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Diablo 3 Patch 2.1.2 Survival Guide
The long-awaited Patch 2.1.2 is scheduled to go live this week, and it’s making a lot of major and minor changes to the game. More than just the usual patch assortment of skill changes/buffs, this one is changing some big aspects of the game. Rifts and Grifts are getting big tweaks to (increase) monster density […]
Rift Map Bugs and Improvements in 2.1.2
Rifts were one of the major targets for Patch 2.1.2 testing on the PTR. The patch changed a lot in terms of monster assortment and level layout, and this resulted in some bugs. The most common was when you’d get a rift level without any monsters or just a few (usually the stone pillars map, […]
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Clan Function Bugs in Patch 2.1.2

Posted 14 Jan 2015 by at 22:22 GMT

DiabloWikiClans got a few new features in the patch, but there are unexpected consequences.

Clan unavailable?

I cannot access my clan (chat, see who online, etc) because error “Clan unavailable” since patch. is anyone get this issue too?
Tyvalir: Hey everyone, thanks for the reports on clan functionality issues!

We’re currently looking into these issues, and while we don’t have an ETA on when they’ll be fixed just yet, we’ll be sure to post as soon as we do have an update. In the meantime, please be sure to direct similar reports to our Bug Reports forum.

I guess this sort of thing, plus the bugs with Rifts and other assorted stuff shows why we didn’t get this patch live before Christmas. No matter how thoroughly tested something seems on the PTR, there are always new/different issues when it goes live, and much as we fans wanted to play it over the hols, Bliz knew it would be a bad idea to put it live when most of their support crew was on vacation.

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Patch 2.1.2 Questions and Blizzard Answers

Posted 14 Jan 2015 by at 03:04 GMT

Nevalistis random Elite name in v2.1.2.

Nevalistis random Elite name in v2.1.2.

Lots of fan questions about Patch 2.1.2 stuff on the forums today, with some Blue replies. Patch 2.1.2 Questions and Blizzard Answers:

Just killed Nevalistist… WTH?
Nevalistis: Only counts if it’s a Death Maiden.

This wasn’t quite impactful enough to warrant mention in our Patch 2.1.2 Survival Guide… but yes, there are some new names in the random pools for Elites, and the current Community Managers are amongst them. We tweeted on this from the PTR, and Neva’s reply was funny. Also, I often joke that Bliz picks CM names with excessive vowels just to make them hard to spell, a condition that (arguably) affects me more than any other person on earth… but not this time! It’s “Grimiku.”


Elsewhere, predictable questions about the availability of seasonal and ancient items.

New Patch: are season 1 items available? So is freydhrs wrath available to non season? i thought seasonal toons were gonna get rolled over but i guess thats next patch so i was wondering if the condemn shield is available now.
Nevalistis: The Season has not ended yet, ir0nmas0n. Once Season 1 has ended, the seasonal items from Season 1 will be added to the non-season pool. That is also when characters, items, etc. will roll over, per our End of Season blog.

The earliest we currently plan on ending Season 1 is February 3, 2015.

Can you craft ancient set items?

I just tried 25 cain’s boots and not one was ancient. It was my understanding that ratio was 10%. I know you can craft ancient legendary items.
Tyvalir: Hey Scar, just wanted to jump in here to confirm that it is possible to create Ancient versions of craftable Legendary and Set items. It may take several tries, but it’s entirely doable, and the odds are the same regardless of the difficulty in which you’re playing.

As Nevalistis explained previously, you can also obtain Ancient items from Kadala, and it’s possible for Horadric Cache-exclusive Legendary items to roll as Ancient items.

Grimiku: The difficulty setting does not influence your chance to craft an Ancient quality item. Crafting has a flat chance to produce an Ancient item, and currently that chance doesn’t change. Sorry to answer that so bluntly, but I wanted to try and make sure there wasn’t any confusion.

Back at Blizzcon the devs said Ancients would occur on about 1.5% of legendary items dropped on Torment 1, ramping up to around 10% on Torment 6. I played a good amount on the PTR on T6, and can confirm that it felt like about 10% of legs were ancient from monster drops, chests, etc.

Unfortunately, I played very little PTR below T6, so I can’t speak to the % ancient rate on T1-T5. Nor did I craft or gamble enough on the PTR to get a feeling for the frequency of Ancients via those methods. It definitely felt more than 1.5% from gambling, but perhaps not as high at 10%? Perhaps a dev will reveal the actual numbers? At any rate, as the Blue post says, the rate from gambling/crafting should be the same on all difficulty levels, or it would be a stupidly-easy exploit, ala opening Horadric Caches in T6 to get Imperial gems (whcih actually worked, back in the day).

As for Caches… I either had really bad luck or it’s lower than 10% ancient rate, since I opened at least 30 on the PTR, almost all on T6 so guaranteed legendary, and I never once got an Ancient quality leg from a Cache. As with all things RMT, your luck may (and probably will) vary.

Click through for more Blue answers, including news about getting additional Boon of the Hoarder gems from Guardians, Patch time issues and West Coast bias, why the Band will nevermore tell their secrets, plus Console vs. PC patch differences, and more.

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Diablo 3 Patch 2.1.2 Live: Full Patch Notes

Posted 13 Jan 2015 by at 23:18 GMT

patch2.1.2As expected/hoped, Patch 2.1.2 went live this morning during the regular weekly maintenance. The contents are as expected from the PTR testing and as described in our Survival Guide, and here are the full patch notes.

Two questions about items and Seasons I keep seeing:

  • Season One isn’t over yet. It won’t end until Feb 3rd at the soonest. Thus Season One legendary items can not (yet) be found by non-Seasonal characters.
  • Seasonal two Legendary items are listed in the patch notes, but they can’t be found yet, since Season Two hasn’t started yet.
  • Here’s a quote from the Items portion, since everyone’s asking about it.

    • Life on Hit and Life Regeneration have been increased by 25% at all levels
    • The rarity of the rarest Legendary items in the game has been reduced
    • The stack size of Crafting Materials and Gems has been increased from 1000 to 5000

    Ancient items have been added to the game

    • Ancient items are more powerful versions of Legendary items
    • Ancient items roll from increased value ranges for certain affixes
    • Ancient Mojos, Orbs, and Shields roll with increased Damage or Shield Block values
    • Ancient items can now drop at Torment I or higher
      • The drop chance will increase with each Torment level
    • Any Legendary or Set item has a chance to be dropped or crafted as an Ancient item
    • Legendary or Set items purchased from Kadala have a chance to be an Ancient item

    Click through for the full patch notes.

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    Tagged As: | Categories: Blue Posts, Diablo 3 Patches | 11 Comments

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    Diablo 3 Patch 2.1.2 Survival Guide

    Posted 12 Jan 2015 by at 17:07 GMT

    New Goblins on the minimap.

    New Goblins on the minimap.

    The long-awaited Patch 2.1.2 is scheduled to go live this week, and it’s making a lot of major and minor changes to the game. More than just the usual patch assortment of skill changes/buffs, this one is changing some big aspects of the game. Rifts and Grifts are getting big tweaks to (increase) monster density and (improve) their layouts, four new types of Treasure Goblins are joining in, Ancient Items are coming to (potentially) increase the quality of Legendary Items, Conduit Pylons are getting a big nerf, a Vitality boost means everyone gains HPs, and much more.

    Here’s a very quick summary of the important changes, with links to additional infos. Diablo 3 Patch 2.1.2 Survival Guide:

    General Gameplay:

  • Nephalem Rift and (especially) Greater Rifts have increased monster density and improved maps. (Most characters copied to the PTR immediately gained 3-5 to their highest level Grift.)
  • All characters gain more HPs per point of Vitality, granting a solid overall HPs increase. (My copied over HC chars went up 10-15% in hit points, enough that I could regear to drop Vit from an item or two.)
  • The Clan roster now shows how long a player has been offline.
  • Wave of Trials are streamlined, with less downtime between waves. Some tweaks made to the types of monsters that spawn during waves. Improved exp/gold rewards.
  • DiabloWikiConduit Pylons are very nerfed in Patch 2.1.2 and are no longer powerful or fun or game-changing. Thankfully, they are already marked for a buff in a future patch.
  • Class and skill changes:

  • Barbarian: Legacy of Raekor set bonuses reworked, along with Furious Charge: Dreadnaught redesigned to make the Barbarian’s “trash collector” build less annoying.
  • Demon Hunter: Sentry redesigned. Now builds up to 2 charges (3 with a rune) like the Monk’s Dashing Strike. Marauder’s Set bonuses tweaked so Sentries only fire Spenders when the DH does. Also, Sentries boost the damage of the DH’s attack, but Sentries do much less damage with their own shots. Smoke Screen cooldown increased from 2 to 3 seconds. Night Stalker no longer restores Discipline.
  • Monk: Sunwuko’s Set bonus redesigned (improved). Thousand Storms set bonus buffed (still lame).
  • Wizard: Hydras fire much faster and Attack Speed is now factored in as well.
  • Items

  • Ancient Items added. This is a designation applied to Legendary Items that boosts many of their primary and secondary affixes up to 30%. Hugely impactful on weapons, somewhat on armor, irrelevant on jewelry. Detailed analysis here.
  • The 25 or so most uncommon Legendary items are doubled (or more) in drop rates.
  • Item affixes that “Gain X exp per kill” now multiplies by difficulty level, increasing exponentially. (This will roughly double the +exp going from Normal up to T6, and works incredibly with the Season 2 ultimate twink Gem of Ease.
  • Crafting material maximum stacks increased from 1000 to 5000.
  • New Legendary Items: None added in Patch 2.1.2, but Season 2 will bring several legs with new DiabloWikiLegendary Affixes, plus 3 new DiabloWikiLegendary Gems. (Season 2 only.)
  • All patch 2.1.2 changes to existing item set bonuses (Raekor’s, Marauder’s, Sunwuko’s) are retroactive, applying to existing gear. You do not need to find new set items to get the changed bonuses. (You will need to find new legendary items to get them with the new legendary affixes.)
  • Monsters

  • Elite Affixes: DiabloWikiExtra Health and DiabloWikiVampiric removed from the game.
  • There’s a big reduction in damage taken by pets from Elite Modifiers that deal damage on the ground. Pets/mercs now seldom die from DiabloWikiPlagued, DiabloWikiMolten, DiabloWikiDesecrator, etc.
  • DiabloWikiTreasure Goblins: 4 new Goblin types added. Goblin packs in Rifts spawn with mixed types of Goblins at about their normal distribution.
  • Goblin AI tweaked a lot.
  • Goblins now show up on the minimap, and give a chuckle warning sound before you are close enough to see them on the map.
  • Goblins in their idle animation stand with an open portal, making them easier to see.
  • Goblins wait longer when opening a portal before escaping, and will often go back into their idle mode when they move far enough offscreen and are not pursued.
  • Goblins run more erratically, and will head straight for any nearby Elites.
  • Click through for much more info on the coming feature changes in Patch 2.1.2, plus a reminder that Season Two and all of its new features are not coming with the Patch, and won’t be here until a week or two after Season One ends on February 3.

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    Diablo 3 Dev Naming and Drinking the Haterade

    Posted 11 Jan 2015 by at 15:11 GMT

    Blue post from the forums about a big complaint thread that was deleted, then reinstated. You want to read it now, don’t you? First off, here’s the Blue reply, from a different thread created to complain about the deletion. Diablo 3 Dev Naming and Drinking the Haterade:

    So you’re deleting 20 page long topics again huh?

    Not that I’m surprised since you did this already several times. Anything unconvenient and it gets deleted. Do you think the 20 pages and 300 upvotes get erased like that as well? Oh man this company… instead of fixing the problems they rather delete the undesired feedback. Hilarious.
    Lylirra: The original thread has been restored and can be viewed at its original link. While the OP does violate our posting guidelines, the following conversation is mostly constructive (albeit heavily moderated), so the thread in its entirety should not have been removed. For that I apologize.

    As a general reminder, however: harassing or attacking other posters (be they Blizzard employees or other players) is not okay. Full stop. Doing so will likely lead to your post/thread being locked or removed outright. In some cases, depending on the severity of what’s been said, your account may even be penalized. That’s not ideal for you or us, so working to be as constructive as possible — even if you’re voicing a dissenting opinion — is always a good tactic to strive for.

    A good thing to remember when participating in a discussion on these forums is to “attack an idea, not a person.” Be passionate, be argumentative, but focus your conversation on ideas, designs, concepts, mechanics, etc. Not people.

    Kyrone, if you’d like to reduce the risk of further critiques requiring such active moderation, I encourage you to remove personal attacks from your arguments. They are not needed for your feedback to be both valid and relevant.

    It’s got to be good, after that intro, right? Click through for the deleted, then un-deleted OP, and prepare to be… underwhelmed.

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    Diablo 3 Patch 2.1.2 Questions and Answers

    Posted 10 Jan 2015 by at 13:55 GMT

    Blue posts responding to a number of questions about the changes coming in Patch 2.1.2 and Season 2.

    Currently, there is a chance to spawn a goblin rift (not the illustrious goblin vault for those confused who may read this) while farming for items. In 2.1.2, will goblin rifts have ~12 standard goblins, a mix of standard and new 2.1.2 goblins, or just a single type of 2.1.2 goblin? Just curious
    Nevalistis: In 2.1.2, should you encounter a goblin-themed Nephalem Rift level, the packs of goblins will be in mixed company.

    With the new goblins we’re introducing, which do you think you’ll try to target first when you find a pack of them? The Blood Thief? The Jewel Hoarder? The Odious Collector? Or do you think you can get them all?

    Pre-Patch 2.1.2, unmixed Goblin types.

    Pre-Patch 2.1.2, unmixed Goblin types.

    Of course we think we can collect them all. What kind of arse question is that? And yes, they spawn in mixed packs in the upcoming patch, a change that was made during the PTR testing. Initially in the PTR you’d get a whole pack all of the the same type, which made for some amazing fecundity of shards/gems/plans. See our recent article on all the new goblin types for the juicy documentation of such goblin hunts.

    The screen there was my discovery yesterday, in almost my first game back on Live, after the PTR shut down. Yes, that’s literally the first room into the Rift, with 10 Goblins and a champion pack and my live HC DH hardly able to handle T6 even without such distractions. It was crazy, and also felt weird seeing all those goblins and none of the dropping gems or shards.

    Elsewhere, questions about Seasonal legendary items and the three new types of Legendary Gems (which are all Season 2 only).

    When does the Season I loot become available?
    Nevalistis: Once Season 1 is no longer active, all Season 1 Legendaries will become available in the general loot pool for non-Seasonal characters.

    The items that are Season only, will they now be available for drops on non-Season or is it only the Season items that you have currently obtained rolled over but no new ones will drop for non-Season?
    Nevalistis: Once the season ends, all seasonal items introduced in Season 1 will be added to the loot pool for non-seasonal games. These items will continue to be available in Season 2 as well, as they’ll be part of the general loot pool.

    When Season 2 begins, new seasonal legendaries will be available for players participating in the new season. Those items will also roll over to the general loot pool at the end of that season, so on and so forth. :)

    so, i dont understand: new GEMS will be available in season 1 from patch or from season 2?
    Nevalistis: The new Legendary Gems will be available to players starting in Season 2. Just as with the Seasonal Legendary items available in Season 1, those new gems will roll over to your non-Seasonal account at the conclusion of Season 2.

    The DiabloWikiGem of Ease is the ultimate twink, but of course it won’t be available for our first characters in S2, since you have to earn it from a Rift Guardian and then level it to 25 before it achieves maximum “level 70 in less than an hour solo” effectiveness. Test drive article about it explains the magic.

    We’ve already seen questions about crafting ancient-quality DiabloWikiHellfire Rings and DiabloWikiHellfire Amulets, but here’s a slightly different permutation on the issue:

    Will using organs made before the patch effect the chance of making an ancient item? Or do we need to use keys farmed in 2.1.2 to make machines to get organs to craft hellfires?
    Grimiku: The crafting materials used to create the Hellfire Amulet are not changing, so materials farmed before 2.1.2 won’t have a negative impact on your chances of crafting an Ancient Hellfire Amulet once the patch arrives. Good luck on crafting one!

    Since all Hellfire Rings and most some Hellfire Amulets will roll with a DiabloWikimainstat, they will benefit (slightly) by being Ancient. But as seldom as Ancient rolls, and as super-seldom as an Ancient item rolls with great stats, and as minor a boost as Ancient grants to rings, you’ve got to *really* be deep into the mix/max woods to care about that.

    But as Diablo games are all about throwing yourself into not just the min/max pond, but right into the quicksand… go for it. Why not? After all, another 113 mainstat might be the difference between life and death! Or .01% faster Rift clearing efficiency, which is practically the same thing.

    On the larger issue, patch coming soon with lots of changes… has excite?

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    Nephalem Rift Changes and Suggestions

    Posted 9 Jan 2015 by at 13:16 GMT

    A couple of Blue posts about Nephalem Rifts worth evaluating. The first is an observation made frequently since Patch 2.1.2 started to take shape on the PTR. What’s going to happen with leaderboards when the patch goes live, since Rifts, especially Greater Rifts, have better layouts and much higher monster density?

    blizz is gonna nerf grifts 2weeks before end of season? this make absolutely no sense.. why would they do this??
    Nevalistis: There’s not really any productive conversation occurring here, and little more than mudslinging. If you have concerns or feedback regarding the upcoming patch and end of season announcement, we’ve left the thread unlocked for that purpose.

    Not a very satisfying reply, as it just links to the “Patch prolly next week” post, which doesn’t say a word about Rifts and leaderboards. It just explains that Blizzard didn’t want to release a patch mid-season, and that they won’t do it in the future, but that the timing just worked out awkwardly this time. Most players will see their best GR bump up 3-5 levels with the patch changes, but that’s mostly in the medium range, from say GR20-40 range.

    The greater density doesn’t make a huge difference for the few players doing really high level Grifts, and for them, the Patch nerf to Conduit Pylons will make a bigger difference. On the PTR, the *real* changes at the high end came from new legendary items and Ancient Items… but how many players will find enough of the new stuff to impact on their GR45+ clear times, with just three weeks to gear up before the end of S1?

    Elsewhere, a player offered a whole litany of complaints and suggestions to improve Rifts. See the link for his whole long post; here’s just the intro and the bullet point conclusion.

    There’s something terribly wrong with Rifts. They have been advertised as a randomized dungeon with up to 10 floors. 10 floors? That’s amazing compared to the traditional 2 floors from optional dungeons. People thought we would get an amazing dungeon that was worthy of completing.

    What did we get? Up to 10 floors of disappointment. Why is there nothing at the end of Rifts? I am no expert when it comes to designing games, but even as an “average Joe”, I know that having a Boss in the middle of the dungeon with absolutely nothing afterward (and also beforehand…) is a terrible design.

    1. Add a locked chest at the end of the Rift

    2. Add a major boss at the end of the Rift
    3. Add content to Rift (random events + cursed events + other things)
    4. Add new twist to the existing events (go crazy and design those events to kill us)
    5. Ambushes!

    Nevalistis: I love seeing imaginations run rampant in these kinds of threads. It always makes for a great read from passionate people! Some really cool ideas in here. I’d love to see some of these ideas further explored. Here’s a few questions you can ask:

  • How would it change your gameplay experience if some of these ideas were implemented?
  • Would you prefer to see more bulk added to existing features or new features with some of these twists?
  • Why do you prefer that method?
  • This feels like a a blast from the past, since we debated exactly this aspect of Rifts long ago. I don’t even remember when… RoS beta? At any rate, I can remember thinking Rifts really needed more to them. Something to encourage/reward you for completing the whole thing. A second Guardian, a slew of Treasure Goblins or Golden Chests, etc. I hadn’t thought about the issue for months, but now that this guy brings it up… how about it? Do you guys want more in Rifts? Something at the end of the whole run, for the explorative type?

    This seemed to be fixed in the patch...

    At least this seemed to be fixed in the patch…

    This is a great time for the issue to return though, since Patch 2.1.2 changes the feel of Rifts in major ways. In the patch, normal Rifts are not as density-buffed as Grifts are, but they are much faster to complete. While playing on the PTR I almost always got to 100% and spawned the Guardian on the first or second floor, due to higher monster density and larger/better maps with more room for monsters. Furthermore, Rifts in the patch tend to have many more floors, so you never get to the exit stone with like 91% cleared and no monsters in sight. When I explored on the PTR I wished the completion counter kept had going past 100%, just for fun. Many dungeons I figured I had to be in the 500-700% range by the time I reached the exit of a Rift on floor 6 or 8.

    This makes the OP’s suggestion both more and less relevant. Less since you can finish Rifts so quickly and efficiently that you want to hurry into another one to score another keystone. More since when you are finishing off Rifts by the middle of Floor #2, it starts to feel almost too fast/easy, and after a while I’d get the urge for more exploration. I seldom did, since it felt pointless with the big reward from the Guardian, but if there was another reward available on the lowest level… maybes? It wouldn’t be more rewarding than just doing another Rift, but adding something special at the exit stone would make it seem like less than a total waste of time.

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    Diablo Fan Art Watch #266: The Top 10 Fan Art of 2014

    Posted 9 Jan 2015 by at 10:44 GMT

    Welcome everyone to the first installment of theDiablo Fan Art Watch in 2015. This week I share with you my top 10 fan art of 2014. This past year had a ton of art from various artists. Covering all aspects of the world and more.

    #10: Eristhe’s Shadowthief – This piece of a Fan-class was impressive and I think could have fit with the artwork of the other classes from the game. With that I give this piece my #10 spot in my list.

    Click through for the rest of the top 10, and vote for your favorites as well.
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    Reaper of Souls PTR Shutting Down Tomorrow

    Posted 8 Jan 2015 by at 23:28 GMT

    Mixed type goblin packs are awesome.

    Mixed type goblin packs are awesome.

    With the Patch coming next week, the devs are shutting down the Reaper of Souls PTR tomorrow morning, US time. (There is only one PTR server that everyone in the world connects to, so when it shuts down, it’s gone for everyone simultaneously.)

    Reaper of Souls PTR Shutting Down Tomorrow:

    Patch 2.1.2 PTR Ending Soon

    In preparation for the launch of patch 2.1.2, we will be shutting down the PTR tomorrow, January 9, at approximately 11:00 a.m. PST. At that time, you will no longer be able to log in to the PTR client, all PTR accounts will be reset, and the PTR Feedback and PTR Bug Report forums will be marked as read-only.

    Please note that any progress you made on the PTR will not transfer over to your Diablo III account.

    Thank you to everyone who participated in this PTR and provided feedback. We look forward to releasing patch 2.1.2 to the public shortly!

    2-news-ptr-mega-buffIt’s logical that the PTR will shut down with the patch imminent (it was content-complete weeks ago, so it’s not like any PTR testing is providing valuable input), but those of us who have played only on the PTR for the past month+ are in for a shock going back to normal accounts on live. Even if it’s just a week (or so) to wait for Patch 2.1.2, I’m going to miss the Goblin variety, Ancient Items, improved item sets, new legendaries, higher Grift density, etc.

    And that’s not even considering that my PTR account has 300 more Paragon Levels and much better geared chars, thanks to the +2000% legendary drop rate buff. And I was playing softcore on the PTR, so my chars had much higher DPS. Odds of me posting some rant in the forums tomorrow about the BS cheesy whatever that just killed off my best char in live, purely since I was used to being indestructible on the PTR? *cough*

    My first world problems aside, if you want a preview taste of the changes coming in Patch 2.1.2, this is your last change. Hope on the PTR tonight, copy over your account, and go for it. Or don’t expect any sympathy when you’re surprised by the big changes in the next patch.

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    Tagged As: | Categories: Blue Posts, Diablo 3 Patches, Diablo 3 PTR | 4 Comments

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    Diablo 3 Season 2 Launching Three Weeks after Patch 2.1.2

    Posted 7 Jan 2015 by at 18:36 GMT

    Season 2 soon,

    Blizzard has decided that the Season 2 will start after the release of the 2.1.2 patch after ascertaining there would be “technical risks” if they launched at the same time. The full update reads as follows which explains their decision.

    As we prepare for patch 2.1.2 and the Season rollover, we wanted to share some important information regarding the timing of these two milestones.

    Patch 2.1.2 And Season 1:

    With respect to Seasons, our goal is to avoid implementing major balance changes towards the end of a Season. Ideally, patches and significant hotfixes will occur between Seasons or early enough in the Season that players have ample time to adjust to the new environment.

    However, we discovered some technical risks in executing a simultaneous launch of patch 2.1.2 and the upcoming Season rollover, and it’s clear that trying to do both in tandem or close proximity would jeopardize both processes. This left us with two options:

    A) We launch patch 2.1.2 after the Season rollover. In this scenario, Seasonal players wouldn’t have access to any new 2.1.2 items including updated Set items, updated Legendary items, and the new Seasonal items for at least a couple of weeks after the Season went live.

    B) We could launch patch 2.1.2 before the Season rollover. In this scenario, this would impact Seasonal Leaderboard progression.

    Not giving Seasonal players access to new items right away in Season 2 would take a lot of the excitement out of the start of that new Season. With this, we believe that by giving players a few weeks to adjust to patch 2.1.2 changes, and by allowing them to test existing changes on the PTR, the impact on the existing Leaderboards can be minimized.

    After weighing both options carefully, we have decided to launch patch 2.1.2 three weeks prior to the Season rollover. This should provide players enough time to adjust to the patch changes before the Season ends as well as ensure that Season 1 is not prolonged further for those looking forward to Season 2.

    Future Season Rollovers:

    Season 1 has been a great learning experience for us and we aim to provide a smoother transition at the end of Season 2. In fact, our intent for future Seasons is to have the current Season end, the corresponding patch deployed, and then the following Season start—in that order. While we will not be able to do that for this inaugural Season rollover, this will be our plan for all rollovers moving forward.

    For more information about the upcoming Season rollover, click here. To get a sneak-peek at upcoming patch 2.1.2 changes, click here.

    Thank you for your patience and support. We hope to see you in Sanctuary and Season 2!

    Tyvalir added a couple of replies to questions in the thread:

    so, since season 2 will start on 2/3/2015, we should get patch 2.12 three weeks before that, which means next Tuesday?
    Tyvalir: As mentioned previously, February 3rd is the earliest date that we would be able to begin the Seasonal rollover, which means the patch could fall as early as next Tuesday. It’s important to remember, however, that this is just the earliest date it may fall, and that it may change if the need arises.

    Does this schedule align with the console releases? IE, can we expect to get the console patch on the same day as PC? Or will there be a lag?
    Tyvalir: Our current goal is to release patch 2.1.2 on PC, PlayStation 4, and Xbox One on the same day. This may change depending on a variety of reasons, but we are indeed hoping to provide a simultaneous launch (or as close to one as possible).

    Patch 2.1.2 has been on the PTR for so long that it’s hard to remember what all is new and changing in it. We’re working on a big article with info on all the patch changes, informed by our extensive PTR testing.

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    Ancient Items in Patch 2.1.2 = Pointless to Play Now?

    Posted 6 Jan 2015 by at 23:30 GMT

    A player expressed a common view and got a Blue reply. Will Ancient Items will replace all current gear? Ancient Items in Patch 2.1.2 = Pointless to Play Now?

    Worth playing till 2.1.2?! Seems pointless for now…

    Looking at those ancient items…it seems everything has to be re-farmed…why does blizzard want to take the easy way out?

    Took months to get the gear and with a single patch…much of the effort seems pointless. =(
    Nevalistis: The primary intent behind DiabloWikiAncient Items is to give the folks that have everything on their wish list more to search for in the item game. They’re not mandatory for playing the game, and while they’ll help you push a bit further in Greater Rifts as you acquire more of them, they shouldn’t feel like a necessity in other endgame activities.

    New players and those returning at the start of Season 2 will also benefit from the new item tier. Finding an Ancient Item early on will feel great, even more so as a rare experience. You shouldn’t expect to fill out all your gear slots with gold borders right away, either. It’s a time investment that becomes easier as you attain higher difficulty levels and better gear, and further incentive to continue pushing your limits.

    This might be an irrelevant complaint, since Patch 2.1.2 is imminent. The patch was content-complete before Xmas, was delayed for technical support reasons, and this week’s datamining shows that the patch files are on the servers now. When they’ll go live is unknown, but I’m actually surprised it didn’t go up during last night’s weekly maintenance. DiabloWikiSoon?

    As for Ancient Items replacing everything… not so much. Potentially, sure, but realistically? No. Patch 2.1.2 is (as far as we can tell) identical to the patch currently on the PTR, and we’ve done a lot of play testing on it, and posted extensive info about Ancient Legendary Items. Check out our last big article for more than 100 screens of Ancient Items, and slot-by-slot analysis.

    The take away? Ancient weapons are a huge upgrade and will feel almost mandatory, but ancient armor is only sometimes an upgrade, and ancient jewelry is mostly irrelevant.

    Armor seems like it would be a big boost, with up to 250 more to vit/mainstat (the amount varies by item slot, but it’s always at least +100 potential), but the better your current gear, the less likely you’ll replace it with an ancient item of the same type. You’ll find Ancients fairly regularly if you’re able to do T6, but it’s really hard to get just the right combination of affixes on any armor piece, much less the occasional Ancient version. Even after playing up to Paragon 500+ a softcore Demon Hunter in Season Two on the PTR, I was only wearing 6 ancient legendaries, and that was with the +2000% legendary drop rate buff making them extremely easy to find.

    Ancient Legendaries

    Weapon upgrade!

    Yes, Ancient armor and jewelry rolls with around 100-250 more to mainstat or vitality and +30 All Res, compared to current legs… but the bonuses to +skill damage and +elemental damage (and CC/CD/IAS/CDR) are no different than non-Ancient gear, and it’s really hard to get a piece of armor with the exact 4 (or 5) primary affixes you need. And a smart player is never going to give up say, +13% damage to their char’s main skill just to add +200 mainstat, or +23 All Res.

    So no, in my semi-expert PTR-tester opinion, the prospect of upgrading to Ancient Items is no reason to put off playing now. In fact, playing now could be a good preparation, if you build up a bunch of crafting materials. Crafting and gambling can pop Ancients same as monster drops, and while you can’t save up 10,000 shards for massive gambling, you can do that with crafting. A crafted Ancient Weapon with a good roll will jump your damage up hugely (Normal to Ancient is around 2300 to 2800 for 1H, and 3000 to 4000 for 2H), so unless your build *requires* some specific legendary weapon, crafting an Ancient weapon will give you a huge DPS boost, making for faster farming as you try to find an Ancient weapon you really want.

    Click through for some ancient items galleries, to whet your appetite.

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    Latest Diablo 3 News

    Diablo 3’s Long Term Financial Plans?

    Posted 6 Jan 2015 by at 13:35 GMT

    Remember me?

    Remember me?

    A fan brought up and issue we’ve kicked around a few times, and got a semi-answer from a blue.

    The Evil Question

    I just think about old Diablo games and new one connected to server. We don’t have to pay for service. Just buy game and play it… I just thinking how long it will be supported – maintained? I just hope they will release serverless version of the game if they will shut down this original one. What things going to be? Some people spending all life there…

    I can only presume that Blizzard will have servers in place for many years to come.
    Vaneras: That is a safe presumption I would think :-)

    Diablo II has been out almost 15 years now for an example, and you can still play that on

    True, except D2 hasn’t seen any real support since about 2003, in terms of patches with new content. And during the run up to D3, the devs repeatedly said it wasn’t realistic for Diablo 3 to be like Diablo 2, running for free on servers forever. Perhaps that plan has changed, or perhaps sales of the various console versions, and ongoing expansion packs are sufficient to keep Diablo 3 profitable, but the whole “ongoing source of income” thing was one of the main motivations for the Real Money Auction House. That system was revealed back in August 2011 (to general fan support), and then and during the next years, much of the fan debate was in terms of, “okay, RMAH might not be your thing, but they have to fund the game somehow, and an optional RMAH beats a mandatory monthly fee or a cash item shop.”

    A thrown out comment from a CM on the EU forums obviously doesn’t constitute a formal declaration of corporate policy, but since the RMAH shut down I’ve been curious how they were going to keep the lights on. I asked Travis Day about that during my interview at Blizzcon 2014, (check transcript at the 4:00 mark) but failed to follow up on the larger financial issue after he answered the part about why they don’t just sell us more stash space.



    So what do you guys think should happen or will happen? Diablo 2 and Starcraft have both existed for years (decades!) on the old “buy a game and play it online for free” model, but that’s not a model many (any?) companies support anymore.

    Running secure servers with character storage and regular content updates from a dev team is expensive and capitalism is merciless, which is why virtually every other online game has an old-school WoW-style subscription fee, or, more likely, operates one one of the never free, F2P models with revenue paths that vary from “ethical and optional” to “vampire squid.”

    Will Diablo 3 remain free and playable online (only?) forever? Even after the expansions end and the devs have all moved on to Overwatch Diablo 4? I think we can rule out the return of the RMAH, but if/when the game needs more revenue to keep going… what will the devs do? Will we see some of the milder F2P features like an item shop that sells aesthetic improvements (like transmogs or pets or capes), or microtransactions for more stash space or additional character slots? Or paid DLC with new levels and items, like a shooter selling new map packs?

    I’m curious what you guys think, so let’s survey on Diablo 3’s Long Term Financial Plans:

    What do you think will be Diablo 3's future financial model? (Pick up to 3.)

    View Results

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    Click through for the results of past votes we ran about the RMAH and related issues in Diablo 3.

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    Latest Diablo 3 News


    Diablo 3 New Year Resolutions, 2015

    Posted 5 Jan 2015 by at 23:27 GMT

    happy_new_year_2015_10It’s the time of year to turn over a new leaf, pursue a new path, make radical diet changes you’ll have forgotten by February, pay for a year’s gym membership you’ll only use for two weeks, and so on. New Year’s Resolutions!

    Most of us make them, at least informally, in our own lives, but do you make them about/because of video games as well? Do you have any Diablo 3 New Year Resolutions, 2015?

  • To play a class you haven’t before?
  • To try a new build on your favorite class?
  • To give more assistance to other players in your clan?
  • To play to crush and push to your highest Grift ever?
  • To listen to an entire dialogue from Tyrael without stabbing the space bar so hard your thumb starts to bleed?
  • To finally attend a Blizzcon in person?
  • To log off once and for all and find a more fulfilling real life activity… just as soon as you clear this one last Rift.
  • Other resolutions? Hit the comments.

    New Year’s Resolutions, 2014

    I remembered doing a post about this last year, and when I checked the archives I found it, with a vote! This was first posted 4 January 2014, with the sarcastic questions inspired by current events during the then-ongoing Reaper of Souls beta test, so it’s a little dated now. But reproduced for your viewing/archival interest!

    Vote for your Diablo 3 2014 New Year's Resolutions...

    View Results

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    Tagged As: | Categories: Diablo: IncGamers Votes, Humour | 3 Comments

    Latest Diablo 3 News

    Why Players Quit Diablo 3, and What Brings Them Back?

    Posted 5 Jan 2015 by at 13:50 GMT

    news-why-players-quitFormer MVP and well-known community member DrothVader posted a thread in the forums seeking player comments/complaints about what caused players to quit playing Diablo 3. Of course no one ever quite quits a Diablo game… players just take breaks of varying duration, and half the posters in the thread say they’re going to leap back in for Season 2. Still, the thread has grown quite large, and with most of the comments/complaints more “constructive criticism” than “FJW rants,” it’s an interesting and sometimes thoughtful read.

    The Blues seem to agree, as Tyvalir recently visited the thread with an approving note. Why Players Quit Diablo 3, and What Brings Them Back?

    Hey everyone, thanks to all of you for sharing your thoughts on this and to Droth for the original post requesting player feedback. I’ve only read through the first few pages so far, but I’ve already seen a lot of good thoughts and ideas that I’ll be passing to the development team. I’m looking forward to reading the rest and passing that on as well.

    You’ve all really outdone yourselves with sharing good feedback here. Whether you realize it or not, these conversations help us to achieve a broader perspective of the game than we could ever get on our own, and I’m thankful to all of you for your passion and support as we continue to develop Diablo III.

    TL;DR – This is awesome, and we appreciate it!

    I enjoy the irony of a TLDR for a two-paragraph reply that appeared on page 26 of a thread full of very long posts. And there’s plenty more irony to be had, since most of the complaints are countered, intentionally or otherwise, by other posts praising the same feature others are damning.

  • Players don’t like that specific legendary items are required to make specific skills awesome… and other players desperately want more legendary items with cool bonuses to different skills.
  • Players think the best items are too hard to find… and other players think gearing up is too easy and quick without enough ultra-rare item hunting.
  • Players don’t like item sets requiring all the items to work big time… and other players want more item sets since they like hunting for a bigger reward from multiple item pieces.
  • Players don’t like the escalating difficulty of Greater Rifts magnifying balance issues… and other players want more Torment levels to create a GRift-style challenge in the normal game.
  • Players don’t like Ancient Items since they’ll trump current items… and other players can’t wait for Ancient Items to give them something new to hunt.
  • There are plenty of other contradictory opinions on the best/worst features in the game, and even a few complaints that aren’t presented as two-sided coins.

    Click through for some more compilations from the tread, and hit the comments to agree with a complaint, or explain why this is the internet, and therefore someone is wrong.

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    Latest Diablo 3 News

    8 Log In Failure: Now Resolved

    Posted 3 Jan 2015 by at 12:18 GMT

    Blizzard’s log in servers have been unavailable for most of the day, despite numerous Blue Posts updating the issue and working towards a fix. Log In Failure: Now Resolved.

    The connection issues reported earlier appear to have been resolved. Thanks to everyone for being patient with us while we looked into and addressed your reports. As ever, we will continue to monitor the status of our games and incoming reports from our players.

    If you ever have difficulty accessing our sites during a service outage, please don’t hesitate to reach out to our Customer Support team via Twitter or by submitting a Customer Support ticket:

  • @BlizzardCS (Twitter)
  • Customer Support Page
  • There was a lot of speculation that the downtime was due to a DDoS attack, but a Blue Post stated that was *not* the case. Ironically, I’d just read an article on Kotaku about how DDoS attacks have evolved in recent years and why they are so difficult to deal with these days. It’s an informative and depressing read.

    Last week, eager Christmas celebrators across the world hooked up their brand new Xboxes and PlayStations only to find that both online networks were down, leaving countless new games totally unplayable.

    It was a particularly large piece of coal in gamers’ stockings, and while Microsoft’s service recovered after 24 hours, the PlayStation Network suffered a prolonged outage that lasted two full days. Even today we’re still feeling the effects; almost a week later, PSN’s service remains intermittent thanks to what Sony said this weekend was a Distributed Denial of Service (DDoS) attack—an intentional flood of traffic designed to cripple a network’s servers.

    …these attacks have grown increasingly sophisticated over the past few months, to the point where security methods installed as recently as 2012 or 2013 might no longer be effective.

    “One of the historical ways that people have handled these attacks is they notice that the spike is occurring against them and they’re seeing an outage, and then they work with their providers to do something called ‘blackholing,'” Larson said. “Meaning as they’re sending [fake traffic] you just wanna throw it into the ground, you wanna throw it away.

    “A year and a half ago, DDoS attacks were the kind of things that happened against you—you noticed there was a DDoS attack, and then you blackholed and moved on. The tools are much more dynamic now. Humans and human processes are not fast enough to keep up with the change — you need a machine system that’s basically looking for and identifying the attacks in real time, then taking action against them immediately.”

    It’s a sad state when some geek group with a grievance, or just some bored script kiddies, can ruin everyone else’s gaming fun for hours or days. But that seems to be the world we live in, as cyber security and maintenance is forever trying to keep up with the people figuring out ways to break the system. Throw that on top of just general technical issues and human stupidity, and it’s a wonder we can even check our email with any reliability.

    Click through for some more Blue posts about today’s log in downtime.

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    Tagged As: | Categories:, Blue Posts, Hardware & Tech | 8 Comments