)
- MP 6: 215% (up from 75%)
- MP 7: 275% (up from 95%)
- MP 8: 340% (up from 115%)
- MP 9: 420% (up from 135%
- MP 10: 510% (up from 160%)
These numbers are still being worked on. We’re going to monitor how things play out on PTR and make adjustments as necessary.
Monster Changes
And speaking of monsters, we’re making some changes to a few affixes this patch:
Reflects Damage
We’ve adjusted the Reflects Damage mechanic. Monsters with this affix will now pulse a damage reflection shield on and off. While the shield is down, the monster does not reflect damage. When the reflect shield is on, the monster will Reflect Damage the way it does now on live. The shield has a strong visual associated with it so you’ll know it is reflecting. (We’ve also made it so that pet damage is no longer reflected back to the player.)
Molten and Plagued
We’ve made changes to Molten and Plagued, too. Molten often feels like one of the more threatening ground-based damage effects, and Plagued feels a bit low. So, we’re reducing the damage from Molten packs and increasing the damage from Plagued.
Quality of Life Changes
- We’re removing the incrementing resurrection timer on consecutives deaths. With the removal of enrage timers in the previous patch and the emphasis on players selecting their level of challenge via the Monster Power system, long resurrection timers no longer serve a useful purpose. It will now be a flat 5 seconds in Softcore. (The resurrection timer in Hardcore remains unchanged.
) - We’re also increasing the base pickup radius by a small amount. The intention here is to ensure that players who are actively trying to pick up a piece of gold are able to get it. The current radius felt just slightly too small, such that even when you ran quickly past a piece of gold on purpose, you would sometimes fail to pick it up. We still want a meaningful pickup radius to be a gearing choice, so the buff to the base pickup radius is modest. Many players may not even notice. For those who are very meticulous with health globes, the new radius is still small enough that you can avoid picking up a health globe in melee range if you so choose.
PTR Coming Soon. . .
These are really just a few of the topline systems changes we’ll be making in 1.0.7, and we hope you’re looking forward to them as much as we are. This patch will be on the PTR very soon, and we encourage you to participate, test out what’s new, and let us know what you think!
–Wyatt
Now that PvP is on the way, the PvP forum is live and kicking so head over and share ideas, impressions starts and more when it eventually goes live.








I very much like the additins to the crafting. I agree the radius for gold pick up was really slight and without any increase in gear I sometimes end up having to click on the gold to pick it up – I give up running over it.
NV stacks will stay over different acts confirmed by Blue!
Potential problem with crafting: if the essence drops replacing an item drop, then “the horror, the horror”, since it will axe the drop rates(something like hell meph drop rates after d2 essences, with the essence replacing something you want).
If it doesn’t lower the set/uniques drop rate, then the new crafting is cool, especially the ways to get recipes.
Where is the WW barb nerf =/
WW Barbs are fine. The other classes need buffing to make them more in line with that kind of fun power. You don’t strengthen the weak by weakening the strong.
I double-dare you to say this to Wizard community.
Why? Will wizards be mad if their characters are improved?
Because wizards had nerf after nerf to CM/WW build. Blizzard never considered just buffing other skills/classes enough to match wizard’s awesomeness. They did some skill buffs, but CM/WW was severely nerfed. However it remains viable, even after all the nerfs. It just costs more.
So you have to party up first, then duel; there’s no matchmaking for those who want to just duel with random players.
This system isn’t simple, it’s less than simplistic.
yea you make a good point here. Seems they would have been better off making a seperate “public games” button called “duels”.
Or, you know … allow is to name our public games like in d2 … … …
It is PTR, just make sure to mention it on the forums.
At least it’s finally a concrete encouragement to play in public/party games. You’ll have to if you want to duel.
OTOH, the lack of ability to just name games or designate them as “duelers wanted” or something is going to be annoying; people who want to pvp will just keep joining games, asking for duel, then leaving if others aren’t there for that. Or sit in town and call people out to duel while the others are trying to PvM.
Or you can join public chat. ask if some one is interested in dueling then invite?
Seriously?
I’m guessing a system will quickly develop where joining a public game at a certain quest on a certain monster power is what people who want to duel do.
We could create such a system ourselves on incgamers forum
Good point. Probably joining a game that’s set for just the last quest in an Act, or something along those lines.
…OR PERHAPS THEY COULD JUST MAKE A GAME LOBBY!!!
Sometimes I feel as if the D3 team never even played D2. That or they are just entrenched in some if its new/different/or like WoW means it must be better dogma. D2 was an imperfect game, but it did so many things right. A game lobby was one of them. There were no questions about what the games we were entering were about…”Baal til the cows come home 001″, “duel me now noob”, “trade me at your own risk”, etc. Is there any argument that this is not the better system for Diablo?
Diablo people are independents but they will socialize to achieve an end result. What frustrates my beloved brethren is being dumped into a random game and you don’t know what the mission is. Tempers get flared and time is wasted. Its great they are adding MP access for public games and creating new farming scenarios. But all of this BEGS for a game lobby.
While the changes are yet again, a step in the right direction, it is a small one.
Itemization: Still broken, and has been since release. While new crafting recipes are a good thing, the blog doesn’t mention the current craftable items. Nothing is mentioned about the boring affixes on items. My wish for this patch was more D2-styled affixes that directly promoted build diversity, nothing like that will make it in 1.0.7 by the looks of it. Legendaries are still not enjoyable and their wide rollable range of stats is still a disappointment, this needs to be narrowed down. It looks like the AH will still be mandatory and the game as a whole is still considerably lacking in complexity.
Gems: Good job with the ruby change, but the new subtype isn’t really necessary or has been requested by the community. What I would have liked is a new class of gems. Say, for instance, a diamond what would provide All resistance to armor items.
PVP and competitiveness: Still a massive let-down. While FFA is a good addition to the game, Diablo 3 still lacks a competitive element to it. There are still no ladders, rankings or tournaments. Instead, it’s now up to third-party sites to organize these events. And for god’s sake, let the HC community themselves decide if they want perma-death in duels, stop babysitting us in every little decision.
The little things: Nothing was mentioned about small features like ID-all, being able to compare items with current gear within the AH, dyable legendaries, DC-paus protection, base run speed, buff-limit etc. Hopefully, there’s still room for these features within this quote: “These are really just a few of the topline systems changes we’ll be making in 1.0.7, and we hope you’re looking forward to them as much as we are. This patch will be on the PTR very soon, and we encourage you to participate, test out what’s new, and let us know what you think!”
IDK man.
Just from this blog they have opened up and are finally legitimizing the upper monster power levels, which I for one am very happy for as most of my time in this game is spent in mp8+. With the addition of these crafted pieces as well we now have reason to venture outside of act 3, and monster power games are now available in public mode, which means we might finally get to play multiplayer d3.
Dueling should have been released like this with the game. Not much else to say there. They are finally addressing the two classes that need it the most as well and those two quality of life changes at the bottom are great and long overdue. RD is finally getting fixed, this is months and months past due but alas it is finally coming which means myself and so many others can break out the DH for the first time in a long time.
Overall we do not know all the changes either, I am sure some more of the little concerns will be addressed but this is truly the first big step towards what this game should be, even if half sets of armor that are account bound will totally kill the economy, I still welcome it.
I definitely agree with you on the MP levels and their boost in experience on higher levels, much needed for a lot of players. And of course the fixes to wiz and monk are a good thing.
Wow this might be the first big step in the right direction the game has gone in since release.
Very good looking so far, lets hope they live up to their word for once and these features are actually implemented for this patch.
“The game doesn’t keep score and there are no objectives. We wanted dueling to be as simple and straightforward as possible, so we created a minimalist system — we know that even without rewards and objectives, some players just want to beat each other up. ”
wait wait wait
what was their reason for cancelling arena PvP ?
“Simply fighting each other with no other objectives or choices to make gets old relatively quickly. We’ve brought a lot of people in to try out Team Deathmatch and, while some found it entertaining, most of our testers didn’t feel like it was something they’d want to do beyond a few hours. Without more varied objectives, or very lucrative rewards, few saw our current iteration as something they’d want spend a lot of time in.”
http://us.battle.net/d3/en/blog/8163085/Diablo_III_PvP_Update_-12_27_2012
I still say the real reason is a technical one
The game can’t handle 4×4 real time/real player combat. The action is too fast for the network and game too handle. Too many people would die from lag and the “buggy” way they implemented death from melee attacks that are out of range.
Fallow this logic train.
PVP needed to go back to the drawing board, so to hold people over they’ll give us duelling. But wait, we want hardcore to be able to duel without consequence of permanent death, so we can’t just have it anywhere out of town. Ok so lests use arenas where both players have to opt in and there’s never any monsters to kill the hardcore.
And now we’ve gone full circle and are getting a simplified pvp mode in an arena area for good-old repetitive fun. Basically what pvp originally was… minus the scoring systems.
What an odd turn of events.
A right step to the right direction.
More BoA craftable items and MP public games means more enjoyment in farming.
The exp increase is pretty sweet too.
New gem for a wider customization possibilities.
And the PVP zone isn’t all bad either.
Not bad Blizzard, not bad at all.
“Players often ask why their Sentry or Hydra doesn’t inherit their Critical Hit Chance and Critical Hit Damage. The answer is that we want players to be able to build their characters in different ways, … “different stats for different builds” is a high-level design goal and introducing a very strong Ruby is a step in the right direction.”
so, I guess all those critical mass/frost nova wizards are going to start playing hydras now?
yeah, sure they are — lol @ dfferent builds
I LOVE that Skeleton King, Spider Queen, Maghda and rest have a high chance to drop plans.
finally, a reason to do other acts and and other monsters
that is a great change
Monster Power in public games ! ! !
YES !
Plan drops: everyone will get their plans within the first few hours, and then these drops will be more annoying than anything. If the plan drop rate was like 1%, then people would be hunting these bosses for a while.
i wouldn’t. don’t you see how this is just scaling up the effort just for the purpose scaling up your binary stats ?
it’s same with paragon level – the game pace or dynamics never change just because i now have enough str/vit/AR to do MP4 as fast as i could do previously do MP3. this no smart or compelling design. especially if you’ll do it with the same cookie cutter specc you used since you hit level 60…
the route they have taken is exactly like their WoW except, that they use the cheapest common denominator Items only, It’s not like there are new Environment assets to explore or Monster Types.
I mean whats up next for 1.1. do they add the rest of the Item-roster as BOA-crafts to the game ?
what after that ? do they add Ilvl64 gear to game in 1.11 ? so that you can farm another 1000h in order to get ~10% stat increments ?
*maybe theyll even have the genius idea to release the level 16 gem in 1.12 which will cost 100 million to craft!
This is my big issue with the game right now. This incremental upgrade thing isn’t good for the long term. I mean, you take (most) any Exceptional Unique in D2 and compare it to BotD or Grief, now THAT is awesome item progression and a real tangible (not to mention bad ass) increase in power.
Expansion will basically have everyone clamoring for Skorn v2.0
Dueling:
Seems like the idea is you’ll be playing act 1 and turn so someone and say ‘hey, wonna duel’ and then they’ll say ‘sure, best of 3.’ then you’ll go and duel. The end. Now back to the grind. Fair enough. What bugs me is if you want to say ‘wonna duel’ but are in act 2/3/4, you can’t. Perhaps they’ll add custom arenas for those acts as well.
Wiz changes:
I’m ok with these. Less CM-centric play-encouragement is good in my books.
Monk changes:
I only use tempest rush to keep up with WW barbs in farming speed so it’ll only make my life easier if I can use the skill itself to kill trash.
Account bound OP items:
Sounds good to me. I’ll probably never use it so I can have every item equipped be clean for the swag value of doing so.
New gems:
Takes money out of the economy. Good in my books. Not going to make any, I’m not make of gold. I can’t even get to the highest ones ATM.
Attack speed rubies!?!? I’m going to have to try this out. It sounds like fun to me. The only thing that sucks is wile levelling new characters the ruby is was great at making you OP until the content caught up. Perhaps it’ll shift to emeralds for early game now. Idk.
Monster power changes:
Woo, public MP games.
More xp per MP:
This might just make act 1 and 2 at mp1 viable……… nah. Oh well, lest I can play them in public.
Reflect damage:
Happy with this changes. Not only because they killed me a lot, but because short of mouseing over the mob there was no way to tell you were dealing with RD.
Molten and Plagued:
I was sort of hoping that rather then buffing plagued damage, they’d make it so monsters would spam it more so that you’d want to kill them faster so ensure your safety. Plus it plays more towards the idea of a plague.
Other:
Woo, no extra time spend dead. Woo my DH with 0 pickup will not need ferrets to pick up gold for her anymore.
“The biggest downside is that some players find it more rewarding to collect items from slain monsters or crafting.” I know it’s unintentional, but the way that’s worded is hilarious.
Everything that comes out of this development team leaves me with a sour taste in my mouth. I think it’s because that, although these are all technically ‘good’ changes, they’re just more and more band-aids layered on top of a product that’s flawed to its core.
For example, probably everyone can agree that the best way to implement dueling would be to add a Dueling Mode into the game creation options, or add a Dueling button into the UI. Those are easy, intuitive answers that proper design philosophy would discover for itself. Blizzard probably knows this too. However, instead of actually digging into the code and changing things in the best way possible, their solution is to: join a public PvE game, go to Act 1, and talk to a specific NPC. It’s clumsy, and like everything else they do, clearly the ‘budget’ option at the expense of a better game experience.
I’m convinced that that’s the way things are going to be handled until Expansion time: low-budget, band-aid fixes.
“Everything that comes out of this development team leaves me with a sour taste in my mouth.” Even the joke about hardcore resurrection timer remaining unchanged?