Patch 2.3.0 PTR Notes
Blizzard has unveiled the official patch notes for Patch 2.3.0, coming soon to the PTR. As with all PTR patches, bear in mind that things will change during testing. There’s a ton of stuff in this patch, including , big changes to overall combat, four new levels of Torment difficulty, lots of new set items, […]
Patch 2.3.0 News: Items and Kanai’s Cube Recipes
Some news and notes about the new items and changes in Patch 2.3.0, plus some recipes that are too good and getting tweaked. One of the most popular/interesting Kanai’s Cube recipes allows you to reroll a random item in any item set. You stick in say the IK helm, add the other material ingredients, and […]
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The Diablo 3 Podcast #182: PTR Patch 2.3.0, Week One

Posted 7 Jul 2015 by at 12:02 GMT

The first week of Patch 2.3.0 on the PTR was awesome, if you could ever get into a game. Kanai’s Cube skills and recipe economy issues, new Monk item sets, GR ranking snapshot controversy, and much more. Featuring N3rdwards, Muggs, and Flux.

Click through for more details and segment starting times.

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One life to live: Diablo 3 PTR and Hardcore

Posted 7 Jul 2015 by at 11:09 GMT

So many new toys, so many new choices, so much waiting! While the queue may have been a bit long, the rush for 2000% drop rates has subsided and testing seems to not be as much of an arduous task. Which makes it a lot easier to speculate how this this will all shake up our mode for HC.

The elephant in the room


First and foremost the thing I expected to be taken out was the ease of power leveling in the game currently. This however remains as it is in live, and really at this point it’s not worth arguing about. We can rejoice that death will be a little less painful even in 2.3

The cube and bounty game


I can’t recall the last time I actually wanted to do bounties, yet I found myself traversing the many maps in search of all those materials. Blizzard has struck a nice balance between bounties and rifts, with each having their respected place. Need materials-bounties, need a better chance at the item you’re hunting-rifts, need to test your build against others-grifts, need to pvp- well maybe in 2.4.

The cube also poses a nice problem for Hardcore, we can think about maybe being a bit defensive in our choices! Nah, who am I kidding? We want to kill faster, Furnace it is! Aside from going straight from he jugular, it does open up some more diversity which can help us stay alive. After all they can’t kill you if they’re dead.

One thing that does surprise me is the permeant of your choices, if I have unlocked an item on one character it is open for all, and thusly when I die it remains open. One of the larger arguments about death being a penalty in HC was the sting of loss that stems from items. However this is another bypass to that system as we’ll still have a cadre of items at our disposal. I don’t know what the solution is here, we already share levels, stash, and artisans. That makes it hard to separate this system from the rest but it would be nice to lose something with death.

On the flip side I think it would be fun to level with all those cubed bonuses. That is of course if you want to level up the hard way.

The builds

While I haven’t played every class on the PTR (or on live for that matter*cough* Demon Hunter *cough*) some trends are emerging. Barb, DH, Monk and Crusader are all relatively strong. The Monk and Crusader saw some love this patch with new sets and thus new tools to help climb the ladder of grifts. On the other hand, Wizards and Witch doctors are on the short end of the stick.  I can’t speak to the woe of the Wizards; I can speak for the Witch Doctors. With one new set, a revamp of a previous guaranteed forgotten soul (hell tooth), and a revamp of Manajuma’s ,I was hoping at least one to stick out as a replacement for the Dagger of darts build. Sadly that wasn’t the case. Both sets rely heavily on DOT damage or setting up skills to work other skills, as opposed to them working in harmony as opposed to dependency. I’m still committed to the WD(because i’m a glutton for punishment) but with both builds being even more squishy than the DoD build it’s hard to choose otherwise. I don’t suspect what we see on the PTR will change much on live but there is still time for tweaks.


The verdict

Overall the patch is exciting and and revitalizing. Not everything can/will be perfect but to be able to log in and do something different is always exciting. To introduce a new mechanic that shift the way we will continue to do that can’t be a bad thing. This is shaping up to be not just a great patch for Hardcore but the game itself.

How are you planning for HC with patch 2.3?

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

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New Demon Hunter Legs Explained

Posted 7 Jul 2015 by at 05:23 GMT

Labeled recurve bow.

Labeled recurve bow.

The Demon Hunter has only a few new legendary items in Patch 2.3.0, and a couple of the items that were added don’t seem to work with skills that turn Hatred spenders into Hatred Generators. Today DH dev John Yang dropped by the PTR Bug forum to offer some explanation:

Demon Hunter-Wraps of Clarity

Wraps of Clarity not procing with Kridershot: use the bracers and use Krider+elemental arrow as your generator and it doesn’t proc the damage reducing buff. I assume this is not the intended use as the wording seemed quite similar to Focus+restraint buffs.

Wraps of Clarity not procing with Spines of Seething Hatred. Use the bracers and spines+chakram as your generator and it doesn’t proc the damae reducing buff. I assume this is not the intended use as the wording seemed quite similar to Focus+restraint buffs.

Hunter’s Wrath: im going to go out on a limb and assume this one doesn’t work with these items mentioned above either.
John Yang: Hi all. I wanted to clarify the design intent and functionality for these two items – Hunter’s Wrath and Wraps of Clarity:

Hunter’s Wrath — Belt, Your Hatred generators attack 30% faster and deal 30-40% increased damage.
This item is intended to be an option to increase Hatred generation for builds that spend Hatred as the primary source of damage, such as Marauder’s and Unhallowed Essence with Multishot. The item was designed, tested, and tuned with primary skills in mind and as such will not work with Elemental Arrow+Kridershot or Chakram+Spines of Seething Hatred. The tooltip will be clarified to say “primary skills” instead of “Hatred generators” in a future PTR patch.

Wraps of Clarity — Bracers, Your Hatred generators reduce your damage taken by 30-35% for 5 seconds
This item is intended to be a defensive option to fit into most builds, including builds that use Elemental Arrow/Chakram as Hatred generators and was designed and tuned as such. Many Demon Hunter builds currently could benefit from a defensive option in the bracer slot and no build should be able to over-benefit from the existing design and tuning values. With that all said, the Wraps of Clarity will be changed to work with Kridershot/Spines of Seething Hatred in a future PTR patch.

There are three other new Demon Hunter legendary items also in the patch, including a Multishot bow named for John himself. Click through for those details.

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PTR: The Bandit Shrine

Posted 6 Jul 2015 by at 13:35 GMT

Goblin. Goblin. Goblin!

Goblin. Goblin. Goblin!

One of the most fun additions coming to Reaper of Souls in v2.3 is the DiabloWikiBandit Shrine. It looks just like any other shrine but when you click it it spawns Goblins. Lots and lots of Goblins. All assorted types by RNG, including the juicy ones like Blood Thieves and Gellies, with another Goblin appearing via portal about every half second, and racing off in every direction.

The loot from these encounters on the PTR is amazing thanks to the 2000% legendary drop rate — I’m talking 20+ legendaries and 500+ shards, plus heaps of gems and materials — but even with the normal drop rates these will be quite profitable encounters. And lots of fun too, as the Goblins pop out one after the other and scurry instantly into action.

Warning #1: The shrine looks exactly like other shrines, so if you’re in the habit of just clicking shrines while racing along and not paying attention to the name… you’re in for some surprises. Of the 4 or 5 Bandit Shrines I’ve seen so far on the PTR, only one did I notice before I clicked it to start the headless chicken scramble.

Side note #1: The first three of these I got on the PTR resulted in a portal to DiabloWikiThe Vault from one of the killed Goblins. I think that was just RNG, but I haven’t gotten a Vault portal from any other Goblin yet, and with them spawning in pairs (thanks to the PTR community buff), you’d think the odds of a random Vault portal that would be pretty good.

Side Note #2: Goblins via the Bandit Shrine do not appear in pairs. I guess the shrine might be spawning twice as many now, but it doesn’t seem likely. (You get about 10 goblins per Shrine, and getting just 5 would be kind of weak.) And the goblins don’t appear two by two, like a demonic Noah’s disembark.

Video: Thanks to Meathead Mikhail for uploading a short video showing off a Bandit Shrine encounter. Click through to see one in action.

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Tagged As: | Categories: Diablo 3 PTR, Treasure Goblin | 1 Comment

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Patch 2.3.0 News: Items and Kanai’s Cube Recipes

Posted 3 Jul 2015 by at 21:24 GMT

Some news and notes about the new items and changes in Patch 2.3.0, plus some DiabloWikiKanai’s Cube recipes that are too good and getting tweaked.

One of the most popular/interesting Kanai’s Cube recipes allows you to reroll a random item in any item set. You stick in say the IK helm, add the other material ingredients, and out comes one of the other items in the IK set, totally randomized like it was just dropped by a monster. This works pretty well with the six piece sets (most of which now have 7 items) since there’s a lot of RNG on the output. It’s too powerful a recipe when used with two-piece sets though, and anyone with some materials can use this to repeatedly reroll the same item, until they’ve got a perfect Ancient Bul Kathos sword, Danetta’s Xbow, Shenlong’s Fist, Focus/Restraint, etc.

Patch 2.3.0 News: Items and Kanai’s Cube Recipes:

We are going to be changing this recipe. The intent of the convert set item recipe is to help players who are trying to finish a set and getting redundant pieces. The intent is not to get 2 Focus and reroll 1 repeatedly until it’s perfect. As such changes will be coming before the feature launches to directly address this. — Travis Day

You don’t even need 2 Focus. You just need one item from any of the two-piece sets, and you can roll it as long as your materials last, since the same item will keep switching to the other item in the 2P set. Though eventually you’ll get a great roll and keep that one, rather than rerolling it again. After that you’ll basically have to roll twice for each item you want, which only doubles the (very low) material cost.

This recipe is even more absurdly awesome when you consider the almost free material cost, especially compared to the extremely high material costs of the “Reforge Legendary” recipe.

Overpowered Rare Upgrade Recipe

Upgrade Rare Item

Upgrade Rare Item

Another new recipe that’s probably going to get nerfed is the upgrade Rare. This one turns any Rare into a random Legendary, and like the Reroll Set Item recipe, it’s very cheap, not requiring any of the new Horadric Cache materials or even any Souls.

It takes some getting used to, as you’ve got to actually pay attention to Rare drops, but it’s not too hard if you play with the item icons turned on, rather than the distracting and meaningless names. Once you can retrain yourself to pick up Rare items, and get used to snatching every rare Amulet you see, this recipe feels OP. Think about it; Gambling is about 1/10 odds for a legendary, while this recipe is 100%. Thus each Rare Amulet you upgrade is worth the equivalent of 1000 Blood Shards. For the laughably low material cost of 50 white + 50 blue + 50 yellow + + 25 Death’s Breath.

The value isn’t as high with other item types since they don’t cost as much to gamble as amulets, but as easy as it is to rack up huge heaps of materials, especially now that there’s a recipe to turn your thousands of extra Veiled Crystals into the white and blue mats you’re always out of, this one is crazy. And yes, you can feed gambled rares into the cube, thus letting you turn every yellow item you gamble into a Legendary. (Not sure if it also works with Vendor rares, but if so it would be completely exploitable.)

No word yet from Blizzard on this one, but once more players figure it out (and are actually able to log onto the PTR) I’m sure they’ll nerf this one, (maybe by not allowing vendor/gambled items to be used) or at least raise the material costs quite a bit.

This and the upgrade legendary or set recipes should probably require fewer Cache materials, but cost Blood Shards as well, since they are basically item gambling. Better than Kadala gambling, since since they result in Legendary far more often, and have more target-able returns.

Click through for some additional Bliz comments on why Thorns of the Invoker turned into a Crusader-only set, and why existing Legendary items don’t get altered.

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Vote: Your Opinion on Diablo 3 Patch 2.3.0?

Posted 3 Jul 2015 by at 13:07 GMT

It’s not our most creative vote question ever, but after the patch preview and review and multiple articles about the new features, DiabloWikiKanai’s Cube, etc, we figure most of you guys have an opinion. So what is it? Pick the vote option that best matches your opinion and we’ll take the community’s temperature on this issue.

Vote: Your Opinion on Diablo 3 Patch 2.3.0?

What do you think about the Patch 2.3.0 features and changes?

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No option to vote for “Don’t know because PTR is untestable!” because everyone would vote that, and a lack of capacity on the test server during the first few days of testing shouldn’t shadow a vote on the patch content… though it probably will.

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PTR Patch 2.3.0 Undocumented Changes Master List

Posted 2 Jul 2015 by at 21:50 GMT

A grab bag of useful details about PTR Patch 2.3.0 undocumented changes. Not all are literally “undocumented,” since there are other changes that are little-noticed. We’ll start off with some Blue tweets about this and that:

PSA: Leaderboard right click -> View Hero Details shows gear, skills and Kanai’s Cube of the hero at the time they got the leaderboard entry. –@donvu4u

Also in Patch 2.3: Experience gains and bonuses are now averaged across all players in the group (this should now be in the PTR patch notes) — JohnYang

New Season 4 items aren’t yet enabled on the PTR – this includes the Cat Mojo and the legendary gem. — JohnYang

Most underrated Patch 2.3 change: Leaper Angels/Westmarch Brutes no longer deal damage if killed during their leap attacks. —JohnYang

Rifts and GRifts


  • Nephalem Rifts no longer require keys. Enter them freely, and kill Guardians to earn Greater Rift Keys.
  • The new Torment levels increase the equivalent of 5 GRs each (instead of 3). T7 = GR30, T8 = GR35, T9 = GR40, T10 = GR45.
  • Rift Guardians in can drop up to 2 Greater Rift Keys. (T7 and above?)
  • Top Leaderboard times now snapshot a character’s gear/build/cube effects at the time of the clear, and this can be viewed on the rankings.
  • Elites in normal Rifts now drop orange progress orbs. (Not a bug, this time.)
  • Rifts are slower since monsters give less progress each. (A T6 Rift that took 2-3m before will take 4-5m now.)
  • Conduit Pylons are back to 30s duration, and their damage seems buffed also. (I was one-shotting everything on a GR48 with one.)
  • Urshi in Greater Rifts no longer has a Key Upgrade option, so there’s nothing to do but upgrade gems. (Rank up a bunch of Gem of Ease for the “no reqs” cube recipe?
  • Gems can not be upgraded unless you finish the rift within 15m. (Proactively removes the “Zerg through a way too high Grift just for LGem upgrading” exploit.)
  • There is no more 30 cooldown timer when you end a Rift by talking to Orek, so you can do Rift after Rift with no delay. Beware closing before you’ve picked up all the Shards. (This might be a bug, since it was in the last PTR as a bug.)

  • Bounties and Gameplay

    Butcher Bounty bonus chest.

    Butcher Bounty bonus chest.

  • There are lots more Bounties now, including Boss kills (Maghda, Seigebreaker, Act Bosses, etc) and a large blue glowing chest appears after the boss kill for bonus loots.
  • The “wrong way stupid” arrow shows up on the map after 1m (instead of 5m) on Bounties. Doesn’t always work to point to the stairs or dungeon you’re seeking.
  • DiabloWikiBandit Shrine! Rarely found in Adventure Mode only. It spawns a Goblin pack ~10 Goblins of assorted types appear at once.
  • Odious Collectors may drop Forgotten Souls (orange material).
  • Keywardens drop Infernal Machines directly (not keys).
  • Uber Maghda holds her invulnerable shield for a much shorter time.
  • Ubers drop up to 3 organs at once (T7-T10 buff?).
  • Hellfire Amulets have an inherent socket.

  • Kanai’s Cube and Items

    Rift orange progress orbs.

    Rift orange progress orbs.

  • Legendary and Set items produced via the Cube can be traded within the party just as if you’d found the item in that game. (Probably a bug that will be squashed.)
  • Blacksmith crafted items do not have level requirements. (And scale to the level of the character who creates them.)
  • Gem Essences required for the gem conversion are sold by Squirt the Peddler.
  • Cube Portal: Transmuting a Puzzle Ring opens a portal to The Vault. (There’s less gold and fewer drops than the Vault you find in-game.) Only once per game.
  • Cube Portal: Transmuting a Bovine Bardiche opens a portal to DiabloWikiNot The Cow Level, seen during the recent Third Anniversary event. Only once per game.
  • Ancient items have {{double brackets}} around their names in clan chat. (Screen below.)
  • In-Geom legendary sword now shows a buff icon when active.
  • Shenlong’s Spirit Monk set now shows a buff icon when active.
  • Crusader’s Steed Charge no longer passes through grates and fences.
  • Legendary items with displays that go longer than the screen can be scrolled down to view. (Some set items are very tall in the hover display.)
  • Ancient  {{double bracket}}.

    Ancient {{double bracket}}.

    Tall item tooltips scroll.

    Tall item tooltips scroll.

    That’s all I’ve found or seen posted so far. Anyone noticed anything else, or got questions about the (mostly awesome) changes? Hit the comments…

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    Diablo 3 PTR Game Creation and Joining Problems

    Posted 2 Jul 2015 by at 11:05 GMT

    Hurry up and wait.

    Hurry up and wait.

    In the early days of Diablo 3 PTR, the patches went live and hardly anyone bothered to test them, since they didn’t contain big game changes and/or there were no incentives to grind for no lasting reward. That’s obviously changed since Reaper of Souls, and now when every patch goes up on the PTR the biggest complaint is that overcrowding makes it impossible to create or even join a game. Diablo 3 PTR Game Creation and Joining Problems:

    I’ve done everything that is required to play the PTR, i see few people (3) on t6 and t8 but it seem that i cannot enter the game ATM. They are telling me that the Diablo server busy.. like 14h wait time..
    Tyvalir: We totally hear you on the queue times, Gold0RaK!

    It’s common for players to rush to test content at the start of a new PTR, resulting in queuing, which should diminish as the PTR progresses. In the meantime, we’re absolutely passing your comments on to the development team.

    As others have pointed out, it’s likely that the buff to the Legendary drop rate is also affecting queue times. While we’re maintaining it right now so that we can quickly identify issues players find between Legendary items and Kanai’s Cube, we’ll be deactivating it again later, which should further help alleviate queue times.

    we need to be able to go from game to game to farm the caches for the cube testing yet due to the server being crowded we can not do this testing.
    Tyvalir: You make a good point, Gimboo. I’ll be passing this to the team. Thanks for the insight!

    I probably have 100 legendaries, but could only use the cube on 3 of them because after hours of doing bounties, I ended up with only 3 of one resource. So if you really want players to test Kanai’s, drop the legendary rate and significantly boost the mat rate.
    Edit: And Toots!

    The lack of materials to use the cube is a real problem, with the endless game creation queues. This happens every testing season on the PTR, where the +2000% drop rate has players drowning in orange and green items, but many builds aren’t working right since no one has a RoRG. Back in March during the Season 2 PTR we even had a crisis where everyone was out of Blue materials since the +2000% means you hardly every find any blue items to salvage.

    Bliz reacted to that by cutting most of the blue mat enchanting costs to 1, so they could certainly crank up the Cache material drops, just for the time being.

    PTR game creation tips:

  • The best advice for playing on the PTR is to to join a clan or get your friends playing on the PTR also, so you can invite them or the can invite you when/if anyone gets into a game.
  • Play outside of peak hours. Six hour waits in prime time are 2 hour waits late night or early morning.
  • Wait. There’s always a huge crush when the patch is brand new on the PTR, but it eases off after a few days or a week, especially if/when the +2000% buff rate is disabled.
  • Play Hardcore. The wait to create a Hardcore game is usually a fraction that of a Softcore game.
  • Try a different difficulty. The longest waits seem to be the game diff/mode that most people are in, and you’ll often see a MUCH shorter queue time if you try a lower difficulty or even go Story Mode.
  • It seems weird that those last 2 work, but I’ve been on every D3 and RoS PTR right from the first moment they go live, and have seen it happen ever time, first hand and from conversation with others. It’s as if all the PTR capacity is divided up like a pie chart with X amount of space devoted to each thing, but somehow they’ve always got far too little capacity for softcore T6 (T10 now?) and only slightly too little for other game modes. I got on this afternoon and created a T8 HC in about 10m, while everyone in the clan playing softcore was looking at 6+ hour waits.

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