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A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

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.

change view

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.

hardrock

Trophies

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.

Threads

Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads

Likes

Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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Guide: Legendary Gems

legendary gems guideLegendary 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 DiabloWikiUrshi, 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 DiabloWikigems 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 DiabloWikiPTR, 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.

 

DiabloWikiBane of the Powerful
bane of the powerful
  • Gain 30% increased damage for 20 seconds after killing an elite pack.
  • Upgrade rank grants: +1 second buff duration.
  • Rank 50 unlocks: Gain 20% bonus damage to elites.
DiabloWikiBane of the Trapped
bane of the trapped
  • Increase damage against enemies under control-impairing effects by 20%.
  • Upgrade rank grants: +0.5% damage.
  • Rank 50 unlocks: Gain an aura that reduces the movement speed of enemies within 15 yards by 30%.
DiabloWikiBoon of the Hoarder
  • 30% chance on killing an enemy to cause an explosion of gold.
  • Upgrade rank grants: +1% chance on kill.
  • Rank 50 unlocks: Gain 30% increased movement speed for 3 seconds after picking up gold.
 DiabloWikiEnforcer
 enforcer
  • Increase the Critical Hit Chance of your pets by 20%.
  • Upgrade rank grants: +0.4% Critical Hit Chance. Max +20% upgrade (+40% total).
  • Rank 50 unlocks: Your pets are unkillable.
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.
DiabloWikiGem of Efficacious Toxin
gem of efficacious toxin
  • Poison all enemies hit for 1000% weapon damage over 10 seconds.
  • Upgrade rank grants: +20% weapon damage over 10 seconds.
  • Rank 50 unlocks: All enemies you poison take 10% increased damage from all sources.
DiabloWikiGogok of Swiftness
 gogok of swiftness
  • 50% chance on hit to gain Swiftness, increasing your Attack Speed by 2% for 3 seconds. This effect stacks up to 10 times.
  • Upgrade rank grants: +1% chance.
  • Rank 50 unlocks: Gain 2% Cooldown Reduction per stack of Swiftness.
 DiabloWikiInvigorating Gemstone
 invigorating gemstone
  • While under any control-impairing effects, reduce all damage taken by 30%.
  • Upgrade rank grants: +1%. Maximum +50% upgrade (80% total).
  • Rank 50 unlocks: Heal for 20% of maximum life when hit by control-impairing effect.
 DiabloWikiMirinae, Teardrop of Starweaver
 Mirinae, Teardrop of Starweaver
  • 15% chance on hit to smite a nearby enemy for 1000% weapon damage as Holy.
  • Upgrade rank grants: +20% weapon damage.
  • Rank 50 unlocks: Smite a nearby enemy every 5 seconds.
 DiabloWikiMoratorium
 Moratorium
  • 30% of all damage taken is instead staggered and dealt to you over 3 seconds.
  • Upgrade rank grants: +0.1 second to the stagger duration.
  • Rank 50 unlocks: 10% chance on kill to clear all staggered damage.
 DiabloWikiPain Enhancer
 Pain Enhancer
  • Critical hits cause the enemy to bleed for 500% weapon damage as Physical over 3 seconds.
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Hands-On Blizzcon Reaper of Souls Demo: New Monster Abilities

Posted 10 Nov 2013 by

Reaper of Souls at BlizzCon with IncGamersHere are some details about new monster abilities, modified monster behaviors, larger champion packs, and the two new Elite Affixes I saw in my play time on the DiabloWikiReaper of Souls demo at Blizzcon this weekend. This article does not include behaviors and info on the new Act Five enemies. I’ll put those in a separate article about Act 5, coming soon™.

Lots of familiar monsters have subtle new behaviors or powers or properties. Grotesques, the spiky fat guys who explode upon death, had three that I noticed.

The first was a new type of creamy filling. Some of them I saw in Nephalem Rift games blew up to release three spiders, rather than Eels or Imps. They were the long-legged, fast-moving Act 2 cave type of spiders, and they were spread out maybe 20y apart at first, before quickly activating to come attack you in melee range.

The second DiabloWikiGrotesque change is a functional one; their belly babies are now immune to the explosions of other Grotesques. The big guys are not, and you can still trigger those awesome domino chains where you kill one, his explosion kills the next, his explosion kills two more, etc. What’s new is that that chain of events no longer obliterates all of their belly babies.

Besties forevers!

Besties forevers!

I got a five-pack of Champions in the DiabloWikiWeeping Hollow while hunting DiabloWikiMira Eamon on a DiabloWikiBounty and all five did the glorious falling domino row of mutual destruction, but then out of their splattered ashes came all 15 Eels, wriggling up to attack. (I’d have expected 3 Eels at most had that occurred on DiabloWikiD3V.)

This isn’t exactly a terrifying change, since the Eels are pretty much a wriggling Massacre Bonus to any AoE attack, but it’s an obvious difference from what you see now in-game.

The third new Grotesque thing I saw in a DiabloWikiNephalem Rift game. It was a yellow-named random boss Grotesque with DiabloWikiHorde and DiabloWikiMolten… and his minions were vomiting female zombies, rather than other Grotesques. They promptly set to puking and all grouped together they were pretty easy for my Crusader to deal with (the Crusader had two very overpowered AoE attacks: DiabloWikiFist of Heavens and DiabloWikiHeaven’s Fury — full Crusader mega report coming soon), but it was interesting to see a new and mixed type of boss and minions

Click through for some more new monster abilities, full details of the two new DiabloWikiElite Affixes, anecdotes about larger Champion packs, and more.

Bigger Champion Packs

I’d long thought this a good feature for some end game dungeons, but I wasn’t expecting it at level 32 in my first DiabloWikiAdventure Mode game on the RoS demo. Yet there they were, five DiabloWikiChampion Grotesques in the DiabloWikiWeeping Hollow, all bloated and filthy. They weren’t especially hard, since even at that mid-level the Crusader has several skills really well suited for larger groups of enemies, but more is MOAR.

In later games I got several other Champion packs of 5 (I also saw champs of 3 and 4, so it varies), and they were challenging. The worst was a Nephalem Rift game with a Demon Hunter where I got DiabloWikiWortham for the first level. It extended from the docks through town, over the bridge and all the way down to the Spider Cavern entrance. (Which was the way to level 2 of that Nephalem Rift.) All of it full of monsters. The worst part was right outside the gate leaving the town and the burning church area, where I found 5 Champion Mallet Lords with Extra Fast and Molten.

Thankfully, they were too large to get through the gateway all at once, so I got close enough to attract one around the corner, and then scampered back through town and along the pathway towards the docks, dropping DiabloWikiCaltrops to slow them, DiabloWikiVaulting to get space, and using DiabloWikiRapid Fire to kill them. I almost burned my resources empty on each of the massive enemies, and since I’m used to D3V I kept killing one, going back through the gate, and cursing in surprise when another one was sitting there, ready to repeat the chase again. If they’d been out in the open on some large level, or had DiabloWikiVortex or DiabloWikiTeleport or some movement mod, I’d probably have gotten slaughtered.

Another game I got 5 of the fatboy goat shamans you see in Act Three; the ones who always shield other enemies (and each other) with that glowing barbed wire spell effect. Those are annoying when there are just 3 of them, always shielding each other, scattering in all directions, hurling projectiles, etc. You most often see them in the winding stairway levels going down into Arreat Crater, where they can’t scatter too far on those narrow pathways.

I got them in the Nephalem Rift version of the DiabloWikiFields of Misery (which had an eerie reddish tint and a lot of fog effects), and there were 5 of them, and the damn things spread out like grease on a hot skillet. The benefit was that they weren’t really shielding each other since they were out of casting range. The annoying part was that they went in every direction, kept moving around rapidly throwing shields on all the other random dudes coming at me on that level, and there were 5 of them.

The most fun Elite Affix on 5 champions? DiabloWikiFire Chains. It looks like a crazy jumble or glowing ropes when you first see them in close proximity, and it’s possible… just possible… that you could get them arranged into a pentagram of glowing fire chains. (Since each Fire Chained monster joins to the others by at most two chains.) Bonus points to the first person in RoS who pulls off that feat. Do it on a large circle area and extra bonus points.

New Elite Affixes

Reaper of Souls new difficulty settings.

Reaper of Souls new difficulty settings.

Note that all the bosses found in Adventure Mode had two modifiers. This was with lvl 33-35 characters, and it’s not on Nightmare since Adventure Mode doesn’t have the 4 “difficulty levels,” Normal/Nightmare/Hell/Inferno that you see in Campaign Mode or in D3V today. As I covered in the Adventure Mode article, it’s a flat difficulty (across all five acts) and it scales to the level of your character.

Theoretically there are some character level thresholds (30, 50, 60?) at which the bosses gain a 2nd, 3rd, 4th (and 5th?) Elite Affix. Don’t know for sure. All I can say is that the Adventure mode demo characters started off at level 33, and all the random bosses in Adventure Mode and the Nephalem Rifts had two Elite Affixes.

There were two new Elite Affixes I saw in action in the show demo; Frozen Pulse and Poison Enchanted. Full details on those below. Back in August from Gamescom when Reaper of Souls debuted, one of the devs in an interview casually mentioned some new Elite Affixes in the demo, one of them some kind of ground fire property. We never got more details on that from Gamescom, and if it’s still in the game, I never saw it in my dozens of games from this show.

What I did see, each of them several times each:

Poison Enchanted

DiabloWikiPoison Enchanted: This was a boss ability in Diablo 2, but the name is the only thing it has in common. The function is a bit like DiabloWikiFrozen or DiabloWikiArcane Enchanted in function, in that the boss shoots out glowing things that you need to get away from before they explode in painful fashion.

What happens with this affix is that each Champion, or the Boss and his minions, will occasionally stop moving and squat down for an instant, before shooting out two (per creature) glowing yellow spots. They go out from the monster with a sort of electrical squiggle graphic, and then sit there looking a bit like glowing green/yellow manhole covers. After about a second these explode, shooting out greenish jets of gas in an X pattern. Each “arm” of the X goes maybe 15 yards, giving the whole thing a range of about 35 yards, and it persists for several seconds.

One isn’t that hard to avoid, but if you’re in a melee fight and you get two or more around you, it’s really tough not to get hit by at least one of the jets, and they are dangerous when multiples of them are stacked overlapping and you’re right on top.

The casting range for the initial blobs is pretty far; they scatter them around you in a melee fight, but when I got this Affix while playing a Demon Hunter in a later game the boss was at least 50 yards away when he cast it, and yet the little yellow circles that were going to explode into the X shape appeared near me. You can basically think of it like Arcane Enchanted, except instead of little pink balls that turn into rotating needles, these are yellow-green circles that blow up into Xs. They’re harder to avoid than Arcane Enchanted, but not nearly as damaging.

They do not debuff or slow you, just hit for big poison damage which you want to avoid standing in. It’s a very effective “Denial of Area” attack, as the devs term things that make you move from one location to another.

Frozen Pulse

DiabloWikiFrozen Pulse — I only saw this one twice, and I’m not entirely sure what it does. Basically it’s freezing debuff/damage from a little blue orb that floats around the boss and homes in on your character when you are nearby. Its movement was a bit reminiscent of the Druid’s Sages from D2, or perhaps the Wizard’s Familiar in D3, though it doesn’t move that quickly or stay that close.

The Pulse looks like a spiky blue ball, a bit like a Frozen just before it explodes, (or a dog chew toy) and it floats around the boss, then comes towards you if you get within some proximity (30y or so?) of the boss. When it’s near you it hits you with a chilling debuff that deals slight damage. I couldn’t tell if it actually “pulsed” and upped the damage now and then, but it was mildly annoying when nearby.

It could be avoided; if you ran away it would move after you, but slower than you moved and if you got far enough form the boss it would snap back to him, and then come back to you once you were nearby again.

I only saw this one twice (I saw Poison Enchanted at least 10x) so I didn’t get as much sense of what it does and how it works.

Other Elite Affix Changes

There weren’t any, at least not real obvious. Note that the highest level Affixes, the ones you only find in Hell and Inferno now, were not seen in this demo, so there might be changes to those.

The single hardest boss I got in the entire demo was a random Elite with DiabloWikiMolten and DiabloWikiElectrified. That’s not a combo that I’d worry much about in D3V, but for some reason it was dealing huge damage to my Crusader in the RoS demo. I had to retreat twice, running back several rooms to get space or to find a Health Orb, and this was in a demo where the Crusader was able to wipe out most random bosses in 3-5 seconds without even considering a retreat.

Possibilities:

  1. The Molten was stacking on the Electrified so each time I hit him it really hurt myself.
  2. Molten extends further out in front of the boss with that property, so you get cooked just fighting in melee range (I didn’t notice that with other Moltens, though.)
  3. Electrified (and possibly Molten) are buffed to deal more reflected damage.
  4. My Crusader’s low resistances really became obvious at this one spot.

 

If you’ve got additional monster questions throw them into comments and I’ll reply if I have a chance. Stay tuned for more hands-on reports from the RoS demo.

Keep an eye on the BlizzCon Coverage Section for the full transcripts (not bullet point lists) of the Diablo 3 Panels, videos, hands-on reports, photos, screenshots and more.