Official Diablo 3 Beta Patch 10 Notes
Posted 24 January 2012 by NizarisOfficial notes have just been released on the Diablo 3 forums. Read below for a full list of changes
Update:
- We have also gathered the undocumented changes which in part should be considered spoilery but those parts are hidden.
- Check the full list of item stat changes
A number of significant changes have been made to key aspects of
Diablo III in this patch. To learn more about these changes and why they were made, please be sure to read the “System Changes” blog, written by Jay Wilson.
- All characters have been wiped. Please note that this wipe will also affect gold, achievements, items, followers, and artisans.
- The Battle.net Balance for all beta participants has been reset to 50 Beta Bucks
- Core character
attributes have been reworked significantly - Attack, Defense, and Precision have been removed
- Dexterity, Intellect, Strength, and Vitality have been added
Dexterity- +
Demon Hunter damage - +
Monk damage - +
Dodge (for all classes)
Intellect- +
Witch Doctor damage - +
Wizard damage - +Health from globes (for all classes)
- Armor will now supplement
Defense, as well as provide +Physical resist - +Chance to Crit has been added as an item affix
- Player Life per Vitality has been changed: Players will now start out with 10 Life per Vitality at level 1
Nephalem Altars have been removed and players can now swap unlocked skills at any point during gameplay via the Skills list. This will impose a 30-second cooldown on the newly-activated skill, during which time the skill cannot be exchanged for another.- Please note that the skills system is still considered a work-in-progress and will be undergoing additional changes in future patches. This iteration of the system is not final.
Scroll of Identification have been removed and players can now identify an item by right-clicking on the item’s icon- The
Nephalem Cube has been removed and the salvage ability has been added to the
Blacksmith artisan - The
Cauldron of Jordan has been removed
Stone of Recall has been renamed to “
Town Portal” and can now be accessed directly via the Skill bar UI- The fifth quick slot button has been moved next to the Town Portal ability in the Skill bar. This slot will eventually be to dedicated to potions, but can currently be used as a normal slot.
- Skills will now display simplified tooltips by default
- To view Advanced tooltips, press and hold the CTRL key when hovering over skill icons
- The duration of the global chill effect granted by cold damage has be increased from 0.4 seconds to 0.6 seconds
Achievements have been re-enabled
- Classes
Barbarian- Active Skills
Ground Stomp- Damage increased from 70% to 110%
Ignore Pain- Cooldown reduced from 60 seconds to 30 seconds
- Duration reduced from 5 seconds to 3 seconds
Leap Attack- Damage increased from 70% to 100%
Revenge- Damage increased from 150% to 220%
Passive " target="_new">Passive Skills
Nerves of Steel- Now increases Armor by 25% of your Vitality
Monk- Active Skills
Blinding Flash- No longer breaks on damage
- Duration reduced from 5 seconds to 3 seconds
Wizard- Active Skills
Frost Nova- Damage reduced from 65% to 50%
Ice Armor- No longer increases your Armor
Wave of Force- Damage increased from 205% to 350%
- Passive Skills
Temporal Flux- Slow amount increased from 24% to 30%
- General
- Leveling
artisans in Normal difficulty now only requires gold
Common (white) items can no longer be salvaged and common crafting materials have been removed in all difficulty levels- Salvaging a Magic (blue) item will always give you a Magic material, as well as a chance to receive a Rare (yellow) or Legendary (orange) material
- Salvaging a
Rare item will always give you a Rare material and a Magic material, as well as a chance to receive a Legendary material - Salvaging a
Legendary item will always give you a Legendary material, Rare material, and Magic materia
l
Items
General
Attack,
Defense, and
Precision random affixes have been replaced with Dexterity, Strength, and Intellect- The base damage on slower weapons has been increased. This is because we’re also increasing the potency of elemental damage properties, and elemental damage benefits faster weapons more than slower weapons.
- The drop rate of
Magic items between level 1 and level 20 has been lowered. Single affix-Magic items are now introduced more slowly, and double affix-Magic items won’t appear until later in the game.
Vendors
- Wandering Merchants now have a 50% chance to sell a limited stock Rare item of any type
Amulets have been moved from the Collector to the Fence
Monsters
- Electrified monsters no longer spew lightning on death
Arcane Enchanted monsters no longer cast an extra arcane beam on death
Bug Fixes
- Players should no longer be disconnected from Battle.net when moving a stack of 0 items to their Skill action bar
- Rapidly moving around items in a character’s inventory should no longer cause those items to become unresponsive
- Items that display full durability, but are still considered slightly damaged should now be able to be posted on the Auction House
- Monsters that are killed should now always properly play their death animation rather than remain standing
Tagged As: patch 10 | Categories: Artisans, Attributes, Crafting, Diablo 3 Beta Patches, Economy, Interface, Items, NPCs, Removed Features, Respecs, Skills



kthx… now send more beta invites PLEASE!!!!
Thank the gods they saw the light on the Neph alters. This new system may not be the best but its a lot better then what it was.
I agree, but I think they should allow infinite changes in town without the cooldown, for when I am tinkering with my skills.
I think people would just jump to town then jump back if that was the case. I think a casting time and this 30 sec cooldown would be best.
Just start the 30 second cooldown when you arrive in town through the portal then. After that, let people fiddle as much as they want.
It’s not entirely clear if this cooldown is to stop you from swapping the skill back out, or to also stop you from using it. I think it should be both: I can imagine that it could be useful to swap to frost nova and use it straight away and then swap back to some other skill after 30 seconds and use that, etc.
The cooldown is just for swapping it, not for using it. My guess is they figured with the town portal being so easily cast and without a cooldown it basically made the Nephalem Altars pointless. Personally I think the swapping cooldown should be even longer… Like 1-5 minutes…
I’m glad it’s gone too. It was seriously annoying and I agree with a cooldown.
I agree with Zephronic that there shouldn’t be a cooldown in the town but perhaps by “swap unlocked skills at any point during gameplay via the Skills list” they mean out of town only?
I would think that the town is considered part of the gameplay as it holds many of the major game features… so yeah… no… It works the way the described no matter where you are…
Removal of the altar — friggin’ awful considering what they put in its place. Seriously?
And I lol’d:
Vendors
Wandering Merchants now have a 50% chance to sell a limited stock Rare item of any type
Amulets have been moved from the Collector to the Fence
Nevermind.
Those are the names of NPC vendors. Meh.
I thought the Nephalim Altar was always an obvious re-purposing of existing game graphics as a stop-gap solution.
That’s very likely, but for me, they took a step backwards. I preferred the altar to this swapping in the field bull****.
What did you think they would do otherwise? It is clear that Blizzard doesn’t intend to incur large barriers to swapping skills and the shorter cast time town portal button that has no cooldown made forcing people to go to the altars pointless when they could do so in such a short amount of time. I personally wish they would make the cooldown on skill swapping longer, but I doubt they will go much further in restricting it.
/sigh at crafting changes. now we just have to pick and choose what to pick up or more trips to town. thanks…………………………………….
What is the point of identyfying items with a few more clicks ? make them drop identified or bring back scroll of identify …
Pretty sure they are trying to remove anything that would unnecessary clutter the inventory
I understand/agree with them wanting to clear up inventory space. Are they making us right click just to clear up the screen? If three or four items drop with multiple affixes, will it clutter up the screen?
Then give us a special separate ‘scroll bag’ that doesn’t take up inventory space and can hold 50 scrolls or whatever.
Make scrolls rarish drops or purchasable items. Now it’s back to being a real feature instead of a pointless waste of time.
You sir get my full agreement! That is an absolutely wonderful idea!
If this is the concern, I don’t understand why they can’t build a dedicated Tome of Identification into the inventory UI. It can have an infinite supply of identification scrolls, or you can have to refill it from time to time, but it would still feel more genuine than right clicking items to identify.
Yeah but might as well get rid of id altogether, mabe use a d2 tool and have cane id everything for you in town?
Possibly that your hero is a pro and after some random magic item drops on the ground, after a bit of looking at it the hero can work out what it is/does. Just like Cain did.
Like computer tech from today, the uses of magic evolve even in Sanctuary. Now instead of using scrolls of identify which merely print the manual of every item you use it on, every magic item have an embedded tooltip that appear when looked at closely for two seconds.
You used to be able to talk to the Mystic and have her identify everything on you (probably for free) but now she’s gone so they just moved it to the player character themself. If you were only going to be buying id scrolls in normal act 1 then it’s not that big of a deal that they are now gone…
The point of item identification is to increase addictiveness. Wilson called it “double discovery”. Each magic item gives a double dose of random intermittent reward. One little dopamine hit when it drops, and another when you identify it.
We should remember that as much as we love Diablo, it shares much in common with a slot-machine. It is addictive by design, not by accident.
Maybe its the old school boy inside me that’s typing but am i the only one who thinks that the “town portal” is absolutely generic? I’m ok with the “all characters can now identify items, yeah they are so badass now” but they have infinite town portals just so?
I really enjoyed the feeling of “sacrificing” space in my inventory for the privilege of a town portal tome, it saved you and you needed to take care of it by filling it up periodical! Also they where awesome item image!
The same thing with the Horadric Cube, it was an epic Diablo item you could choose to carry or not, the sacrifice was your choice! It gives more space but it also gives more teteris gaming around.
I probably miss thous things.. I’m wondering if they realize that thous are the things the player does in town…
Hmm? The only thing you had to sacrifice with the Horadric cube was less Charm space. But the cube gave you more inventory space then it took up.
so yah opt-in invites?
I really like what they did with attributes. With attribute points gone its nice that things like +crit and +resistances other than physical are removed from the attribute system and can be relegated to the itemization system. Adding affixes means more possible items which is a good thing! I also like how there are class specific bonuses to certain attributes so gear will be more varied among the classes.
Of course the bonuses to all classes are not fair, but I think it’s to help balance out the fact that barbarian is in some ways the most vulnerable of all the classes, so the barb stat gives defense, and the witch doctor and wizard are the least vulnerable, so their stat gives + health from health globes. I guess +health from health globes is good in a party when you’re a ranged character and tend to pick fewer globes than everyone else, but it’s obviously the crappiest bonus.
I can only hope that they have finally decided on an attribute system that they like and can get on with releasing the game.
Can’t wait to patch go live! I’m really relief that they are working whit this Skill system and not make a new one!
Aw, no Witch Doctor changes :P. I was really hoping for a passive which benefits a pet-less build while simultaneously hamstringing a build with pets if you take it. There’s nothing like that at the moment.
That sounds really dumb. Why does a passive need to punish people that choose a certain skill when the bonus would be conditional on them not having it anyway?
Skill A + Skill B = balanced
Skill A by itself is too weak
Passive A boosts Skill A
Skill A + Skill B + Passive A = overpowered
Answer? Make Passive A only work if you’re not using Skill B or have Passive A weaken Skill B.
Awesome, except it really doesn’t change anything and what the hell is the point in beta-testing these changes? If everything is good to go what’s the point in figuring out if the changes are balanced for half of act one on the lowest difficulty…
Picking up bugs and stress testing servers with new changes? Im sure they are still testing everything else with the changes
Ho Hum if you ask me. Stats now resemble D2 again just that you can’t assign them.
If white items are worthless and no one will pick them up…why are they there? Crafting could use them if nothing else: Pointy Sword of Pricking – crafting recipe requires pointy sword. I for one wouldn’t mind to break down whites when I need them. Doesn’t going back to town to break things down interrupt the flow of the game?
Making monsters with bonuses not spew the element on death seems easier, is that what the game needs? Even easier?
The economy is so bad that even Decard Cain lost his identifying job. So sad. Here is an item on the ground, what could it be? Of course! The ancient Druidic / Elvish writing (which I OBVIOUSLY automatically know) tells me the exact properties of this pig sticker. Sweet!
Going back to town is, imo, crucial to the pacing. I use Final Fantasy XIII as an example of why that is. There’s a threshold where a game is over-saturated with nothing other than pure combat, which is likely why they had a change of heart.
Wait… they removed the armor on Ice Armor and didn’t replace it with anything? What’s the point of picking it now? 10% weapon damage as cold to melee? That’s just lame by itself…
I was thinking the same thing when i read that. Its called ICE ARMOR it should add ICE & ARMOR! Otherwize its just a dumb useless skill.
Oh lawd
Slowly circling back to old D2 mechanics, with a little bit of nerfbatting here and there…
Does anyone really think the delay isn’t intentional at this point?