Latest Diablo 3 News

8

Blizzard on Item Set Improvements


Posted 5 Sep 2015 by at 10:11 GMT

New item sets for Patch 2.3..

New item sets for Patch 2.3..

The last two days we debated the devs’ philosophy on MP vs. SP experience bonuses and the issue of UI/buff display, based on comments the devs made during this week’s chat.

Moving to another topic that’s (probably) less controversial, here’s a round up of their various comments on item sets. These were mostly crowd pleasing, with promises of more new stuff and rebalances/improvements to under-used sets. The main complaint/request I see about item sets is the issue of six piece sets all being mandatory and not allowing much gear variety.

Most (all?) of the powerful builds in the game require one six piece item set, plus at least one and often 2 or 3 related legendary items. This results in fairly limited gear variety, with only a few paperdoll slots that aren’t basically mandatory for each strong. While it seems fair that the strongest powers only become available when you’ve got multiple items tied up to enable them, lots of players want more variety in gear and don’t want to be tied into 6 or 8 or more items in each build.

This issue was only indirectly addressed in the chat, with Wyatt saying he had some plans for improving 2 and 4 item sets that might make it into the next patch.

Will there be more builds that work without 6pc sets in the future? I’m playing a shenlong monk at the moment and it’s glorious. I really think this is the direction you should take itemization in.
WyattCheng: Right now a lot of priority has been making sure there are multiple 6-piece sets that are fun to play for every class. We’re making great progress on this front not to mention the supporting legendaries and Kanai’s cube allow for a fair amount of build variation and player creativity.

That said, I am working on a little something something for those who don’t like six-piece sets for 2.4

No promises yet. Things VERY OFTEN get cut during development or internal testing.

If anyone in the chat asked about making powerful builds that didn’t require six-piece sets, the question didn’t get a reply. And really, it would have been a wasted question, since it’s pretty clear the devs like the itemization direction we’re heading in, where every top build is enabled by some six-piece set, with another legendary item or three supplementing the play style.

Click through for more chat replies about item sets, including promises of buffs to everything, plus John Yang’s sneak peek of that crazy-sounding melee Demon Hunter Shadow Power set coming next patch. The only fly in the ointment… the issue of where you’ll store all those cool new and improved item sets, without added stash space.

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Latest Diablo 3 News

3

New Patch 2.3 Hotfixes


Posted 4 Sep 2015 by at 21:18 GMT

New hotfixes are live on all realms this morning. New Patch 2.3 Hotfixes:

Bounties

  • Fixed an issue where the unique enemies Korae and Samae in Ruins of Sescheron would occasionally spawn as invisible (3/9)

  • Disabled the “Touch of Death” bounty in Act V (3/9)
    • We will re-enable this bounty at a later date
  • Disabled the “Cursed Forum” bounty in Act V (3/9)
    • We will re-enable this bounty at a later date
  • Fixed an issue where the unique enemy Pazuzu could spawn in the wrong location in Desolate Sands (3/9)

Items

  • Fixed an issue where the Cord of Sherma would not always Blind or Slow enemies in the field it creates (3/9)
  • Nice that they’re getting on those Act Five bounty bugs, which really should have been fixed on the PTR. It’s kind of amusing that (AFAIK) these same bounties have had the same bugs since RoS launched… just that until DiabloWikiPatch 2.3 and the introduction of DiabloWikiHoradric Cache materials no one ever did A5 bounties often enough to notice and report the problems.

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    Tagged As: | Categories: Blue Posts, Diablo III Bugs | 3 Comments

    Latest Diablo 3 News

    Blizzard on Solo vs. Multiplayer EXP Bonuses


    Posted 4 Sep 2015 by at 09:38 GMT

    Good enough to win an NBA title?

    Brings NBA and Paragon titles?

    Continuing our series of posts (yesterday was UI buff display) focused on the most important topics from this week’s Reaper of Souls developer chat, let’s talk about solo vs. multiplayer experience. It’s well known that playing in MP parties is a certain route to much more exp than is possible in solo play, and we’ve been debating it all year.

    Some players who enjoy partying up like the current system, but many players who feel that solo play is more skill-based, or a purer form of gaming, have long complained about how heavily D3 and RoS incentivize multiplayer. The whole issue was really spelled out a couple of months ago in comments by the first player to achieve Paragon 2000, where he talked about what a waste of time it was to play solo. It’s not just about high Paragon e-peen, it’s the fact that very high paragon levels are *required* to achieve the top spots on the Grift leaderboards, which means anyone who wants to compete for top Grift times, even in single player, needs to spend most of their time grinding in party games to achieve those Paragon levels.

    So what does Blizzard think of this state of affairs? They’re pretty much okay with it, at least judging from Wyatt’s comments in the chat this week. Here’s an excerpt:

    Let’s talk philosophy. We want people to play together. I think everybody understands that groups should be better than solo, but there’s debate about how much that difference should be. If I’m playing by myself and then a friend joins me, I should be a little bit better off, right?

    The issue is that this is only true when you and your friend are exactly the same power level. Realistically, in Diablo III, the power level of players varies widely. You may be in full Ancient gear with your 6-piece set bonuses and all the appropriate complementary legendaries while your friend only has their 4-piece bonus and a non-ancient weapon. Is it okay for your friend to join your game and your experience to be worse?

    We took a long look at the way the game has evolved over the last three years and made a judgment call: as much as possible, we want a friend joining your game to make your experience better, not worse. People shouldn’t feel they need to inspect you when you join a public game and your friend that stopped playing for two months shouldn’t feel like a burden for wanting to play with you. Generally, you should prefer to have company in your game than not.

    Actually, I object starting at the first sentence. Why should party always be better? Why should someone in crappy gear get more exp leeching off their friend than I do working harder to succeed solo? Why should someone else in good gear get more exp for carrying their friend than I do kicking ass in solo? Why should any four players fooling around in a PuG earn far more exp than one or even two expert players do?

    Obviously Bliz has simply decreed that playing in a party *should* be more rewarding, but it’s not like there’s some objective proof of that. It’s just an opinion, and they could as easily say, “Solo should be more rewarded since it’s all about your individual skill, and not something you can achieve by using other players as crutches.”

    In MP player get the advantage of much faster bounties via split-farming, plus more pets for tanking, plus shared party buffs, plus the monsters actually decrease in HPs (divided per player), plus you can take turns tanking, plus monster AI is terrible allowing for easy survival for glass cannon ranged chars… and parties *STILL* get huge EXP buffs on top of all that?

    What do you guys think? Click through for the full Wyatt Cheng quote from the chat, where he talks about the different types of party exp buffs and (sort of) admits that at least one of them is probably OP.

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    Latest Diablo 3 News

    5

    Getting Stuck in Patch 2.3


    Posted 4 Sep 2015 by at 00:25 GMT

    Lots of players have reported getting stuck in Patch 2.3, and it’s not just a metaphor by those guys who are like P700+ already and totally can’t hear their mom shouting down the basement stairs that they’d better hurry before the pizza rolls get cold.

    Getting Stuck in Patch 2.3

    Is anyone having a problem getting stuck on and unable to move? I been getting it alot since 2.3 patch. I had this issue in PTR and apparently Brandy got it during a stream play in Thursday play. I assume it was only a ptr thing but it does shows up in live.
    Grimiku: Thank you all for reporting this. It happened to me the other day while I was opening up various artisans while in town. I thought it was something related to my mouse, though, and went about my business. I’ll pass it on and post an update when I can.

    I’ve hardly had time to play in Patch 2.3 on live, but I played a lot on the PTR and never got stuck there. (Except in the game creation queue…. hi-yoh!)

    You can see it happen to Nevalistis on the last live stream with Wyatt Cheng. Jump to about 27:30 of the video and you’ll see her character get frozen in place in the dungeon, and remain stuck even after she portals back to town. Only exiting and rejoining the game fixes the issue. (Click through for the video.)

    Anyone else experienced this problem? Found any workarounds to fix it?

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    Tagged As: | Categories: Blue Posts, Diablo III Bugs, Grimiku | 5 Comments

    Latest Diablo 3 News

    5

    No Torchlight 3… Here’s Hob!


    Posted 3 Sep 2015 by at 20:57 GMT

    hob-title1The guys at Runic Games just revealed a new upcoming action/puzzle game called Hob. Runic Games, co-founded by Diablo co-creators Max and Erich Schaefer, was previously best known for creating the Diablo-type Torchlight games. Their new game Hob is reminiscent of Zelda type exploration puzzle solving titles, and does not include the endless clicking combat of an ARPG.

    So why Hob instead of Torchlight 3? An article on IGN addresses that question:

    “We’re just burnt out,” Runic Games President Marsh Lefler told IGN when asked why the team made Hob instead of Torchlight 3. “Let’s admit it, Diablo 3 is killing it right now. Diablo 3 is a really fun game. Not that Torchlight 2 isn’t a fun game, it is, but it’s just different. For us to try to compete with Diablo 3? We weren’t trying to compete before.”

    Lefler added that Diablo and Torchlight were different kinds of action RPGs, and that after a decade of making dungeon-crawlers, “we just needed a little break” to focus on “something we love” that’s even more different.

    The demos and gameplay footage of Hob look very cool and very different than anything Diablo-style, so it’s interesting to see the guys going in a new direction. The official site is here, and check out the video below for lots of game footage with audio of an interview with Marsh Lefler.

    Thanks to Arseniy for the news tip.

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    Tagged As: | Categories: Other Games, Torchlight, Torchlight 2 | 5 Comments

    Latest Diablo 3 News

    2

    The Diablo 3 Podcast #187: Season 4 and Patch 2.3


    Posted 3 Sep 2015 by at 12:24 GMT

    Season 4 is underway and Patch 2.3 has brought countless new features to the game. Using Kanai’s Cube for *real*, trying new builds in S4, botting consuming softcore, Torment farming sweetspots, and playing defensively. Featuring MJinSpace and Flux.

    Click through for more details and segment starting times.

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    Latest Diablo 3 News

    Blizzard on UI Buff Display Issues


    Posted 3 Sep 2015 by at 09:26 GMT

    We’re going to post articles on several of the most contentious issues in the game today, analyzing what the Devs said about them during this week’s live chat. First up is a topic that’s been bubbling for months (years?), the limits on displaying buff icons in Diablo 3.

    I remember way back in the D3v days when only 5 buff and 5 debuff icons would show at the same time. Players often asked for more to show, and there was special annoyance at the game reserving space for 5 each, since players often had 4-8 buffs and almost never had more 2 or 3 debuffs, which made it seem like there was room for more buffs to show, but it was wasted, reserved as space for debuffs that would never come. Later patches upped the buff display to 8, but that’s still far too few for many builds, especially in multiplayer games and double-especially with DiabloWikiKanai’s Cube now adding 2 or 3 more to most players toolbars.

    Wyatt Cheng addressed this issue in depth during the live chat, and I’m curious what you guys think of his argument. Here’s a short excerpt:

    The inability to see important buffs that affect your moment-to-moment gameplay is something we want to address.

    Path of Exile = Visual buff spam?

    Path of Exile = Visual buff spam?

    We have been avoiding simply adding more buffs because having a large number of buffs on the screen is not only visually unappealing, but it can be just as frustrating to locate the buff that you care about in a sea of buffs.

    I laughed reading that, since some time ago I worked on but never completed/posted an article about this “show all the buffs” issue, and one of the main points of debate was the sort of thing you see in the image to the right. That’s from Path of Exile, and those 23 (!) icons along the top of the screen are all the buffs currently in effect for that player. Case in point of Wyatt’s comment, in which he was too polite to say something like, “too many buffs showing at once are visual pollution.”

    Possibly since there’s another well-known Blizzard RPG that can be modded to make PoE look positively minimalist.

    Click through for Wyatt’s full quote from the chat, and share your opinions in comments. Would you rather have an instant patch to show 12 or 16 or an unlimited number of buffs at once, clutter be damned? Or are you happy to wait for the ideal solution Wyatt discusses? (Why not both?)

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    Tagged As: | Categories: Interface, Wyatt Cheng | 16 Comments

    Latest Diablo 3 News

    8

    Torment Difficulty Scaling Graphs and Charts


    Posted 2 Sep 2015 by at 22:44 GMT

    The huge leap in monster hit points on T7+, and especially in T10, is obvious when you play or look at the actual figures. In a nutshell, when you go up to T10 the monsters don’t gain that much in exp value or gold find value, and they don’t do much more damage, but their hit points skyrocket.

    This is made very clear by a useful line graphic:

    Monster gains in hit points, damage, EXP, and gold.

    Monster gains in hit points, damage, EXP, and gold.

    Steep line is steep. In a way, playing on T10 is kind of silly, since the rewards increase so little compared to the monster hit points. (Unless you’re geared enough to kill with speed, in which case you might as well.) On the other hand, the monster damage doesn’t increase very much either, so you don’t need to raise your toughness anywhere near as much as your DPS. (Though consider that Elites living 3-5x longer have that much more time to put a hurt on you.)

    While we know the exactly values for things like exp and gold find, and know that they don’t increase by much on T7-T10, we don’t know official figures for how drop rates are boosted. Most players feel that it’s a considerable increase, especially if you’re doing Rifts on DiabloWikiT10. How about the other increases, though? How much more likely are you to find things like DiabloWikiDeath’s Breaths, DiabloWikiGreater Rift keys, DiabloWikiInfernal Machines and DiabloWikiDemonic Organs? Tabulating/estimating those is a common exercise and we took a stab at it during the PTR, then updated the info recently. At the time I meant to create a big chart with all the values, but never found the time… thankfully, someone else stepped up.

    difficult-v23c

    This chart shows the precise figures where we know them, and puts in consensus estimates for other things, with “?” where there’s not enough data to even make a reasonable guess. (Someone needs to do some more testing on sub-T6, obviously.) It would be great if Blizzard released the official figures so we’d know for sure, but they seem to like some ambiguity and “play it by feel” aspects left in the game (DPS calculator, anyone?) so probably they enjoy players only able to guesstimate the frequency for double DBs on T9, legs from Rift Guardians, etc.

    Click through for a couple of more charts showing how monster rewards increase up to T10, and why it’s foolish to play that difficulty unless you’ve geared up to the point that your damage makes it a smooth ride.

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    Tagged As: | Categories: *Featured, Fan Stuff, Strategy News, Torment | 8 Comments