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The Diablo 3 Podcast #154: Torment 7-10 and Grift Exploits
This episode of the Diablo Podcast covers Greater Rift exploits and their ramifications, fans opinions on the most-needed Gambling fixes, if the game needs Torment 7-10, and what keeps you playing when gear upgrades are done? Featuring Amedon, N3rdwards, and Flux Click through for approximate segment starting times:
Greater Rift Changes Coming: Less RNG, No Conduit Pylons?
Last week Blizzard replied to questions about the goal of Greater Rifts and how they are balanced. Here’s the meat of last week’s address: Today he returned to that thread and added a couple of replies about what sort of changes we might see for the future of Greater Rifts. Greater Rift Changes Coming: Less […]
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Legendary Gem Tutorial: Zei’s Stone of Vengeance

Posted 16 Oct 2014 by at 07:27 GMT

zeis-stone-rank40The DiabloWikiLegendary Gem, DiabloWikiZei’s Stone of Vengeance, boosts damage for every 10y distance the damage dealing object is from the target. On the PTR players were able to exploit this LGem by sticking a long DoT on the target and then leaving the level or portaling back to town, creating an infinite distance for infinite damage. That bug is no more, with a maximum distance of 50y (5x damage multiplier) and no more tricks for infinite distance.

That doesn’t answer all of the questions, though.

How does Zei’s Stone work?

Say i was to cast multishot about 10 yards away from a mob, what happens if there are mobs further away? will they receive the ’10 yard damage’ or will they receive more?
Grimiku: The short version is that Zei’s Stone of Vengeance calculates it’s damage bonus per monster hit. So, if a player casts Multishot just once, then monsters farther away take would more damage than those that are closer.

If you’d like a more detailed explanation then I also recommend checking out Mikhail’s guide on YouTube: Diablo 3 RoS – Legendary Gem – Zei’s Stone of Vengeance Explained.

This gem sounds really good in description, but it’s actually pretty junk for most builds, since it doesn’t work well with pets or minions. The Rank 25 special stun effect doesn’t trigger from attacks by pets, and the damage increase is from the source of the damage. Thus sentries or WD minions don’t get any damage increase if they’re right next to the target, and they won’t stun it either.

We’ve linked to some of Meathead Mikhael’s Legendary Gem tutorials before, and this one is useful as well. Click through for the embedded vid.

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Tagged As: | Categories: Blue Posts, Legendary Gems, Strategy News | 8 Comments

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Blizzard’s 2014 Halloween Pumpkin Carving Contest

Posted 15 Oct 2014 by at 20:26 GMT

halloween-pumpkin2012-hon2Blizzard’s started up their annual pumpkin carving contest once again. This time the top 5 winners get a Hallow’s End Nemesis: The Headless Horseman Action Figure. You have until October 29th to submit pics of your amazing carvings.

The Halloween season has finally arrived, and we’re ready to cut straight to the heart of the holiday. If you’re dying to pick up a knife and hack, gash, slash, and jab at something, then you might be excited to hear that as of October 14, Blizzard’s 2014 Halloween Pumpkin Carving Contest has officially begun! Unleash your magical axes, psi blades, chitinous claws, and other creative cutlery to carve up Blizzard-themed jack-o’-lanterns of epic awesomeness. If you’re unclear as to what epic awesomeness looks like in the flesh, you can check out previous pumpkins for some inspiration..

We’ll choose five of the grandest Cucurbita to earn one (1) Hallow’s End Nemesis: The Headless Horseman Action Figure. Don’t delay; start carving right away! The twelfth annual pumpkin carving contest ends on October 29, so be sure to check out the contest page for rules and eligibility and get straight to slicing.

You can also check out our gallery for past images of winners and honorable mentions.

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Tagged As: | Categories: Blue Posts, Contests, Fan Stuff | No Comments

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Diablo 3 Minor Improvement Suggestions

Posted 15 Oct 2014 by at 20:12 GMT

Not always so clean and clear.

Not always so clean and clear.

A fan made some quality of life suggestions, a Blue replied, and I thought several of them were good, so let’s discuss these Diablo 3 Minor Improvement Suggestions:

1. make it possible to lower paragorn attributes without resetting and spend them all just make an option to click something down so you get one (or more) points back and can spend it on another stat.

2. make an option to ignore normal potion drops, i got loads of legendary drops and i dont need the normal potions like EVER

3. sort the legendary gems on lvl so i know the ones i use most are first and the one i dont care for that much are last, it makes it easier to pick which ones i want to upgrade

4. followers should be same no matter which character you play on (season and HC excluded) so you only have to gear them once

5. i would VERY much like a extra chest TAB option but with the change that it is only usable with that class so its one chest TAB but for every class you can put in items so if i put some DH items in it it cant be seen by a crusader in the same TAB and he can put in stuff as well
Vaneras: Right you are, and there is nothing wrong with posting suggestions. Suggestions can be quite valuable feedback, because even though they may not always be feasible, they do serve as a great indication on where people would like to see quality of life improvements :-)

So, how about these?

#1: Yes. Kind of like how follower skills now just turn on or off when you click them, without the previous, unnecessary confirmation. Paragon Points window would need another button to remove a point from a given field.

#2: Meh. Now that potions stack to 1000 I don’t really notice or care about that one wasted inventory space.

#3: Very yes. Annoying when you’ve got duplicates of the same type at different levels. The system now sorts with the ones you have equipped shown first, and then the rest alphabetical, but you have to hover to see the gem level. And often I’m using say a Bane of the Powerful while carrying another one to level up for another character or for a replacement if my main dies. I don’t know if I agree with the OP’s sorting idea, but the whole Urshi interface definitely could be improved. Show all your gems at once, different background colors for ones you are using, etc.

#4: I vote no. It would be convenient, but there is, in theory, a skill or item hurdle to clear to find good follower equipment and put it on all of your followers.

#5: I’m honestly not sure what he’s asking, because that sentence is a disaster. But yes, everyone wants more storage tabs, to the point that not one person I’ve asked about buying them via microtransactions has balked for one second.

I have to insert my usual complaint. A small improvement to the UI, so you are not forced to bind a skill to the left mouse button. Just set that one to Force Move (or the same skill as you put on the right mouse button) so the left can just be used to open chests, doors, shrines, etc. The six skills are then assigned to the right click, and to 5 keyboard keys. And this is optional — if you like the current controls, you can keep using them.

What do you guys think of the OP’s 5, and do you have your own requests for minor game fixes? I can store them up and then scream them at the devs at Blizzcon, while they’re trying to get a bite to eat.

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Tagged As: | Categories: Blue Posts, Fan Stuff, Game Features | 30 Comments

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Azmodan Coming to Heroes of the Storm

Posted 15 Oct 2014 by at 07:21 GMT

Blizzard released a trailer showing off Azmodan as a new playable character in Heroes of the Storm. He’s got a fireball attack and lots of minion summoning, plus that lovely singing voice and nimble crab feet dance steps we all know and love.

The entirety of my HotS experience was one game at Blizzcon last year when a friend really wanted to try, and yes, of course I chose Diablo as my character. If I should wind up playing another game at the show this year, I can assure you that Azmodan will be the steed crab upon which I ride scuttle into battle. For what more could you ask?

Click through for a big pic of the newest “hero.”

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Tagged As: | Categories: BlizzCon 2014, Other Games | 3 Comments

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Thursday Live Stream with Deadmou5

Posted 15 Oct 2014 by at 07:11 GMT

deadmau5 Halcyons-ascent-iconBlizzard has announced the time and line up for the Play Your Way Thursday live stream, which will feature Nevalistis, a player, D3 dev Don Vu, and famous DJ Deadmau5, probably playing without his huge mouse headgear.

He’s a living Easter Egg in the form of the DiabloWikiHalcyon’s Ascent legendary amulet, and has been a Diablo 3 fan for years. He tweeted his battletag when talking about an old Barbarian last year, but his account now shows 2 hardcore Wizards, one seasonal and one not, both over P400. And as the blue says below, they’re going to be doing Hardcore this time on the live stream. Good luck with that, Nevalistis!

Here are the blue details about Thursday afternoon’s show:

While the master of magic, the Wizard, prevailed in our last Play Your Thursday community vote, we were unfortunately unable to sync up with V3dun#2884 for our upcoming livestream. Thankfully, runner-up Majier#1230 has raised his weapon in service and will be joining us this Thursday, October 16.

But that’s not all, nephalem. We’ll also be joined by a very special guest for this week’s show—deadmau5!

Here are all the juicy details:

  • What: Our fourth Play Your Way Thursday livestream
  • Where:
  • When: Thursday, October 16 @ 2:00 p.m. PT to 3:00 p.m. PT
  • Who: Brandy “Nevalistis” Camel, Majier#1230, Joel “deadmau5″ Zimmerman, and Don Vu
  • Why: To kill ghosts n’ stuff.
  • For this particular stream, associate game designer Don Vu raised the bar and challenged us to jump into the Hardcore Season with Halcyon himself, Joel Zimmerman. See just how long I’ll last running V3dun’s “Void Ray” Wizard and learn more about Majier’s “Sweeping Thunder” Crusader as we Rift our way to HC glory.

    May our deeds of valor be remembered!

    We’ll be pounding out a transcript as the show goes on, so check for that shortly after the run ends at 3pm, assuming they don’t all wipe at 2:30 and spend the last 30m sobbing inconsolably while staring at the Hall of Heroes window. If so, perhaps some music would cheer them up?

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    Tagged As: | Categories: Hardcore, Live Chats, Live Stream | 5 Comments

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    The Diablo 3 Podcast #154: Torment 7-10 and Grift Exploits

    Posted 14 Oct 2014 by at 12:12 GMT

    This episode of the Diablo Podcast covers Greater Rift exploits and their ramifications, fans opinions on the most-needed Gambling fixes, if the game needs Torment 7-10, and what keeps you playing when gear upgrades are done? Featuring Amedon, N3rdwards, and Flux

    Click through for approximate segment starting times:

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    Diablo 3 Strategy Guide: GR33 Tempest Rush Monk

    Posted 14 Oct 2014 by at 09:41 GMT

    strategy-monk-trBack in D3v I loved to use the Monk’s Tempest Rush skill, though it served mostly as a much less useful version of what Dashing Strike is today. Movement, escape from trouble, and a decent amount of damage along the way. Later on in D3v players found ways to gear so they could use TR full time, but it was not possible to gear up enough to make a full-TR build viable for higher DiabloWikiMonster Power (difficulty) levels.

    That’s no longer the case, and my old time Monk sentiment was aroused by this fun Monk build by Holy Hermit, which uses full time Tempest Rush. The author says it’s viable up through Greater Rift 33, which is nothing for most classes, but Monks are very limited in builds to get above GR30. Sadly, I’ll never use it since it’s much too dangerous for Hardcore (the player nearly dies half a dozen times just in the quick clips in the tutorial video), but it looks like a lot of fun and doesn’t have overly-rigid gear requirements. One drawback; ceaseless button clicking.

    Here’s the build and the tutorial video; click through for the full strategy write up, from the EU Bnet forums.

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    Tagged As: | Categories: Monk, Strategy News, Videos | 3 Comments

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    Greater Rift Changes Coming: Less RNG, No Conduit Pylons?

    Posted 14 Oct 2014 by at 01:33 GMT

    Like it's compensating for something.

    Like it’s compensating for something.

    Last week Blizzard replied to questions about the goal of Greater Rifts and how they are balanced. Here’s the meat of last week’s address:

    For the most part, DiabloWikiGreater Rifts are intended to act like a yardstick (or meter stick, if we’re waxing Metric) by which players can measure the power growth of their hero, as opposed to something that is meant to be completed. Part of the confusion about the intended role of Greater Rifts might come from the fact that, during the public test phase of patch 2.1.0, there was a temporary cap in place (for testing purposes), and some players were able to reach that limit while the PTR was running. However, we never intended to allow players to reach the maximum level of what Greater Rifts offer once the system went live. In fact, for all intents and purposes, the number of Greater Rift levels currently has no limit.

    Today he returned to that thread and added a couple of replies about what sort of changes we might see for the future of Greater Rifts. Greater Rift Changes Coming: Less RNG, No Conduit Pylons?

    GR is mostly luck.. at a certain level though, if your hero is strong then yeah, you dont need luck, but the top 10 of a class is, most certainly, luck based GR.
    Grimiku: In general, we use randomness in Diablo III to increase the replayability, Greater Rifts included. At the same time, we don’t want Greater Rifts to be so random that it feels like your success is completely at the mercy of a random number generator. Ideally, the randomness within Greater Rifts should keep each Rift level feeling fresh and provide for some unexpected moments of excitement, as well as test how well a player is able to adapt to controlled amounts of unpredictability (i.e. randomness).

    At the moment, though, we do feel randomness plays too heavy a role in Greater Rifts, and will be making improvements along those lines. No firm date on this, but just wanted to note that we’re on the same page. Valid feedback, and thanks!

    Conduit Pylon a very good measure of power growth, No?
    Pylons can be a hell of a lot of fun to encounter in game, and that’s one of the big reasons we added them to Greater Rifts.

    That said, we do agree that pylons, at least in their current form, have had negative effect on Greater Rifts for the top end. Ideally, we don’t want to remove pylons from Greater Rifts, since we like the variety they provide, but we also don’t like the current situation where certain classes and builds are able to defeat a Rift level multiple ranks higher than could normally thanks to a single pylon (in this case, a Conduit Pylon).

    As with other factors in Greater Rifts density, monster types, Rift Guardians, etc, finding a good balance between random vs. predictable is something we’re going to continue to iterate and improve upon for Greater Rifts, and that includes pylons too. Ultimately (as I noted in another post), randomness in Greater Rifts should create positive variety and a sense of excitement. We don’t think we’ve nailed that in all areas just yet, so we appreciate all the discussion and dialog on this topic in the meantime.

    On the podcast a couple of weeks ago I threw out a remark that I’ve seen a few people quote then, so I’ll QFT myself: “It’s not really a Diablo game if you’re not being screwed by RNG.”

    It can be said sarcastically whenever someone else is complaining about gambling all night without hitting a single Legendary, but it’s really just human psychology. No one makes a forum thread to celebrate when they hit six straight LGem upgrade rolls at 60%, since we all think our good luck is deserved and long overdue. But when the opposite happens, you get 10 page forum threads pushing anecdote as “broken” RNG data, all wrapped up in bright shiny tinfoil.

    That said, do people really want to attempt to remove luck/RNG from the game? From Greater Rifts? We don’t want unfair or broken luck, but competitions always have variance. Every sports event has lucky bounces, missed tackles, bad referee calls, shots that miss by an inch, etc. All of those things are “luck” to some extent, especially when far more of them land on one side than on the other, but that’s why people enjoy competitions. As the cliche goes, “that’s why they play the game” and it’s the element of luck that makes actually playing/racing in Grifts something more than just comparing character sheets and declaring the higher DPS the winner.

    That said, when one single element (like a Conduit Shrine) can sway outcomes so greatly, especially when leveraged by a cheat (like a HUD that works in a Grift) it goes beyond the level of “RNG makes things more fun.” So it’s probably good that Bliz is looking to smooth down the variance a bit, at least at the highest level of Grifts, where any tiny edge can make all the difference.

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    Randomization and level design in the future of Diablo 3

    Posted 12 Oct 2014 by at 16:32 GMT

    Defiled Crypt variations.

    Defiled Crypt variations.

    Creating good random map generators is a difficult task in video games, and something we’ve seen done with relative success in all of the Diablo games. Diablo 1 had four dungeon types with quite different maps for each area, though all were just big squares with different arrangements of the pieces within them. (The Hellfire expansion added two tile sets, but both exactly reused the random map grids from Diablo 1 areas.)

    Diablo 2 diversified the random maps a lot, especially in the dungeons which could vary quite a bit in shape and layout. The surface areas were less varied, and were almost all big squares with some random pieces inside.

    Diablo 3 is both more and less randomized, and players have been debating the merits of randomized and non-randomized maps since the game’s release. In D3v almost all surface areas are non-random maps, which was a point of debate even pre-release. The devs argued that non-random maps let them do more cool art stuff and focus the player’s experience (especially in the early game), while fans feared it would result in boredom and a lack of repeatablility. I’m not sure who won that debate, since while the devs added randomization to the Act 5 maps… the huge random levels = slow quests = part of the reason no one plays Act 5.

    The dungeons in Diablo 3 are randomized, and much more flexible in layout than we saw in previous games. None are just big squares with different walls within, and they all have large chunks and set pieces to their maps. But those tend to be so large that they’re very obvious when they repeat, and they only fit into the rest of the jigsaw puzzle of level pieces in a few, predictable ways. That’s one of the things that was coolest when Rifts were new; just seeing some of the existing level maps (like the Act 1 Cathedral or Act 2 Dhalgur Oasis) put together in different configurations.

    Quote from Bashiok, explaining the design idea from 2011:

    So while the exterior is largely static, within that defined landscape there are literal square holes (from small to huge) and within those empty square holes a great number of possible pieces can be dropped in. And they’re chosen randomly. So you may play a few games and always see empty terrain in the same place, but on your next playthrough you’ll instead have a broken down wagon appear and a quest giver that needs you to go kill a unique fallen shaman who stole his tools to fix it. And maybe the playthrough after that the sqaure puzzle piece is a short dungeon to explore with a big chest or mini-boss at the end. Ideally it’ll encourage exploration of the exterior zones over and over, hoping to find that a rewarding adventure has appeared.

    Dungeons on the other hand are completely randomized, same as Diablo II.* All of the halls and rooms and all the bits are shuffled around and it’s all different every time. Some of the rooms themselves will offer unique quests if they’re rolled up, and in some cases individual rooms themselves have those square chunks missing and within those randomly chosen rooms a number of random events can occur.

    So I’m curious how you guys feel about the overall dungeon randomzation and design and layout… but also curious what you think of reused maps. Like Hellfire did with Diablo 1’s maps, some areas in Act 5 reuse maps from earlier Acts. The most obvious is the Ruins of Corvus, much of which is a reskinned version of the Act 3 Keep map. Another one I hadn’t noticed until I saw it in a recent forum post is DiabloWikiWhimsyshire/dale, which exactly reuses the Act One DiabloWikiCaverns of Araneae map. (Including all the annoying dead ends.)

    Whimshire vs. Caverns of Araneae.

    Whimshire vs. Caverns of Araneae.

    Level Dreams and Desires

    So, what do you guys want to see in maps and level layouts in future Diablo 3 areas? Pre-game everyone wanted bigger, more randomized areas… but look at where we actually play now? Rifts are all about the random, but before Rifts people mostly farmed Act 3’s less-random areas (which admittedly was mostly about monster density), and now we all spend our non-Rift time zooming bounties through the easiest parts of Act 1.

    It’s impossible to separate the DiabloWikiRoRG incentive from the ease of Act One monsters and the generally smaller size of the maps… but I’m sure if the RoRG only dropped from Act 5 Horadric Caches, the forums would be continually filled with bitching about how large and random the maps were and how slow the bounties were to complete.

    We all say we want large randomized maps when a game is in development, and then in practice we just play the smallest, easiest, least-random areas. (Basically what Malcolm Gladwell shows about human coffee preferences, where everyone claims they like a rich, dark roast, and then most people serve themselves a milky, sugar-filled, liquid breakfast dessert.) Every time I bring up “should RoRGs be Act 5 only” on the podcast, the guests immediately say “Yes.” Most fans talk about wanting more challenge and variety in areas, and more exploration… even as we all secretly enjoy the RoRG being in the Act with by far the quickest/easiest bounties.

    So what do you want in level design in the future of Diablo 3?

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    Diablo Fan Art Watch #259: Blizzard’s Latest Batch of 2014

    Posted 11 Oct 2014 by at 10:00 GMT

    This week on the Diablo Fan Art Watch we feature 6 pieces of fan art that have been recently uploaded into Blizzards Diablo Fan Art Gallery.

    With this set we see a nice blend of various Nephalem, Angels and Demons done in many ways; from Oils to the usual digital media.

    Art by Zhou Shuo, Nguyễn Duy Anh, Cheol joo Lee, Víctor Leza, Gavin Li, and Valerio Carbone.

    Click the thumbnail to see a larger version of the image.

    If you enjoy Fan art and want to contribute to this growing community, please stop by the Fan Creations Forum. Many artists visit frequently, posting works in progress looking for feedback and conversation. You don’t have to be “arty” to join in. If you have any questions, comments or have some fan art related news on the web please send me a PM and I’ll get back to you. Also check out the wiki page for more art from the archives.

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    One life to live: Chasing death in Diablo 3 Hardcore

    Posted 10 Oct 2014 by at 23:00 GMT
    one life to live chasing death

    Death awaits. Well, not so much…

    Death, The ever looming spectre over our characters lives. At any moment we could lose our character and yet that spectre has felt absent as of late, death forgotten about, and almost entirely avoidable.

    Now lets first say that death was a very real threat at the start of the season. My clan was littered with death notices from characters ranging from level 1-69. After that first week rush the death notices stopped, and only on occasion does the epitaph of a fallen comrade blink on my screen. Usually it’s followed by a lament, and a curse about lag, and only on rare occasions acknowledgment of pushing too fast and too hard in grifts.

    So why are we not dying as much? Because it’s too avoidable. As we leveled we faced death with each fight as we rushed to 70. We were ill equipped and ill prepared, but we soldiered in anyway to progress. As we accumulated our gear in torment, we developed a cushion, and a level of comfortability only lag could take away from us. Now we can stay in relative comfort in T1 gaining the same rewards ( with lower drop rates) while missing out on the rush of fighting for our life.

    That isn’t to say everyone chooses to play it safe, many are pushing t6 content and higher level grifts but it’s far too easy not to, and there is no real reason to stray into them outside of personal preference. In Vanilla there was only one torment, and in the earlier iterations it was a foul beast determined to reap the soul from your character( see what I did there?). Each passing patch neutered that challenge, and while I don’t long for the days of being one shot by wasps in A2, I wouldn’t mind the challenge either.

    I distinctly recall the rush of hitting paragon 100 on my HC WD, even at paragon 90+ I was hesitant in torment on a low monster power knowing that the wrong pack could seriously end my trek. Now with forty different difficulties(hyperbole!) I have to be cognizant of the lack of death and actively pursue it as opposed to fearing it. Hardcore works best when death is a part of the equation, I was excited for the greater rift ladders and seeing the names fall of as they encountered the perils located within. However, as the season has progressed that hasn’t happened.

    Now is it all doom and gloom? No far from it, in fact I’ve found myself playing now far more than ever(and writing far less); Hardcore simply requires a shift in mindset. No longer must we run from death but chase it more consciously, when we push our limits in upper torments and greater rifts we can feel that rush again. So choose to chase death, seasons will end, starting over isn’t too bad, and damn if it isn’t fun.

    How has your season gone? Are you chasing death or is it chasing you?

    One Life to Live covers the Hardcore play and life style in the Diablo community. It is written by Xanth and is now back to being published weekly. Post your comments below, Follow me on Twitter @HCXanth or contact the author directly.

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    D3 Console Community Buff Weekend

    Posted 10 Oct 2014 by at 21:16 GMT

    Blizzard is rolling out some love for the console players this weekend, with a community buff to exp or goblins, depending on the platform.

    Heads up, heroes. In celebration of the arrival of patch 2.1.0, all players who log into Ultimate Evil Edition this week will receive a temporary in-game buff!

    To learn which buff applies to your platform of choice, read on below.

    PlayStation 3 and Xbox 360:

  • Prepare to be enlightened. For a limited time, enjoy a +100% bonus to EXP! This bonus will stack with other existing bonuses in the game including (but not limited to) those provided by items, shrines, and Pools of Reflection.
  • PlayStation 4 and Xbox One:

  • Double your treasure, double your fun. For a limited time, all Treasure Goblin spawns in the game have been doubled!
  • This bonus EXP and double Treasure Goblin period begins in all regions today, October 10, at 12:00 a.m. PDT and will end Friday, October 17, at 12:00 a.m. PDT. For time zone assistance, please visit:

    *Buffs apply to Ultimate Evil Edition only.

    Why not double goblins and exp for both? I mean, is there a technical reason or what? As far as I know PS3/Xbox360 didn’t get Patch 2.1, but there are still Treasure Goblins there, albeit much less exciting ones with no chance to spawn DiabloWikiGreed’s Domain.

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    Vote: Blood Shards and Gambling Changes Needed?

    Posted 10 Oct 2014 by at 11:09 GMT



    It’s been a few weeks since DiabloWikiPatch 2.1 made big changes to gambling prices and returns, and everyone who plays regularly has had time to absorb the tweaks. So what do you think of them? I was a fan until I started gambling Amulets, and now that I’ve gone 3000 Shards without a single legendary, my love is diminished. Others share that opinion, if not the motive, and a Blue acknowledged our pain today, without tipping any hints about further changes.

    Five Hundred Bloodshards no longer *FEELS* rewarding

    My usual sittings would involve playing rifts until capping 500 blood shards and them gambling for the piece of gear I am after. Even though Kadala rarely gave me what I was after, it still FELT rewarding, because of the quantity of tries — 5 blood shards per gamble. Ironically, by removing the need to go to the blacksmith more (a “quality of life” change I have never seen anyone ask for), and making it so that 500 blood shards no longer even fills my bag, I have to say it feels incredibly less rewarding.

    I realize legendary rates were increased. But the perception of reward is way off now. I no longer feel good about running rifts to cap 500 blood shards, because 500 shards gets me five times fewer gambles. It feels like a waste of time. And when those 5 times fewer gambles yield no legendaries, it feels FIVE TIMES more punishing than it did before.

    I actually didn’t mind having to go to the blacksmith (A1 Kadala is 2 steps from it), and I felt satisfaction by clicking “salvage all” to a full bag of gear, gaining a good amount of crafting mats.
    Tyvalir: Hey guys, just wanted to jump in to say this thread has some very solid feedback (from all sides of the discussion).

    We’ve been watching the topic of Kadala’s reward rate for some time, and how people feel about it after the recent patch (and the hotfix to crafting materials). While we have our own data on how frequently players are getting certain items, seeing these discussions gives us valuable insight into how you all feel about certain changes (which isn’t something we can get easily from our data).

    I’ll be passing this feedback to the dev team. Again, thanks for keeping the discussion constructive!

    This exact issue came up on the podcast last week, and Rankil and N3rdwords both complained that gambling was less fun now, since you got to do less of it. I forget which guy said it, but the analogy of having fun scratching 50 lottery tickets vs. scratching just one with 50x the potential payout seemed a useful one.

    I hadn’t thought about it like that, but I agreed. I liked the principle of the switch; more legendaries from fewer gambles, but the change to gambling prices was so abrupt and extreme. The devs could easily have just doubled or tripled prices while boosting the total return, but quintupling them, without warning?! That seemed like a PTR-type change, throwing a huge tweak in there to see how fans reacted.. and they did it on LIVE.

    Personally, I think the change is fine for armor. Paying 25 per roll gets you 20 armors from a full Blood Shards bank, and that’s a decent amount. It’s a lot less fun when gambling weapons or rings, and amulets suck. I’ll say it flatly. Gambling amulets sucks. Five is way too few rolls for a full stack of shards. It makes the price ratio feel insane, even though amulets have always cost 4x as much to gamble as other armor pieces. That wasn’t so noticeable when it was 5 vs 20, but at 25 vs 100, with the absurdly low cap of 500 shards, it’s really unfun. (And yes, the fact I’ve gambled my last 3000 shards on amulets without a single legendary is probably influencing my opinion.)

    Also… can we get a Shards softcap? So you could exceed the 500 cap, but only to pick up one big stack? Currently there is nothing dumber or more annoying than dribbling 45 shards in a circle around Urshi since you hit 500, so now you have to portal to town, gamble a few times, then portal back down to pick up the rest of the shards from the ground, then portal back to town and end the rift and maybe gamble the rest. (I harangued a CM about this in-game the other night and he promised to bring it up to the devs, so there’s hope…)

    Vote: Blood Shards and Gambling Changes in Diablo 3

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    Latest Diablo 3 News

    Greater Rift Leaderboards Exploited

    Posted 10 Oct 2014 by at 10:33 GMT

    It’s long been known that players could sometimes cheat the Greater Rift leaderboard by clearing most of a Grift in a party, then exiting before the finish so just the one remaining player got credit for a solo clear. Until recently this was more of a novelty than an exploit, and reportedly it was hard to time the game join and exit correctly. It’s become more than a novelty now that some players have used the trick to set record Grift runs for Era and Seasonal Barbarians, and some fans on are pissed.

    Leaderboards Are Now Pointless

    There’s currently a game breaking exploit being used by people to get top ranks on the leader boards that makes it impossible for others to overtake their rank, from barbs on Normal and Seasonal, Ajijijiji(normal) has R1 spot with a R47 cleared in 13m 50s, Brotato(seasonal) has a R46 cleared in 13m 17s, neither of them did these solo, after klankster openly streamed how he cheated his R45 clear, people have been doing it for higher rank clears that can’t normally be done.

    How it’s happening: The barb groups with 1-3 DHs, they start a R45+ GRift togeather, everyone uses town portal including the barb, the DHs leave the group and the barb clears the trash to the boss, then he/she invites the DHs back to the group and they get the boss really low on HP and leave again for the barb to get the count as a solo clear.

    I put links to the two Barbarian leaderboards in the quote, but that there’s nothing special about Barbarians to do this. Update: It’s only Barbs who can do it since the Furious Charge build works fantastically against lots of trash mobs, but doesn’t work well against bosses. So Barbs can solo clear Rifts very quickly wiping out the garbage, and then use this cheat to bring in DHs to burn down the Guardian.

    Not to sound even more cynical than usual, but I always assumed that players would cheat and exploit to rise up the Leaderboards. If anything, I’m surprised we haven’t seen more of this sort of thing, and I guess credit has to go to the devs for fixing almost all of the exploits during the PTR.

    Does this sort of cheating surprise you guys? Do you care? Do you want a wipe of the Grift leaders, bans for the cheaters, and fixes to prevent this from occurring again? Or do you not really care how the 8+ hour a day players cheat each other or the system, since it’s totally divorced from anything you’ll ever do in your Diablo 3 play?

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    Tagged As: | Categories: Diablo III Bugs, Greater Rifts, Leaderboards | 22 Comments

    Latest Diablo 3 News

    Greater Rift Difficulty Scaling Chart

    Posted 9 Oct 2014 by at 12:23 GMT

    GRift monster hps/dmg scaling.

    GRift monster hps/dmg scaling.

    Someone came up with datamined figures for how much the monster hit points and damage dealt scaled up per each level of Greater Rift, which led another fan on Reddit to compile the figures in a big chart, running the math up to DiabloWikiGreater Rift level 60. The figures are surprisingly simple, as it turns out:

  • Monster Health increases by 17% per level.
  • Monster damage increases by 13.2% per level.
  • The table can be seen to the right in jpg form. It’s a huge image, to click to see it in readable size, and click here for the document in a spreadsheet format. Note that these figures match very well with the player-observed Greater Rifticulty, where players have estimated about one difficulty level per 3 GRs, and estimated that GR25 = Torment 6.

    Here are the actual figures, for the sake of nearly-identical comparison. Monster hit points increase by:

  • GR22 = 5400% vs. T5 = 5369%.
  • GR25 = 8650% vs. T6 = 8590%.
  • The figures also make it easy to see just how much the 50% damage reduction provided by the double DiabloWikiUnity exploit is worth; approximately 4-5 Greater Rift levels. That’s just in terms of monster damage scaling, though, and you’d need to factor in monster hit points and your killing speed, since Grifts are a race against the clock.

    How do these figures match with your observations? Going by this progression, GR28 = T7 and GR31 = T8, theoretically speaking. As most expert players feel that GR30+ is where things start to get really rewarding and requiring of very good gear, you have to wonder if we’ll see higher Torment levels added at some point. Well-geared character are now blasting through T6 Rifts, after all.

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