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Diablo 3 Podcast #152: Realm of Trials & Grifts Improvements
This show covers numerous changes made in Patch 2.1.1, then focuses intently on fixes and changes needed for the Realm of Trials and Greater Rifts. Why not more player control in selecting the level, competitive PvPvE Grifting, running lower Grifts for Leaderboard record times, etc. Featuring Rankil, N3rdwards, and Flux. Click through for approximate segment […]
Diablo 3 Seasons: Endings, Beginnings, and Scheduling
Almost everyone on my friends list and in the IncGamers HC West clan is playing Seasons now, so conversation has been focused on that reality. How long will Season One last? Are Seasons going to run a consistent amount of time? How much warning will we get before one ends and the next one begins? […]
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Diablo 3 Patch 2.1.1 Hotfixes and Bugs


Posted 25 Sep 2014 by at 01:39 GMT

Blizzard has announced a quick hotfix and acknowledged a bug with the Salvage All not working on Rares (which was the first bug everyone noticed when they started playing yesterday). Diablo 3 Patch 2.1.1 Hotfixes and Bugs:

General:

  • Pets will no longer be the target of Thunderstorm and should now properly target players (9/24)
  • I click on the “Salvage all yellow” button and there are still yellow items in my bag didn’t get salvage. Am I the only one?
    Grimiku: We’ve identified a bug that prevents account-bound Rare items from being broken down when players use the Salvage All option at the Blacksmith. We are looking to fix this bug at a future date, but don’t have an ETA to share at this time.

    Thank you all for the reports, and good hunting out there!

    It might be a problem with “account bound rares” but the rares I’ve seen that wouldn’t Salvage All were ones I’d just picked up. Don’t Rares only go Account Bound if you’ve enchanted them? All of the Rares I’ve seen that wouldn’t salvage so far in the patch were ones I’d just found. It’s not exactly a game-breaking breaking bug, and can be cured with half a second of salvage icon clicking, but whatever is causing it, “account binding” is not the sole reason.

    Update: After some more testing, let me modify the above comment. The sticky bug *is* caused by account bound Rare items, in that every Rare that doesn’t auto-salvage does say “account bound” when you inspect it. The problem is that those few Rares are showing as Account Bound right when you first pick them up. I don’t know if that’s a new bug or one that’s been around for a while, because who looks that closely at the trading possibility of rare items?

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    Latest Diablo 3 News

    1

    Sharing Keys for an Infernal Machine Party


    Posted 24 Sep 2014 by at 14:32 GMT

    Ready to dual-wield amulets.

    Ready to dual-wield amulets.

    One little-noticed change in yesterday’s Patch Notes concerned the Keys required to create the Infernal Machine. Now players will be Sharing Keys for an DiabloWikiInfernal Machine Party:

    Would someone please explain to me what this means from the patch notes?

  • “Key of Bones, Key of Gluttony, and Key of War are now group drops.”

  • Tyvalir: It means that if a key drops while in a group, then the key drops for everyone in the group. The intent is that it will now be much easier for everyone to be on the same page when farming Infernal Machines.

    Why was Key of Evil excluded? Or was it already group loot?
    Tyvalir: Great question! I just posted about this in a separate thread (but wanted to share the information with folks here, too):

    The Key of Evil was already a group drop, and this change just brings the other key drops in line with that one. I understand the confusion, though, as it’s been a while since the change to Key of Evil, and most people will have forgotten about it at this point.

    That seems logical enough, since key drops are determined entirely by difficulty level, and obviously everyone in the same game is on the same diff level. The only drawback is if one of the guys in your party is that one unlucky person we all know. In that case you will find fewer keys than you should, though at least when you don’t get one you’ll have someone to blame.

    As for the keys… party farming time? It’s definitely faster to find the Keywardens if you spread out a bit, especially in Act 1 and Act 2, though you have to let everyone get back together near the KW before it dies, for everyone to have a chance at to get a key. Or is that still true? If the drop is a group drop, why not have the KW cough up 4 keys if there are four players in the game, whether they’re there when it dies or not? I guess since that would be too rewarding for players who didn’t work as a group…

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    Latest Diablo 3 News

    Diablo 3 Patch 2.1.1 Testing: Goblins, Gambling, and Gold


    Posted 24 Sep 2014 by at 04:57 GMT

    Some undocumented changes and notes on the minor tweaks, afnews-patch211-testingter some play testing this afternoon and conversation with other testers.

    Treasure Goblins

    Goblins now have a little white dot showing them on the map, for easier hunting. The dot doesn’t show from very far away, but it will point one out on the other side of a wall. You may need to retrain your eyes to alert you to a small white dot on the map; I kept running into Goblins and only then glancing at the map and noticing the dot.

    When you first see a Goblin now, it’ll always be standing there with a golden portal open. At first I kept thinking I’d hit one without noticing and that it was about to escape, but it’s just their default resting animation now. They also open a portal when they die, which remains open until you get close enough to grab the dropped loot. At that point the portal closes… unless of course you got lucky and triggered the goblin portal. (More noticeable for ranged characters, obviously.)

    This is a cool change visually and it matches the lore, which states that dying goblins sometimes “accidentally” leave open a portal to DiabloWikiGreed’s Domain. So a new player, who didn’t know about DiabloWikiThe Vault from articles like the ones we’ve posted here, would see the portals open every time they saw a goblin, and eventually one would stay open when the goblin died, thus boosting the excitement of the initial exploration.


    Showing on map, over walls.

    Showing on map, over walls.

    Resting animation with portal.

    Resting animation with portal.


    Boon of the Hoarder

    New "gold explosion" BotH results.

    Typical BotH gold splash results.

    The patch notes say the number of gold piles created by the “gold explosion” from the DiabloWikiBoon of the Hoarder DiabloWikiLegendary Gem has been reduced, while their amount per stack has been increased. Both assertions are true. That’s definitely true. To the right you see the typical results of a gold explosion caused by BotH. It’s usually 5 stacks now, whereas it was 8-12 before the patch.

    So fewer stacks, but they are bigger, and the total take of gold felt about the same to me. It’s hard to tell since the drop rate varies and there’s RNG, but I ran around today in the same gear that I was wearing last night pre-patch doing some gold farming, on the same difficulty level, and my gold gain felt almost identical. Still around 500-700k for a Cursed Shrine event, but with fewer stacks. Note that “fewer” is a relative term; doing waves of a Red Shrine event you’ll still completely fill the screen, but the gold symbols seemed to fade away more quickly than before, so I didn’t have as many monsters invisible beneath them.

    Note that the DH who took these pics has zero gold pickup radius gear, and is using the +Rapid Fire damage seasonal Wojahnni Assaulter Xbow, which loses its stacks and bonus if you cease Rapid Fire for any reason, so there’s been zero gold picked up during the battles. Also note that her Boon of the Hoarder is only level 4, since my leveled one died with a Monk last week, so the gold explosion proc rate is pretty low.


    Gambling and Materials

    Gambling prices have quintupled in this patch, from 5/10/15/20, up to 25/50/75/100 Blood Shards. Yes, that’s 100 shards for a single amulet gamble. I had, of course, gambled myself dry playing last night, so when I got on today to test patch stuff I had 11 Blood Shards. Which is 14 less than even the cheapest gamble now available. That obviously limited my ability to test the new gambling out, at least right away, but I collected shards while testing the BotH and seeking goblins and such, and I ran a few Nephalem Rifts to see how the material drops work now, as Travis Day spoke of today.

    Click through for the rest of this article, and why gambling/crafting is screwed up now…

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    Latest Diablo 3 News

    Big Changes to Diablo 3 Legendary Item Gambling


    Posted 23 Sep 2014 by at 22:02 GMT

    The new patch just hit today and it includes Big Changes to Diablo 3 Legendary Item Gambling. Quote from the patch notes.

    Kadala

    Philosophy

    While DiabloWikiKadala is doing a great job of giving players more control over finding specific items, we felt the current experience was a bit cumbersome and inconvenient. As a result, we’re working to reduce the frequency at which players need to run between Kadala and the Blacksmith to salvage unwanted items

  • The cost to purchase items from Kadala has been greatly increased
  • The chance for Kadala to drop a Legendary item has also been greatly increased
  • news-gamble-patch211-buff
    That wasn’t totally clear and spawned some player queries, which developer Travis Day swooped down upon.

    Hey there. I see a lot of threads popping up on this topic so I wanted to stop in for a visit and explain the changes. The Kadala change is primarily meant to be a quality of life change for players. Having to fill up your inventory and run back and forth to the blacksmith could be a mildly cumbersome experience and we wanted to improve that. All items on Kadala had their cost increased, when this was done the chance for her to give you items was also increased but by more than the cost justified. For the same number of shards as before players will now walk away with 1/3 more legendary items.

    Since we wanted this change to be purely better for players and we know that many people get their crafting materials from Kadala we also decided to add a lot of extra crafting reagent drops to Greater and normal Rift Guardians. The overall impact should be that you are getting roughly the same amount of crafting materials, except instead of getting primarily yellow mats like Kadala gives you, the mats on the Guardians could be white, blue, or yellow. This should help even out the quantities of assorted material types instead of flooding players with just one type like Kadala was inclined to do.

    We will continue keeping on eye on all the effects of the changes. If we find that these changes had any meaningful negative impact on the ability for players to generate crafting materials we will make further tuning adjustments to the amount of material dropped by Rift Guardians.

    TLDR – You get more items than you used to!

    For clarity since my phrasing is losing people. Blood shard costs are 5x higher, to keep the same reward per shard I raised drop rates by 5x as well. Then after that I further raised the legendary chance by another 33%. The chance to get a legendary from Kadala is now 10%. Since the system is random players will inevitably go on streaks but over the course of time all players move towards the average and that average is now 33% more items than before.

    On the crafting mat side, the material drops are random so its possible for players to find white, blue, or yellow mats in varying quantities. If you see 1 Veiled Crystal on a kill that doesn’t mean every kill drops 1.

    One thing I’m worried about from the gambling prices (which are all 5x their former value: 25 for armor, 50 for rings, 75 for weapons, 100 for amulets) is the barrier to entry. And the stupid 500 cap, of course. Imagine you’re someone who doesn’t play hours every day and can’t faceroll T6. You’re building up shards gradually, doing bounties and an occasionally lower difficulty Rift, and you play a couple of hours and have say… 104 shards. And that gets you one (1) chance at a single amulet? Or just 4 armor rolls? This change is surely convenient for hardcore players, but it seems like it’ll almost remove gambling from the regular activities of casuals.

    The patch timing is ironic as just this morning we had a post with great data about Diablo 3 legendary gambling returns. By those numbers collected over 36,000 shards spent (7200 gloves gambled) a legendary item was hitting about every 64 items, or 1.5% of the time. And now Travis says it’s been buffed to 10%? That’s a huge change which should be quite obvious to players, even without spending 10k shards to add up the total data.

    Let’s confirm, because science! If you do some gambling today, count your shards spent and legendaries rolled and report them in the comments here. Early testing after the patch had players hitting a LOT more legendary items than before. Though of course you can only gamble 1/5 as many, so the fun ends quickly. I saw multiple people in clan chat hitting 3 or 4 legs of the same item type right in a row, though.

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    Tagged As: | Categories: *Big News, gambling, Legendary Items, Travis Day | 18 Comments

    Latest Diablo 3 News

    Diablo 3 Patch 2.1.1 Notes


    Posted 23 Sep 2014 by at 20:37 GMT

    Patch 2.1.1 has been deployed on the Americas server. It is still to go live on the European and Asian servers. The full patch notes are below.


    patch 2.1.1

    Classes

    General

    Pets

    • Philosophy
      • We want pet survivability to be roughly equivalent to the player that summoned them
    • Many monster attacks that are intended to be avoided by players, and weren’t already dealing reduced damage to pets, now deal significantly less damage to pets
    • Bug Fixes
      • Pets are now properly affected by Shield Pylons

    Crusader

    Active Skills

    DiabloWikiShield Bash (db)

    • Can now be interrupted during the hit animation

    Witch Doctor

    Active Skills

     

    DiabloWikiFetish Army (db)

    • Fetish Life has been greatly increased
      • Fetish movement speed has been significantly increased
      • Fetish leash range has been slightly increased

    DiabloWikiGargantuan (db)

    • Gargantuan is now summoned at the location of your mouse cursor
    • Summon animation speed has been increased

    DiabloWikiSpirit Walk (db)

    • No longer cancels early when the physical body that is left behind takes enough damage

    DiabloWikiSummon Zombie Dogs (db)

    • Zombie Dog Life has been greatly increased

    Passive Skills

    DiabloWikiFetish Sycophants (db)

    • Fetish Life has been greatly increased
    • Fetish movement speed has been significantly increased
    • Fetish leash range has been slightly increased

    User Interface

    • Fetish Army and Fetish Sycophants portrait icons should now display more fitting names on mouseover

    Items

    Class-Specific Legendary Items

    Wizard

    DiabloWikiFirebird’s Finery

    • The infinite DoT debuff should now have a unique effect when it is applied

    Legendary Gems

    DiabloWikiBoon of the Hoarder

    • The number of Gold piles that explode from enemies on kill has been reduced
      • To compensate, the amount of Gold in each pile has been increased
      • The total amount of Gold dropped remains unchanged, but this will noticeably reduce screen clutter

    Bug Fixes

    Adventure Mode

    Rift Guardians and Greater Rift Guardians now drop more crafting materials

    Infernal Machine

    • In multiplayer games, the DiabloWikiKey of Bones, DiabloWikiKey of Gluttony, and DiabloWikiKey of War will now be considered group drops
      • This means that, instead of players having an individual chance to find a key, that chance is now exists at the party level
      • If a Key of Bones, a Key of Gluttony, or a Key of War drops, it will drop for everyone in the party at the time

    Greater Rifts

    • The Rift of Trials has received numerous adjustments in an effort to more accurately assess an appropriate level of Greater Rift
    • Large Aqueduct and Sewer maps will no longer show up in Greater Rifts

    Kadala

    Philosophy

    • While DiabloWikiKadala is doing a great job of giving players more control over finding specific items, we felt the current experience was a bit cumbersome and inconvenient
    • As a result, we’re working to reduce the frequency at which players need to run between Kadala and the Blacksmith to salvage unwanted items
    • The cost to purchase items from Kadala has been greatly increased
    • The chance for Kadala to drop a Legendary item has also been greatly increased

    Bug Fixes

    • Fixed an issue that could cause Greater Rift Guardians to sometimes drop multiple of the same Legendary Gem

    Crafting

    Mystic

    Enchanting 

    Philosophy

    • We want players to be able to more reliably add sockets to their jewelry in order to enjoy Legendary Gems
    • We still have long term plans to provide more outlets for excess gems and more ways to farm gems that a player needs; however, since those changes are further down the road, we wanted to improve the quality of life of Seasonal and Non-Seasonal players alike by making it easier to add a socket to your Rings and Amulets
    • The cost to enchant jewelry has been reduced from a Flawless Imperial gem to an Imperial gem

    Monsters

    • The Electrified monster affix now has a short internal cooldown
    • The damage of The Butcher’s Fan of Spears attack has been slightly reduced
    • The range of the Charging Beasts’ Charge attack has been slightly reduced
    • Plague Nest Bats have had their health globe drop rate significantly decreased
    • Nephalem Rifts and Greater Rifts
      • Maggot Broods no longer start out burrowed in Nephalem Rifts and Greater Rifts
      • Sand Dwellers no longer start out burrowed in Nephalem Rifts and Greater Rifts
      • Demonic Hellflyers now run away less frequently and no longer ambush players from the air in Nephalem Rifts and Greater Rifts
      • Ghosts now run away less frequently and no longer fly through walls in Nephalem Rifts and Greater Rifts
      • Rockworms can no longer spawn in Nephalem Rifts and Greater Rifts

    Lots of good changes, including quality of life stuff. It’s clear that Bliz has their finger right on the pulse of the community, as multiple issues in the patch featured in our rants/complaints on the podcast posted this morning, and of course that legendary drop gamble data post also put up this morning.

    On the new Pod, Monstrous ranted about how the Realm of Trials was harder than GRrifts, for some classes, and that’s addressed in the patch. We all complained about the clutter of Boon of the Hoarder stacks, and that’s addressed. Everyone has been annoyed at the sheer amount of clicking required to gamble, and that’s been addressed. Melee chars have been ascared of Electrify, and that’s been adjusted. WDs have been down on pet viability for weeks, and that’s been buffed.

    If you want more long-form debate, there’s additional patch changes commentary going on in the forums, in a thread started by Altermaven.

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    Latest Diablo 3 News

    Blizzard has cancelled the Project Titan MMO


    Posted 23 Sep 2014 by at 19:01 GMT

    Project Titan

    Blizzard has been working on a new MMO which was going by the name of Project Titan and has been in development for around seven years. Last year Blizzard confirmed they were scaling back the development team on the project to make “some large changes” to the game’s design.

    Speaking to Polygon, Blizzard’s Mike Morhaime has now confirmed the game has been cancelled.

    “We had created World of Warcraft, and we felt really confident that we knew how to make MMOs. So we set out to make the most ambitious thing that you could possibly imagine. And it didn’t come together.

     “We didn’t find the fun. We didn’t find the passion. We talked about how we put it through a reevaluation period, and actually, what we reevaluated is whether that’s the game we really wanted to be making. The answer is no.”
    The full interview which also includes comments on the cancellation from Chris Metzen can be found here.
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    Tagged As: | Categories: Other Games | 13 Comments

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    Diablo 3 Podcast #151: Greater Rifts = HC Death & LGems


    Posted 23 Sep 2014 by at 13:22 GMT

    Why are players earning more Paragon levels in a month of Seasons than 7 previous months of Reaper of Souls? And Greater Rifts are awesome, but the lure of record times causes a lot of Hardcore deaths. Also, favorite Legendary Gems. Featuring Monstrous, Xanth, and Flux.

    Click through for approximate segment starting times:

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    Gambling Odds for Diablo 3 Legendary Items — Update: Patch Changes!


    Posted 23 Sep 2014 by at 13:11 GMT

    Legendary Gamble OddsA player posted his recent gambling results in an eventually successful effort to obtain the ultra-rare legendary gloves, Tasker and Theo. How long did it take? How many other legendary gloves did he get in the meantime? Here are some extrapolated Gambling Odds for Diablo 3 Legendary Items:

    I’ve been pouring all my blood shards into gloves at Kadala, and just landed a pair. I kept notes on how many blood shards I spent, and what legendaries she dropped me up until TnT’s. I figured I’d share the numbers with you in case it helps anyone in their hunt for the same.

    36,000 total blood shards spent. 112 legendary gloves dropped

  • 1x DiabloWikiTasker and Theo
  • 2x DiabloWikiFrostburn
  • 13x DiabloWikiMagefist
  • 21x DiabloWikiPride of the Invoker
  • 19x DiabloWikiHelltooth Gauntlets
  • 22x DiabloWikiJade Harvester’s Mercy
  • 13x DiabloWikiSt. Archew’s Gage
  • 21x DiabloWikiGladiator Gauntlets
  • Recall that Legendary Drop Rates in Diablo 3 work with the game first deciding on a legendary (including set) of an item type, and then selecting one of the possible legendary/set items of that type for your character, all of which are weighted. This guy was playing with a Witch Doctor, and since legendaries via DiabloWikigambling are always DiabloWikiSmart Drops, you see the 2 WD set gloves, but you do not see any gloves from other the class sets. (You will get those once in a while from monster drops, via the ~15% of items that are non-smart drops).

    As for item frequency, the legendary items of each item type in D3 are classified as common, uncommon (1/2), rare (1/4) and ultra-rare (1/10). These frequency figures match those odds quite nicely, with the Pride of the Invoker, Helltooth, Jade Harvester, and Gladiator Gauntlets all roughly the same drop rate. St. Archew’s Gage is the only outlier, since it’s common like the others. Magefist is uncommon for a Witch Doctor, and should roll about half as often as the most common ones, which it did. There aren’t any rare type gloves with 1/4 rarity for the WD, and Frostburn and TnT are both ultra-rare, at 1/10th the drop rate of the common ones.

    As for the overall legendary rate, that’s useful data as well. Gloves cost 5 shards per gamble, so 36,000 / 5 = 7200. Divide that by the 112 legendaries he got and that’s 1 leg for every 64.3 gambles, for a 1.5555% legendary gamble rate.

    Obviously this isn’t the final scientific rate, because RNG, but extrapolting from that gives us some useful figures:

  • 321 Blood Shards per legendary armor
  • Rings cost 10 shards, so double that to 642 shards per legendary ring.
  • Weapons cost 15 shards, so triple that to 963 shards per legendary.
  • Amulets cost 20 shards, so quadruple that to 1284 shards per legendary.
  • This assumes all items are weighted the same in legendary gamble rate, and that there’s no “mercy” gamble success counter. I wouldn’t be surprised if there are some oddities like that, such as slightly higher legendary gamble rates for more expensive item types? It would be fascinating to compare these to other gamble charting results, especially of item types other than armor.

    Finally, casual players might gape at the idea of ever earning 36000 Blood Shards, but Shards are quite common at the high end. Rift Guardians on Torment 1 drop 50ish, and on Torment 6 they cough up around 100 each time. Since really well geared characters can do T6 as fast (or faster) than more casual players can clear T1, the shards can really stack up at the highest levels of play.

    Update: Literally while this post was being written a new Patch was being applied, with big changes to gambling:


    While Kadala is doing a great job of giving players more control over finding specific items, we felt the current experience was a bit cumbersome and inconvenient. As a result, we’re working to reduce the frequency at which players need to run between Kadala and the Blacksmith to salvage unwanted items

  • The cost to purchase items from Kadala has been greatly increased
  • The chance for Kadala to drop a Legendary item has also been greatly increased
  • This sadly invalidates all of that useful data collected above, though it should improve the overall experience? We need data for the new system, though! Anyone who gets some gambling in the new patch, please record your total legendary per shards spent, and share the results!

    Post a Comment »
    Tagged As: | Categories: gambling, Item Sets, Legendary Items, Loot 2.0 | 15 Comments

    Latest Diablo 3 News

    The Diablo 3 Darwin Awards


    Posted 22 Sep 2014 by at 13:23 GMT

    diablo 3 darwin awards

    *Insert comedic sound effect*

    The Darwin Awards are a long-standing meme and Internet site devoted to chronicling the really stupid, mostly self-inflicted ways people die, IRL. Over the weekend the topic came up in clan chat and one of the regulars in our IncHC West clan (name withheld to protect the guilty) admitted that he’d recently lost a Witch Doctor when gaming very late and night, after he FELL ASLEEP while running a Greater Rift. And woke up dead, as the saying goes.

    Spinning the straw of defeat into the gold of posterity, he suggested that I use this platform to push other players to come forward with their own Darwin Award-worthy deaths… and here we are. The official archive is this Diablo 3 Darwin Awards thread in our Hardcore forum. We’ve long had a Hardcore Graveyard forum, but those are mostly plain burials, without a lot of drama or story-telling.

    For the Darwin Awards thread, we want weird and silly and stupid stuff. It’s got quite a few tales already, with the just-added and hard-to-believe tale behind my very recent Demon Hunter death. (How did I manage to suffer an unavoidable death at the hands of the easiest Rift Guardian? Click and find out.) I bet some of you guys have suffered even more tragic fates, or maybe you know the story of a “friend” who qualifies. Add them to the forum thread, or put them in comments here. The death doesn’t have to be Hardcore, but for obvious reasons those are the types of deaths that pack a more palpable punch.

    And if all else fails, blame Jay Wilson. Or lag.

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    Tagged As: | Categories: *Big News, Forums, Hardcore, Hardcore Graveyard | 17 Comments

    Latest Diablo 3 News

    The Vault, Greed’s Domain: Q&A


    Posted 21 Sep 2014 by at 13:38 GMT

    The gate! The gate...

    The gate! The gate…

    I constantly see people asking questions about the basic rules to enter DiabloWikiGreed’s Domain, AKA DiabloWikiThe Treasure Vault, so here are some of the basic rules. After a Blue post that spurred it.

    Will The Vault open for a group of people or just solo?

    The vault will start to spawn when the goblin dies. You will see a little swirl animation and then the portal pops up. Anyone that was in the game at the time of the goblins death may enter the portal. You do not have to be near the kill either. You could be in town or in another location farming and someone could kill a goblin and spawn a portal then you could zone to him and enter. Anyone who enters the game after the portal has spawned can NOT enter, though they can see it in the world.
    Grimiku: A very accurate description! To reiterate, the portal to the Vault can spawn in both solo and group setups in Adventure Mode (though not inside of Nephalem or Greater Rifts). In addition, any players who were in the game at the time the portal spawns are eligible to enter it, though they need not have been part of the goblin kill itself.

    The Vault, Greed’s Domain: Q&A.

  • The Vault will only spawn for level 70 characters, and it occurs completely at random, as far as we know. Some players have found lots of them, some have found none.
  • Higher difficulty, Gold Find, or Magic Find has no effect on the likelihood of a Goblin spawning the portal. (Though you’ll find much more gold in The Vault on higher difficulty and/or higher Gold Find.)
  • There’s no exit portal from The Vault and you have to Town Portal out. The golden portal stays open, too. You can go back through it to the Vault if you want, though nothing respawns, so there’s no reason — aside from the not-very-profitable infinite goblin farming.
  • The Vault was added in Patch v2.1 and is not yet available in the Ultimate Evil Edition, which shipped at v2.0.6. It will be patched in at some point to the PS4 and XboxOne.
  • Greed is the only drop source for DiabloWikiBoon of the Hoarder legendary gems.
  • The gem will drop 100% of the time if you do not have one already.
  • You can get additional BotH gems from Greed, just by dropping any that you have before you kill her. (The Gem must not be in your jewelry, inventory, or stash.)
  • The Portal will NEVER spawn in a Nephalem Rift, and no Goblins appear in Greater Rifts. (Whimsydale portals may spawn in Rifts, though.)
  • I’m sure there are some other common questions, but those are all the ones I can think of right now. If anyone has some more hit the comments and I’ll update the list.

    Also, thanks to Mormith for the tip about getting a second Boon of the Hoarder, if you find The Vault with a character who already has one equipped. Here’s his email for the full context:

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    Latest Diablo 3 News

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    Additional Legendary Gems are Coming!


    Posted 20 Sep 2014 by at 13:10 GMT

    Some cool news from the Blues, in reply to a long thread about current problems with the Barbarian. We shan’t go into those, but as part of a short reply emphasizing with the Barb complaints, Tyvalir confirmed what most players suspected. There will be more Legendary Gems added, buffing other play styles, though there’s no ETA. Additional Legendary Gems are Coming!

    We do have plans to add more Legendary Gems to the game in the future, including those that are more defense-oriented. We don’t have a time frame to share for when the next batch of Legendary Gems will be added just yet, though.

    In the meantime, we’ve been keeping a close eye on your gem suggestions, so if you’ve got an idea…let us know!

    This week’s two-part podcast was focused mostly on Legendary Gems, and after analyzing them all, my main take away was the surprising lack of gems really built to buff melee classes. Several LGems are for anyone, and one or two are clearly much better for melee characters. But there aren’t any that really do what melee characters most want/need (make them able to tank on the highest Greater Rift levels) and there aren’t any that are really melee-specific, in the way that a DiabloWikiLegendary Gem like Zei’s is exclusively for ranged characters.

    There aren’t any real useful defensive gems either. I’m sure that Invigorating Gemstone is the least used of all 14, and while Moratorium has a very powerful effect, it’s actually more suited to glass cannon ranged type characters.

    So yes, there’s certainly room for some more/new/better LGems to fill the melee character hole.

    One other LGem issue, with a question about a bug.

    Simple question: IS Bane of the Trapped BUG FIXED?

    Just want to know that, since I want to use rentless assault passive + Bane of the Trapped. But it is way useless without the slowing area doing the proc for damage amp. And I’m really strugling about which third gem should I use.

    From what i read from blue post, it cant be fixed w/out an actual patch, so AFAIK there hasn’t been one yet.
    Nevalistis: Hopping in to confirm this is correct. The issue with Bane of the Trapped properly affecting Frozen targets cannot be resolved with a hotfix and requires a patch.

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    Latest Diablo 3 News

    Nephalem and Greater Rifts that can not be completed


    Posted 20 Sep 2014 by at 05:04 GMT

    During the Patch 2.1 testing on the PTR, there were a lot of changes and tweaks made to Nephalem Rifts and Greater Rifts, as Blizzard adjusted the level size, monster density, monster type, and more. The end result was a pretty well-done system where there are (almost) always enough monsters to complete the Rift, and to complete it in time… until players are at the very upper edge of what their character can do, at which point any minor variation or monster issue (Corrupted Angels) can add too much delay to overcome.

    Blizzard isn’t ready to give in to fan complaints about density issues and monster difficulty yet, but they are looking for directed feedback about Nephalem/Legendary Rifts in the rare event that players find one that can not be completed.

    Hi Everyone,

    In recent weeks we have seen reports of players encountering Nephalem Rifts or Greater Rifts that seemingly cannot be completed due to lack of monsters. If possible, we would like to gather a little bit more information from you about the circumstances in which you encountered an issue like this.

    If you have encountered a situation where you could not complete a Rift due to lack of remaining monsters, please reply to this thread with answers to the following questions:

      • Was this a normal Nephalem Rift or a Greater Rift?
      • How many total floors were in the Rift?
      • What types of monsters populated the Rift? List any and every type of monster you remember seeing, divided up by which floor each type was found on as well as any other information about how monsters were distributed that you can recall.
      • What type of level or “tileset” was used. We don’t expect you to know the specific name for our levels, but a short description of the type of environment will do.

      Example:

      • Act I “Crypts”, or Act 2 “Aqueducts”.

    Lastly, if you can, posting links toscreenshots of yourself in the rift, the monsters in the rift, and of the open area map is greatly appreciated as it helps us better identify any remaining potential problem areas.

    We really appreciate you taking the time to read this and add your replies.

    I just want to note and clarify that we are not soliciting opinions on density, suggestions for balance improvements, or anything other type of feedback. We are looking for additional information to help us identify any remaining situations in which you could be put into a position to not be able to complete a rift at all, specifically because there are not enough monsters remaining in the Rift to fill the progress bar. Reports of instances where you simply ran out of time, or were forced to explore more of the map to find additional monsters are not what we are looking for.

    That said, this is not to say that this kind of feedback isn’t appreciated. The bug report forum is simply is not the place for it. I hope that helps clarify what we are looking for. Thank you for your understanding and assistance in this.

    I’ve often seen players ask why a Rift, especially a Greater Rift, can even spawn with insufficient monsters. Why doesn’t the code simply allow for more, deeper levels where players could always get to 100%, even if it took quite a while? It’s a reasonable question, but apparently the devs think that knowing when to clear out a level, rather than just dashing down the stairs as soon as you find them, is part of the strategy of running Rifts. I can see their point, but many players seem to disagree on the issue. Let’s survey, shall we?

    What do you think of monster density and variety in Nephalem & Greater Rifts?

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    Latest Diablo 3 News

    Diablo 3 Seasons: Endings, Beginnings, and Scheduling


    Posted 18 Sep 2014 by at 22:39 GMT

    news-seasons-feature
    Almost everyone on my friends list and in the IncGamers HC West clan is playing Seasons now, so conversation has been focused on that reality. How long will Season One last? Are Seasons going to run a consistent amount of time? How much warning will we get before one ends and the next one begins?

    We talked about that on the Seasons podcast a couple of weeks ago, and while all 4 guests loved participating in the first day/weekend of the ladder rush (except for N3rdwords, because Softcore cheese) no one was eager to do it again. At least not very soon. It was fun, but fun as an occasional thing, and everyone wanted to spend some time (weeks? months?) leveling up and finding new gear for their Seasonal characters before starting the whole experience over again in Season Two.

    That said, there’s always someone wondering about how long Season One will last, or how long Seasons will run in general. Blizzard has repeatedly declined to comment on the issue of scheduling, so it seems they probably don’t have a schedule set in stone, and are planning to end/begin a new season when it seems like the community is ready for it.

    So, two votes which are more like surveys. Do you want to know about the Seasons schedule? And how long do you think seasons should run?

    How long should each Diablo 3 Season run?

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    Why do you want to know when the current season is going to end?

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    Latest Diablo 3 News

    What Happened to the Ob/Zod?


    Posted 18 Sep 2014 by at 21:20 GMT

    Diablo I Obsidian/Zodiac ring.

    Diablo I Obsidian/Zodiac ring.

    The Legendary Ring DiabloWikiObsidian Ring of the Zodiac has an interesting history in Diablo 3. The ring name is an homage to the most sought after ring in Diablo 1, which was not a unique; it was simply a randomly found magical ring with “Obsidian” (+30-40% All Res) as the prefix and “of the Zodiac” (+16-20 to all Attributes) as the suffix.

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    Latest Diablo 3 News

    6

    The Diablo 3 Podcast #150: Legendary Gems II/II


    Posted 18 Sep 2014 by at 10:49 GMT

    The second part of our analysis of every Legendary Gem newly added to Diablo 3. We cover the last 11, discussing all of their strengths and weaknesses, what type of build they’re best for, twinking uses, melee-bias, and more. Featuring Flux, Katniss, and Ynzerg.

    See part one of this podcast for all the basic info about Legendary Gems, the Realm of Trials, upgrading LGems, and specific thoughts on the first three gems.

    Click through for segment starting times:

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