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	<title>Diablo 3 News and Forums for PC and Playstation</title>
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	<link>http://diablo.incgamers.com</link>
	<description>The Unofficial Diablo Fansite Since 1997</description>
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	<itunes:summary>The Unofficial Diablo Podcast, the weekly show covering Diablo 3 and Blizzard&#039;s Diablo universe presented by the highly experienced Diablo experts Elly and Flux from Diablo: IncGamers.</itunes:summary>
	<itunes:author>Diablo: IncGamers</itunes:author>
	<itunes:explicit>no</itunes:explicit>
	<itunes:image href="http://diablo.incgamers.com/images/ituneslogo.jpg" />
	<itunes:owner>
		<itunes:name>Diablo: IncGamers</itunes:name>
		<itunes:email>flux@incgamers.com</itunes:email>
	</itunes:owner>
	<managingEditor>flux@incgamers.com (Diablo: IncGamers)</managingEditor>
	<itunes:subtitle>The Diablo Podcast</itunes:subtitle>
	<image>
		<title>Diablo 3 News and Forums for PC and Playstation</title>
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		<link>http://diablo.incgamers.com</link>
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		<item>
		<title>Diablo 3 Anniversary Bonuses Extended!</title>
		<link>http://diablo.incgamers.com/blog/comments/diablo-3-anniversary-bonuses-extended</link>
		<comments>http://diablo.incgamers.com/blog/comments/diablo-3-anniversary-bonuses-extended#comments</comments>
		<pubDate>Wed, 22 May 2013 08:46:05 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Blue Posts]]></category>
		<category><![CDATA[Experience]]></category>
		<category><![CDATA[Magic Find]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=247394</guid>
		<description><![CDATA[Blizzard posted to give an official end time for the week of Diablo 3 Anniversary bonuses. Note that the deadline has been extended, so we&#8217;ve still got a couple of days to enjoy the greater and bonuses. We had some discussion about this anniversary week bonus over the weekend, but if you&#8217;re dying to share [...]]]></description>
				<content:encoded><![CDATA[<p>Blizzard posted to give an official end time for the week of Diablo 3 Anniversary bonuses. Note that the deadline has been extended, so we&#8217;ve still got a couple of days to enjoy the greater <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/experience " target="_new">experience</a> and <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Magic Find " target="_new">Magic Find</a> bonuses.</p>

		
		<div class="blue_post"> Just as a reminder for all players, the Diablo III anniversary buff will expire in the Americas on Thursday, May 23, at 9:00 a.m. Pacific (12:00 p.m. Eastern).</p>
<p>For those of you with characters in our other gameplay regions, the buff will be disable on Wednesday, May 22, at 5:00 p.m. Pacific in Asia and on Thursday, May 23, at 12:00 a.m. Pacific in Europe.</p>
<p>Note: We elected to extend the buff by 1 day, so this time frame is bit later than we first communicated. Apologies for any confusion, but yay for another day of demon-slaying buffs! 
		
		<div class="blue_post_source"><a href="http://us.battle.net/d3/en/forum/topic/8873727942" target="_new"></a></div>
		
	</div>
		
	
<p>We had some <a href="http://diablo.incgamers.com/blog/comments/diablo-3-anniversary-bonuses-coming-to-a-close">discussion about this anniversary week bonus</a> over the weekend, but if you&#8217;re dying to share more of your exploits, go ahead.  I did a quick MP2 Act Two farming game yesterday morning and my HC Monk found 5 legendaries in about 30 minutes (including an Inna&#8217;s Hat and BK Ammy and Chest) which is most I&#8217;ve ever seen in that short a time. Three of them came in before I was even <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/stacked " target="_new">stacked</a> up, so <em>clearly</em> that +25% MF bonus was the source of my bounty.</p>
<p>And yes, I considered not even starting up Diablo 3 for the rest of the week, as I had nowhere to go but downhill, after that run of luck&#8230; but I couldn&#8217;t stay away.</p>
]]></content:encoded>
			<wfw:commentRss>http://diablo.incgamers.com/blog/comments/diablo-3-anniversary-bonuses-extended/feed</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Diablo 3 Auction House Improvement Suggestions</title>
		<link>http://diablo.incgamers.com/blog/comments/diablo-3-auction-house-improvement-suggestions</link>
		<comments>http://diablo.incgamers.com/blog/comments/diablo-3-auction-house-improvement-suggestions#comments</comments>
		<pubDate>Wed, 22 May 2013 06:01:28 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Auction House]]></category>
		<category><![CDATA[Blue Posts]]></category>
		<category><![CDATA[Lylirra]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=247389</guid>
		<description><![CDATA[Some fans brought up some Diablo 3 Auction House annoyances and got some Blue acknowledgement of their (our) pain. Yes to both of those. It&#8217;s annoying that I can&#8217;t compare my BoA crafted items while I&#8217;m in the AH, and I&#8217;ve constantly wished for a way to view stats compared without gems included. Whether the [...]]]></description>
				<content:encoded><![CDATA[<p>Some fans brought up some Diablo 3 Auction House annoyances and got some Blue acknowledgement of their (our) pain. </p>

		
		<div class="blue_post"><font color="#FFFFFF"> So i have crafted a decent set of BOA gear, gloves, shoulders, neck, bracers, you know the usual. But for some reason i cant right click them, and search for similar in the AH?!? I could take a screen shot of all my gear, and then bring it up on a 2nd monitor, or print it out, again all of that seems a little extreme for comparing some gear. </font><br />
<strong>Lylirra: </strong>We agree, it&#8217;s a pain in the booty to try to find upgrades for a BoA item on the AH right now. Not a big issue, but still something that&#8217;d be a nice QoL change. Just spoke to Wyatt, and this is something that&#8217;s been tasked to be added (don&#8217;t have an ETA, though).</p>
<p><font color="#FFFFFF">while you are at it, mind checking if they can let us compare our items without having to pay 5m to unsocket them first?</font><br />
<strong>Lylirra: </strong>I don&#8217;t know of any immediate plans off-hand, but I&#8217;m happy to make sure that the feedback gets passed on. <img src='http://diablo.incgamers.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  (Or gets passed on again. I know it&#8217;s something we&#8217;ve relayed before, and the developers agreed that it would be great-to-have feature.) 
		
		<div class="blue_post_source"><a href="http://us.battle.net/d3/en/forum/topic/8796522720" target="_new"></a></div>
		
	</div>
		
	
<p>Yes to both of those. It&#8217;s annoying that I can&#8217;t compare my BoA crafted items while I&#8217;m in the AH, and I&#8217;ve constantly wished for a way to view stats compared without gems included. Whether the gems are in my gear or the gear in the AH, it&#8217;s annoying to try to estimate and add or subtract the gem value to estimate the actual item comparison.</p>
<p><a href="http://diablo.incgamers.com/wp-content/uploads/2013/05/wtf-fail-car-crash-first.jpg" rel="lightbox[247389]" title="DiabloWiki"><img src="http://diablo.incgamers.com/wp-content/uploads/2013/05/wtf-fail-car-crash-first-300x244.jpg" alt="wtf-fail-car-crash-first" width="200" class="alignright size-medium wp-image-247390" /></a>While we&#8217;re voicing our <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Auction House " target="_new">Auction House</a> gripes, it regularly drives me crazy that there&#8217;s no way to mark an item to find it again without having to try to re-search for it. That&#8217;s pretty easy with a legendary, but can be tricky when looking for a rare if you&#8217;re fiddling with a lot of different stats and values. If an item&#8217;s got a low bid and high buyout you can put in a lowball bid just to get it tracked on your auctions pane, but that&#8217;s not always an option.</p>
<p>If you&#8217;re the first one to comment that the only real improvement to the AH would be deleting it, be sure you get a &#8220;FRIST!&#8221; in there, so everyone will be sure to notice.</p>
]]></content:encoded>
			<wfw:commentRss>http://diablo.incgamers.com/blog/comments/diablo-3-auction-house-improvement-suggestions/feed</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>Diablo 3 Infographic: Year One Statistics</title>
		<link>http://diablo.incgamers.com/blog/comments/diablo-3-infographic-year-one-statistics</link>
		<comments>http://diablo.incgamers.com/blog/comments/diablo-3-infographic-year-one-statistics#comments</comments>
		<pubDate>Tue, 21 May 2013 20:15:44 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Blue Posts]]></category>
		<category><![CDATA[Media]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=247381</guid>
		<description><![CDATA[Blizzard has issued an interesting disclosure of information about characters created and leveled, monsters killed, gold collected, and more, over the course of Diablo 3&#8242;s first year. The infographic is below, and I typed some of the quotes out of it for easier absorption/conversation. Pre-game the WD was clearly the least popular character, (or at [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://diablo.incgamers.com/wp-content/uploads/2013/05/I92NZOGURTC913690923826751.png" rel="lightbox[247381]"><img class="alignright size-thumbnail wp-image-247384" alt="I92NZOGURTC91369092382675" src="http://diablo.incgamers.com/wp-content/uploads/2013/05/I92NZOGURTC913690923826751-200x120.png" width="200" height="120" /></a>Blizzard has issued an interesting disclosure of information about characters created and leveled, monsters killed, gold collected, and more, over the course of Diablo 3&#8242;s first year. The infographic is below, and I typed some of the quotes out of it for easier absorption/conversation.</p>
<p>
		
		<div class="blue_post">67.1 million characters created worldwide. (91% normal, 9% HC)</p>
<ul>
<li>Barbarian: 12.8m (1.6m HC)</li>
<li>Demon Hunter: 13.5m (1.2m HC)</li>
<li>Monk: 13.5m (1.4m HC)</li>
<li>Witch Doctor: 10.1m (.9m HC)</li>
<li>Wizard: 13m (1.1m HC)</li>
<li></div>
		
	
<p>Pre-game the WD was clearly the least popular character, (or at least the one most complained about) mostly driven by embittered Necromancer fans. I haven&#8217;t heard many such complaints in the past year, but clearly the pre-game unpopularity amounted to something, in terms of total play time. (That and the WD was badly hobbled pre-v1.04, until minions got a big buff.)</p>
<p>Anyone else surprised that the DH has the most characters created? I am not surprised that the Barb and Monk take the lead in HC chars though, as they&#8217;re by far the most sturdy and survivable. (Though not true for me, as I&#8217;ve made many more DHs in HC than any other class, thanks to them all fricking dying!)</p>
<p><code> </code></p>
<p>
		
		<div class="blue_post">Characters created by Region:</li>
<li>Americas: 22.2m. 20m SC, 2.2m HC</li>
<li>Europe: 22.1m. 19.4m SC, 2.7m HC</li>
<li>Asias: 22.9m. 21.7m SC, 1.2m HC</li>
<li></div>
		
	
<p>Amazingly close on the total characters created per server. I guess Blizzard knew what they were doing when dividing up the world and assigning different regions to each server?</p>
<p>Look at the HC char numbers though. We might have to take back all those &#8220;Asians are hardcore gamers&#8221; memes, given the very small % of HC in Asia? (Though there are probably good reasons for not doing hardcore from a gaming cafe, such as risk of interruption and/or disconnect and/or performance issues on rented hardware.)</p>
<p><code> </code></p>
<p>
		
		<div class="blue_post">Difficulty progression:</li>
<li>33% cleared Normal</li>
<li>23% cleared Nightmare</li>
<li>18% cleared Hell</li>
<li>6% cleared Inferno</li>
<li>Total # of Level 60 characters: 12.7m.</li>
<li>24.9% of all characters have reached level 60.</li>
<li></div>
		
	
<p>The first part adds up to 80% of characters, which means 20% have not cleared Normal. I&#8217;m surprised the number isn&#8217;t higher, but I guess the limit of 10 characters per account keeps people from having a dozen mules and inflating this figure. It&#8217;s also interesting that almost 25% of characters have reached level 60, while only 18% have cleared Hell.</p>
<p>I wish the data that formed this was available, or that more details were provided. A few other questions I&#8217;d love to see the answer to:</li>
<li>What&#8217;s the average level of death for Hardcore characters? Broken down by class?</li>
<li>What % of Hardcore characters are still alive?</li>
<li>Average level/paragon when completing each difficulty level?</li>
<li>Total number of legendary items found? Average number per character?</li>
<li>Stats on the Auction House would be fascinating. Total and average items sold and bought per account, total and average gold spent and gained, etc.</li>
<li>Anything you guys learned from this chart, or additional details you wish it contained? Click through to see it full size, inserted into the post.
<p><span id="more-247381"></span></p>
<p><a href="http://diablo.incgamers.com/wp-content/uploads/2013/05/I92NZOGURTC91369092382675.png" rel="lightbox[247381]"><img class="aligncenter size-full wp-image-247382" alt="I92NZOGURTC91369092382675" src="http://diablo.incgamers.com/wp-content/uploads/2013/05/I92NZOGURTC91369092382675.png" width="911" height="8000" /></a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://diablo.incgamers.com/blog/comments/diablo-3-infographic-year-one-statistics/feed</wfw:commentRss>
		<slash:comments>40</slash:comments>
		</item>
		<item>
		<title>Diablo 3 Anniversary Bonuses: Coming to a Close</title>
		<link>http://diablo.incgamers.com/blog/comments/diablo-3-anniversary-bonuses-coming-to-a-close</link>
		<comments>http://diablo.incgamers.com/blog/comments/diablo-3-anniversary-bonuses-coming-to-a-close#comments</comments>
		<pubDate>Tue, 21 May 2013 00:37:22 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Blue Posts]]></category>
		<category><![CDATA[Experience]]></category>
		<category><![CDATA[Grimiku]]></category>
		<category><![CDATA[Lylirra]]></category>
		<category><![CDATA[Magic Find]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=247373</guid>
		<description><![CDATA[A fan posted some happiness about the Anniversary Week bonus, which prompted a chatty Blue reply. Which prompted me to remember to remind you guys that the week&#8217;s bonus time is ending soon. How soon? Well we don&#8217;t know, exactly. The official announcement post went up some time after the bonus we live (I had [...]]]></description>
				<content:encoded><![CDATA[<p>A fan posted some happiness about the Anniversary Week bonus, which prompted a chatty Blue reply. Which prompted me to remember to remind you guys that the week&#8217;s bonus time is ending soon. How soon?</p>
<p>Well we don&#8217;t know, exactly. The official announcement post went up some time after the bonus we live (I had to <a href="http://diablo.incgamers.com/blog/comments/happy-diablo-3-anniversary-bonus-magic-find-and-experience">figure out the values myself for this post</a>), and it doesn&#8217;t give an actual ending time. It just says, &#8220;&#8230;between May 15 and May 21 will receive a 25% boost to their Magic Find and +EXP stats.&#8221;  The usual weekly maintenance is coming up early Tuesday morning, which is the 21st, so maybe the bonus will end with the maintenance? Or maybe it&#8217;ll last all day Tuesday?</p>

		
		<div class="blue_post"><font color="#FFFFFF">Loving the free Anniversary Boost!</p>
<p>Ever since it was activated, I&#8217;m finding legendary and set items all over and the gold drops are wicked. Would be nice to get feedback from other players (positive or otherwise) on how everyone would feel about making that boost permanent? I&#8217;m in!!</font><br />
Grimiku: The anniversary buff combined with the multiplayer changes, and monster density in patch 1.0.8 have been a lot of fun. I keep joining Public Games through the &#8220;Any Act &#8211; Any Quest&#8221; feature, and managed to increase my dps by about 20k in the last few days. I hope everyone is enjoying the anniversary buff, and good luck on finding awesome loot!</p>
<p>I love the anniversary buff, but my luck has been a little more tempered. I found a nice Butcher&#8217;s Sickle that sold for a decent amount, but everything else I&#8217;ve found was salvaged. I&#8217;d like to craft something with additional pick up radius and not lose any other stats, but I haven&#8217;t been that lucky yet.</p>
<p>I&#8217;ll pass along the feedback about using buffs for special events, and feel free to keep posting your thoughts on the anniversary buff. 
		
		<div class="blue_post_source"><a href="http://us.battle.net/d3/en/forum/topic/8796681690" target="_new"></a></div>
		
	</div>
		
	
<p>I enjoyed the OP&#8217;s appreciation of the &#8220;wicked gold drops&#8221; for the near beer effect. You know, how you can serve non-alcoholic beer at a party, tell people it&#8217;s the real thing, and watch them fool themselves into thinking they&#8217;re drunk? </p>
<p><div id="attachment_247375" class="wp-caption alignright" style="width: 260px"><a href="http://diablo.incgamers.com/wp-content/uploads/2013/05/moar_birds.jpg" rel="lightbox[247373]"><img src="http://diablo.incgamers.com/wp-content/uploads/2013/05/moar_birds-300x240.jpg" alt="The Diablo community speaks." width="250" class="size-medium wp-image-247375" /></a><p class="wp-caption-text">The Diablo community speaks.</p></div>I like the EXP and will definitely miss the speedier leveling, but I haven&#8217;t noticed any diff in my Magic Find, and I still think it should have been say, +100% for the bonus. Maybe it&#8217;s enough for lower level characters or those without MF, but if you&#8217;ve got like 400% normally, going up to 425% isn&#8217;t making any visible difference.</p>
<p>Just on that point, am I the only one who finds a surprising number of Legendaries before I&#8217;m even stacked up? Quick game this morning I found a green spirit stone and an orange two-handed sword, both from trash mobs, when I only had one stack. That&#8217;s with a character who was over 270% MF even without stacks, but finding a legendary before I&#8217;m stacked up happens quite often, in my anecdotal experience.</p>
<p>As for the overall anniversary bonus, what do you guys think? Good bonus feature? Should have been MOAR? </p>
<p><code><br/></code></p>
<p><strong>Update: </strong>Blizzard clarified when the buff ends: Tuesday morning.</p>

		
		<div class="blue_post">It ends at May 22 @ 9:00 a.m. PDT (we&#8217;ll be posting another reminder tomorrow evening). 
		
		<div class="blue_post_source"><a href="http://us.battle.net/d3/en/forum/topic/8796452577" target="_new"></a></div>
		
	</div>
		
	
]]></content:encoded>
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		<slash:comments>27</slash:comments>
		</item>
		<item>
		<title>Diablo 3 Rubberbanding is Still a Problem?</title>
		<link>http://diablo.incgamers.com/blog/comments/diablo-3-rubberbanding-is-still-a-problem</link>
		<comments>http://diablo.incgamers.com/blog/comments/diablo-3-rubberbanding-is-still-a-problem#comments</comments>
		<pubDate>Mon, 20 May 2013 23:13:59 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Blue Posts]]></category>
		<category><![CDATA[Diablo III Bugs]]></category>
		<category><![CDATA[Hardware & Tech]]></category>
		<category><![CDATA[Lylirra]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=247369</guid>
		<description><![CDATA[The patch notes for spoke of an improvement to the issue, and that topic received a lengthy blue post today. I wonder if some people don&#8217;t play that much and don&#8217;t notice boss mods and thus confuse or more likely for rubber banding? Sometimes a pack of champions with Vortex can yank you back in [...]]]></description>
				<content:encoded><![CDATA[<p>The patch notes for <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/v1.08a " target="_new">v1.08a</a> spoke of an improvement to the <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/rubber banding " target="_new">rubber banding</a> issue, and that topic received a lengthy blue post today.</p>

		
		<div class="blue_post">Rubberbanding (especially as it relates to movement-based abilities like Whirlwind, Strafe, and Tempest Rush) is an issue that may not always come with a quick-fix. The source of the problem is not always easy to identify, and sometimes it may not always be the same thing for every player. As a result, there will be times where we implement potential fixes which we know will work for some players, but don&#8217;t know if it&#8217;ll work for all plays. </p>
<p>In other cases, we&#8217;ll make improvements &#8212; i.e. changes that probably won&#8217;t stop rubberbanding from happening completely, but should at least help reduce the frequency with which rubberbanding occurs. This was the case for 1.0.8a and with previous hotfixes we&#8217;ve made throughout the year. Again, we know these fixes may not resolve the issue for every player, but they should help reduce the occurrences of rubberbanding, and lessen the effects should rubberbanding occur for most players.</p>
<p>Now the important thing is that we&#8217;re still working on these issues &#8212; just because we implemented some changes that we hope will make the situation better doesn&#8217;t mean we&#8217;ve called it day. So, if you&#8217;re still experiencing rubberbanding, here are a few things you can do.</p>
<p>First, you can try performing the following troubleshooting steps to ensure that external causes are not adding to this issue (this isn&#8217;t required, but recommended):</p>
<ol>
<li>Ensure that your <a href="https://eu.battle.net/support/en/article/optimising-your-internet-connection-windows">network connection is optimized</a>.</p>
<li>Make sure that no other program is interfering with the game by running in a <a href="http://eu.battle.net/support/en/article/shutting-down-background-applications">Selective Startup</a>.
<li>Check for <a href="https://eu.battle.net/support/en/article/driverupdates">updates to any drivers</a>.</li>
</ol>
<p>If those steps don&#8217;t help &#8212; or if you&#8217;ve chosen to skip them &#8212; please let us know so we can continue looking into this issue by posting in the <a href="http://us.battle.net/d3/en/forum/5386229/">Bug Report forum</a> (and be sure to check out this <a href="http://us.battle.net/d3/en/forum/topic/4926752662">guide on reporting</a>. That&#8217;s really the best location for those types of reports, as it&#8217;ll allow our QA representatives to document them and forward them on to our development team for additional review.</p>
<p>(We want your experience in the Diablo III to be as fun as possible, so working on these issues is important to us. That also means we&#8217;re extremely grateful for any reports receive that can help us troubleshoot &#8212; so thank you to everyone who&#8217;s already posted!) 
		
		<div class="blue_post_source"><a href="http://us.battle.net/d3/en/forum/topic/8796451961" target="_new"></a></div>
		
	</div>
		
	
<p>I wonder if some people don&#8217;t play that much and don&#8217;t notice boss mods and thus confuse <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Knockback " target="_new">Knockback</a> or more likely <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Vortex " target="_new">Vortex</a> for rubber banding? Sometimes a pack of champions with Vortex can yank you back in several times in a row, creating a (dangerous) game mechanic that can mimic a technical difficulty while being nothing of the sort.</p>
<p>This problem varies from person to person and as far as I can tell it&#8217;s got a lot more to do with your machine and internet connection than the game. I say that because had a ton of rubber banding issues in the Beta and right after launch, typically when I used <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Vault[iki] or <img src="http://diablo.incgamers.com/images/wiki_icon.png" rel="lightbox[247369]" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/ " target="_new"></a>Dashing Strike " target="_new">Vault[iki] or <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/ " target="_new"></a>Dashing Strike</a>. The technical fixes over the months have made a big difference though, and I honestly couldn&#8217;t tell you the last time I saw more than .1 second rubber banding in an entire game, and my main is a Monk who uses <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Tempest Rush " target="_new">Tempest Rush</a> constantly.  It used to happen a lot with Tempest Rush, but during the past few months I simply don&#8217;t see it anymore, and I&#8217;m using the skill for short bursts of movement hundreds of times per game.</p>
<p>Maybe I&#8217;m just the lucky one though, and everyone else is bouncing worse than ever? Share your experience in the comments.</p>
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		<item>
		<title>The Diablo 3 Podcast #94: D3 Year One: Story, Auction House, Gold, and Economy</title>
		<link>http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-94-d3-year-one-story-auction-house-gold-and-economy</link>
		<comments>http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-94-d3-year-one-story-auction-house-gold-and-economy#comments</comments>
		<pubDate>Sun, 19 May 2013 20:26:49 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Auction House]]></category>
		<category><![CDATA[Lore and Story]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[The Diablo 3 Podcast]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=246262</guid>
		<description><![CDATA[Flux, Xanth, and Aahz discuss the major issues, pro and con, surrounding the Diablo 3 Auction House, especially in light of the v1.08 gold dupe bug. Also, how does D3&#8242;s story stand up after a year&#8217;s evaluation? This is part two of TDP #93, but the episodes are edited to stand independently. Approximate segment start [...]]]></description>
				<content:encoded><![CDATA[<p>Flux, Xanth, and Aahz discuss the major issues, pro and con, surrounding the Diablo 3 Auction House, especially in light of the v1.08 gold dupe bug. Also, how does D3&#8242;s story stand up after a year&#8217;s evaluation?</p>
<p><iframe width="420" height="315" src="http://www.youtube.com/embed/dLdduOFKjPo" frameborder="0" allowfullscreen></iframe></p>
<p>This is <a href="http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-93-year-one-patches-and-difficulty-nerfs">part two of TDP #93</a>, but the episodes are edited to stand independently. Approximate segment start times:</p>
<p><LI>1:30 &#8212; Hacks and gold botting.  Increasingly in Hardcore? Economic ramifications of cheaters.<br />
<LI>5:30 &#8212; Story. Everyone was disappointed by the main story but most loved all the smaller details.  Why? Flux thinks it&#8217;s intentional; that the main story was made like a Michael Bay film, so anyone could understand it while paying no attention. Everyone tries to explain Magda. No one can.<br />
<LI>20:50 &#8212; Auction House. People say they don&#8217;t want it, but 3 days of AH downtime while they fixed the v1.08 bug had people going crazy.  Could players really stand to go back to the barter system? (<a href="http://diablo.incgamers.com/forums/showthread.php?845656-Trading-vs-Auction-House-Economy">No. No no no</a>.) Lack of currency for sales?  WUG was hell.  The AH does a great job establishing fair market value to facilitate trading. Will the v1.08 in-AH item tooltip compare/display change prices and sales?<br />
<LI>35:50 &#8212; v1.08 gold dupe bug and Blizzard&#8217;s recovery efforts.  Restore vs. rollback? The gold duping underscored the problems with the AH, and then the next 3 days of AH-downtime underscored how utterly addicted to the AH are so many players.</LI></p>
<p>The <a href="http://www.diablowiki.net/The_Diablo_Podcast_Episode_Guide"> Diablo 3 Podcast Episode Guide</a> in DiabloWiki.net provides links to every show, plus quick summaries.</p>
<li>Listen <a href="http://itunes.apple.com/gb/podcast/diablopodcast-com/">and subscribe through iTunes</a>.</li>
<li>View video versions of all The Diablo Podcasts on <strong>You Tube</strong>, via our all-encompassing <a href="http://www.youtube.com/Diablo3Inc">Diablo3Inc channel</a>.</li>
<li><a href="http://diablo.incgamers.com/feed/podcast" target="_blank">Get the Podcast RSS feed</a></li>

]]></content:encoded>
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		<slash:comments>20</slash:comments>
<enclosure url="http://diablo.incgamers.com/wp-content/uploads/2013/05/tdp-ep94-year1-xanth-aahz-auctionhouse.mp3" length="42724291" type="audio/mpeg" />
		<itunes:subtitle>Flux, Xanth, and Aahz discuss the major issues, pro and con, surrounding the Diablo 3 Auction House, especially in light of the v1.08 gold dupe bug. Also, how does D3&#039;s story stand up after a year&#039;s evaluation? - This is part two of TDP #93,</itunes:subtitle>
		<itunes:summary>Flux, Xanth, and Aahz discuss the major issues, pro and con, surrounding the Diablo 3 Auction House, especially in light of the v1.08 gold dupe bug. Also, how does D3&#039;s story stand up after a year&#039;s evaluation?



This is part two of TDP #93, but the episodes are edited to stand independently. Approximate segment start times:

1:30 -- Hacks and gold botting.  Increasingly in Hardcore? Economic ramifications of cheaters.
5:30 -- Story. Everyone was disappointed by the main story but most loved all the smaller details.  Why? Flux thinks it&#039;s intentional; that the main story was made like a Michael Bay film, so anyone could understand it while paying no attention. Everyone tries to explain Magda. No one can.
20:50 -- Auction House. People say they don&#039;t want it, but 3 days of AH downtime while they fixed the v1.08 bug had people going crazy.  Could players really stand to go back to the barter system? (No. No no no.) Lack of currency for sales?  WUG was hell.  The AH does a great job establishing fair market value to facilitate trading. Will the v1.08 in-AH item tooltip compare/display change prices and sales?
35:50 -- v1.08 gold dupe bug and Blizzard&#039;s recovery efforts.  Restore vs. rollback? The gold duping underscored the problems with the AH, and then the next 3 days of AH-downtime underscored how utterly addicted to the AH are so many players.


The  Diablo 3 Podcast Episode Guide in DiabloWiki.net provides links to every show, plus quick summaries.

	Listen and subscribe through iTunes.
	View video versions of all The Diablo Podcasts on You Tube, via our all-encompassing Diablo3Inc channel.
	Get the Podcast RSS feed</itunes:summary>
		<itunes:author>Flux</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:duration>44:30</itunes:duration>
	</item>
		<item>
		<title>Travis Day Diablo 3 Interview Live Stream</title>
		<link>http://diablo.incgamers.com/blog/comments/travis-day-diablo-3-interview-live-stream</link>
		<comments>http://diablo.incgamers.com/blog/comments/travis-day-diablo-3-interview-live-stream#comments</comments>
		<pubDate>Sun, 19 May 2013 00:36:00 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Charms]]></category>
		<category><![CDATA[Economy]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Item Sets]]></category>
		<category><![CDATA[Items]]></category>
		<category><![CDATA[Legendary Items]]></category>
		<category><![CDATA[Travis Day]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=245412</guid>
		<description><![CDATA[Earlier this week Travis Day spoke on the same live stream that brought us that great Wyatt Cheng interview. The stream is run by]]></description>
				<content:encoded><![CDATA[<p>Earlier this week Travis Day spoke on the same live stream that brought us that great <a href="http://diablo.incgamers.com/blog/comments/wyatt-cheng-diablo-3-interview-via-live-stream">Wyatt Cheng interview</a>. The stream is run by <a href="<a href="http://www.twitch.tv/archonthewizard/c/2288939">ArchonTheWizard</a>, and Travis joined him for nearly two hours of chat. Travis had a *lot* to say, answering dozens of questions, chiefly about the upcoming itemization changes, but also touching on skill issues, class balance, his development time working on World of Warcraft, and much more. </p>
<p>Many of us found Wyatt&#8217;s time on the stream frustrating since he was so into the nuts and bolts of specific issues, but the streamer never asked any redirects or follow ups on those detailed issues. Travis&#8217; conversation doesn&#8217;t suffer (as much) from that problem, since he&#8217;s more thorough in his replies, but mostly since the interaction is more general. This isn&#8217;t a critique of either dev &#8212; it&#8217;s more about the topics that were covered. Travis speaks more about future (and past) changes on a theoretical or high level sense, whereas Wyatt&#8217;s was more about specific examples of ongoing skill tweaks and nuts-and-bolts game changes. </p>
<p>Here&#8217;s the stream; Travis joins in to chat around an hour and ten minutes in, and continues until almost three hours. </p>
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<p>The transcript below is *not* word for word, since it was a very long conversation with a lot of chat and digression. I distilled Travis&#8217; comments into more direct, discrete points. This is hugely long; nearly 8000 words to cover the 110 minutes Travis spent chatting. If you don&#8217;t want to read the entire thing, I broke the blue quote format in a few places to put in a remark or two after the especially interesting revelations, so you can kind of skim down the page and check where there&#8217;s a comment if you want the really highlight points.</p>

		
		<div class="blue_post">1:08:00 &#8211;<br />
<font color="#FFFFFF">Will elemental effects do something again? </font><br />
Travis: Yes, we&#8217;d like them to do things again at some point. That was a very cool thing in D2. It&#8217;s nice if they have effects, more than just cold slows things. But no concrete details at this point.</p>
<p><font color="#FFFFFF">Can you tell us about itemization?</font><br />
Travis: I&#8217;ve been been working on Diablo III for eight or ten months, and I worked on World of Warcraft before that.  In terms of Diablo 3 items, I really value randomization on the items. I like the fun of not knowing what you&#8217;re going to get.  That said, there&#8217;s definitely room for improvement. </p>
<p>Legendaries should be more game changing. There&#8217;s something to be said for having a Holy Grail of items that players strive to obtain.  The very best possible gear.  Just yesterday we were talking about just how crazy we could get with legendaries or sets.  What are the bounds? How powerful can something be without breaking the game?</p>
<p>Extreme #1, anything that makes the player invincible forever and always.  Obviously that would be too good. But there&#8217;s something to be said for gear that can be super awesome, but is a really big challenge to obtain. Like D2&#8242;s runewords, some of them had 6 runes and almost every rune was really hard to find. When we&#8217;re debating item qualities, I say that we don&#8217;t need to make everything bland just because players might get it someday.  Diablo 3 is an ARPG, it&#8217;s supposed to be awesome.</p>
<p>We also talk about game-changing gear. Like for instance, what if a full item set granted a bonus of infinite resource? That sounds crazy, but maybe it could be there someday. We&#8217;ve also talked about an item that would grant no collision with monsters. That&#8217;s something we&#8217;re not really sure how useful it would be, but we like the idea of throwing in some interesting properties and letting players figure out ways to use it.</div>
		
	
<p>Click through for the rest of the transcript. It&#8217;s hugely long and full of good details. Here&#8217;s a *very* brief bullet point list of what I think are the key points:</p>
<li>Travis was not working on the D3 team during dev. He moved over from WoW after D3&#8242;s launch and is open to making many major changes, including totally overhauling items.
<li>Travis thinks the IAS nerf in v1.03 was a mistake since it changed existing items. They&#8217;ve learned from that example and will not repeat it. (See how they dealt with the buggy <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Black Weapons " target="_new">Black Weapons</a>, for example.)
<li>He&#8217;s committed to adding many more play styles and options into Diablo 3. So players could decide to spend their evening of gaming in different ways and different areas of the game whether they wanted to farm for exp, general items, specific items, specific materials, etc.
<li>He&#8217;s very focused on greatly improving legendaries. D2 style game-changing items. He thinks legendaries should almost always outpoint Rares of the same item type.
<li>He wants to reduce the variation in weapon stats and eDPS, so that a higher % of weapons would be at least pretty good.
<li>He feels the health globe system isn&#8217;t working very well and the end game health system needs adjustment since high end characters have enough life steal to make globes and potions irrelevant.
<li>There are plans for much greater character customization tied into improvements to the Paragon levels. Travis didn&#8217;t share any details, alas.
<li>Travis wants to set up Diablo 3 for long term sustainability, so even in 5+ years when there&#8217;s not a big team actively patching the game, there will still be fun to be lasting fun. (Quite possibly via D2-style ladder resets.)</li>
<p>Click through for the whole huge thing.</p>
<p><span id="more-245412"></span></p>

		
		<div class="blue_post">Travis: We want players to find cool items on the first play through, not just something you work 100 hours to find. </p>
<p>I also have a longer term goal of improving the overall game in a lasting way. If in five years when we&#8217;re not still working on the game, would there be enough variety and variation in the game that players could still have fun in different ways? </p>
<p>I played obscene amounts of D2.  Not constantly, but I&#8217;d go back to it every few months or years, and it was fun every time I went back. I want to ensure that the future of Diablo 3 is like that. Players can come back after years and still find fun and new things to do. I want it to stand up to the test of time. </p>
<p>&#8230;</p>
<p>I want there to be items that are game-changing. That when you find them you want to make a new character just to use that item. Like, and this is a bad example, but what if there was a Witch Doctor mask that doubled all pet damage. Pets aren&#8217;t great, but that&#8217;s kind of the thing we&#8217;re thinking about.</p>
<p>Another example that was a good idea but fell short. The Three Hundred Spear (<a href="http://diablonut.incgamers.com/item/the-three-hundredth-spear">db</a>). It&#8217;s not good enough now since there are so many things a weapon needs to be useful. Enough DPS, a socket, etc. And that spear the damage almost always sucks, but I liked the idea of the big bonus to a specific skill. If all things were equal, a weapon that does 40% more damage with <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Weapon Throw " target="_new">Weapon Throw</a> opens up a spec you haven&#8217;t played before. </p>
<p>Or say, a wizard wand that allows you to have a second <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/hydra " target="_new">hydra</a>. Maybe you use that with other items that boost other skills, or reduces the cooldown times or resource costs, etc, that can all leverage together. I&#8217;m still putting together ideas, but that&#8217;s the kind of thing we&#8217;re working on.</p>
<p><font color="#FFFFFF">Is there any discussion now about PvP?</font><br />
Travis: Um&#8230; yeah, there is discussion. But I can&#8217;t talk about it much yet. I can say I&#8217;m a huge PvP fan and I want us to figure out how to do it properly. I want it to be really good and in and sooner than later. Beyond that I can&#8217;t say much. </p>
<p><font color="#FFFFFF">Can you give us some more details on itemization? You said you could just ramble on about them for hours. And that&#8217;s fine. </font><br />
Travis. *laughing* I can and have talked for hours and hours on items. But I don&#8217;t want to just free form. Can you give me some more specifics? One thing I should make clear. Anything I say about item changes is going to be down the road a ways. Not very soon. I felt bad when we posted the itemization blog (<a href="http://diablo.incgamers.com/blog/comments/blizzard-releases-diablo-3-items-blog">March 5, 2013</a>) since people thought it was coming soon. Maybe it was premature, talking about changes so far down the pipeline, but I wanted to communicate with the community since there hadn&#8217;t been any good info shared out for a long time.</div>
		
	
<p>I perked up at his last words here, since he so casually criticized the PR and community relations in a way we very seldom hear from a Blizzard employee. This was far from the last time Travis spoke so honestly on that front.</p>
<p><code><br/></code></p>

		
		<div class="blue_post"><font color="#FFFFFF">Is the end goal to have it so all legendaries are good? Or will there be legendaries with bad rolls that just get salvaged?</font><br />
Travis: There&#8217;s going to be a spectrum, obviously. One side point is that I don&#8217;t think legendaries are so terribly rare. People complained a lot when the game first shipped that legendaries were too rare. That was kind of a player issue with power and play style, since at that point I was running around with max Magic Find and I saw like a legendary an hour.</p>
<p>There&#8217;s a massive discrepancy between player power and style. The gap between MF and none is a huge difference. So I don&#8217;t think the problem is that legendaries are too few and far between. The problem I think is the quality. That when someone does find a legendary it&#8217;s usually garbage.  I think there will always be the legendaries that people don&#8217;t want, but I want them to be much improved. </p>
<p>I think legendaries should be very good. . It might not be for your character, or for a spec you don&#8217;t play, etc, but it should be good enough that some build or style would find it really useful. I want players to see an orange drop and get really excited. To know it will almost certainly be better than a non-legendary they&#8217;ve got equipped in that item slot right now.</p>
<p>I think the values of items and relative power need to be right. And I favor legendaries as the most powerful items. For instance, if the rares go up to 80 damage, then the legendary in that slot should go up to 100. If not to 150.</p>
<p>Also, I think scarcity is fine. Some things should be super hard to find. The problem is when you have items that are hard to find and also terrible.  The new design idea is that an orange will be to a rare what a yellow is to a blue now. You should expect it&#8217;ll be better in most circumstances.</div>
		
	
<p>Sounds like he&#8217;s talking about really dramatic buffs to legendaries, if he expects them to usually outdo Rares. There are certainly some Legendaries in the game today (and a lot of sets, usually when paired up for some partial set bonus) that are BiS, but in many slots players can still find or craft a Rare better than 99.9% of legendaries.  Especially players who aren&#8217;t super rich, since savvy players can often find great Rares at discounted prices while other players are focused overly on Legendaries.</p>
<p>Unfortunately he never addressed the issue of making all legendaries roll even in the end game with upgraded stats. That&#8217;s something the devs have mentioned a few times and it sounds fun with a few specific items (they always mention Leoric&#8217;s Signet (<a href="http://diablonut.incgamers.com/item/leorics-signet">db</a>)), but as we noted recently <a href="http://diablo.incgamers.com/blog/comments/developer-guarantees-all-diablo-3-legendary-items-will-be-awesome">when Travis brought this up in a forum post</a>&#8230; just upgrading the basic stats to level 63 won&#8217;t make 99% of legendaries worth using. They need big buffs to their inherent bonuses as well, not just higher dex or vit, etc.</p>
<p><code><br/></code></p>

		
		<div class="blue_post"></p>
<p>1:15 &#8211;<br />
<font color="#FFFFFF">Can you talk about Thorns, or other affixes that aren&#8217;t much used now?</font><br />
Travis: Well, Thorns is just weak. We have plans to improve it, but we want it to be useful for some. Most people won&#8217;t like since it&#8217;s not their play style, but we want someone to value it. We mentioned this before, but we&#8217;re considering making it a property that would scale up in damage by your character&#8217;s main stat. So a Barbarian&#8217;s strength would go to boost up his Thorns damage. </p>
<p>What are other item stats that are bad, that I can talk about? Like pickup radius isn&#8217;t great, but Witch Doctors love it. </p>
<p>Okay, how about added bonus from health globes. That&#8217;s a pretty lame stat, but it&#8217;s not so much the stat as the game. The larger issue is that health globes are essential in the early game, but they become mostly irrelevant end game. We tried to make that stat better by adding a boost to potions on it, but it&#8217;s still not that useful to many players.</p>
<p><font color="#FFFFFF">Is the issue that players stack up so much Life on Hit?</font><br />
Travis: Yeah. I came onto the project after the game was done and shipped, so I can&#8217;t say exactly how or why everything is the way it was upon launch. But I think that health globes as a primary healing method was a system that was baked into the game long before the game was finished. So I think other things changed over time and maybe that&#8217;s why health globes aren&#8217;t so important in the end game.</p>
<p>There are ways to make the stat better. Maybe we could make health globes tie into other skills. Like bonus healing from a health globe is as useful to a Monk as pickup radius is to a Witch Doctor. We want some affixes to be more useful for some classes than others.  </p>
<p>1:25 &#8211;<br />
<font color="#FFFFFF">I&#8217;m very interested in a self found mode.</font><br />
Travis: Um&#8230; yeah. Wyatt&#8217;s a big fan of self found mode. We debate that. Not the validity, but if we want to support that as a gameplay style. It&#8217;s cool, but we don&#8217;t need to support every sort of behavior that emerges. We don&#8217;t need HC, SC, self found, X, Y, Z&#8230;</p>
<p>I think people find self found more fun since the game is better when you&#8217;re not using the AH. When you can feel proud of your gear, that you found it rather than just buying it. More sense of accomplishment. Strong psychological draw to it. I&#8217;ve thought about playing that way myself, but I haven&#8217;t really gotten into it. My characters are pretty high level, like Paragon 60 or P70, and I can buy what I want for them, but I&#8217;d rather find item upgrades. That gets back to the heart of D2, since items are so much fun when you find something to improve with. Rather than just buying or getting from a friend.  Using the AH makes it easy to buy super powerful gear, but that has a bad side effect since then you know that everything you&#8217;ll ever find will be lame in comparison.</p>
<p>That takes the game focus off of items, since they&#8217;re not really changing. Instead players focus on the EXP bar going up, since that&#8217;s the progress. But it&#8217;s very static and predictable; you never say, get three levels at once in a spike of fun. And I don&#8217;t think just gaining experience can&#8217;t ever be as fun as finding a new item upgrade. </p>
<p>I think for a lot of players the self found mode is fun since it&#8217;s about obtaining regular item upgrades that you find yourself, rather than buying from the Auction House. That&#8217;s what&#8217;s fun. People enjoy self found since they want something from the game, and that&#8217;s a reward that we are not currently delivering for everyone. So self found is something we&#8217;ve talked about and we may pursue it someday. I think people should try it; make a new character and only use what they find themselves. </p>
<p>TLDR, the heart of the issue is players who play self found want the item game to matter, and the rewards to be there, and when you&#8217;re self found the items you find on the ground are awesome. What players are doing with self found is creating a game mode that simulates what we want everyone to get all the time. We want you to be excited about finding items. Right now the AH sets the bar for what a good item is so high that 99% of players will never find anything better than what they bought.</p>
<p>I want the self found feeling to exist for everyone. We want you to get excited by items you find on the ground. We want legendaries to be mind blowingly awesome. We want that in the game but it&#8217;ll just take time to figure out how to work that. </div>
		
	
<p>Travis has a good point about the core issue motivating players to try self found, and I hope he&#8217;s successful in making all item drops much more compelling.</p>
<p>That said, As with Wyatt earlier in this stream, neither of them addressed the core issue of an <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Ironborn " target="_new">Ironborn</a>mode; that it has to work like Hardcore, where there&#8217;s a separate player economy/ecology of people who are not using the AH, twinking, trading, etc. You can&#8217;t have a proper Ironborn system where you with your self found Wiz struggling along at 55k DPS joins a game with some AH-polished 250k DPS Monk. Even if you don&#8217;t take gear from other players or use the AH, if others are blitzing through enemies and you&#8217;re just trotting along behind, soaking up the exp and drops without earning the kills that&#8217;s defeating the whole purpose and purity of an Ironborn system.</p>
<p>I think their silence/avoidance is pretty informative though. Either they don&#8217;t grasp the point, or they&#8217;re not interested in it, and in either event that&#8217;s a pretty godo sign we won&#8217;t see any such game mode any time soon. Sadly, if seems like if we&#8217;re ever going to see a proper Ironborn play mode, it won&#8217;t be until years from now, when they&#8217;re putting in ladder resets and other such long term, largely-automated, game sustaining modes.</p>
<p><code><br/></code></p>
<p>
		
		<div class="blue_post"><br />
<font color="#FFFFFF">Improving affixes on items?</font><br />
Travis: One of the things we&#8217;ve mentioned is the appropriate primary stat rolling on specific items. For instance, no one wants dexterity on a Barbarian belt or strength on a Demon Hunter quiver&#8230; I want as much variety and variance as possible on items, but yes, there are lines to be drawn. We don&#8217;t want stats to spawn on an item that you&#8217;d never want. We&#8217;ve already changed that and it will be in some future patch. You won&#8217;t find items with the main stat roll that&#8217;s not your character&#8217;s main stat. </p>
<p>1:39:30 &#8211;</p>
<p><font color="#FFFFFF">Can you improve weapon rolls? </font><br />
Travis: Weapon damage rolls. Random is hyper important to a game like Diablo III. But there are degrees.  I think there are some areas of the game that are too random, and we need to reign it in some. There are so many moving pieces you need to roll for a weapon to be useful.  You have to get elemental damage, percent damage, a great roll on both, and a socket, and crit damage, and a primary stat&#8230; and weapons can only have six things. And you have to get five of them for the weapon to be considered &#8220;good.&#8221;</p>
<p>And &#8220;good&#8221; is a moving target, and it&#8217;s easy to find things in the Auction House, but you must have all those affixes on the same weapon for it to be top quality, and that&#8217;s a bit extreme. If you look at say, a chest armor, you want primary stat, and sockets, and maybe res, but those aren&#8217;t essential. But with a weapon you almost have to have a great roll on those five properties for it to be useful.  Your weapon is the most important item on your character in terms of raw power. All of those stats go to make it useful, or not. You mouse over and see the big number and it&#8217;s more or less than your current and that&#8217;s that.</p>
<p>We&#8217;ve talked about taking percent weapon damage and reducing it so it&#8217;s not so variable. Like it would be akin to the weapon speed bonus, where it&#8217;s nice if you have it but not essential and doesn&#8217;t make a huge difference. And variance is important, but the range of a good weapon shouldn&#8217;t be like, a factor of ten. If the weapon ranges from like 400 to 600, then 400 is still &#8220;bad&#8221; but it&#8217;s not 1/10th the use of the better weapon.</p>
<p>I can&#8217;t give details since we&#8217;re still working on it, but it&#8217;s all under consideration. </p>
<p>1:41:00 &#8212; </p>
<li><font color="#FFFFFF">*At this point the streamer finds <a href="http://diablonut.incgamers.com/item/steady-strikers">Steady Strikers</a> legendary bracers, with a roll of +dex and +vit. Not ideal for his Barbarian, but for a self found character of about level 13, they&#8217;re a definite upgrade.*</font></li>
<p>Travis: Okay, so those are nice, but they&#8217;re not amazing. What do they do that makes them special? They add 2% attack speed, which you can&#8217;t get on other bracers. Okay, that&#8217;s nice, but eh&#8230; I really want every legendary to feel fun and powerful and impressive. Something unique about it. That it&#8217;s something you can&#8217;t just get with any old Rare item in that slot. </p>
<p>When you think back on Diablo 2 about like, Windforce or Enigma&#8230; When players talk about items from D2 that they remember, the items did something special. Windforce knocked back, or Buriza pierced. People don&#8217;t talk about an item that had slightly more damage. </p>
<p>Those bracers were good, with slightly more damage, but it&#8217;s not all that special. </p>
<p><font color="#FFFFFF">Will there ever be a ladder? </font><br />
Travis: We&#8217;re discussing and looking into it, but I can&#8217;t promise that we&#8217;ll ever have one.</p>
<p><font color="#FFFFFF">When a player sits down to play Diablo, you want them to think &#8220;what do I feel like doing today?&#8221; </font><br />
Travis: I&#8217;ve said that a lot. It&#8217;s a problem with how the game currently works vs. how it should work. Right now the game is lacking a lot of the randomization it needs. For starters, the items need a lot of love. Beyond that, like what you&#8217;re doing right now&#8230; you&#8217;re farming this one room with a per-determined set of spawning creatures. You&#8217;re basically like flipping a dungeon&#8230; that&#8217;s not really the spirit of the game in my mind. </p>
<p><font color="#FFFFFF">(The streamer has been repeatedly clearing Leoric&#8217;s Manor, farming the boss pack outside, the big knot of cultists at the front stairs, moving through the rest of the area, then exiting, creating a new game, and repeating it all multiple times to level up before moving deeper into the dungeons.</font></p>
<p>Travis: If the play experience is different every time, it&#8217;s better. Right now that&#8217;s not what you&#8217;re doing. Also, there&#8217;s just a lack of things to do. In my perfect version of Diablo 3, we want to present the player with a spectrum of things to do. I want you to be able to sit down and do&#8230; Hellfire Rings were a good stepping stone in that way. But it&#8217;s only a start.</p>
<p>You should be able to say, it&#8217;s Friday night, I&#8217;ve got like 5 hours to play. What do I want to do? There should be options to do something more involving. Or compare that to if you&#8217;ve got half an hour on your lunch break. What could you do then, just for a short term boost to your character?</p>
<p>It shouldn&#8217;t be a foregone conclusion that when you sit down to play, you&#8217;re going to do a bunch of <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Alkaizer runs " target="_new">Alkaizer runs</a>. Or Vault of the Assassin runs. We need more things that players can do. You should be like, &#8220;I&#8217;m going to farm Belial.&#8221; if he&#8217;s got something specific you want to hunt. Or you can play just to get exp. Or to try to find specific set items. </p>
<p>We want to present players with a lot of different options, and you can choose what fits best your desires and play time that day.</div>
		
	<br />
This was about the most interesting and encouraging thing Travis said, IMHO. I love the idea of different runs for different purposes. Rather than just everything in the game being about gaining exp and maybe finding items along the way. </p>
<p>It reminds me a bit of D2, where you&#8217;d do Mephisto for high odds of legendaries, but he couldn&#8217;t drop the highest quality gear. For that you&#8217;d do Pindleskin or other level 90 superuniques. Or you could do Hell Andariel for the best odds of some specific ring. Or run Lower Kurast chests for the best odds of runes. Etc. Diablo 3&#8242;s more randomized drops means that you&#8217;ve got many more places to find top items, but also you&#8217;ve got nowhere specific to go for anything specific, other than Key runs.</p>
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<p>
		
		<div class="blue_post"><font color="#FFFFFF">Does the idea of endless dungeon come up in those conversations? </font><br />
Travis:  Yes, we talk about that a lot. It&#8217;s funny, with endless dungeon, it&#8217;s&#8230; it&#8217;s something people will heatedly debate what that&#8217;s supposed to mean. I have my own take, but I&#8217;m not sure what everyone wants from it. My take is that players want a measuring stick, to see how far you can go, like they reached level 200 or something.  But I think the real purpose is that players just want to play for a long time without repeating the same levels over and over again. They don&#8217;t want just more Alkaizer runs.</p>
<p>Everyone&#8217;s different, but what they want&#8230; but I hate what you&#8217;re doing. Farming Leoric&#8217;s Manor over and over again. I know that what you&#8217;re doing is the best thing for your character, but it&#8217;s making me crazy. It&#8217;s exactly the sort of thing I don&#8217;t want players to have to do in their play time. </div>
		
	<br />
This part was funny, as the streamer was on about his 8th clear of the same Leoric&#8217;s Manor, and Travis was obviously annoyed. Not at the streamer, but at the fact that this sort of play was actually the best thing to do. I found it funny to hear the obvious annoyance in Travis&#8217; voice, but at the same thing&#8230; repeat running Leoric&#8217;s Manor with a low level character is like the single most D2-style play mode in the entire game.  </p>
<p>We didn&#8217;t do runs like that in D2 purely for experience, and certainly not at low levels, but that game was all about runs of small areas, over and over again, for exp or items.</p>
<p><code><br/></code></p>

		
		<div class="blue_post"><font color="#FFFFFF">Increase to higher paragon levels?</font><br />
Travis:  Um&#8230; I have plans for Paragon system, but they&#8217;re kind of involved. So yes, Paragon system will be improving, but I can&#8217;t go into details yet. </p>
<p><font color="#FFFFFF">Character customization. Maybe tie that into Paragon somehow? </font><br />
Travis:  I would like to&#8230; Character customization, it&#8217;s an ARPG. The fantasy of being this character or progressing them. Your Barb is different than my Barb, or that guys&#8217; Demon Hunter, etc. You want to be different than other people. A lot of that&#8217;s about equipment. Or Paragon customization. Or assigned attributes.</p>
<p>Players want to be different. We don&#8217;t all want to be Kratos. We want variety in characters. I want to hook progression or customization into the Paragon system, but there&#8217;s a lot to do there. A lot of the ideas aren&#8217;t yet finalized. But I think players can expect one day to see that. </p>
<p>1:50:00 &#8212;<br />
<font color="#FFFFFF">We went back and played D2 some months ago on the stream and I&#8217;d forgotten how much I loved the skill tree. You get more a sense of ownership and pride. </font><br />
Travis: That&#8217;s more to do with customization. You feel like he&#8217;s your guy. It was fun to do skill trees, but it was also full of black holes and traps. I think back on my early D2 chars, and I was playing really blind and didn&#8217;t know useful forums to find strats. So I&#8217;d just throw together skills and have fun, but it was a flawed system.</p>
<p>So I had my Necromancer with this awesome skeleton army to tank, and skeleton mages to kill, and it was great in Normal. And then I got to Nightmare and it was not working very well, but I could push on. And then I got to hell and it was just terrible. My skeletons would die in one hit, I couldn&#8217;t kill anything to get a corpse to summon a skeleton from&#8230; </p>
<p>I think that players remember the highlights and best things about a skill tree, but it&#8217;s an outdated system. People have fond memories, but there are tons of players who had a really bad game experience with it as well. For gamers in general, if you&#8217;re playing a game and you just hit a brick wall of difficulty and you&#8217;re suddenly dying over and over again, it doesn&#8217;t make everyone want to reroll and try improving their build. It makes a lot of gamers just want to quit and play something else. So permanence of decisions was great in some ways, but really bad in others.</p>
<p>I call it the illusion of false choice. If A lets you do 1 point more damage and B lets you do 1000 points more damage, making that a permanent decision is just a way for players to ruin their characters.<br />
</div>
		
	
<p>That&#8217;s a good argument for respecs and for better skill balance. It&#8217;s got nothing to do with skill points or skill trees.</p>
<p>I think D3 did a fantastic job in making skills scale up and remain viable into the end game, which was something D2 sort of attempted (and failed) to do via skill points. And I don&#8217;t want to go back to the days of no freespecs. But skill points provided a level of customization and specialization and choice/value that doesn&#8217;t exist in D3. And I hope we get something of that system back.</p>
<p><code><br/></code></p>

		
		<div class="blue_post"><font color="#FFFFFF">Making it so that certain bosses dropped certain legendaries. And soul bound/ BoP.</font><br />
Travis: Loot tables. I think they&#8217;re hard to define. I have no objection to like&#8230; The Butcher has much better odds of dropping <a href="http://diablonut.incgamers.com/item/butchers-carver">The Butcher&#8217;s Cleaver</a>. So long as I can also find it elsewhere. I don&#8217;t like the idea of an item only dropping from a single monster. </p>
<p>That idea ties into what I was saying earlier. Maybe I&#8217;ll farm exp. Maybe I&#8217;ll farm for specific items.</p>
<p>Binding is a touchy topic. I&#8217;ll say that years and years of time on WoW, we took it for granted. Binding. But on Diablo seeing all the problems we have to deal with that are different than WoW&#8230; there are parallels.  There is value in soul bound. It helps contribute to the ownership. You earned it, you didn&#8217;t buy it from some dude in China for two dollars.</p>
<p>I dunno. There are degrees. I think it&#8217;s possible that soul bound will come into the game in a larger way than now. Like the new crafting recipes. We wanted to give players a reason to play more instead of just buying from the AH. It worked since the materials were bound and the final product was bound.</p>
<p><font color="#FFFFFF">Useful since it lessens trading. </font><br />
Travis: I think what you lose by being unable to trade things is more than overshadowed by what you gain. Binding isn&#8217;t always the right choice. But I think the crafting recipes were good. 1. they got people playing the game again. You couldn&#8217;t just pay your way to victory. Can&#8217;t just buy them. Have to farm for the Demonic essences and crafting their items. It boosted play, rather than just boosting Auction House.</p>
<p>It certainly has value. Binding. But you lose out on the trading. Trading comes up all the time in discussions. Talking about items or crafting recipes. When soul bound comes up immediately someone is always, like, &#8220;trading is important!&#8221;</p>
<p>Is it more important to trade always, or feel pride in what you&#8217;re wearing? If you can just buy the best gear in the game, then that&#8217;s cool, but that&#8217;s a world where no one really cares about what they see on the ground.</p>
<p>The fantasy of trading is fun and you switch stuff with a buddy, or bartered out an item. But the difference between that and what actually happens, with a fluid economy and Auction House, it fights against the idea that your time is valuable. Or the things you find are valuable. The fact that everything is tradable, goes to general psychology. The more we make you feel less special, the less special you feel. </p>
<p>As soon as everything is tradable, your can&#8217;t help but base your time against someone else&#8217;s time. And that&#8217;s a shitty feeling, as you realize they can do much more with their time than you can with yours.  Do I want to buy things, or actually find something that&#8217;s good for me and I&#8217;m happy with.</p>
<p>I can&#8217;t say where we&#8217;ll end up down the road since we&#8217;re still debating everything. What&#8217;s more valuable, trading or finding things? Those two are at direct odds. You can find things that are awesome for yourself, or you can trade with people. And if you&#8217;re trading someone else usually has something better than you, and thus you&#8217;ll never really find your own upgraded items. </p>
<p>I know it&#8217;s a touchy subject, but we like to debate it. I like to find great gear, but when I can go buy items in the Auction House, trivially, they&#8217;re way better than I can get. </p>
<p>Ultimately I think the AH does way more damage than good. I was on the strike team for Diablo III testing before the game went live, and the AH was a really big unknown. No one really knew how it would work out. That&#8217;s just game design. You create ideas in your head but you never really know how it will work, since players do things you can never expect.</div>
		
	
<p>I was surprised to hear this part, since his earlier talk about making legendaries so awesome, and allowing constant gear upgrades from what you find&#8230; seems to require a high degree of item binding. I mean that&#8217;s just obvious; if you change the game to make more better gear drop, then obviously that stuff will go straight into the Auction House, if you allow it. </p>
<p>So you have to have item binding, if not on find then on equip. Or maybe you can make items only able to be sold once or twice? Or make them decrease say, 5% in value once they&#8217;re sold. Or each time they&#8217;re sold.  There are a lot of ways to attack the problem, but boosting item drop quality and rate means nothing to the overall issues if you don&#8217;t make some binding type changes, since all that new better gear will just flood onto the AH otherwise, and we&#8217;re exactly where we are today, just with higher numbers.</p>
<p>As we&#8217;ve talked about on a number of podcasts, the Hardcore economy is vastly more fun and functional than softcore, since there aren&#8217;t so many people flooding it, it&#8217;s harder to find good gear, there aren&#8217;t so many bots, but mostly since items leave the economy when players die. There&#8217;s never any item drain (or quality decrease) in softcore, and with paragon levels there are perpetually more high level chars with max MF finding better stuff, so the item supply is ever-increasing.</p>
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		<div class="blue_post"><br />
<font color="#FFFFFF">The economy is the hardest thing to predict in advance? </font><br />
Travis: Yeah, players are resourceful. Unfortunately there are lots of players who like to make bots to play our games. And if there&#8217;s a valuable commodity that will make them money, they&#8217;ll flood the economy with it. That creates problems in terms of the right rate of acquisition of something, and how do we work out farming for players versus botters or people who exploit.  </p>
<p>That&#8217;s kind of why Demonic Essences had soul binding, since it was the way to fight it.</p>
<p>We ban bots. We ban an outrageous number of bots. We just don&#8217;t always publicize it.</p>
<p><font color="#FFFFFF">Can we expect new affixes that do novel stuff, not just add numbers. </font><br />
Travis: Yeah. I&#8217;d like to think so. We always strive to find new affixes. The problem is ones that you&#8217;re talking about are the same ones other people think are crap. Like um&#8230; health globe radius.  Or ignorable durability loss. </p>
<p>At the core of the game there&#8217;s what you&#8217;re doing and what you&#8217;re getting. You&#8217;re killing monsters and getting loot. And generally if we don&#8217;t give you something that makes you kill faster or get more magic find, most people will look at it and think it&#8217;s stupid.</p>
<p>That said, I think there&#8217;s room for more. I want every legendary to be memorable and unique and distinct. I think legendaries can do that. They don&#8217;t need to all be the best weapon in the game. Some can just do cool shit.</p>
<p>I just think about what I&#8217;d like to find as a player. People ask what makes a good designer and I&#8217;m like, &#8220;I dunno, tell me when I&#8217;m one.&#8221;</p>
<p>I think there are player and designer rolls. I try to take off my designer hat and put on a player hat sometimes. And think what would be cool. Players say they want more neat things, but if like 1/10 items I pick up has this neat thing on it, then it&#8217;s not fun or new or different anymore. If people have brilliant ideas that people want for item mods, I&#8217;d love to hear more about it. We always want to add more things you guys want to see. And it&#8217;s always hard to think up stuff that&#8217;s not just rehashes of current things.</p>
<p>I try to read as many threads as I can. I can&#8217;t do too much since it takes a lot of time. I like to read things and hear what players are saying, but I don&#8217;t have that much time to contribute to every thread. But I definitely find good ideas from players.</p>
<p>Like making the Call of Ancients last forever, I think I read that in a thread and I thought it was a great idea. So we&#8217;re going to put it into the game. </p>
<p><font color="#FFFFFF"> s </font><br />
Travis: No, Demon Hunter will never get any attention. We&#8217;re removing them from the game.  I&#8217;m kidding, of course.</p>
<p>Wyatt is way more the one to talk about this, but I can say&#8230; in a vacuum the Demon Hunter is great. The problem is less the Demon Hunter is bad but that in the end game the Barbs are way out of control compared to the other chars. I can say to Demon Hunter players what they won&#8217;t like to hear, is that they&#8217;re not really that bad. It&#8217;s just that other classes, Barbarians mostly.</p>
<p>I don&#8217;t have huge solution long term, but basically Barbarians and CM Wizards are way out of line with the other builds. I&#8217;m not generally a fan of nerfing. I much prefer buffing. But when we talk about class and skill diversity, when you look at Witch Doctor and Demon Hunter, they have a lot of skill diversity compared to Barbs and Wizards. You have a lot of compelling, well-balanced skills. But then you&#8217;ve got the Barb and Wiz who have some skills that are clearly breaking the game in some ways, and generally it&#8217;s about proc coefficients that create a degenerate play experience that WW barbs have infinite rage sicne the procs on tornadoes is too high, which makes your Wrath of the Berzerker last forever, etc. So you&#8217;ve got all these things that are feeding into these few character archetypes that are way out of line with the rest of the game.</p>
<p>So while those characters are way fun to play and I like the pay styles, they&#8217;re so efficient they overshadow everything else. I have a barb that I enjoy playing, and I use to do all kinds of weird builds, with Revenge and Overpower and stuff. But eventually I just tried out the WW/tornado thing, and it&#8217;s obviously better than everything else and then I felt like I had no real other choices anymore. </div>
		
	
<p>I have to basically disagree with this. The DH was my first real Paragon level character in D3. I played her madly, tried tons of different builds, and by the time she was around Paragon 55 I got a little burned out and went back to level a Monk for a while. I started moving him up through the Paragons, by by Paragon 20 or so, when he had about 80k DPS, he was already *clearly* more effective than the DH, who had much better gear and over 170k DPS. As I upgraded gear the difference became more stark, and by the time the Monk had 120k DPS he was hugely better than the DH at 200k DPS, since he was so much more robust, hardly ever died, could hit so many more things constantly with more AoE, hardly had to waste any time kiting or retreating, had better burst damage for bosses, etc.</p>
<p>I played a Barb not long after that and the difference there was even more stark, and while DHs have been boosted a few times in patches since then, most players who have experimented with all the classes (I have one of each to at least Paragon 30) are pretty unanimous in their view that the DH is the slowest overall, largely since she&#8217;s the most fragile.</p>
<p>On a side issue, I think the DH needs a <a href="http://diablonut.incgamers.com/skill/monk/near-death-experience">NDE</a> or <a href="http://diablonut.incgamers.com/skill/witchdoctor/spirit-vessel">Spirit Vessel</a> type death-cheating skill to make them more worth the effort in HC.  Making the same class the most fragile and the most unable to survive any mistake is not a great recipe for Hardcore success.</p>
<p><code><br/></code></p>

		
		<div class="blue_post"><br />
<font color="#FFFFFF">I think the Demon Hunter is the most polished in some ways. I can do different builds all the time. </font><br />
Travis: Demon Hunter is a good class. And I hear all the times that people think the Demon Hunter sucks. But I disagree. I think the Witch Doctor is a great char with so many options. I hear from people who think they&#8217;re way more fun than the Barb. Way more build options. But it&#8217;s just compared to the sheer power and speed of a Barbarian it&#8217;s lacking. </p>
<p>2:14:45 &#8212;<br />
<font color="#FFFFFF">Is the solution to diminish the effectiveness of the Barb and Wiz? Or to make the gear required for those builds harder to get? </font><br />
Travis: Any class that has an ability with a vastly out of line proc coefficient with the rest of their skills&#8230; we see a great lack of diversity in the builds for that class.  Because almost with every class people gravitate to those skills, and then get gear that capitalizes on their skills. And then there&#8217;s just no skill diversity.</p>
<p>Chars like the Demon Hunter and Witch Doctor have good balance on their proc coefficients have a lot more build diversity. So we&#8217;re really working on fixing the proc coefficients.</p>
<p>There are skills that are like 20 or 30% better than others, and that&#8217;s fine. But then skills like CM or tornadoes are like 10x better than other. And that&#8217;s just way out of line. </p>
<p>At the same time, when we did the nerf in um&#8230; v1.04 I think? When we made the one change to tornadoes that slightly reduced their coefficient&#8230; I&#8217;m not offended that Barbs can WW all over the place, but I don&#8217;t like that they can only do that with the tornadoes. So we reduced the proc coefficient some, and we know people will freak out. So we took that down and also reduced the cost of Whirlwind, since we liked that players could WW all the time, but we didn&#8217;t like that to do so players were required to use Intro the Fray and other skills to enable it. Since that meant zero build diversity. </p>
<p>And that didn&#8217;t really work. We didn&#8217;t change enough so most people kept using the same thing. Long term, we just don&#8217;t want specific things to be mandatory to a character. </p>
<p><font color="#FFFFFF">Ladder seasons some day? </font><br />
Travis: Everyone keeps asking about this!  It&#8217;s something we talk about. It&#8217;s possible someday. One of the things I want is for Diablo 3 to remain playable for the long term, even after we&#8217;re not working on new updates anymore. It&#8217;s like D2 where there was hardly anyone working on it long term. Like, 5 years from now we&#8217;ll probably not be releasing new content an patches for Diablo 3. We&#8217;ll have moved on to working on Diablo4 or whatever.</p>
<p>Ladders work very well for that. They keep the game fresh and reset the economy for people who want to opt into it. That&#8217;s great, but it does come with some baggage. But we probably want to have that one day, but I don&#8217;t know when we&#8217;ll do it or how it&#8217;ll work.</p>
<p>Oh, I just said Diablo 4. Okay, I&#8217;ll break news and guarantee you that someday in the future, there will be a Diablo 4. It&#8217;ll probably be twenty years from now. *laughing*</p>
<p><font color="#FFFFFF">Grace periods so if you teleport from town to someone else in combat you won&#8217;t get destroyed instantly? </font><br />
Travis: Probably not going to add grace periods in. Look, if you&#8217;re teleporting into an area and getting one shotted, you should be in an area you can handle. I&#8217;m sure someone won&#8217;t like that answer. Look, communicate. Talk to the guy and ask him if it&#8217;s safe before you go in. I used to play with my brother a lot and he was using a Witch Doctor, and he used to joke that he had to hit Spirit Walk before he teleported in, since I was always in some super dangerous hairy situation and he&#8217;d die instantly.</p>
<p>Honestly, coordinate a little bit. It&#8217;s easier now with the new multiplayer changes. We do things like put marks above someone&#8217;s banner so you&#8217;ll know they&#8217;re in combat. I know people want it, and if you&#8217;re in Hardcore you should be a little more cautious.</p>
<p><font color="#FFFFFF">2:22:00 &#8211;</p>
<p>Can you comment on the attack speed nerf?</font><br />
Travis: Attack speed nerf was controversial. I will say&#8230; ultimately, I don&#8217;t think it needed to be done. I think there was concern&#8230; I&#8217;ll take that back. Maybe it needed to be done to some extent. </p>
<p>This is where I get the &#8220;player&#8217;s shoes vs designer&#8217;s shoes&#8221; thing in my head. I&#8217;ll just make a really sweeping statement. As designers we get offended by things that don&#8217;t fit within the box they try to create. And when something becomes way the best modifier in the game, when a blue ring from a vendor (with IAS) is better than a pretty good rare ring, that&#8217;s a problem. </p>
<li><font color="#FFFFFF">* The attack speed change was in <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Patch 1.0.3 " target="_new">Patch 1.0.3</a>, on June 19, 2012, and it reduced attack speed modifiers on all items, except quivers, by 50%.</font></li>
<p>It wasn&#8217;t a problem in the context of &#8220;something is always the best of X&#8221; and it&#8217;s fine to have things that are really powerful. But the mistake with IAS was mostly that we changed things people had already acquired.  So I think in Diablo we&#8217;ll mostly never do that again. We&#8217;ll make the old thing that&#8217;s bad not drop anymore, and a new version that drops instead. So it was a controversial nerf, and hindsight 20/20 I don&#8217;t know that it needed to happen, but&#8230; I wasn&#8217;t actually on the Diablo 3 team at that point, and I gave them my insight that it didn&#8217;t really need change, but they went with a change.</p>
<p>It was controversial but it was a useful lesson. And now the Diablo 3 team doesn&#8217;t nerf things out from under players anymore. </p>
<p><font color="#FFFFFF">Can we see runewords in Diablo 3?</font><br />
Travis: I like the idea of what Diablo 2 style runes do. I don&#8217;t necessarily like the old implementation. I think runes and sets have some overlap. At the core there&#8217;s the idea that individually they don’t do much, but it gives me a grand goal to aspire to. In D2 that was to get the runes and the item with the sockets, and make this amazing awesome item. I don&#8217;t get it right away, but it&#8217;s something to work for, and there are incremental goals along the way.</p>
<p>In that way I think runes are cool. Or I want the same thing from Sets. The whole set bonus is huge, like infinite resources, but you work towards that goal long term. </p>
<p>You probably won&#8217;t see runes in Diablo III the way they were in D2, but that was a bloated system to find out what it did, had to go to wikis to read the functions, etc. So there were drawbacks but it was an interesting system. </div>
		
	
<p>Interesting he didn&#8217;t even mention that runes were in Diablo 3 for about the first 3 years of development, until the entire skill system overhaul where rune effects were baked into the skills and skill runes as objects were removed. That was probably a good change on the whole, but I still miss the whole customizing skill points aspect of it, where there were going to be 7 levels of runes with increasing power. </p>
<p><code><br/></code></p>

		
		<div class="blue_post"><font color="#FFFFFF">Skill charges on gear? </font><br />
Travis: Probably won&#8217;t see that.  Our game doesn&#8217;t really have clickable items. Also our game has a more robust skill system. D2 I didn&#8217;t like the hot key binding and all the keyboard clicking and such. You could have an item with charges and you&#8217;d mouse over it and bind that ability to a hotkey. We don&#8217;t have that. We think 6 buttons and your potion is enough buttons to click on. I like procs and such, but I don&#8217;t like items with charges that you have to repair to replenish, it&#8217;s never the right time to use them, etc. </p>
<p>There&#8217;s design space there and maybe one day, but I have no current intention of going that route. </p>
<p><font color="#FFFFFF">Making farming more fun? </font><br />
Travis: We need to provide the players with more things to do. More content. More areas to explore. Density changes helped with that.  Ultimately there will probably always be &#8220;the right&#8221; thing to do for exp. There will always be something in the game that&#8217;s got like 10% more exp than elsewhere. That&#8217;s fine. But I want to provide players with more things to do and more reasons to play than just gaining exp. </p>
<p>Imagine if there&#8217;s some system that has something like Demonic Essence, but it&#8217;s only obtainable in some restricted area. Like a super demonic essence. And they only dropped from say, Diablo and Belial. I&#8217;m not saying we&#8217;re doing that, but we can find ways for you to care about other areas and other thigns in the game other than just your exp bar. And we want to enable that and give you more things to do, but it&#8217;ll take some time to get there.</p>
<p><font color="#FFFFFF">Why didn&#8217;t the game include all that to start with? </font><br />
Travis: Um&#8230; I dunno. A lot of this is just my opinion, so I can&#8217;t say exactly how it all happened. A lot of game dev is learned by doing. A lot of things that seem obvious now were not obvious years ago when the game was being designed.</p>
<p>I&#8217;m in the fortunate position of coming in afterwards and seeing the problems and making fixes. It&#8217;s easy to look at it once it already exists and figuring how to make it better. But at the time it&#8217;s really hard to see everything and work at it at the time. </p>
<p>A lot of the time there&#8217;s a &#8220;trust me on this&#8221; sort of attitude from designers. Players often want things, or think they want things, that won&#8217;t actually be the best idea.  </p>
<p><font color="#FFFFFF">Going for the larger issue and at the core of things is useful. Like rather than my specific idea, Wyatt will say, &#8220;what&#8217;s that actually about. What are you enabling with that?&#8221;</font><br />
Travis: Players often don&#8217;t realize the real root of the problem. They&#8217;re good at seeing the problem on the surface, and the quick fix, but players might not have a high enough level view to see the root cause of the problem. So even angry ranty comments are useful, since you can see the underlying issue that needs to be addressed. </p>
<p>It&#8217;s like going to the doctor and you&#8217;ve got runny nose, and instead of giving something to stop the symptom the doctor can treat your actual cold or pneumonia.</p>
<p>2:37:00 &#8211;</p>
<p><font color="#FFFFFF">Differences between working on WoW and Diablo 3?</font><br />
Travis: They&#8217;re very different games. Blizzard is an outstanding place to work. I&#8217;m lucky to work with so many intelligent and highly-skilled devs.</p>
<p>Warcraft was&#8230; they were different since WoW was an MMO and we had to sustain an ongoing game. Constantly doing new content. Updates for their subscription fees.  The biggest difference is WoW is a much bigger team, so it&#8217;s different to work with so many people. Diablo is a smaller team. </p>
<p>The other big difference is I can&#8217;t break WoW. There were more boundaries for what was acceptable for items or rewards. The game has to be sustained. Anything you make&#8230; it&#8217;s like power creep. Anything we make now has to be outdone later. So the boundaries for what&#8217;s acceptable is more defined and has less flexibility.</p>
<p>when I started on Diablo 3 I was talking to my brother who is a dev on WoW. His short reply to me about Diablo loot fixes and improvements, he said, &#8220;just do everything you ever wanted to do on WoW but couldn&#8217;t.&#8221; </p>
<p>I think there&#8217;s a lot of value, but in WoW the most extreme thing I ever did was make <a href="http://www.wowwiki.com/Heirloom">heirlooms</a>. I thought leveling up new chars was lame and I wanted that experience to be more fun. So I made those items as good as they could be without undermining the experience structure of the game. </p>
<p>So in Diablo 3 we&#8217;ve got more room to make something bigger and more powerful. Like an item set that gives infinite resource. You want to become a murder train and be super powerful in an ARPG. But an item like that can&#8217;t be in WoW, it&#8217;s too powerful for the system. So Diablo there&#8217;s more freedom in that regard. Crazier ideas are still acceptable. </p>
<p>2:41:50 &#8211;</p>
<p><font color="#FFFFFF">If someone aspires to do what you do, what advice can you give them?</font><br />
Travis: That&#8217;s really hard to answer. I never know what to say. I guess play a lot of games. Video games, board games, card games, etc. Play everything and learn the core elements and see what&#8217;s fun and how things go together. What do you enjoy about games. All kinds of games. Understanding what makes a game good or bad and trying to figure out what you can do to improve it.</p>
<p>It&#8217;s really hard to teach good design sense. The best advice I can give is the ability to step out of player&#8217;s shoes and into designer&#8217;s shoes. You need to set aside your personal emotional response to something and see why you feel that way and figure that the way you play the game isn&#8217;t the way that everyone plays the game.</p>
<p>That&#8217;s a big one. I know a lot of people who can&#8217;t make that leap. They think everyone plays the game how they play the game. That&#8217;s not true. Understand why casual games or other types of games are enjoyable.</p>
<p>If you want to be in some other area, work in art or programming or the like, WAY different answer. You need to get training in those fields, or a degree, etc. But for design like I do, it&#8217;s more about figuring why a game works or doesn&#8217;t, and figuring how it works and how to improve it. Identify the actual root cause of the problem rather than just chasing after the symptoms. </p>
<p>When I got hired at Blizzard I didn&#8217;t really have any experience. That was 8 years ago as a GM. Then I moved to QA for like a year and a half, and eventually got a design position when it opened up. If you really want to be a game designer, and I knew I wanted to do that since I was like 12 years old, I just had to bite the bullet. I packed up all I owned and went to California and got a job as a CM and just worked my way up. </p>
<p><font color="#FFFFFF">College degrees in game design?</font><br />
Travis: Not really. I don&#8217;t know anybody who has a degree in game design. People come from all over. I knew a great designer here who was a high school math teacher. So he was really good at balancing things and figuring if the math was out of line.   Rob Pardo has a degree in something odd.. like criminal psychology? I forget. But it&#8217;s something you wouldn&#8217;t think applies directly to video games. </p>
<p>You don&#8217;t need training or a degree that&#8217;s in the field. But if you don&#8217;t have experience you need to really work your way up and start at the ground floor. I know a lot of people who can&#8217;t get things since they feel entitled. They want to come in and be right on top. Start at the bottom, work your way up, if you&#8217;re good you&#8217;ll get promoted and work your way up. </p>
<p>2:49:50</p>
<p><font color="#FFFFFF">Location-based viewing of friends. </font><br />
Travis: We&#8217;ve talked about adding features, so you can see players by location. It would be mostly applicable to like, web cafes. It would show you players from nearby locations.</p>
<p><font color="#FFFFFF"> x</font><br />
Travis: I love lots of different games. I&#8217;ve been playing a lot of Heartstone, since I have access to that at work. I like Netrunner. I paly a lot of Diablo 3.  I play Smite. My fiancée streams for HighRes, and I play Smite with her on occasion. I played Neverwinter for a day or two and didn&#8217;t really get into it. I play anything. Anything good, how about that? I played Bioshock recently.  Loved that game. I was ranting about how good it was. </p>
<p>Path of Exile. Nah. I looked at it and didn&#8217;t feel interested. To be fair, I should try it since it&#8217;s very similar to our game. But I think enough other people here played it and we sort of gleaned everything worth taking from it.</div>
		
	
<p>If anything his spoken words were even more dismissive of PoE than this semi-transcript. He didn&#8217;t sound insulting, just very disinterested. I wish the streamer had pursued that a bit, to ask what he didn&#8217;t think was of interest in it. The gigantic PoE passive skill system is one obvious point of difference, but I&#8217;m pretty sure Travis or other Bliz guys would just say that it&#8217;s interesting, but totally against the Blizzard philosophy of simple controls and interfaces, and not off-putting new players with what looks like huge complexity and consequences for game decisions made from noob-ignorance.</p>
<p>On the whole, Travis&#8217; talk was quite interesting. I was almost afraid to transcribe some portions, since I&#8217;m afraid that Bliz PR will see them and check to be sure that <a href="http://www.penny-arcade.com/comic/2007/05/23">the bomb in his brain</a> hasn&#8217;t been disabled, or they&#8217;ll send him off to some PR reeducation camp from which he&#8217;ll emerge spouting CM-style platitudes. Great to hear a D3 dev actually speaking his opinion on so many things and not temporizing or wishy-washy wording his way out of ever calling garbage &#8220;garbage.&#8221;</p>
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		<title>One life to live: The year in Hardcore</title>
		<link>http://diablo.incgamers.com/blog/comments/one-life-to-live-the-year-in-hardcore</link>
		<comments>http://diablo.incgamers.com/blog/comments/one-life-to-live-the-year-in-hardcore#comments</comments>
		<pubDate>Sat, 18 May 2013 14:49:43 +0000</pubDate>
		<dc:creator>Xanth</dc:creator>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[Diablo 3]]></category>
		<category><![CDATA[Game Features]]></category>
		<category><![CDATA[Hardcore]]></category>
		<category><![CDATA[One Life to Live]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=241916</guid>
		<description><![CDATA[One year ago I was going to bed early to wake up and play through the night. I couldn&#8217;t get out of work that day but I wasn&#8217;t going to be hindered by that. A year later I am still logging in, still searching for loot, still having fun. Diablo 3 and have changed a [...]]]></description>
				<content:encoded><![CDATA[<p>One year ago I was going to bed early to wake up and play through the night. I couldn&#8217;t get out of work that day but I wasn&#8217;t going to be hindered by that. A year later I am still logging in, still searching for loot, still having fun. Diablo 3 and <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Hardcore " target="_new">Hardcore</a> have changed a lot in a year, lets look back and see how much.<a href="http://diablo.incgamers.com/blog/comments/one-life-to-live-the-year-in-hardcore/diablo-3-birthday" rel="attachment wp-att-245367"><img class="aligncenter size-full wp-image-245367" alt="diablo-3-birthday" src="http://diablo.incgamers.com/wp-content/uploads/2013/05/diablo-3-birthday.jpg" width="630" height="259" /></a></p>
<h3><span id="more-241916"></span></h3>
<h3>From the start!</h3>
<p>For a long time I championed <a href="http://diablo.incgamers.com/blog/comments/one-life-to-live-14-good-news-bad-news">Hardcore from the start</a>. I like to think my whining paid off in some respect. We saw the developers turn on their original idea of normal difficulty completion and shift into the more friendly get a character to level 10 to unlock. This had me unlocking hardcore on the night of release and not feel as if I was somehow behind. It was a happy change and one that I think we can all agree on.</p>
<h3>No RMAH</h3>
<p>In light of last weeks debacle one thing became abundantly clear, the HC economy is pretty nice. Gold as a currency works really well, and death eliminates items from our system and keeps a need for players to purchase items from all level types. While there is some stagnation it is no where near as prevalent as what we see on the other side of the fence.</p>
<h3>Which class to choose</h3>
<p>In speculation mode you could only assume what will work and what won&#8217;t. I spent a lot of time doing just that, from the start I was anti-Demon Hunter and still am. Both of my favorites remain the same ( WD and Monk) but suprisingly I have yet to invest much time in my Barb. Every death I still have the debate I had on day one which class do I now want to take, as long as it&#8217;s not a DH of course.</p>
<h3>Difficulty</h3>
<p>In order to get my first 60 I ran and re-ran the first quest of act 1 Hell. There were no elites, and it was relativly safe, and relatively boring. My first character didn&#8217;t even make it to inferno. Inferno was a place in hardcore that seemeed like it would take awhile to get to, and would be the undoing of most players. However, here we are today with Inferno relegated to Mp0 and farmable by most.</p>
<h3>Player kiling</h3>
<p>Since launch there have been a plethora of nefarious ways for us to get killed outside of monsters. It all started from the beginning A1 in particular. At launch monsters could be led into town. Now we can look at act 1 and think how could that kill me? Yet at launch with inferno and Hell being much more difficult(or our gear subpar) players could flood the area and when you zoned into the game you could quickly find that your deeds of valor would be remembered.This was later patched out and is now why we have sealed exits in act1 ,and why we can&#8217;t have nice things.</p>
<p>In tandem with that some players took it upon themselves to lure monsters outside of town into large piles and bait you into bannering to them. An old trick from the D2 days that regained some steam. With 1.08 you now know if another player has engaged an elite, and if your demise is on the other side of the banner.</p>
<p>Once we finally had a system to duel another we figured out how to manipulate it to killing each other. Players under bleed effects and DOTs who left the brawling arena would have the damage carry over into the real world which would of course kill them.</p>
<p>On top of that we also had the infamous vote kick system. The process involved vote kicking a member of your party in the middle of a pack, this would set up the countdown to leaving the game, which also paralyzed your character for the duration. This way you got to see your character slowly fade away before your eyes, while you were helpless to prevent it. Thankfully this was also rectified and now when you are kicked you have control of your character and can move to safety.</p>
<p>All of this lead to a dissonance for public games, after all everyone was clearly out to kill you. No banners could be clicked, town wasn&#8217;t safe, and your partners would paralyze you mid fight. That was a sad fact for a multiplayer game and something that was missing for me from the Diablo experience. Thankfully 1.08 seems to have cured that hesitation towards public games, there&#8217;s a reason to join them( bonuses!), people can&#8217;t kill you(that we know) and it&#8217;s fun.</p>
<p>Over the course of this year I&#8217;ve lost a lot of characters( 9 to be exact) and had a lot of fun but what I&#8217;ve been most happy about this year has been the HC community.As you look to the forums you can see a passion for this game among them and one that seems to be growing. As long as I see that I&#8217;ll keep writing and hope to have a lot more to say next year!</p>
<p>How has your Hardcore year been?</p>
<p><em>One Life to Live covers the Hardcore play and life style in the Diablo community. It is written by Xanth and published weekly. Post your comments below, Follow me on Twitter @HCXanth or <a href="mailto:HcXanth@gmail.com">contact the author</a> directly.<em> For all the archived news about Diablo 3 hardcore check our <a href="http://diablo.incgamers.com/diablo3/game-features/hardcoreOne">Archives</a>!</em></em></p>
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		<title>Improved Diablo 3 Farming: v1.08 Levels</title>
		<link>http://diablo.incgamers.com/blog/comments/improved-diablo-3-farming-v1-08-levels</link>
		<comments>http://diablo.incgamers.com/blog/comments/improved-diablo-3-farming-v1-08-levels#comments</comments>
		<pubDate>Fri, 17 May 2013 23:29:27 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[End Game]]></category>
		<category><![CDATA[Experience]]></category>
		<category><![CDATA[Grimiku]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=245146</guid>
		<description><![CDATA[A fan brought up an issue I&#8217;ve been talking about with friends of late; the best Diablo 3 Farming spots in Act One (and Two) in v1.08. I&#8217;ll expand on the OP&#8230; almost *all* the caves in Act One/Two are worth doing now. The other surface areas in Act One that have like, Goat caves [...]]]></description>
				<content:encoded><![CDATA[<p>A fan brought up an issue I&#8217;ve been talking about with friends of late; the best Diablo 3 Farming spots in Act One (and Two) in v1.08.</p>

		
		<div class="blue_post"><font color="#FFFFFF">Fields of Misery Caves</p>
<p>Make sure you guys are clearing out them caves, Scavengers Den, The Lost Mines etc. It is packed with mobs.</font><br />
Grimiku: I was in the habit of skipping these as well, but a couple of group members suggested we clear them out the other day. I was pleasantly surprised with the results, and now I try not to miss them. I like the variety, and exploration aspect they add. I’ve got to agree with some of the other posters in this thread, though, the Decaying Crypt in the Fields of Misery is particularly awesome.</p>
<p>Anyone have a fun farming route that incorporates side dungeons? What about a favorite side dungeon you’re always on the lookout for?</p>
<p><font color="#FFFFFF">I&#8217;m becoming more and more of a sucker for the Act 4 Hell Rifts. Talk about packed with mobs! </font><br />
<strong>Grimiku: </strong>I keep hearing that these are a lot of fun, but I haven&#8217;t been to them since patch 1.0.8. Maybe I&#8217;ll try to do an Act IV run tonight, and see for myself.</p>
<p><font color="#FFFFFF">Yeah give us back the watch tower please. Always full of packs (3-7). Very sad it got nerfed to the groud because we were having so much fun in there.</font><br />
Grimiku: We&#8217;ll pass along the feedback, thanks! 
		
		<div class="blue_post_source"><a href="http://us.battle.net/d3/en/forum/topic/8796451873" target="_new"></a></div>
		
	</div>
		
	
<p>I&#8217;ll expand on the OP&#8230; almost *all* the caves in Act One/Two are worth doing now. The other surface areas in Act One that have like, Goat caves and such. Go in. They are wall-to-wall with dudes. This was especially true of Act Two caves/dungeons when v1.08 was early on the <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/PTR " target="_new">PTR</a>, and <a href="http://diablo.incgamers.com/blog/comments/diablo-3-monster-density-in-patch-1-08">I exulted over the Act Two potential</a> since the surface deserts were pretty good, but the dungeons below them, and elsewhere in the act, were off the proverbial hook. </p>
<p><div id="attachment_245149" class="wp-caption alignright" style="width: 310px"><a href="http://diablo.incgamers.com/wp-content/uploads/2013/05/800px-Odeg-the-keywarden1.jpg" rel="lightbox[245146]"><img src="http://diablo.incgamers.com/wp-content/uploads/2013/05/800px-Odeg-the-keywarden1-300x187.jpg" alt="Something for you, I am making." width="300" height="187" class="size-medium wp-image-245149" /></a><p class="wp-caption-text">Something for you, I am making.</p></div>Sadly, I&#8217;ve come to realize over the past week+ of v1.08 being live&#8230; that those Act Two dungeons were all nerfed in monster density. They&#8217;re still pretty good, but the density is far less than it was early in the PTR. As a result I think Act One is better than Act Two (at this point) in terms of having more fun areas with high monster density that can be profitably farmed. </p>
<p>Another related issue&#8230; the (arguably) best area in Act One and in Act Two, is the area with the Keywarden in it.  (Imagine if <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Xah’Rith the Keywarden " target="_new">Xah’Rith the Keywarden</a> was in say, the Fields of Slaughter, or the Keep Level 2?) These v1.08 Act One and Act Two keywarden area buffs are awesome if you went to <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Stonefort " target="_new">Stonefort</a> enough to store up a bunch of <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Keys of Terror " target="_new">Keys of Terror</a> back in the &#8220;farm Act Three endlessly&#8221; days of v1.07, since now you can accumulate <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Keys of Hate " target="_new">Keys of Hate</a> and <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Keys of Destruction " target="_new">Keys of Destruction</a> almost by accident. Even if you&#8217;re doing it on a low <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/MP " target="_new">MP</a> level. And that&#8217;s cool since after all&#8230; can you ever really have too many <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Hellfire Rings " target="_new">Hellfire Rings</a>? (Not in Hardcore, you can&#8217;t.)</p>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>The Diablo 3 Podcast #93: Year One Patches and Difficulty Nerfs</title>
		<link>http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-93-year-one-patches-and-difficulty-nerfs</link>
		<comments>http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-93-year-one-patches-and-difficulty-nerfs#comments</comments>
		<pubDate>Fri, 17 May 2013 05:45:43 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Diablo 3 Patches]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[The Diablo 3 Podcast]]></category>
		<category><![CDATA[Wizard]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=244621</guid>
		<description><![CDATA[Flux, Xanth, and Aahz discuss the numerous patches and difficulty changes (nerfs) we saw during the first year of Diablo 3, which made the game easier, characters stronger, and much improved the game. Approximate segment starting times: 0:20 &#8212; Recent play adventures. Xanth&#8217;s freshly-dead P71 Monk, and more. 4:45 &#8212; Diablo 3 patches relived. Many [...]]]></description>
				<content:encoded><![CDATA[<p>Flux, Xanth, and Aahz discuss the numerous patches and difficulty changes (nerfs) we saw during the first year of Diablo 3, which made the game easier, characters stronger, and much improved the game. </p>
<p><iframe width="420" height="315" src="http://www.youtube.com/embed/wQOaLAhTeC0" frameborder="0" allowfullscreen></iframe></p>
<p>Approximate segment starting times:</p>
<ul>
<li>0:20 &#8212; Recent play adventures. Xanth&#8217;s <a href="http://diablo.incgamers.com/blog/comments/one-life-to-live-a-bad-day-to-die">freshly-dead P71 Monk</a>, and more.</li>
<li>4:45 &#8212; Diablo 3 patches relived. Many nerfs over time have made the game much easier and much more fun, showing the lie of our pre-game &#8220;we want it harder&#8221; claims.</li>
<ul>
<li><img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Patch 1.0.3 " target="_new">Patch 1.0.3</a>, June 19, 2012. Huge reductions in gem upgrade prices and Inferno-nerfed by huge boosts to the odds of high level items dropping.</li>
<li><img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Patch 1.0.4 " target="_new">Patch 1.0.4</a>, August 21, 2012.  Paragon system, skill tweaks, lots of inferno nerfs.  Also, <a href="http://www.youtube.com/watch?v=4i7kx6RAxIw">sparkles added to Legendaries</a>! (That video is guaranteed to amaze in retrosepct.)</li>
<li><img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Patch 1.0.5 " target="_new">Patch 1.0.5</a>, October 16th. Tons of skill changes/buffs, big Inferno nerf, Monster Power and Infernal Machine enabled. </li>
</ul>
<li>22:00 &#8212; Mage issues. Flux explains why he regrettably has no use for the Diablo III Wizard, after mages were amongst his fave classes in previous Diablo titles. </li>
<li>25:50 &#8212; Vote kick fixed and useful crafting (that worked like crafting did during the beta) reintroduced. More patch coverage!</li>
<ul>
<li><img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Patch 1.0.7 " target="_new">Patch 1.0.7</a>, February 13, 2013.  PvP brawling enabled, to universal disinterest. No Inferno nerf for a change, but mega-improved crafting recipes.</li>
<li><img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Patch 1.0.8 " target="_new">Patch 1.0.8</a>, May 8, 2013.  Monster density adjustment leads to rejoicing. Also minor skill tweaks and major social feature improvements. </li>
</ul>
<li>30:50 &#8212; We&#8217;ve got at least a year until D3X; what can we look forward to before then?  Will we ever again see new content in a patch? </li>
<li>35:20 &#8212; <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Whimsyshire " target="_new">Whimsyshire</a>!  Memories of Diablo III&#8217;s secret level.</li>
</ul>
<p>The <a href="http://www.diablowiki.net/The_Diablo_Podcast_Episode_Guide"> Diablo 3 Podcast Episode Guide</a> in DiabloWiki.net provides links to every show, plus quick summaries.</p>
<li>Listen <a href="http://itunes.apple.com/gb/podcast/diablopodcast-com/">and subscribe through iTunes</a>.</li>
<li>View video versions of all The Diablo Podcasts on <strong>You Tube</strong>, via our all-encompassing <a href="http://www.youtube.com/Diablo3Inc">Diablo3Inc channel</a>.</li>
<li><a href="http://diablo.incgamers.com/feed/podcast" target="_blank">Get the Podcast RSS feed</a></li>

]]></content:encoded>
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		<slash:comments>11</slash:comments>
<enclosure url="http://diablo.incgamers.com/wp-content/uploads/2013/05/tdp-ep93-year1-xanth-aahz-patches.mp3" length="39418234" type="audio/mpeg" />
		<itunes:subtitle>Flux, Xanth, and Aahz discuss the numerous patches and difficulty changes (nerfs) we saw during the first year of Diablo 3, which made the game easier, characters stronger, and much improved the game.  - Approximate segment starting times: </itunes:subtitle>
		<itunes:summary>Flux, Xanth, and Aahz discuss the numerous patches and difficulty changes (nerfs) we saw during the first year of Diablo 3, which made the game easier, characters stronger, and much improved the game. 



Approximate segment starting times:
0:20 -- Recent play adventures. Xanth&#039;s freshly-dead P71 Monk, and more.
4:45 -- Diablo 3 patches relived. Many nerfs over time have made the game much easier and much more fun, showing the lie of our pre-game &quot;we want it harder&quot; claims.
, June 19, 2012. Huge reductions in gem upgrade prices and Inferno-nerfed by huge boosts to the odds of high level items dropping.
, August 21, 2012.  Paragon system, skill tweaks, lots of inferno nerfs.  Also, sparkles added to Legendaries! (That video is guaranteed to amaze in retrosepct.)
, October 16th. Tons of skill changes/buffs, big Inferno nerf, Monster Power and Infernal Machine enabled. 
22:00 -- Mage issues. Flux explains why he regrettably has no use for the Diablo III Wizard, after mages were amongst his fave classes in previous Diablo titles. 
25:50 -- Vote kick fixed and useful crafting (that worked like crafting did during the beta) reintroduced. More patch coverage!
, February 13, 2013.  PvP brawling enabled, to universal disinterest. No Inferno nerf for a change, but mega-improved crafting recipes.
, May 8, 2013.  Monster density adjustment leads to rejoicing. Also minor skill tweaks and major social feature improvements. 
30:50 -- We&#039;ve got at least a year until D3X; what can we look forward to before then?  Will we ever again see new content in a patch? 
35:20 -- !  Memories of Diablo III&#039;s secret level.

The  Diablo 3 Podcast Episode Guide in DiabloWiki.net provides links to every show, plus quick summaries.

	Listen and subscribe through iTunes.
	View video versions of all The Diablo Podcasts on You Tube, via our all-encompassing Diablo3Inc channel.
	Get the Podcast RSS feed</itunes:summary>
		<itunes:author>Flux</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:duration>41:04</itunes:duration>
	</item>
		<item>
		<title>Wyatt Cheng Diablo 3 Interview via Live Stream</title>
		<link>http://diablo.incgamers.com/blog/comments/wyatt-cheng-diablo-3-interview-via-live-stream</link>
		<comments>http://diablo.incgamers.com/blog/comments/wyatt-cheng-diablo-3-interview-via-live-stream#comments</comments>
		<pubDate>Thu, 16 May 2013 18:26:02 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Auction House]]></category>
		<category><![CDATA[Items]]></category>
		<category><![CDATA[Multiplayer Issues]]></category>
		<category><![CDATA[Wyatt Cheng]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=243695</guid>
		<description><![CDATA[Yesterday, Wyatt Cheng spent an hour chatting on a fan via a Diablo 3 stream. It&#8217;s more of a casual chat than an interview, but there are some good nuggets of info, which I&#8217;m transcribing below. (Wyatt was followed by Travis Day for an even longer chat, which you can read here.) The transcript below [...]]]></description>
				<content:encoded><![CDATA[<p>Yesterday, Wyatt Cheng spent an hour chatting on a fan <a href="http://www.twitch.tv/archonthewizard/c/2288939">via a Diablo 3 stream</a>. It&#8217;s more of a casual chat than an interview, but there are some good nuggets of info, which I&#8217;m transcribing below.  (Wyatt was followed by Travis Day for an even longer chat, <a href="http://diablo.incgamers.com/blog/comments/travis-day-diablo-3-interview-live-stream">which you can read here</a>.)</p>
<p><object bgcolor='#000000' data='http://www.twitch.tv/widgets/archive_embed_player.swf' height='378' id='clip_embed_player_flash' type='application/x-shockwave-flash' width='620'><param name='movie' value='http://www.twitch.tv/widgets/archive_embed_player.swf'><param name='allowScriptAccess' value='always'><param name='allowNetworking' value='all'><param name='allowFullScreen' value='true'><param name='flashvars' value='start_volume=25&#038;title=D3%2BDevs%2BWyatt%2BCheng%2Band%2BTravis%2BDay%2Btalk%2Bwith%2BArchon%2Blive%2Bon%2Bstream%2521&#038;channel=archonthewizard&#038;chapter_id=2288939&#038;auto_play=false'></object></p>
<p>The transcript below is *not* word for word, since it was a long conversation with a lot of chat and digression. I therefore tried to distill and abbreviate Wyatt&#8217;s comments into more direct, discrete points.</p>

		
		<div class="blue_post">0:30 &#8211;<br />
<font color="#FFFFFF">Can we see some sort of self found play mode?</font><br />
Wyatt: We&#8217;ve given it a lot of thought. Right now I&#8217;m playing some self found Hardcore; alternating time on that and my higher level Paragon softcore characters. We like the idea of self-found, and of course players can just do it themselves, but ideally there would be some kind of recognition or insignia to denote self found characters. </p>
<p>An issue is trying to do it without cluttering up the UI.  There&#8217;s a balance between giving expert players the options they want while not complicating things for other players.  (Such as with Elective Mode and advanced tool tips.) Do we want another check box on the character creation screen? </p>
<p>I do think it&#8217;s a very cool way to play, but we don&#8217;t want to force it on people who don&#8217;t want to play that way. I know we&#8217;re non-committal about things a lot and some of the fans get frustrated, and I apologize for that. But our development process is super-iterative, and we&#8217;re always changing things around as we tested them out. And I don&#8217;t want to promise anything we might eventually test internally and then decide not to implement.</p>
<p>We&#8217;ve talked about making some kind of self-found insignia that would be on every character by default. So you&#8217;d create a character and they&#8217;d be self found until you traded or used the Auction House. </p>
<p>Gold sharing is another issue. Playing self found requires you to note how much gold you have to start with, so you don&#8217;t accidentally spend more than your character accumulates. We&#8217;d like to put in something that would let players show each character&#8217;s gold individually, but there&#8217;s no ETA on that.</p>
<p><font color="#FFFFFF">Could we see some sort of self-found ladder? </font><br />
Travis: Maybe. Again, sorry to be so non-committal, as they often are. It would be cool, and it&#8217;s come up internal discussions, but he can&#8217;t say more than that. </div>
		
	
<p>Nice that Wyatt replied with interest, but this desperately needed a follow up question. The entire point of a self found, Ironborn mode is that the characters are separate. It MUST work like Hardcore, to create an ecology of characters who can play together (but not trade) who are following the same rules. If you are in there growing chest hair by surviving with an Ironborn, you can&#8217;t be in a game with a character who has 10x your DPS and EHP from Auction House goods. It&#8217;s unfair, and would taint the entire experience since your &#8220;self found&#8221; drops wouldn&#8217;t really be self found, since someone else did all the work. So pity Wyatt didn&#8217;t mention that, and the streamer didn&#8217;t ask for clarification.</p>
<p>Click through for coverage of the hour Wyatt Cheng spent in the chat, with interesting info about upcoming itemization changes, overall skill balancing, lots of Auction House theorizing, and much more.</p>
<p><span id="more-243695"></span></p>

		
		<div class="blue_post"><font color="#FFFFFF">Can you tell us about a day in the life of a Diablo 3 developers?</font><br />
Wyatt: I start my day with email and browsing. Check forums, fansites, reddit, etc.  Then there&#8217;s internal work and communication. There are a lot of design discussions internally, and things are forever under development, but I try to set more concrete goals to finish things, even in just small steps. Like, &#8220;By the end of the day I&#8217;ll finish one Demon Hunter skill change. Or accomplish something concrete on itemization.&#8221;  It doesn&#8217;t always happen, though.</p>
<p>Every Monday we get the whole team together for a meeting. Everyone together, face to face. We&#8217;ll introduce new employees if someone&#8217;s been added, and synch up on what we&#8217;re all doing on different aspects of the project.</p>
<p>Tuesdays are &#8220;no meeting Tuesdays.&#8221; Great to have an uninterrupted block of time to get work done without distractions. </p>
<p><font color="#FFFFFF">Do you do programming yourself?</font><br />
Wyatt: Not really. We have gameplay programmers who have created some powerful tools we use on the game. We also work with the tech art department a great deal. That takes a larger role in skill development for Blizzard than for most other game developers, since we really want to involve the art and graphics in how the skills work.  Right from the start.</p>
<p>9:00:<br />
<font color="#FFFFFF">What are you most excited about with Diablo 3 right now? </font><br />
This is a total tease, but&#8230; the item stuff. I&#8217;m excited about that. Travis is running point on that and we have conversations about it pretty regularly. We talk to people all through the company. People on the Diablo team or not. constantly running plans and ideas past other people to get feedback and taking advantage of all the awesome designers at Blizzard.</p>
<p>The multiplayer improvements have consumed a lot of my time in the past months. </p>
<p>So this week I got this idea from my lead gameplay programmer. What he does it logs in, picks his MP level, selects &#8220;any quest / any act&#8221; and just lets the game select for him and drop him in anywhere.  It&#8217;s a fun way to meet new people. </p>
<p>The monster density is a big change too.  It allows us to join any quest and any act. And sure, some areas need more work still, and we play all over now. And it&#8217;s fun to see the builds players are using. Sure, a lot of WW barbs and Archon Wizards, but I see Demon Hunters using Rapid Fire and other stuff also.</p>
<p><font color="#FFFFFF">What class needs the most work now?</font><br />
Wyatt: Realistically we&#8217;ve been looking at the classes across the board. I can&#8217;t promise anything now, but maybe to summarize&#8230; wht I often see from the community is concern about the Demon Hunter DPS. Lately it&#8217;s been fashionable to say &#8220;effective DPS&#8221; since the character sheet doesn&#8217;t tell the whole story.</p>
<p>Demon Hunters are ranged classes who have to kite more or&#8230; you figure if you&#8217;re a ranged class you want to be able to sit there and pewpewpew and do a lot of damage. The classic video is a Monk and a Demon Hunter wearing almost identical gear and the Monk is much faster. Underlying all this is some changes we should take a hard look at, and we started doing that long ago&#8230; Okay, sorry I&#8217;m rambling. It&#8217;s hard to do this because I&#8217;m reading the comments that are going by. So let me refocus my thoughts. </p>
<p>So the game shipped a certain way. We have some spreadsheets we use internally between the classes. We have some general philosophies.  I&#8217;m going to use some hard numbers. If I activate a skill that costs no resource or rengerates a resource, that&#8217;s going to do ballpark about 150% weapon damage. If it&#8217;s AoE you&#8217;ll do a bit less. If it generates a lot of resource it&#8217;ll do less. If it&#8217;s not much resource it&#8217;ll do more. </p>
<p>If it&#8217;s say Cleave, or Bolo Shot that hit a lot of targets, it&#8217;s going to be lower. And if you spend a lot of resource, say Cluster Arrow or Hammer of the Ancients, you&#8217;ll do more damage. We have some multipliers we use internally to say, &#8220;hey, a point of Fury is worth about X damage.&#8221;  We can deviate from the model, but it&#8217;s nice to have a mathematical model, it&#8217;s useful. If it can hit 5 targets but it&#8217;s hard to hit them, that should do more than a skill that&#8217;s easy to hit 5 targets with.</p>
<p>We had this model and did all this tuning, but when the game went live we saw things that were out. Rend needed a buff early on. Hydra was only Venom Hydra, so we buffed the others. Etc. You saw a lot of that in v1.03 and early on.  Seven Sided Strike was much lower back in the day, like 1000% less damage.</p>
<p>So when we shipped a lot of our skills were very close to our internal mathematical model. Post ship, a lot of the skill changes have been more on the realities of actually playing. So we&#8217;ll see a skill isn&#8217;t worth using compared to others, so we buff the unused ones. The buffs aren&#8217;t based on the model, they&#8217;re based on the other options. So skills are balanced against each other than against the model.</p>
<p>So, bringing the story forward to today. In this process there are a lot of skills that can get overlooked. Impale for the Demon Hunter for instance. It&#8217;s not doing the job. It&#8217;s a single target skill that does big damage but spends a lot of Hatred. But it&#8217;s not as good as other options.</p>
<p>So we&#8217;ve accumulated a lot of lessons and we need to revisit skills across the board. Apply all that we&#8217;ve learned over the past year, give attention to all of the skills that have fallen by the side.</p>
<p><font color="#FFFFFF">So when you compare potential builds to the most popular ones, it seems like a lot of the most powerful builds weren&#8217;t intended. I call them &#8220;exploit builds&#8221; since they seem like they&#8217;re using things that weren&#8217;t intended.  Do you guys talk about getting rid of those or makng other builds that are as powerful?</font><br />
Wyatt: High level philosophy. Diablo plays best when the game is moderately challenging.. Wait let me restate.  Diablo isn&#8217;t great when it&#8217;s super easy. For some people it&#8217;s not great when it&#8217;s punishingly ahrd. Some people love that, but most don&#8217;t want it that difficult. Players like it when they can put on some music and getting in and relaxing and getting into the zone that&#8217;s between frustrating challenging and too easy. We want popele in that state. </p>
<p>Skills and mosnters play off each other. they&#8217;re two sides of the same coin. Player power vs. monster power. We need ways to provide moderate challenge at all times, and we want players to feel awesome, but that means the monsters have to be pretty tough at times. </p>
<p><font color="#FFFFFF">Do you want to buff other builds to the level of the best, or reducing the power of the really big ones like WW and Crit Mass? </font><br />
Wyatt: Don&#8217;t know yet.  Take the zero cooldown Zombie Dogs build. I like that some legendary items are involved in making that. Say <a href="http://diablonut.incgamers.com/item/maras-kaleidoscope">Mara&#8217;s Kaleidoscope</a>. Not always in that build, but often. That&#8217;s something I think is underutilized in Diablo III now. We&#8217;d really like legendaries to not just be &#8220;stat sticks&#8221; but to open up new build possibilities. </p>
<p>There&#8217;s room for improvement. One definite way to improve is a legendary that opens up a new build.</p>
<p>Travis hinted at some. So if you could have like two Hydras up. That&#8217;s cool. A wizard could make a whole build around that. Also&#8230; four pieces of the Inna&#8217;s set makes Sweeping Wind very cheap. That&#8217;s a very pale shadow of what it should be. But it&#8217;s something we&#8217;re playing around with. That&#8217;s more like a &#8220;quality of life&#8221; improvement than a huge change, but we want to take that kind of idea and dial it up to 11.</p>
<p><font color="#FFFFFF">We often talk about the classes we&#8217;d like to see in the expansion. It&#8217;s fun to speculate on that.</font><br />
Wyatt: *laughing* Obviously I can&#8217;t talk about that.</p>
<p><font color="#FFFFFF">But we were looking at which D2 class would make the best transition. The Druid since there&#8217;s no shapeshifter yet. You can&#8217;t talk about specifics, but can you give us some of your thinking. As you design classes for the future, can you talk about how the process goes.</font><br />
Wyatt: I can&#8217;t say anything specific. From a dev standpoint we want to do something our artists are excited about. That&#8217;s a big selling point. One thing that makes Diablo special is a lot of the aesthetics of the game. It&#8217;s very satisfying to slay demons. If you line up the characters, they look good. Anything new has to fit that lineup and excite the artists.  </p>
<p>I&#8217;d also look at playstyle. See&#8230; I can&#8217;t say much. But we&#8217;d definitely want to make a character that doesn&#8217;t overlap any of the current play styles very much.  Like, if I can already get a similar gameplay experience out of the current classes, that&#8217;s not very exciting.  We seek the overlap of good looks and play, good mechanical gameplay, differences from current classes, etc. </p>
<p><font color="#FFFFFF">Endless dungeons? Or other content that&#8217;s separate from the other content in the game? Can you talk about your philosophy of the end game content?</font><br />
Wyatt: My very first question about endless dungeons&#8230; what motivates people to want it? What is the root desire and motivation of players, so that we can best address it. There are a lot of different ways we can meet the wants and desires of players. </p>
<p>I get different answers. Some players say they really want to test their character, and an endless dungeon that&#8217;s getting harder and harder would do that. Other players want to play for hours on end without having to make a new game. Players have an intuitive sense that they want their gameplay to vary. In D2 people would do runs. They were very rewarding, but it was the same and lacked variety. The appeal of the endless dungeon for some is the game presenting different content and art and styles of play.</p>
<p>Just to wrap up on the endless dungeon&#8230; some players definitely want it. We&#8217;ve talked about doing&#8230; something. To fulfill those different player desires. </div>
		
	
<p>You are free to join me in screaming at the lack follow up questions. I don&#8217;t know anything about this streamer. Does he just never talk nuts and bolts of game design or mechanics? He seems disinterested or incapable of engaging with Wyatt on any specific points or theories, and the missed opportunities are driving me crazy.</p>
<p>So how did increasing monster density satisfy any of those player desires Wyatt mentioned? More monsters in Act 1 and 2 doesn&#8217;t test your character with greater challenge, and it doesn&#8217;t let you play for hours without creating a new game. As I&#8217;ve argued on the podcast several times, the main benefits of an endless (or at least deeper than 2 or 3 floors) dungeon is in changing up the gameplay. New level layouts and designs, new combinations of monsters, occasional higher densities of bosses, champion packs of 6 or 8 individuals, timed dungeons, etc. All sorts of stuff could easily be pumped into a bonus dungeon that would greatly vary the play experience in ways that can&#8217;t be done just by adding a few more trash mobs to Acts 1 and 2. </p>
<p>*sigh*</p>
<p>On with the transcript:</p>

		
		<div class="blue_post">32:00<br />
<font color="#FFFFFF">Are you putting in features lately to make players rely on the Auction House less? A player asked about a phone ap for the AH, and part of the reason you guys said you weren&#8217;t planning that was that it would increase reliance on the Auction House.</font><br />
Wyatt: When we talk about the AH&#8230; it serves a need in Diablo. In a game with random loot, there&#8217;s definitely a difficulty for players trying to obtain a particular item or item with particular stats. That&#8217;s what you have to trade for, and in Diablo 2 that trading experience was pretty poor, with spammy trade channels or having to use third party sites.  We wanted to provide a better experience in Diablo 3, and that was the main goal of the Auction House.</p>
<p>That said, there&#8217;s a balance to strike, and I don&#8217;t think it&#8217;s ideal when players have all thirteen item slots filled by pieces they purchased in the AH.  Those v1.07 crafting recipes were a step in that direction. So after that patch, at least a few of the items, maybe all 5, or at least two or three, were things players could feel lke they&#8217;d made themselves. </p>
<p>There&#8217;s a debate to have over how many of your character&#8217;s items should be from the Auction House. Some players who are going self-found obviously think that number is zero. Other players who use the AH constantly feel it&#8217;s 13. I feel like that number was too high at launch. Just my gut feeling, I think that maybe about 3 of a character&#8217;s items should be from the Auction House, while I&#8217;ve found or made the others myself.</p>
<p><font color="#FFFFFF"></p>
<p>Ladder resets. I&#8217;d like to see a ladder added with seasons. but I can see why it&#8217;s not that simple.</font><br />
Wyatt: There are 2 aspects of the ladder that are worth talking about.</p>
<p>1) The competitive aspect.  The race to the top.  2) The other is the economy reset. Sort of this fresh economy where everyone starts off clean. That&#8217;s really fun. It&#8217;s awesome to level up new characters. I like to see my character growing every more powerful, but the frequency of upgrades is much less.</p>
<p>So when I play a new character up to level 60, I&#8217;m finding an upgrade to some item every 15 minutes.  New gloves or ring or whatever. As yo continue to level, then your upgrades come more slowly.  Maybe every 45 minutes. And then longer as your gear goes up. When players use the AH they can hurl themselves forward in the gear. And then basically never find an upgrade.</p>
<p>So a ladder reset is fun in that way, since you&#8217;re then on a new clean character and finding new items all the time. And it&#8217;s fun to do it globally as a community, so everyone is in the same pool.</p>
<p><font color="#FFFFFF">So is that something you like and we might see it?</font><br />
Wyatt: Um&#8230; Me personally, and this is something others on the team disagree with, but I&#8217;m more interested in the clean economy, rather than the race to the top. I like that players get really into it and stock up on caffeine, but it&#8217;s not my thing.</p>
<p>42:00 &#8211;<br />
I&#8217;d like to insert a side comment on white items.  I don&#8217;t like white items in the game as they are now. I know it&#8217;s a popular request from players to simply hide their display, and perhaps hide blue items as well. I can understand that request, but it&#8217;s not something we want to do. We&#8217;d rather get to the root of the problem. </p>
<p>White items either need to not be there, or they need to be useful and interesting in some way. People are asking about runewords. Those could make white items awesome. I don&#8217;t want to pick up all of the white items, but I&#8217;d like to know&#8230; this is something D2 did pretty well, but it made you excited to find one very specific white item. So you&#8217;d leave 90% on the ground, but once in a while you&#8217;d find one and be very excited for it.</p>
<p>One of the litmus tests we&#8217;re doing internally: &#8220;Can I picture this item being useful for someone?&#8221;  Say, a quiver with strength. That&#8217;s really dumb. No one is going to use that. So we&#8217;re trying to address items you can&#8217;t imagine anyone using. Versus items that maybe aren&#8217;t for your character, but could be useful for someone else. Say a belt with Thorns. You might not want it, but some day when we improve thorns, then there&#8217;s someone who would really want it. </p>
<p>We want white items to be kind of the same way. You might not want it, but you&#8217;ll know there&#8217;s a purpose and scheme for it in the economy on the whole. </p>
<p><font color="#FFFFFF">Can you talk about how you&#8217;d incentivize players to use gear the find themselves?</font><br />
Wyatt: We&#8217;ve seen people suggesting say, a way to enhance an item you found yourself to be 25% better. Or to add a socket ot an item. I can&#8217;t comment on anything specific, but it&#8217;s something we do discuss.</div>
		
	
<p>Many players assume we&#8217;ll see item upgrades, perhaps via the return of the <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Mystic " target="_new">Mystic</a>, in the Expansion, which is perhaps why Wyatt is so vague about it. (And he and other devs have ducked the question previously.) Since it&#8217;s far off and will be part of their big Expansion news when they do break it.[/blue]</p>
<p>The host had no questions left, so Wyatt started taking some from the stream chat:</p>

		
		<div class="blue_post">Wyatt: We don&#8217;t totally want to dictate how players use items. But we want to provide more legitimate choices for builds.  That&#8217;s why we don&#8217;t want items to all be super quality. </p>
<p>Players ask why they can&#8217;t get items with only good modifiers. Why can&#8217;t all items just have the six perfect stats.  I try to turn that question around and ask why are there just six perfect stats? We want to put more play style and options into the game. </p>
<p>53:30 &#8212; </p>
<p>Wyatt: Let me comment on <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/One With Everything " target="_new">One With Everything</a>. Monk passive. I think the most likely &#8212; and I&#8217;m definitely not committing to this as a final plan &#8212; the most likely solution is to try and get a new set of resistance packages into the game in the future. That&#8217;s pretty far down the line probably. It&#8217;s part of the itemization changes. </p>
<p>Those will make the individual resistances roll higher than All Resistance can roll. People think it&#8217;s weird that resistance to everything is a bigger number than individual resistances, but let me explain how we got here.  History lesson.</p>
<p>When single resist was way higher during testing, you were incentivized to keep a bunch of varied resistance gear in your inventory and swap it in for specific circumstances. So when you saw a Molten or Plagued or something, you&#8217;d change to your item with really big resistance to one modifier. So to change that we made All Resistance with the highest value, and that was kind of better than gear swapping, but I think ultimately we just traded one problem for another. </p>
<p>When the higher single res values roll out with the itemization changes, you will no longer see single resistances on the same item with all res. And OWE will still be a big benefit, but it won&#8217;t be as huge as it can be now. So to use some numbers, say that All Res goes up to 80 on an item, in the future single res will go up to 100 or 115. But you&#8217;ll never get both on the same item.  </p>
<p><code><br/></code></p>
<p>Wyatt: Open world mode. No quest, no cinematics, no other interruptions. We&#8217;ve given that serious consideration, and figured the pros and cons and how it would affect other aspects of the game. I&#8217;d love it if some areas had different monster distribution. D2 did that well. But the open world thing might make that not work for technical reasons.</p>
<p><code><br/></code></p>
<p><font color="#FFFFFF">Two billion gold cap in the Auction House.</font><br />
Wyatt: It would be nice if the gold cap were raised. I can&#8217;t say beyond that. It&#8217;s not really a design issue. Everything related to the AH affects more than just design. </p>
<p><code><br/></code></p>
<p>Wyatt: I&#8217;m definitely not bored with the game. Just got my Monk a new upgraded Echoing Fury with just 5% chance to fear, and that made me happy.  I was playing with a friend last night, a guy from the WoW team. He plays an Archon Wizard. He was bringing the pewpew and I was tanking and going with Cyclone Strike and it was great. </p>
<p><code><br/></code></p>
<p>Wyatt: Will you ever be able to waypoint across the different acts. That would be very cool. Can&#8217;t say more than that. </div>
		
	
<p>Wyatt left off at about 60 minutes into the stream, and promised that Travis Day would step in next, and that he might pop back on later in the day.  </p>
<p>If you guys are wondering, for months and months we&#8217;ve been making requests through the Bliz PR channels to take part in interviews with the devs. Either for print, or as a guest on the podcast. That&#8217;s yet to happen, though it might yet. Bliz PR never says no, they just give us something like, &#8220;Oh that would be great. We&#8217;ll look into that and see if the scheduling can work&#8230;&#8221; </p>
<p>And yeah, obviously that&#8217;s an excuse, as the devs seem to have plenty of time to AMA on Reddit, or reply to random posts in the B.net forums, or hang out chatting on live streams. And yeah, it&#8217;s frustrating to listen to something like this when it&#8217;s so rambling and hosted by a guy who doesn&#8217;t seem to have many questions or much interest in D3 dev issues or core game debates. </p>
<p>But there was some info, and it&#8217;s good to hear Wyatt&#8217;s thoughts, and it&#8217;s better than nothing, eh?</p>
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		<title>Blizzard discuss the Playstation 4 Control System of Diablo 3 in new Developer Video</title>
		<link>http://diablo.incgamers.com/blog/comments/blizzard-discuss-the-playstation-4-control-system-of-diablo-3-in-new-developer-video</link>
		<comments>http://diablo.incgamers.com/blog/comments/blizzard-discuss-the-playstation-4-control-system-of-diablo-3-in-new-developer-video#comments</comments>
		<pubDate>Thu, 16 May 2013 17:54:10 +0000</pubDate>
		<dc:creator>Rushster</dc:creator>
				<category><![CDATA[Console]]></category>
		<category><![CDATA[Diablo 3]]></category>
		<category><![CDATA[playstation]]></category>
		<category><![CDATA[PS4]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=243736</guid>
		<description><![CDATA[In a new video from Blizzard which was posted on the Playstation Youtube channel, the development team discuss the challenges they face with the control system doe the Playstation 4 Diablo 3 version. Does it look easy to you?]]></description>
				<content:encoded><![CDATA[<p>In a new video from Blizzard which was posted on the Playstation Youtube channel, the development team discuss the challenges they face with the control system doe the Playstation 4 Diablo 3 version. Does it look easy to you?</p>
<p><object width="640" height="360"><param name="movie" value="http://www.youtube.com/v/Dgc7LHGbr88?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Dgc7LHGbr88?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<item>
		<title>Diablo Fan Art Watch #193: The Anniversary Part II &#8211; Villains</title>
		<link>http://diablo.incgamers.com/blog/comments/diablo-fan-art-watch-193</link>
		<comments>http://diablo.incgamers.com/blog/comments/diablo-fan-art-watch-193#comments</comments>
		<pubDate>Thu, 16 May 2013 14:00:00 +0000</pubDate>
		<dc:creator>Holyknight3000</dc:creator>
				<category><![CDATA[Fan Art]]></category>
		<category><![CDATA[Fan Stuff]]></category>
		<category><![CDATA[1 year anniversary]]></category>
		<category><![CDATA[diablo 3 anniversary]]></category>
		<category><![CDATA[Diablo Fan Art]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=239318</guid>
		<description><![CDATA[&#160;&#160; Welcome everyone to the second part of this special Diablo Fan Art Watch. This time I have collected my favorite pieces of artwork for Diablo and his minions. Here&#8217;s to many, many more pieces of artwork in the next year and years to come. Artwork by SeungHwan Jang, Liyao Yang, Peter Stapleton, Rafael Grassetti, [...]]]></description>
				<content:encoded><![CDATA[<p>&nbsp;&nbsp;<br />
<a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/8990/title/the-butcher/cat/501" target="_new"><img style="float: right;margin: 0px 0px 0px 10px" src="http://diablo.incgamers.com/gallery/data/501/medium/main_11.jpg" alt="" height="170" border="0" /></a>Welcome everyone to the second part of this special <a href="http://www.diablowiki.net/Diii.net:Fan_Art_Watch">Diablo Fan Art Watch</a>. This time I have collected my favorite pieces of artwork for Diablo and his minions.</p>
<p>Here&#8217;s to many, many more pieces of artwork in the next year and years to come.</p>
<p>Artwork by <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/8990/title/the-butcher/cat/501">SeungHwan Jang</a>, <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/8921/title/king-leoric/cat/501">Liyao Yang</a>, <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/9377/title/the-unburied/cat/501">Peter Stapleton</a>, <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/8992/title/diablo-the-prime-evil/cat/501">Rafael Grassetti</a>, and <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/9670/title/diablo-the-prime-evil/cat/501">Justin Bechtold</a>.</p>
<p>&nbsp;&nbsp;<br />
<center><a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/8921/title/king-leoric/cat/501" target="_new"><img class="" src="http://diablo.incgamers.com/gallery/data/501/medium/fanart-0093-full.jpg" alt="" height="200" border="0" /></a> <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/9377/title/the-unburied/cat/501" target="_new"><img class="" src="http://diablo.incgamers.com/gallery/data/607/unburiued1122345.jpg" alt="" height="200" border="0" /></a> <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/8992/title/diablo-the-prime-evil/cat/501" target="_new"><img class="" src="http://diablo.incgamers.com/gallery/data/607/diablo112345.jpg" alt="" height="200" border="0" /></a> <a href="http://diablo.incgamers.com/gallery/showphoto.php/photo/9670/title/diablo-the-prime-evil/cat/501" target="_new"><img class="" src="http://diablo.incgamers.com/gallery/data/501/medium/diablo_3_the_prime_evil_by_joekool121-d5yeo6y.jpg" alt="" height="200" border="0" /></a></center></p>
<p><center>Click the thumbnails to see larger versions of all these images.</center></p>
<p>If you enjoy Fan art and want to contribute to this growing community, please stop by the <a href="http://diablo.incgamers.com/forums/forumdisplay.php?f=138">Fan Creations Forum</a>. Many artists visit frequently, posting works in progress looking for feedback and conversation. You don&#8217;t have to be &#8220;arty&#8221; to join in. If you have any questions, comments or have some fan art related news on the web please send me a <a href="http://diablo.incgamers.com/forums/member.php?u=320812">PM</a> and I&#8217;ll get back to you.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>The Diablo 3 Podcast #92: D3 Year One &#8212; The Diablo Community</title>
		<link>http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-92-d3-year-one-the-diablo-community</link>
		<comments>http://diablo.incgamers.com/blog/comments/the-diablo-3-podcast-92-d3-year-one-the-diablo-community#comments</comments>
		<pubDate>Wed, 15 May 2013 19:48:43 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Community Relations]]></category>
		<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[1 year anniversary]]></category>
		<category><![CDATA[diablo 3 anniversary]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=242886</guid>
		<description><![CDATA[Flux, Neinball, and Wolfpaq discuss the Diablo community and speculate on why passions often run so high, and why so many self-professed &#8220;haters&#8221; stick around to complain and troll, rather than moving on with their lives. This is the second half of the show begun with TDP #91, but you need not listen to that [...]]]></description>
				<content:encoded><![CDATA[<p>Flux, Neinball, and Wolfpaq discuss the Diablo community and speculate on why passions often run so high, and why so many self-professed &#8220;haters&#8221; stick around to complain and troll, rather than moving on with their lives.</p>
<p><iframe src="http://www.youtube.com/embed/GArgyyldmxo" height="315" width="420" allowfullscreen="" frameborder="0"></iframe></p>
<p>This is the second half of the show begun with TDP #91, but you need not listen to that one first since the topics are entirely separate between the shows.</p>
<p>Approximate segment starting times:</p>
<ul>
<li>0:10 &#8212; Intro and Diablo 3 community overview.</li>
<li>4:40 &#8212; Is the Diablo 3 community really that much more negative than other gaming communities? Why do people who claim not to like Diablo 3 stick around to troll people who do play it and to say that every other upcoming ARPG will be 10x better? Why does this not occur with WoW and Starcraft, even in the downtimes for those games? Is it a testimony to the enduring enjoyment (and rose-tinted glasses) of Diablo 2?</li>
<li>12:00 &#8212; Diablo 3 didn&#8217;t live up to impossibly-high expectations? Would Diablo 2.5 have been more popular? An update rather than a full sequel?</li>
<li>20:10 &#8212; Expectations for upcoming changes to Diablo 3? Anything big coming up before the expansion adds massive content and changes everything?</li>
<li>25:00 &#8212; Creepy unicorn sound effects.</li>
</ul>
<p>The <a href="http://www.diablowiki.net/The_Diablo_Podcast_Episode_Guide"> Diablo 3 Podcast Episode Guide</a> in DiabloWiki.net provides links to every show, plus quick summaries.</p>
<li>Listen <a href="http://itunes.apple.com/gb/podcast/diablopodcast-com/">and subscribe through iTunes</a>.</li>
<li>View video versions of all The Diablo Podcasts on <strong>You Tube</strong>, via our all-encompassing <a href="http://www.youtube.com/Diablo3Inc">Diablo3Inc channel</a>.</li>
<li><a href="http://diablo.incgamers.com/feed/podcast" target="_blank">Get the Podcast RSS feed</a></li>

<p>We have a quick <strong>1 year anniversary vote</strong> for our Facebook fans that&#8217;s asking How long have you been playing Diablo 3?  There are five options from &#8220;since release&#8221; all the way to &#8220;stopped playing&#8221; &#8211; <a href="http://www.facebook.com/questions/593332464020057/" title="how long have you been playing diablo 3" target="_blank">select your option</a>.</p>
]]></content:encoded>
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		<slash:comments>20</slash:comments>
<enclosure url="http://diablo.incgamers.com/wp-content/uploads/2013/05/tdp-ep92-year1-wolfpaq-neinball.mp3" length="25436663" type="audio/mpeg" />
			<itunes:keywords>1 year anniversary,diablo 3 anniversary</itunes:keywords>
	<itunes:subtitle>Flux, Neinball, and Wolfpaq discuss the Diablo community and speculate on why passions often run so high, and why so many self-professed &quot;haters&quot; stick around to complain and troll, rather than moving on with their lives. - </itunes:subtitle>
		<itunes:summary>Flux, Neinball, and Wolfpaq discuss the Diablo community and speculate on why passions often run so high, and why so many self-professed &quot;haters&quot; stick around to complain and troll, rather than moving on with their lives.



This is the second half of the show begun with TDP #91, but you need not listen to that one first since the topics are entirely separate between the shows.

Approximate segment starting times:

	0:10 -- Intro and Diablo 3 community overview.
	4:40 -- Is the Diablo 3 community really that much more negative than other gaming communities? Why do people who claim not to like Diablo 3 stick around to troll people who do play it and to say that every other upcoming ARPG will be 10x better? Why does this not occur with WoW and Starcraft, even in the downtimes for those games? Is it a testimony to the enduring enjoyment (and rose-tinted glasses) of Diablo 2?
	12:00 -- Diablo 3 didn&#039;t live up to impossibly-high expectations? Would Diablo 2.5 have been more popular? An update rather than a full sequel?
	20:10 -- Expectations for upcoming changes to Diablo 3? Anything big coming up before the expansion adds massive content and changes everything?
	25:00 -- Creepy unicorn sound effects.


The  Diablo 3 Podcast Episode Guide in DiabloWiki.net provides links to every show, plus quick summaries.

	Listen and subscribe through iTunes.
	View video versions of all The Diablo Podcasts on You Tube, via our all-encompassing Diablo3Inc channel.
	Get the Podcast RSS feed




We have a quick 1 year anniversary vote for our Facebook fans that&#039;s asking How long have you been playing Diablo 3?  There are five options from &quot;since release&quot; all the way to &quot;stopped playing&quot; - select your option.</itunes:summary>
		<itunes:author>Flux</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:duration>26:30</itunes:duration>
	</item>
		<item>
		<title>Happy Diablo 3 Anniversary: Bonus Magic Find and Experience</title>
		<link>http://diablo.incgamers.com/blog/comments/happy-diablo-3-anniversary-bonus-magic-find-and-experience</link>
		<comments>http://diablo.incgamers.com/blog/comments/happy-diablo-3-anniversary-bonus-magic-find-and-experience#comments</comments>
		<pubDate>Wed, 15 May 2013 17:33:40 +0000</pubDate>
		<dc:creator>Flux</dc:creator>
				<category><![CDATA[Blue Posts]]></category>
		<category><![CDATA[Experience]]></category>
		<category><![CDATA[Magic Find]]></category>
		<category><![CDATA[1 year anniversary]]></category>
		<category><![CDATA[diablo 3 anniversary]]></category>

		<guid isPermaLink="false">http://diablo.incgamers.com/?p=242908</guid>
		<description><![CDATA[The datamined Anniversary Day special has been activated, and all characters in Diablo 3 are now rolling with a bonus to their Magic Find and Experience. These bonuses are exactly as if you had a permanent and , adding 25% bonus to both stats. The Magic Find bonus is 25% added to your total, and [...]]]></description>
				<content:encoded><![CDATA[<p>The <a href="http://diablo.incgamers.com/blog/comments/scheduled-maintenance-tuesday-night-diablo-3-patch-1-0-8">datamined Anniversary Day special </a>has been activated, and all characters in Diablo 3 are now rolling with a bonus to their Magic Find and Experience. These bonuses are exactly as if you had a permanent <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Fortune Shrine " target="_new">Fortune Shrine</a> and <img src="http://diablo.incgamers.com/images/wiki_icon.png" alt="DiabloWiki" title="DiabloWiki"><a href="http://www.diablowiki.net/Enlightened Shrine " target="_new">Enlightened Shrine</a>, adding 25% bonus to both stats.</p>
<p><a href="http://diablo.incgamers.com/wp-content/uploads/2013/05/d3-anniversary-icon.jpg" rel="lightbox[242908]"><img src="http://diablo.incgamers.com/wp-content/uploads/2013/05/d3-anniversary-icon-300x93.jpg" alt="d3-anniversary-icon" width="300" height="93" class="alignright size-medium wp-image-242911" /></a>The Magic Find bonus is 25% added to your total, and since it works like a Fortune Shrine it can exceed the 300% hard cap from Paragon + item bonuses. My Monk was running 425% in an MP1 farming game once I was fully stacked, when the usual max on MP1 is 400%. And I found eleventeen legendaries! (IMHO 25% is a pretty meek bonus. We&#8217;ve been waiting all year. Why not 100 or 200%?)  </p>
<p>The experience bonus is better. Just like an Enlightened Shrine it&#8217;s granted on the Nephalem Valor +  Multiplayer side of the newly-multiplicative equation, which and it adds to those and multiplies all of your EXP bonus from Monster Power and equipment. </p>
<p>The screens below show a brand new Wizard I made to test. She was sitting at 25% to Exp and MF on MP0, but when I restarted the game on MP10 she was at 25% MF and all the way up to +275% Exp, thanks to the 1.25% x 200% for the Monster Power setting.  (I dinged to level 2 at the start of the zombie fight outside the town gates, and dinged to level 3 after killing two of the zombies in the Inn, putting her already a full level ahead of normal MP0 pace.)</p>
<p>Your character does not show a shrine bonus, just the special buff icon, so presumably you could double either or both bonuses by hitting the appropriate shrines. And then zoom zoom for two minutes of bliss.</p>

<a href='http://diablo.incgamers.com/blog/comments/happy-diablo-3-anniversary-bonus-magic-find-and-experience/d3-anniversary-bonus-mp0' title='d3-anniversary-bonus-mp0'><img width="200" height="120" src="http://diablo.incgamers.com/wp-content/uploads/2013/05/d3-anniversary-bonus-mp0-200x120.jpg" class="attachment-thumbnail" alt="Monster Power 0." /></a>
<a href='http://diablo.incgamers.com/blog/comments/happy-diablo-3-anniversary-bonus-magic-find-and-experience/d3-anniversary-bonus-mp10' title='d3-anniversary-bonus-mp10'><img width="200" height="120" src="http://diablo.incgamers.com/wp-content/uploads/2013/05/d3-anniversary-bonus-mp10-200x120.jpg" class="attachment-thumbnail" alt="Monster Power 10" /></a>

<p><strong>Update: </strong>Blizzard has updated about this bonus, and there&#8217;s good news; it runs until next Tuesday, so you don&#8217;t have to sit up playing all night in a mad quest for Paragon 100.  Quote:</p>

		
		<div class="blue_post">One year ago today, the gates of the Burning Hells opened and Diablo III was unleashed onto the world. Since then, millions of heroes have been created, billions of hours have been spent in games, and trillions of demons have been slaughtered without mercy. We&#8217;ve grown and improved a lot since release, both as a game team and as a community, and thanks to your feedback, passion, and unquenchable bloodlust, we expect the next year to be even more epic.</p>
<p>To celebrate this milestone and the community that made it possible, we&#8217;re giving away free buffs! (Who doesn&#8217;t like free buffs?) Players who log in to defend Sanctuary between May 15 and May 21 will receive a 25% boost to their Magic Find and +EXP stats. The buff is only available while logged in to the game, but it will apply to all characters as well as stack with other similar bonuses &#8212; the +EXP bonus will stack multiplicatively and the Magic Find bonus will stack above the 300% cap!
		
		<div class="blue_post_source"><a href="http://us.battle.net/d3/en/blog/9691896/less-cake-more-demons-happy-anniversary-diablo-iii-5-15-2013" target="_new"></a></div>
		
	</div>
		
	
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